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What is Virtual Reality Program

New Perspectives in Teaching and Learning With ICTs in Global Higher Education Systems
Is a computer-generated environment with scenes and objects that appear to be real, making the user feel they are immersed in their surroundings.
Published in Chapter:
Inclúyete Virtual Reality: A Teaching Innovation Proposal to Work on Mental Health Stigma in University Students
Noelia Navarro Gómez (Universidad de Almería, Spain), Anabel Corral-Granados (Universidad de Almería, Spain), Ana María Martínez-Martínez (Universidad de Almería, Spain), María del Pilar Díaz-López (Universidad de Almería, Spain), and Remedios López-Liria (Universidad de Almería, Spain)
DOI: 10.4018/978-1-6684-8861-4.ch012
Abstract
Stigma towards mental health disorders is a powerful obstacle to the recovery and social inclusion. This is why social awareness and empathy must be addressed as soon as possible. Among the possibilities for intervention, new technologies, and more specifically virtual reality (VR), are a very attractive resource for young people who spend a large part of their free time playing video games. The aim of this chapter is to present a proposal that can be applied to university students to address stigma in mental health whose central axis is a virtual reality programme, Inclúyete VR. This programme fosters empathy towards those who suffer from a mental health disorder, allowing them to “experience” how a person feels when they have hallucinations and what the possibilities are for a psychosocial approach to the disorder. The session should be led by a mental health professional familiar with the software. The total duration of the VR programme is approximately 10 minutes, which is very appropriate to initiate a discussion-reflection about mental health disorders.
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