TY - CHAP
T1 - SimCoach
T2 - An Online Intelligent Virtual Human Agent System for Breaking Down Barriers to Care for Service Members and Veterans
AU - Rizzo, Albert (Skip)
AU - Forbell, Eric
AU - Lange, Belinda
AU - Galen Buckwalter, J.
AU - Williams, Josh
AU - Sagae, Kenji
AU - Traum, David
PY - 2013
Y1 - 2013
N2 - Over the last 15 years, virtual reality (VR) has emerged as an innovative tool for addressing numerous issues in clinical research, assessment, and intervention. Technological advances in the areas of computation speed and power, graphics and image rendering, display systems, tracking, interface technology, haptic devices, authoring software, and artificial intelligence have supported the creation of low-cost and usable PC-based Virtual Reality (VR) systems. At the same time, an expanding group of researchers and clinicians have not only recognized the potential impact of VR technology, but have now generated a significant research literature that documents the many clinical targets where VR can add value over traditional assessment and intervention approaches (Bohil, Alicea, & Biocca, 2011; Holden, 2005; Parsons & Rizzo, 2008; Powers & Emmelkamp, 2008; Rizzo, et al., 2011; Riva, 2011; Rose, Brooks, & Rizzo, 2005). This convergence of the exponential advances in underlying VR-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of Clinical Virtual Reality. This state of affairs now stands to transform the vision of future clinical practice and research in the disciplines of psychology, medicine, neuroscience, physical and occupational therapy, and in the many allied health fields that address the therapeutic needs of those with clinical disorders.
AB - Over the last 15 years, virtual reality (VR) has emerged as an innovative tool for addressing numerous issues in clinical research, assessment, and intervention. Technological advances in the areas of computation speed and power, graphics and image rendering, display systems, tracking, interface technology, haptic devices, authoring software, and artificial intelligence have supported the creation of low-cost and usable PC-based Virtual Reality (VR) systems. At the same time, an expanding group of researchers and clinicians have not only recognized the potential impact of VR technology, but have now generated a significant research literature that documents the many clinical targets where VR can add value over traditional assessment and intervention approaches (Bohil, Alicea, & Biocca, 2011; Holden, 2005; Parsons & Rizzo, 2008; Powers & Emmelkamp, 2008; Rizzo, et al., 2011; Riva, 2011; Rose, Brooks, & Rizzo, 2005). This convergence of the exponential advances in underlying VR-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of Clinical Virtual Reality. This state of affairs now stands to transform the vision of future clinical practice and research in the disciplines of psychology, medicine, neuroscience, physical and occupational therapy, and in the many allied health fields that address the therapeutic needs of those with clinical disorders.
UR - http://www.scopus.com/inward/record.url?scp=85062601549&partnerID=8YFLogxK
U2 - 10.4324/9780203153819
DO - 10.4324/9780203153819
M3 - Chapter
AN - SCOPUS:85062601549
SN - 9780415807050
SN - 9780415637770
T3 - Psychological Stress Series
SP - 238
EP - 250
BT - Healing War Trauma
A2 - Scurfield, Raymond Monsour
A2 - Platoni, Katherine Theresa
PB - Taylor & Francis
CY - New York
ER -