Description
Healthcare delivery systems have evolved to rely more heavily on technology in recent years. There has been a shift in care, diagnosis and treatment which has decreased the importance of traditional methods of care delivery. Technology has not only helped to extend our lifespan, but it has improved the quality of life for all citizens.
This book presents the proceedings of the 20th Annual CyberPsychology, CyberTherapy & Social Networking Conference (CYPSY20), held in San Diego, California, in June/July 2015. The conference is an international networking and sharing platform for researchers, clinicians, policymakers and funding agents to share and discuss advancements in the growing disciplines of CyberTherapy & CyberPsychology. The papers included here have been divided into six main sections: editorial; critical reviews; evaluation studies; original research; clinical observations and work in progress.
The book underlines how cybertherapy has started to make progress in treating a variety of disorders, and provides an overview of the necessary skills and tools available, as well as illuminating the context of interaction in which they operate.
Chapter
Evaluating User Experience of Augmented Reality Eyeglasses
Bridging Minds: A Mixed Methodology to Assess Networked Flow
Teaching-Learning: Stereoscopic 3D Versus Traditional Methods in Mexico City
The Effect of 3D Audio and Other Audio Techniques on Virtual Reality Experience
The Role of Expectations in Game-Based Training
Decision Making and Cognitive Behavioral Flexibility in a OCD Sample: A Study in a Virtual Environment
Measuring Co-Presence and Social Presence in Virtual Environments - Psychometric Construction of a German Scale for a Fear of Public Speaking Scenario
Being Present in Space: The Role of Allocentric and Egocentric Reference Frames
Combining Face-to-Face Therapy with Computerized Techniques: A Therapists' Attitudes Survey
Virtual Reality to Train Diagnostic Skills in Eating Disorders. Comparison of Two Low Cost Systems
How to Protect Children from Internet Predators: A Phenomenological Study
Section IV. Original Research
The Identity Mapping Project: Demographic Differences in Patterns of Distributed Identity
Using a Facebook Group as an Adjunct to a Pilot mHealth Physical Activity Intervention: A Mixed Methods Approach
Chasing The 'Like': Adolescent Use of Social Networking Sites in Australia
Being in an Avatar: Action and Embodiment in a Digital Me
Language in Online Dating Texts: Trait Identification, Homophily, and Their Effect on Attraction
External Eating as a Predictor of Cue-Reactivity to Food-Related Virtual Environments
GETSmart: Guided Education and Training via Smart Phones to Promote Resilience
InSPAL: A Novel Immersive Virtual Learning Programme
Effect of Telephone Calls and Text Messages on Goal Attainment in a Ehealth Coaching Service
Section V. Clinical Observations
Trait and State Craving as Indicators of Validity of VR-Based Software for Binge Eating Treatment
Robotic Companions for Older People: A Case Study in the Wild
Movement-Based VR Gameplay Therapy for a Child with Cerebral Palsy
Development of a Virtual Environment Based on the Perceived Characteristics of Pain in Patients with Fibromyalgia
A Pilot Study Using Mindfulness-Guided-Relaxation & Biofeedback to Alleviate Stress in a Group
Rehabilitation Tool: A Pilot Study on a New Neuropsychological Interactive Training System
Section VI. Work in Progress
Virtual Reality for Artificial Intelligence: Human-Centered Simulation for Social Science
Importance of Virtual Reality to Virtual Reality Exposure Therapy, Study Design of a Randomized Trial
Modeling Aggression and Bullying: A Complex Systems Approach
Confronting Auditory Hallucinations Using Virtual Reality: The Avatar Therapy
NO-FEAR Airlines: A Computer-Aided Self-Help Treatment for Flying Phobia
Human Instruments: Accessible Musical Instruments for People with Varied Physical Ability