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Psyche Summit

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Kasak Srivastava
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0% found this document useful (0 votes)
14 views6 pages

Psyche Summit

Uploaded by

Kasak Srivastava
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

Post-Traumatic Stress Disorder (PTSD): VR exposure


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.

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