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Areas of Education
- Empathy
- Teen Smoking Prevention
Virtual reality (VR) is not just for entertainment or technical simulation
anymore. Like the less advanced technologies of board games and music, VR,
video games and computer programs are now being used to teach people of all
ages both content and skills. The immersive and sometimes collaborative nature
of VR allows for students to “learn by doing” through hands-on
activity. The number and quality of repetitions they can perform defray the
cost of these systems. Science experiments can be replicated over and over,
without ever having to replenish expensive or dangerous chemicals. Curriculum
can be taught without the cost of printing books. And all of this can be done
in a way that is more engaging and exciting for the users, facilitating permanent
knowledge acquisition.
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Empathy
Virtual reality technologies are increasingly being used to create empathy
between people. Some programs deal with increasing
cooperation between two users trying to complete a task within the same
environment. However, increasingly, virtual environments are being created
to allow family, friends, and caregivers of those suffering from a disease
to experience the struggles that the patient faces, in turn sensitizing
them to the complications of specific disorders.
One example of this
is a program created to allow people to experience the fatigue and
frustration that come from the anemia associated with chemotherapy.
Participants experience the environment from a first person point of
view, struggling to move through the environment by pushing on resistant
pedals and hearing the heartbeat grow faster and louder as the virtual
patient tires. Other environments allow caretakers and family members
of those with schizophrenia to experience the hallucinations that accompany
the disease. Yet another program allows students to navigate an environment
as if in a wheelchair, familiarizing them with the difficulties that
their disabled classmates face.
All of these environments increase
the understanding between individuals and help erase the stigma associated
with mental and physical disorders. IMI-E works to bring together researchers,
clinicians, and patients to make these types of programs more readily
available to the European population.
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Teen Smoking Prevention
IMI-E is seeking a grant to develop a virtual world that will work to prevent
teen smoking. The world will allow the user to enter a human body, observing
internal organs and bodily functions. By creating two versions of the environment,
users will be exposed to the inside of both a healthy body and a smoker's
body. Combined with education, teens entering this environment will witness
the damage that cigarettes inflict upon internal organs. In experiencing this
immersive environment, it is hoped that teens will be able to internalize
the dangers of smoking.
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