Virtual Reality and Artificial Intelligence to Train Abilities of Diagnosis in Psychology and Psychiatry
Save to My Collections
Gutierrez-Maldonado, J., Alsina, I., Ferrer, M. & Aguilar, A. (2008). Virtual Reality and Artificial Intelligence to Train Abilities of Diagnosis in Psychology and Psychiatry. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 5871-5876). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/29198.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
More Information on EDMEDIA
Table of Contents
The diagnostic interview in Mental Health Sciences involves a series of abilities that require sound training. This training should be provided under guidance from a professor in controlled settings that mimic real-life situations as closely as possible, but in the initial stages the interaction with real patients should be avoided. Precisely, the objective of this study was to develop a system constructed with artificial intelligence and 3D design applications that creates an environment in which the trainee can interact with a group of simulated patients. These virtual patients are realistic objects that can interact in real-time with the user using a series of parameters that define their verbal, emotional and motor responses. From them the trainee must obtain the data needed to make an accurate diagnosis. The high level of flexibility and interactivity increases the trainees’ sensation of participating in the simulated situation, leading an improving of the learning of the skills required.
- Virtual Environments
- Educational Technology
- Artificial Intelligence
- Human Computer Interaction
- A REVIEW OF WEB-BASED LEARNING SYSTEMS FOR PROGRAMMING
- Course-Barometer: Compensating for the loss of informal feedback in Distance Education
- Connections and Contexts: The Birth, Growth and Death of Online Learning Communities
- Global Themes and Future Trends of Mobile Learning: Data Mining of Publications in AACE EDITLib Digital Library Database
- Learning Anytime, Anywhere: An Ipod Touch Mobile Learning Experience @ Yusof Ishak (YI) Secondary School, Singapore
- mLearning in a New Zealand Secondary School: A Case Study
- Standards for Educational, Edutainment, and Developmentally Beneficial Computer Games
- Does Going Mobile Always Make Learning Better?
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.