

de Recherche et d’Innovation
en Cybersécurité et Société
Rizzo, A. A.; Strickland, D.; Bouchard, S.
The challenge of using virtual reality in telerehabilitation Article de journal
Dans: Telemedicine and e-Health, vol. 10, no 2, p. 184–195, 2004, ISSN: 15305627.
Résumé | Liens | BibTeX | Étiquettes: Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems
@article{rizzo_challenge_2004,
title = {The challenge of using virtual reality in telerehabilitation},
author = {A. A. Rizzo and D. Strickland and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-66749092218&doi=10.1089%2ftmj.2004.10.184&partnerID=40&md5=d0f611ef679210eb0def8281bb7a5d23},
doi = {10.1089/tmj.2004.10.184},
issn = {15305627},
year = {2004},
date = {2004-01-01},
journal = {Telemedicine and e-Health},
volume = {10},
number = {2},
pages = {184–195},
abstract = {Continuing advances in virtual reality (VR) technology along with concomitant system cost reductions have supported the development of more useful and accessible VR systems that can uniquely target a wide range of physical, psychological, and cognitive rehabilitation concerns and research questions. VR offers the potential to deliver systematic human testing, training, and treatment environments that allow for the precise control of complex dynamic three-dimensional stimulus presentations, within which sophisticated interaction, behavioral tracking, and performance recording is possible. The next step in this evolution will allow for Internet accessibility to libraries of VR scenarios as a likely form of distribution and use. VR applications that are Internet deliverable could open up new possibilities for home-based therapy and rehabilitation. If executed thoughtfully, they could increase client involvement, enhance outcomes and reduce costs. However, before this vision can be achieved, a number of significant challenges will need to be addressed and solved. This article will first present three fictional case vignettes that illustrate the ways that VR telerehabilitation might be implemented with varying degrees of success in the future. We then describe a system that is currently being used to deliver virtual worlds over the Internet for training safety skills to children with learning disabilities. From these illustrative fictional and reality-based applications, we will then briefly discuss the technical, practical, and user-based challenges for implementing VR telerehabilitation, along with views regarding the future of this emerging clinical application. © Mary Ann Liebert, Inc.},
keywords = {Clinical application, Cognitive rehabilitation, Cognitive systems, Complex dynamics, Education, Human testing, Internet, Learning disabilities, Patient rehabilitation, Precise control, Research questions, Telerehabilitation, Therapy and rehabilitation, virtual reality, Virtual worlds, VR applications, VR systems},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Renaud, P.; Robillard, G.; St-Jacques, J.
Applications of virtual reality in clinical psychology: Illustrations with the treatment of anxiety disorders Article d'actes
Dans: Proceedings: HAVE 2002 - IEEE International Workshop on Haptic Virtual Environments and their Applications, p. 7–11, Institute of Electrical and Electronics Engineers Inc., 2002, ISBN: 0780376358 (ISBN); 978-078037635-9 (ISBN), (Journal Abbreviation: Proc.: HAVE - IEEE Int. Workshop Haptic Virtual Environ. Their Appl.).
Résumé | Liens | BibTeX | Étiquettes: 3D games, Clinical application, Clinical applications, clinical trial, Head mounted displays, Helmet mounted displays, High costs, Immersive environment, phobias, Scientific researches, Sensory perception, Surveys, virtual reality
@inproceedings{bouchard_applications_2002,
title = {Applications of virtual reality in clinical psychology: Illustrations with the treatment of anxiety disorders},
author = {S. Bouchard and P. Renaud and G. Robillard and J. St-Jacques},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84963625772&doi=10.1109%2fHAVE.2002.1106906&partnerID=40&md5=8fa4558c35ab60c29d321a3a70bcbc4c},
doi = {10.1109/HAVE.2002.1106906},
isbn = {0780376358 (ISBN); 978-078037635-9 (ISBN)},
year = {2002},
date = {2002-01-01},
booktitle = {Proceedings: HAVE 2002 - IEEE International Workshop on Haptic Virtual Environments and their Applications},
pages = {7–11},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {The high cost of VR equipment and environments is a significant deterrent to the widespread dissemination of this technology from scientific research labs to the offices of clinical psychologists. An alternative is to use modified 3D games to create new and clinically useful immersive environments on head mounted displays. The aim of this paper is to summarize the first 18 months of work at the Cyberpsychology Lab. of the University of Quebec in Outaouais on the applications of virtual reality (VR) in the treatment of anxiety disorders. Three studies are summarized: a comparison between phobics and non-phobics immersed in VR environments, a clinical trial on the effectiveness of 3D games to treat phobias in adults and a clinical trial with children. Presence ratings are very high, as well as the graphic qualities and the flexibility of the programs. Results showed a dramatic improvement on general questionnaires and on measures of overt approach/avoidance of phobic stimuli. © 2002 IEEE.},
note = {Journal Abbreviation: Proc.: HAVE - IEEE Int. Workshop Haptic Virtual Environ. Their Appl.},
keywords = {3D games, Clinical application, Clinical applications, clinical trial, Head mounted displays, Helmet mounted displays, High costs, Immersive environment, phobias, Scientific researches, Sensory perception, Surveys, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}