The Interactive Media Institute presents:

January 19-21, 2003

San Diego, California


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.

*Tarr, M.J., Warren, W.H. (2002), Virtual Reality in behavioral neuroscience and beyond", Nature Neuroscience Supplement, 5, November 2002, 316-322