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Maslow, A. H. (1943). A theory of human motivation. Psychological review, 50(4), 370.C. Neustaedter et al. (eds.), Connecting Families, 127 DOI 10.1007/978-1-4471-4192-1_7, © Springer-Verlag London 2013

Maples-Keller, J. L., Bunnell, B. E., Kim, S. J., & Rothbaum, B. O. (2017). The use of virtual reality technology in the treatment of anxiety and other psychiatric disorders. Harvard review of psychiatry, 25(3), 103.

Reger, M., Koenen-Woods, P., Zetocha, K., et al. (2016). Randomized controlled trial of prolonged exposure using imaginal exposure vs. virtual reality exposure in active duty soldiers with deployment- related posttraumatic stress disorder (PTSD). J Consult Clin Psychol.

Yoon, H., Newton, F., Haile, N., et al. (2013). Effects of D-cycloserine on cue-induced craving and cigarette smoking among concurrent cocaine- and nicotine-dependent volunteers. Addict Behave. 38:1518–1526.

Whiting, A., & Williams, D. (2013). Why people use social media: a uses and gratifications approach. Qualitative Market Research: An International Journal.

Nadkarni, A., & Hofmann, S. G. (2012). Why do people use Facebook? Personality and individual differences, 52(3), 243-249. Brown, T., & Wyatt, J. (2010). Design thinking for social innovation. Development Outreach, 12(1), 29-43.

Rupp, M. A., Kozachuk, J., Michaelis, J. R., Odette, K. L., Smither, J. A., & McConnell, D. S. (2016, September). The effects of immersiveness and future VR expectations on subjec-tive-experiences during an educational 360 video. In Proceedings of the human factors and ergonomics society annual meeting (Vol. 60, No. 1, pp. 2108-2112). Sage CA: Los Angeles, CA: SAGE Publications.

Edison Reseach, Triton Digital. (2019). The Infinite Dial 2019. Edison 2019 infinite

Carl, E., Stein, A. T., Levihn-Coon, A., Pogue, J. R., Rothbaum, B., Emmelkamp, P., Asmundson, G. J. G., Carlbring, P., & Powers, M. B. (2019). Virtual reality exposure therapy for anxiety and related disorders: A meta-analysis of randomized controlled trials. Journal of Anxiety Disorders, 61, 27–36.

Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V, & Hart, J. C. (1992). The CAVE: audio visual experience automatic virtual environment. Communications of the ACM, 35(6), 64–73.

Heilig, M. L. (1962). Sensorama simulator. Google Patents.

Hoffman, H. G., Richards, T. L., Coda, B., Bills, A. R., Blough, D., Richards, A. L., & Sharar, S. R. (2004). Modulation of thermal pain-related brain activity with virtual reality: evidence from fMRI. Neuroreport, 15(8), 1245–1248.

Li, L., Yu, F., Shi, D., Shi, J., Tian, Z., Yang, J., Wang, X., & Jiang, Q. (2017). Application of virtual reality technology in clinical medicine. American Journal of Translational Research, 9(9), 3867.

Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual technologies trends in education. EURASIA Journal of Mathematics Science and Technology Education, 13(2), 469–486.

Minderer, M., Harvey, C. D., Donato, F., & Moser, E. I. (2016). Neuroscience: virtual reality explored. Nature, 533(7603), 324–325.

Oculus Quest: All-in-One VR. (n.d.). Retrieved May 6, 2020, from https://www.oculus.com/quest/

Oculus Rift S: PC-powered VR Gaming. (n.d.). Retrieved May 6, 2020, from https://www.oculus.com/rift-s/

Patterson, D. R., Jensen, M. P., Wiechman, S. A., & Sharar, S. R. (2010). Virtual reality hypnosis for pain associated with recovery from physical trauma. Intl. Journal of Clinical and Experimental Hypnosis, 58(3), 288–300.

Sherman, W. R., & Craig, A. B. (2002). Understanding virtual reality: Interface, application, and design. Elsevier.

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