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Skip Rizzo (Director of Medical VR & Research Professor, USC-ICT)
Location: Room 3005, West Hall
Date: Tuesday, March 22
Time: 5:30 pm - 6:30 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: Yes
Since the mid-1990s, a significant scientific literature has also evolved on the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR game-based, simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This presentation will focus on seven ways that Clinical VR has already, and will continue to change the world of Mental Healthcare. After a brief orientation to the relevant elements that comprise Clinical VR, the talk will review the theory, research, and application of VR systems that help to overcome fear, recover from traumatic experiences, experience less pain, rehabilitate motor function, exercise and relax, test and train cognitive function, and provide benefit via virtual human interaction. The talk will also cite the importance of game development/logic expertise as essential for promoting user/patient engagement with these clinical applications.
Attendees will learn the different ways VR can promote user engagement in Mental Healthcare applications and understand the relevant issues for the design, development, implementation, and evaluation of VR for clinical assessment and intervention across a wide range of clinical conditions (i.e., ADHD, PTSD, Alzheimer's, Phobias, Stroke, addictions, etc.).
Anyone with a heart and a brain! Societal awareness of the impact of mental health at the same time as the concept of the "metaverse" is being freely tossed around as a panacea for all ills, make this topic of relevance to all people. VR can positively impact real reality. The integration of game development/logic may be an essential part of this process and this makes it relevant to the GDC audience.