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VR-based conversation training program for patients with schizophrenia: A preliminary clinical trial

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dc.contributor.authorKu, Jeonghun-
dc.contributor.authorHan, Kiwan-
dc.contributor.authorLee, Hyung Rae-
dc.contributor.authorJang, Hee Jeong-
dc.contributor.authorKim, Kwang Uk-
dc.contributor.authorPark, Sung Hyouk-
dc.contributor.authorKim, Jae Jin-
dc.contributor.authorKim, Chan Hyung-
dc.contributor.authorKim, In Young-
dc.contributor.authorKim, Sun I.-
dc.date.accessioned2022-12-21T06:59:15Z-
dc.date.available2022-12-21T06:59:15Z-
dc.date.created2022-08-26-
dc.date.issued2007-08-
dc.identifier.issn1094-9313-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/179787-
dc.description.abstractSchizophrenia is a devastating mental illness and is characterized by hallucinations and delusions as well as social skills deficits. Generally, social skills training designed to help patients develop social skills includes role-playing, but this form of training has typical shortcomings, which are largely due to a trainer's difficulties to project emotion. Virtual reality ( VR)-based techniques have the potential to solve these difficulties, because they provide a computer-generated but realistic three-dimensional world and humanlike avatars that can provide emotional stimuli. In this paper, we report on a method of implementing virtual environments ( VEs) in order to train people with schizophrenia to develop conversational skills in specific situations, which could overcome the shortcomings of or complement conventional role-playing techniques. The paper reports the efficacy of the proposed approach in a preliminary clinical trial with 10 patients with schizophrenia.-
dc.language영어-
dc.language.isoen-
dc.publisherMARY ANN LIEBERT INC-
dc.titleVR-based conversation training program for patients with schizophrenia: A preliminary clinical trial-
dc.typeArticle-
dc.contributor.affiliatedAuthorKim, In Young-
dc.identifier.doi10.1089/cpb.2007.9989-
dc.identifier.scopusid2-s2.0-34548262711-
dc.identifier.wosid000248918600011-
dc.identifier.bibliographicCitationCYBERPSYCHOLOGY & BEHAVIOR, v.10, no.4, pp.567 - 574-
dc.relation.isPartOfCYBERPSYCHOLOGY & BEHAVIOR-
dc.citation.titleCYBERPSYCHOLOGY & BEHAVIOR-
dc.citation.volume10-
dc.citation.number4-
dc.citation.startPage567-
dc.citation.endPage574-
dc.type.rimsART-
dc.type.docTypeArticle-
dc.description.journalClass1-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClassscie-
dc.description.journalRegisteredClassscopus-
dc.relation.journalResearchAreaCommunication-
dc.relation.journalResearchAreaPsychology-
dc.relation.journalWebOfScienceCategoryCommunication-
dc.relation.journalWebOfScienceCategoryPsychology, Applied-
dc.subject.keywordPlusREALITY GRADED EXPOSURE-
dc.subject.keywordPlusSOCIAL-SKILLS-
dc.subject.keywordPlusREHABILITATION-
dc.subject.keywordPlusENVIRONMENT-
dc.subject.keywordPlusACROPHOBIA-
dc.subject.keywordPlusSYMPTOMS-
dc.subject.keywordPlusTHERAPY-
dc.subject.keywordPlusSYSTEM-
dc.identifier.urlhttps://www.liebertpub.com/doi/10.1089/cpb.2007.9989-
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