|
|
|
|
LEADER |
04822nma a2201273 u 4500 |
001 |
EB001992034 |
003 |
EBX01000000000000001154936 |
005 |
00000000000000.0 |
007 |
cr||||||||||||||||||||| |
008 |
210512 ||| eng |
020 |
|
|
|a 9783039437757
|
020 |
|
|
|a books978-3-03943-776-4
|
020 |
|
|
|a 9783039437764
|
100 |
1 |
|
|a Riva, Giuseppe
|
245 |
0 |
0 |
|a Virtual Reality in the Assessment, Understanding and Treatment of Mental Health Disorders
|h Elektronische Ressource
|
260 |
|
|
|a Basel, Switzerland
|b MDPI - Multidisciplinary Digital Publishing Institute
|c 2021
|
300 |
|
|
|a 1 electronic resource (316 p.)
|
653 |
|
|
|a Obsessive-compulsive disorders
|
653 |
|
|
|a machine learning
|
653 |
|
|
|a hippocampus
|
653 |
|
|
|a aging
|
653 |
|
|
|a adults
|
653 |
|
|
|a body movements
|
653 |
|
|
|a neurorehabilitation
|
653 |
|
|
|a systematic review
|
653 |
|
|
|a standardized scenario
|
653 |
|
|
|a embodiment
|
653 |
|
|
|a pain perception
|
653 |
|
|
|a personalized scenario
|
653 |
|
|
|a dementia
|
653 |
|
|
|a mild cognitive impairment
|
653 |
|
|
|a n/a
|
653 |
|
|
|a multiple errands test
|
653 |
|
|
|a digital biomarker
|
653 |
|
|
|a MRI
|
653 |
|
|
|a exposure in virtual reality
|
653 |
|
|
|a virtual environment
|
653 |
|
|
|a interpersonal multisensory stimulation
|
653 |
|
|
|a mental health
|
653 |
|
|
|a metacognition
|
653 |
|
|
|a anorexia nervosa
|
653 |
|
|
|a health
|
653 |
|
|
|a embodied cognition
|
653 |
|
|
|a body representation
|
653 |
|
|
|a derealization
|
653 |
|
|
|a wellbeing intervention
|
653 |
|
|
|a sense of agency
|
653 |
|
|
|a cross-validation
|
653 |
|
|
|a serious game
|
653 |
|
|
|a real phobic images
|
653 |
|
|
|a telescoped effect
|
653 |
|
|
|a body dissatisfaction
|
653 |
|
|
|a stress
|
653 |
|
|
|a body image distortion
|
653 |
|
|
|a autism spectrum disorder
|
653 |
|
|
|a amputee patients
|
653 |
|
|
|a virtual reality
|
653 |
|
|
|a enactment
|
653 |
|
|
|a memory rehabilitation
|
653 |
|
|
|a Information technology industries / bicssc
|
653 |
|
|
|a cognitive assessment
|
653 |
|
|
|a neuroimaging
|
653 |
|
|
|a bodily-self
|
653 |
|
|
|a repetitive behaviors
|
653 |
|
|
|a specific phobia
|
653 |
|
|
|a dental anxiety
|
653 |
|
|
|a oldest old person
|
653 |
|
|
|a cognitive rehabilitation
|
653 |
|
|
|a cognitive and physical rehabilitation
|
653 |
|
|
|a full body illusion
|
653 |
|
|
|a cognitive exposure
|
653 |
|
|
|a fMRI
|
653 |
|
|
|a presence
|
653 |
|
|
|a computational models
|
653 |
|
|
|a obesity
|
653 |
|
|
|a emotion regulation
|
653 |
|
|
|a treatment
|
653 |
|
|
|a body image disturbances
|
653 |
|
|
|a episodic memory
|
653 |
|
|
|a navigation
|
653 |
|
|
|a Generalized Anxiety Disorder (GAD)
|
653 |
|
|
|a hallucinations
|
653 |
|
|
|a body anxiety
|
653 |
|
|
|a pain
|
653 |
|
|
|a decision tree
|
653 |
|
|
|a Alzheimer disease
|
653 |
|
|
|a spatial memory
|
653 |
|
|
|a psychosis
|
653 |
|
|
|a sense of reality
|
653 |
|
|
|a distraction systems
|
653 |
|
|
|a fear of gaining weight
|
653 |
|
|
|a computerized assessment
|
653 |
|
|
|a anxiety disorders
|
653 |
|
|
|a executive functions
|
653 |
|
|
|a electroencephalogram
|
700 |
1 |
|
|a Serino, Silvia
|
700 |
1 |
|
|a Riva, Giuseppe
|
700 |
1 |
|
|a Serino, Silvia
|
041 |
0 |
7 |
|a eng
|2 ISO 639-2
|
989 |
|
|
|b DOAB
|a Directory of Open Access Books
|
500 |
|
|
|a Creative Commons (cc), https://creativecommons.org/licenses/by/4.0/
|
028 |
5 |
0 |
|a 10.3390/books978-3-03943-776-4
|
856 |
4 |
0 |
|u https://www.mdpi.com/books/pdfview/book/3268
|7 0
|x Verlag
|3 Volltext
|
856 |
4 |
2 |
|u https://directory.doabooks.org/handle/20.500.12854/68271
|z DOAB: description of the publication
|
082 |
0 |
|
|a 363
|
082 |
0 |
|
|a 000
|
082 |
0 |
|
|a 610
|
082 |
0 |
|
|a 600
|
520 |
|
|
|a In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human-computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
|