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Understanding various mental health
diseases that can be attended to using AR,
VR, XR or other such technologies:
Immersive technologies are revolutionising the mental health
space by creating more interactive and dynamic experiences across various fields. They have been proven to treat several mental health diseases, cases and syndromes through updated technologies. Some comprehensive examples that can help understand this concept are mentioned below. Mental Health Diseases that can be aided through AR/VR and related technologies:
Obsessive-Compulsive Disorder (OCD): VR can be utilized
to help patients confront their obsessions and practice exposure and response prevention (ERP) techniques in a controlled setting.
Autism Spectrum Disorder (ASD): VR and AR can help
individuals with autism practice social skills, improve communication, and reduce anxiety in social situations by simulating real-world interactions.
Phobias: VR can provide a safe way for individuals to confront
their fears (such as flying, heights, or enclosed spaces) gradually, helping them learn coping strategies. Attention Deficit Hyperactivity Disorder (ADHD): Interactive VR environments can enhance focus and engagement, making therapeutic exercises more effective for individuals with ADHD.
Stress Management: VR can be used to create calming
environments for relaxation training and mindfulness practices, aiding in stress reduction.
Sleep Disorders: VR can help individuals learn relaxation
techniques and improve sleep hygiene by creating calming pre-sleep rituals.
therapy is used to help individuals confront and process traumatic memories in a controlled environment. Gradually exposing patients to the trauma in a virtual setting can reduce symptoms.
Overview of AR, VR and XR technologies:
Virtual Reality (VR): Virtual Reality is like entering a whole
new world made by a computer. When you put on a VR headset (like Oculus or PlayStation VR), you’re surrounded by a completely different place—you might find yourself on a beach, in outer space, or exploring a museum. You can look around, walk, and interact with things as if you’re really there. VR makes you feel “present” in this digital environment, so you’re not just looking at it—you’re in it! Its unlimited potential can be effectively harnessed to treat or even cure certain diseases and disorders through immersive technology.
Augmented Reality (AR): Augmented Reality takes what you
see in real life and adds extra digital things on top. You can experience AR on your smartphone, tablet, or through AR glasses (like Google Glass or Microsoft HoloLens), making it highly accessible to patients and doctors. For example, if you’re looking through your phone at a park, AR can show you the names of plants or add animated characters into your view. Pokémon GO is a popular example of ARxt
Extended Reality (XR): Extended Reality is the big umbrella
term that includes both VR and AR, and it covers anything that mixes real and virtual environments. XR lets you move between full VR experiences and AR experiences as needed. For example, you could start in a fully virtual environment for a training exercise, then switch to a mixed environment where you see digital instructions overlaid on real objects. XR is extremely flexible. It allows people to experience digital information in different ways that feel natural and immersive, opening up new possibilities for behavioural therapy as well.
Objectives of the solutions to address
mental health disorders: The Psyche Summit aims at evolving comprehensive ways of dealing with mental health issues through immersive technologies that are future ready, implementable, practical and resilient. The key focus areas of the proposed solution/methodology should include:
Usage of technology effectively: The proposed methodology
should utilise at least one of the immersive technologies explained above. The usage of this technology should be the centre of focus in the proposed solution instead of an accessory. It should be directly linked to the therapy suggested to treat the particular mental health issue. Special emphasis on treatment: The proposed methodology should be solution centric. Even if it does not directly cure the particular disease or disorder, it should at least comprehensively address one of the challenge areas of the cure of the disease that otherwise remained unsolved. Hence, the technology should make the treatment more effective.
Real time feedback: Many VR and AR applications are designed
to provide real-time feedback during therapeutic sessions. This feedback can be physiological (e.g., monitoring heart rate or sweat levels) or emotional (e.g., tracking reactions to stressors), helping both the patient and therapist understand the emotional and physiological responses to certain triggers or scenarios.
Presentation: The participants must comprehensively present
their ideas by way of presentation, addressing any one of the mental health issue from the above mentioned list.
Desired outcomes of The Psyche Summit:
The integration of technologies such as AR, VR, and digital mental
health tools into treatment represents a transformative shift in how we address mental health challenges. These technologies offer innovative, accessible, and personalized approaches that enhance traditional therapeutic methods, provide real-time feedback, and create safe, controlled environments for exposure therapy and emotional regulation. They help reduce stigma, increase patient engagement, and improve accessibility, particularly for those in underserved or remote areas. As these tools continue to evolve, their potential to revolutionize mental health care, offering more effective, cost-efficient, and scalable solutions, is immense. By combining the power of technology with the expertise of mental health professionals, we aim at creating more effective and compassionate care systems that better meet the diverse needs of individuals struggling with mental health issues.
Guidelines for Competition Presentation:
Presentation Format: Each team must prepare a presentation
consisting of five slides. The slides should effectively convey the topic and be structured to cover the essential elements concisely within the given limit.
Visual Appeal: To enhance engagement, participants are
encouraged to incorporate interactive visuals into their slides. Visual elements such as charts, infographics, or animations are recommended to make the presentation more dynamic and appealing.
Time Limit: The entire presentation, including any videos and
interactive content, must be completed within a maximum duration of seven minutes. Teams should manage their time effectively to ensure they cover all key points within this limit.
Video Inclusion (optional): Teams may include a video within
their presentation to support or illustrate their ideas. However, the video must be integrated within the presentation slides and should not exceed seven minutes in length.
Adherence to Guidelines: Participants are expected to strictly
adhere to the above guidelines. Presentations that exceed the specified time limit or slide count may be subject to point deductions or disqualification. Should you have any questions, concerns, or complaints regarding this competition, please feel free to reach out to us. We are here to ensure that your experience is smooth and enjoyable.