The Interactive Media Institute presents: |
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January 19-21, 2003 San Diego, California USA According
to a recent paper published by Nature
Neuroscience* "Virtual reality (VR) has finally come of age
for serious applications in the behavioral neurosciences. [Technological
improvements] have made VR attractive for both research and real-world
applications in neuroscience, cognitive science and psychology. New
and exciting applications for VR have emerged in research, training,
rehabilitation, teleoperation, virtual archeology and tele-immersion."
(p. 1089) Following this trend, this year's theme acknowledges the increasing use of advanced technologies in mental health, disabilities, and rehabilitation. These technologies include virtual reality simulations, telehealth, videoconferencing, the Internet, robotics, and non-invasive physiological monitoring devices. By utilizing technology for training and therapy, we are able to improve existing protocols, and disseminate care to a wider segment of the population. |
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