A second life for eHealth: prospects for the use of 3-D virtual worlds in clinical psychology.

A second life for eHealth: prospects for the use of 3-D virtual worlds in clinical psychology.
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eHealth的第二人生:在临床心理学中使用3D虚拟世界的前景。

DOI:
10.2196/jmir.1029
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发表时间:
2008-08-05
影响因子:
7.4
通讯作者:
Riva, Giuseppe
Riva, Giuseppe
中科院分区:
医学2区
文献类型:
--
作者:
Gorini, Alessandra;Gaggioli, Andrea;Vigna, Cinzia;Riva, Giuseppe

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本论文的目的是描述三维(3-D)虚拟世界在电子健康应用中所扮演的角色,解决在临床实践中使用这种新兴媒介的一些潜在优势和相关问题。由于万维网(WWW)的广泛传播,远程心理学和远程保健已成为许多不同医疗保健问题的公认和有效的治疗方法。Web 2.0的引入促进了基于3-D虚拟世界的多用户之间协作交互的新形式的发展。本文描述了一种名为p-Health的定制沉浸式电子治疗的开发和实现,其关键因素是交互现实,即创建融合物理世界和虚拟世界的混合增强体验。我们认为,与电子邮件、聊天和视频会议等传统远程医疗应用程序相比,现实世界和3D虚拟世界之间的互动可以传达更大的临场感,促进临床沟通过程,积极影响基于团体的治疗中的团体过程和凝聚力,并在治疗师和患者之间培养更高水平的人际信任。然而,与此类虚拟世界潜在上瘾性质相关的挑战,以及与隐私和个人安全相关的问题也将被讨论。
The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. However, challenges related to the potentially addictive nature of such virtual worlds and questions related to privacy and personal safety will also be discussed.
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