Projects   

PREVI collaborates in several Research and Development projects supported by public and private funds.
Specifically, PREVI's focus is on the development, testing, clinical validation, and marketing of different Virtual Reality (VR) applications to assess and treat different psychological disorders.

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PROJECT   "Telemedicine and portable virtual environments for Clinical Psychology"


DATA
 
Entidad Financiadora: European Comisión, IST-2000-25323- VEPSY UPDATED
Investigador principal: Dr.G.Riva (Italia) Dra. Cristina Botella Arbona (España)
Instituciones Implicadas:
Universidad Politécnica de Valencia
Universidad Jaume I de Castellón
Universidad de Valencia
Universita Católica del Sacro Cuore di Milano
Istituto Auxologico Italiano

DESCRIPTION   VEPSY is a European-Union funded research project for Telemedicine and Portable Virtual Environments for Clinical Psychology.
Officially started on the 1st January 2001, VEPSY-updated will involve partners from an international network of academic institutions and industrial companies.

OBJECTIVES   The main objective of the project is to prove the technical and clinical viability of using Virtual Reality Therapy (VRT) in clinical psychology.
Using VRT it is possible both to offer exposure therapy, the most effective form of behavioral therapy for many conditions, and to integrate it with other behavioural and cognitive methods in order to improve their effectiveness.
Previous work (including work by some of the current partners) has shown that even relatively unsophisticated Virtual Reality tools can prove a valuable tool in psycho-neurological assessment and rehabilitation To date however the use of VR-technologies has been limited to single locations - typically hospital or rehabilitation centers.
The project will provide both innovative VR based tools for the treatment of patients, clinical trials to verify their viability and action plans for dissemination of its results.
The selected disorders are: panic disorder, social phobia and agoraphobia; obesity, bulimia and binge-eating disorders; male impotence and premature ejaculation.
BRIEF DESCRIPTION OF THE PROJECT   VEPSY will reach its goals by:

a) designing/tuning and developing 4 VRMS clinical modules to be used with the Virtual Reality Modular System (VRMS) defined by two successful 4FP EC funded projects.
The selected disorders are:
  • panic disorder and agoraphobia;
  • male impotence and premature ejaculation;
  • obesity, bulimia and binge-eating disorders;
  • social phobia.

To ensure the broadest user base, the developed modules will be available both as shared telemedicine tools available through Internet by using a plug-in for the most common browsers (Explorer and Navigator) and as portable tools based on Speed-Step notebook PCs.

b) Defining new treatment protocols for the use of the clinical modules in assessment and therapy. In doing this the project will follow a User Centered Strategy where feedback from individual users (and from groups representing users) will play a key role in driving the design and implementation process.

c) Testing their efficacy at a scale of operation representing reality. In particular the project plans a 9-month Demonstration phase involving no less than 30 patients and a 15-month Validation phase involving no less than 240 patients from at least two different EC countries.

d) Disseminating the obtained results to Extended Audience. Both clinicians and end users will be reached.

Project expected results
Anticipated deliverables are: improved methods to prevent, diagnose and treat major mental/psychological illnesses; more competitive VR-based technological products and services for coping with major disturbances and for promoting the quality of life, autonomy and social integration of psycho-pathological patients.

VEPSY's main contribution to innovation will be to design, test and validate solutions to these challenges.
In particular the project will provide both innovative tools (Telemedicine and Portable tools) for the treatment of patients, clinical trials to verify their viability and action plans for dissemination of its results to an Extended Audience (potential users and influential groups

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PROJECT   "Self-help System for Phobia to Small Animals Treatment with 3D Virtual Environments via Internet"
BRIEF DESCRIPTION OF THE PROJECT   P4 is pretended to design and test a self-help treatment program for phobia to small animals (spiders, cockroaches and rats) by means of virtual reality environments via Internet.

Three treatment conditions are going to be compared:

a) Traditional 'in vivo' exposure.
b) Tele-exposure using internet.
c) Tele-exposure using internet and a virtual reality head-mounted device.

For the tele-exposure system, patients must follow a defined process which is controlled by the system. To init the treatment, the patient has to access to a web page in which, initially, an evaluation of the problem is made. Immediately after, the treatment begins. A set of stimulus related with the detected problems are presented to the patient: images, sounds and exposure to virtual environments. There is an unique environment in which several tasks with growing difficulty levels should be made. It is required a realist simulation of small animals: animation, textures, sounds… We consider less important the realism of the environment, which is less related to the phobia being treated. That will help to minimize the size of the file and make it easier to download. The patient will be asked about his/her level of anxiety from time to time or when certain events occur. The possible states are defined and the system establishes restrictions to some situations if the patient has not overcome the preceding. The patient's state at each moment and its responses to questionnaires are stored in XML format in a data base located in a web server. The patient can leave the exposure any time, and when he/she accesses again, he/she will continue from the last level not overcome.

However, we will analyze the use of the head-mounted device in the tele-exposure via internet, in order to see the possible advantages that it can have with respect to the direct visualization in the monitor.
Respect to the tracker, we have decided not to use it. This decision implies the development of a navigation system that allows the simulation with the mouse of changes in the direction of view of the patient.

As results of the study, we expect to obtain the minimal bandwidth and hardware configuration required for the treatment to be effective.

The system will provide a self-help treatment via Internet, similar to 'Talk to me'1, but with the novelty of using virtual environments instead of videos. With respect to traditional therapy with virtual environments, the system allows to automate tasks that are usually made by the therapist.



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