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The
goals of the project
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The main objective of the project is to prove the technical
and clinical viability of using Virtual Reality Therapy (VRT) in
clinical psychology. Using VRT it is possible both to offer exposure
therapy, the most effective form of behavioral therapy for many
conditions, and to integrate it with other behavioural and cognitive
methods in order to improve their effectiveness.
Previous work (including work by some of the current partners) has
shown that even relatively unsophisticated Virtual Reality tools
can prove a valuable tool in psycho-neurological assessment and
rehabilitation To date however the use of VR-technologies has been
limited to single locations - typically hospital or rehabilitation
centers. In theory new multiuser VR technologies (demonstrated in
a number of European projects), combined with rapid increases in
Internet bandwidth and performance and steep reductions in the cost
of hardware and
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software,make
it possible to bring distributed VR environments directly to clients'
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homes
- thereby offering improved access for users who are inadequately
served by current services. In order to achieve this goal it will
first be necessary to overcome a number of clinical, ergonomic,
technological and organizational challenges.
VEPSY's main contribution to innovation will be to design, test
and validate solutions to these challenges.
In particular the project will provide both innovative tools
(Telemedicine and Portable tools) for the treatment of patients,
clinical trials to verify their viability and action plans for dissemination
of its results to an Extended Audience (potential users and influential
groups). In particular, VEPSY aims at:
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a)
designing and developing 4 clinical modules to be used with
the Virtual Reality Modular System (VRMS) defined by two successful
4FP EC funded projects, coordinated by Partner 1.The selected disorders
are: · panic disorder and
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· male impotence and premature ejaculation; · obesity, bulimia and
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binge-eating disorders; · social phobia. To ensure the broadest user
base, the developed modules will be available both as shared telemedicine
tools available through Internet by using a plug-in for the most common
browsers (Explorer and Navigator) and as portable tools based on Speed-Step
notebook PCs (PIII, 128Mb Ram) This choice ensures wide availability,
an open architecture and the possibility of benefiting from the improvements
planned for these machine by INTEL, mainly faster processors and enhanced
multimedia support. Both solutions will allow the support of end-users
in their living environment.
b) Defining new treatment protocols for the use of the
clinical modules in assessment and therapy. In doing this the project
will follow a User Centered Strategy - where feedback from individual
users (and from groups representing users) will play a key role in
driving the design and implementation process.
c) Testing their efficacy at a scale of operation representing
reality. In particular the project plans a 9-months Demonstration
phase involving no less than 30 patients and a 15-months Validation
phase involving no less than 240 patients from at least three different
EC countries.
d) Disseminating the obtained results to Extended Audience.
Both clinicians and end users will be reached.
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The
possible advantages of the project |
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The
advantages expected by this approach are:
o Cost Effective: Many stimuli for exposure are difficult to
arrange or control, and when exposure is conducted outside of the
therapist's office, it becomes more expensive in terms of time and
money. The ability to conduct exposures of virtual airplanes for flying
phobics or virtual highways for driving phobics, for example, without
leaving the therapist's office would make better treatment available
to more sufferers at a lower cost.
o Effective Therapy: In addition to cost reduction, VR therapy
offers innovative treatment alternatives for patients. Like in vivo
therapy, VRT can provide stimuli for patients who can not imagine
well. Unlike therapists assisted by in vivo techniques, VRT will be
performed within the confines of a room, thus avoiding public embarrassment
and violation of patient confidentiality. Virtual environments have
the great advantage of giving the therapist greater control over multiple
stimulus parameters as well as the ability to isolate the specific
parameters that determine the phobic response. VRT therapy could also
be used as an intermediate step in preparing patients for maintenance
therapy involving self-directed in vivo exposure.
o Patient Acceptance: As reported by previous researchers a
consistent theme amongst people who suffer from psychological disturbances
has been that they would be much more willing to undergo exposure
therapy in a virtual environment than in a real physical environment.
