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VR scenarios to treat mental health

dc.contributor.authorDeusdado, Leonel
dc.contributor.authorFreitas, Elisabete
dc.contributor.authorCoelho, Carlos
dc.contributor.authorMorgado, Mateo
dc.date.accessioned2022-08-02T10:03:06Z
dc.date.available2022-08-02T10:03:06Z
dc.date.issued2021
dc.description.abstractSchizophrenia is characterized by delusions, hallucinations, anhedonia and apathy, and is a chronic mental illness, which still has no cure. It is diagnosed in three main groups, namely positive symptoms, negative symptoms, and cognitive symptoms, and affects the patient in major areas of life, such as work, interpersonal relationships, or self-care. The usual treatment is carried out with the help of antipsychotic med- ications, which mainly target the positive symptoms of the illness, but have little effect on the negative symptoms of schizophrenia. It is a disease that affects 1% of the population, and while it is not the most common of other mental disorders, it can be the most disabling. Virtual reality (VR) is increasingly used as a powerful auxiliary tool in rehabilitation. It al- lows an immersive audio-visual environment with high clinical relevance and robust validity, modernizing rehabilitation interventions, leading to improved motor function and biomechanical or diagnostic ability better than traditional methods used to treat patients under cognitive health. In this context, this paper addresses the design of virtual environments and computer simulations, providing the patient with an experience close to the real world, and allowing intensive repetition of essential tasks dur- ing the mental health rehabilitation process, with real-time feedback in a controlled and safe environment. Virtual reality (VR) is increasingly used as a powerful auxiliary tool in rehabilitation.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationDeusdado, Leonel; Freitas, Elisabete; Coelho, Carlos; Morgado, Mateo (2021). VR scenarios to treat mental health. Computing and informatic. ISSN 1335-9150. 41:2, p. 627-645pt_PT
dc.identifier.doi10.31577/cai_2022_2_627
dc.identifier.urihttp://hdl.handle.net/10198/25789
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.relationEuropean Regional Develop- ment Fund (ERDF) through the Regional Operational Program North 2020, within the scope of Project GreenHealth - Digital strategies in biological assets to improve well-being and promote green health, Norte-01-0145-FEDER-000042.pt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectVirtual realitypt_PT
dc.subjectRehabilitationpt_PT
dc.subjectSchizophreniapt_PT
dc.titleVR scenarios to treat mental healthpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage645pt_PT
oaire.citation.issue2pt_PT
oaire.citation.startPage627pt_PT
oaire.citation.titleComputing and informaticpt_PT
oaire.citation.volume41pt_PT
person.familyNameDeusdado
person.givenNameLeonel
person.identifier.ciencia-id641A-C527-2050
person.identifier.orcid0000-0002-9944-4386
person.identifier.scopus-author-id37561352100
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublication0cee7d48-cccd-4248-9bc1-f22005b7f59c
relation.isAuthorOfPublication.latestForDiscovery0cee7d48-cccd-4248-9bc1-f22005b7f59c

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