Virtual Reality and Mental Healthcare
Virtual Reality and Mental Healthcare, available at $19.99, has an average rating of 4.4, with 12 lectures, 4 quizzes, based on 11 reviews, and has 148 subscribers.
You will learn about How Virtual Reality is applied in the field of Mental Health, specifically Psychology. Fundamental phenomenology and human perception. How the underlying mechanisms of perception interact with digital environments. How professionals use VR for assessment, therapeutic treatment, and scientific research. To identify control and safety aspects of VR application with human beings. The state of the art of evidence-based research about VR professional use for mental healthcare. This course is ideal for individuals who are Anyone interested in Virtual Reality from theoretical and/or practical approaches related to Psychology or Academic Students and Members or Health and Mental Health professionals / students or VR enthusiasts or Cientific researchers or Game developers It is particularly useful for Anyone interested in Virtual Reality from theoretical and/or practical approaches related to Psychology or Academic Students and Members or Health and Mental Health professionals / students or VR enthusiasts or Cientific researchers or Game developers.
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Summary
Title: Virtual Reality and Mental Healthcare
Price: $19.99
Average Rating: 4.4
Number of Lectures: 12
Number of Quizzes: 4
Number of Published Lectures: 12
Number of Published Quizzes: 4
Number of Curriculum Items: 16
Number of Published Curriculum Objects: 16
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- How Virtual Reality is applied in the field of Mental Health, specifically Psychology.
- Fundamental phenomenology and human perception.
- How the underlying mechanisms of perception interact with digital environments.
- How professionals use VR for assessment, therapeutic treatment, and scientific research.
- To identify control and safety aspects of VR application with human beings.
- The state of the art of evidence-based research about VR professional use for mental healthcare.
Who Should Attend
- Anyone interested in Virtual Reality from theoretical and/or practical approaches related to Psychology
- Academic Students and Members
- Health and Mental Health professionals / students
- VR enthusiasts
- Cientific researchers
- Game developers
Target Audiences
- Anyone interested in Virtual Reality from theoretical and/or practical approaches related to Psychology
- Academic Students and Members
- Health and Mental Health professionals / students
- VR enthusiasts
- Cientific researchers
- Game developers
-
I created this course to be a theoretically integrative course focused on the use of Virtual Reality (VR) in the field of Mental Health, specifically Psychology, from a scientific and evidence-based point of view. You don’t need any kind of prior knowledge to understand what I present here.
The professional use of VR systems in the field of mental health is already an effective reality. Almost four decades have passed since the first intersection, and it’s a current field of knowledge that already has applications for various mental health symptoms and disorders (Anxiety, Depression, PTSD, ASD, Schizophrenia, Eating and Binge disorders, Substance abuse, Coping strategies, Social Skills, etc.).
We are considering a digital simulation in which our experiences can have an effective and lasting impact in real life, using a system that allows total control over the perceptual stimuli presented to achieve greater precision when implementing different therapeutic strategies. VR is not a new form of therapy, but rather a set of technological developments that can serve as resources in the clinical field to conduct interventions more ecologically and effectively.
VR systems offer the possibility of living a digital experience in a controlled and protected environment where patients can begin to explore, experiment, and act freely or through specific tasks. We have created the possibility of inhabiting, feeling, and remembering our actions and those of others in digital simulations. We have created one more escape from reality into the virtuality of the fantastic.
Connecting to a global network in which our being may interact with others through an interface is not an irrelevant phenomenon to happen; It can change our ways of communicating, of behaving and learning, of building knowledge. However, all this can affect us in a complex way without us realizing it; we are largely unaware of these effects most of the time.
If you are interested in what happens (to us) when we use a VR system (human-machine interaction POV), then this is the course you’re looking for.
At the end of each class you’ll be able to access a list with all the references and sources I used, for you to be able to look up as much additional information and details as you want.
Course Curriculum
Chapter 1: History of virtual reality systems and head-mounted displays
Lecture 1: A brief timeline of virtual reality history
Lecture 2: Virtual reality in the field of Mental Health
Chapter 2: Definition of VR and some theoretical aspects: What is it?
Lecture 1: Introduction to Phenomenology and Human perception
Lecture 2: Definitions
Chapter 3: Immersion, Presence & Incarnation
Lecture 1: Introduction and Digital Immersion
Lecture 2: Presence and Real Reactions
Lecture 3: Body Image and Avatars
Chapter 4: Clinical uses and its limitations
Lecture 1: Hardware & Software, Safety & Ethics
Lecture 2: VR apps in the field of Mental Health
Chapter 5: Empirical evidence-based research & the multiple uses of VR technology
Lecture 1: Reviews and meta-analyses’ results and conclusions
Lecture 2: New frontiers and research directions
Lecture 3: A discussion about VR as a clinical resource
Instructors
-
Joaquin Asiain
Licensed Psychologist
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 1 votes
- 3 stars: 0 votes
- 4 stars: 3 votes
- 5 stars: 7 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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