· Telemedicine Applications: Virtual reality therapy is appropriate
for networked delivery of clinical psychology and psychiatry services
to remote locations. Since the patient is receiving therapy within
a virtual environment, the clinician conducting the therapy session
could be present physically or participate via computer networks from
a remote location. In particular using VRML, a standard based on the
Internet, is possible to offer a low cost treatment also in remote
locations. The Virtual Reality Modeling Language (VRML) is a file
format and run-time description for 3D graphic elements for use on
the World Wide Web. It includes interaction and animation elements
as well as interfaces to scripting languages to provide more general
simulation behaviors and interfaces to network services. Currently
VRML worlds can be scripted with Java and JavaScript, both of which
are familiar to most web programmers. VRML 2.0 was designed and implemented
in 1995 and has been an ISO standard since 1997 (referred to as VRML97).
VRML97 is the only existing open standard for describing 3D graphics
on the web, though several proprietary packages with similar capabilities
exist. The development and maintenance of VRML97 is over-seen by the
Web3D Consortium which counts Sun, Microsoft, SGI, Apple and Intervista
amongst its members.
However, only a small number of real-world applications have been
developed for use in clinical psychology: the largest sample ever
reported in any published study is 72 students (sources: MedLine,
Science Citation Index, PsycLit, Dec. 1999). This makes investigations
into the feasibility of VR based psychological applications of considerable
importance. In a recent report, the US National Advisory Mental Health
Council suggested that "Research is needed to understand both the
positive and the negative effects [of VEs]... on children's' and adult's
perceptual and cognitive skills... and to exploit the enormous clinical
potential of this technology" (1995, p.51).
To reach this goal in 1999 different US government institutions (i.e.
Office of Naval Research, National Science Foundation, and Defence
Advanced Research Projects Agency) funded the research in this area
to the amount of 22 million US$ (Source: DARPA bullettin, 1999). In
the same year the European institutions funded research in this field
with less that 1 million Euros (estimated from CORDIS database, 1999):
less than 1/20 of the US effort.
Up to now, Europe has matched the reduced funds with the creativity
of its researchers. In fact, the main applications of VEs in psychological
assessment and rehabilitation come from Italian, Spanish, and
English institutions. In 1997, European researchers authored 72% of
all the published papers in this area on peer-reviewed journals. This
percentage slipped to 56% in 1998 and to 51% in 1999 (Sources: MedLine,
Science Citation Index, PsycLit, Apr. 2000). In this sense VEPSY,
joining in its Consortium the major European players in the field,
aims at creating a sufficient critical mass to make the EU-based research
more competitive.
Moreover, this could help also European companies working in the field.
The latest Frost & Sullivan's VR market report stated that about
250 companies existed in the USA and only 25 in other countries which
claim to make even part of their revenue from VR. Of these, no one
firm earned more than $10 million (MEUROs 8.9) from VR alone. A recent
Financial Times Report listed four types of commercial VR company
- software companies, component manufacturers, system companies and
"other industry participants". As might be expected, the vast majority
of such companies are US-based. The VEPSY consortium includes two
young spin-off companies (SMEs), linked to the research institutions
working in the project, and two expert companies with a long expertize
in the Health Care IT industry that will help the project to exploit
commercially the results developed. Both the strict link between companies
and researchers, and the clear focus on clinical oriented VR-based
products, will help in creating a market-oriented approach, not always
present in many IT big players.
The end-users of the applications are: individuals who can individually
access low-cost information technologies (PC) and Internet, private
and public institutions, hospitals, schools for prevention activities,
associations, care givers, home care providers, and other similar
cases.
Anticipated deliverables are: improved methods to prevent,
delay the onset, diagnose and treat major psychopathological illnesses;
more competitive and adapted technological products and services for
coping with major disturbances and for promoting the quality of life,
autonomy and social integration of psycho-pathological patients. |
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