Description
Creat and MLA outline and also a rough draft using the paper attachedRead “The Writing Process”from your course textbook,The Everyday Writer.Go over the following chapters carefully:Chapter2:Expectations for College WritingChapter4:Exploring IdeasChapter5:Planning and DraftingChapter6:Developing Paragraphs Part IIIYou must write your rough draft for your first research paper. The rough draft is NOT the completed paper, but a semi- finished paper. You must have a complete introduction and conclusion, but your supporting paragraph may be just the research quotes that you will use in your paper. I will review your rough draft and provide feedback. The rough draft is due on September, 12, 2021 by 11:00 p.m.
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Meylin Horta
Dr: Amanda M Giust
Florida National University
Advanced Writing and Research
January 07, 2024
Virtual Reality (VR)
The topic of this research paper is the use of virtual reality in the behavioral field. The
novel approach has gained my interest because of its potential to significantly improve
therapeutic approaches used to assist clients by transitioning from traditional to more engaging
and interactive approaches through VR. Individuals who can benefit from reading the paper
include professionals in behavior and psychology fields, such as therapists, students pursuing
careers in behavioral science and psychology, and public members interested in learning about
the integration of virtual reality in mental health services. VR will significantly impact the
behavioral field, benefiting individuals through exposure to past events as a way to heal, chronic
pain management, and advancement of teletherapy, but it is also essential to explore some
drawbacks of the technology.
Virtual Reality in Behavior Psychology
Virtual reality enables users to experience presentations in a computer-generated 3D
environment. VR headsets provide sensory information through specialized interface devices and
head-mounted mountain displays. They give a sense of immersion by analyzing head movements
to alter the images within the headsets (Maples-Keller et al.) Since the headsets respond to the
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user’s actions, they provide dynamic interaction, allowing users to experience the VR
environment naturally and intuitively. VR technology is not a new development. An early virtual
reality system was created by Ivan Sutherland in 1968 (Maples-Keller et al.). It was a headmounted display projecting images to users, allowing them to experience and interact with VR.
In the 1980s and 1990s, more companies created commercially available VR systems, such as
the virtual arcade system used for gaming in an immersive virtual. VR technology experienced
significant advancements in the 2000s and beyond with the development of head-mounted
displays by companies such as Oculus and Sensis. Some notable technological enhancements
include improved graphics, wireless connectivity, better positional and hand tracking, and haptic
feedback (SPREE Interactive). Improvements in VR technologies have allowed adoption in other
areas beyond gaming.
Virtual reality can be a powerful tool for behavior science and psychology since
experiences can be replicated, modified, and evaluated within a safe environment with minimal
risks. For example, virtual reality exposure therapy (VRET) focuses on placing people in a
realistic 3D environment to help them deal with traumatic events and fears (Sutton). It is a
practical approach to dealing with phobias, PTSD, and violence victims (Laurence). Virtual
reality can also be used in non-immersive experiences, such as avatars. It can be used to assist
individuals who have Parkinson’s disease. VR therapy has also been used to treat anxiety and
chronic pain successfully. For example, VR experiences featuring snowy environments have
been successively used to help minimize pain in burn victims (Laurence). The technology has
also been used to enhance cognitive behavior therapy for depression. It can be used as an
alternative treatment for social anxiety, where individuals can use VR to practice new skills and
gain confidence in social interactions.
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Advantages of Using VR in the Behavior Field
Virtual reality in the behavior field provides numerous benefits. One is helping patients
visualize complex events through exposure therapy. The technology eliminates the potential
limitations for patients who struggle with visualization or imagination. Actual exposure to an
event, for example, flying in an aircraft, can be expensive (Maples-Keller et al.). On the other
hand, exposure to specific events, for example, soldiers fighting in a war, is impractical. VR
reduces costs and enhances the possibility of creating potentially challenging exposures to
implement in real life. VR also provides increased control over these exposure environments
(Fischler). Therapists can create virtual environments that are challenging but manageable for
patients. They can also evaluate the patient’s response to the stimuli and alter the therapy
accordingly.
Another benefit is that it is a practical approach to reducing chronic pain. Virtual reality
minimizes the perception of pain. The attention of individuals may be altered by offering them
immersive experiences such as serene nature settings, therefore decreasing pain without using
medication (Laurence). Virtual reality devices can also feature other attributes, such as a narrator
directing users to take in virtual environments, redirecting negative ideas about pain, engaging in
breathing activities, or learning how to respond to pain (Godman). Therefore, VR can reduce
pain.
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Besides chronic pain, another advantage is teletherapy. Teletherapy provides mental
health treatment to patients through secure audio or video connections. Therapists and patients
interact as they do in physical sessions. Virtual reality stands to revolutionize teletherapy
(Laurence). Patients can use VR to have a more engaging experience during the immersive
therapy session from the comfort of their homes. Therapists can direct clients during VR
experiences and evaluate their responses. Using virtual reality in teletherapy eliminates barriers
associated with accessibility to therapy, for example, distance.
Disadvantages of Using VR in the Behavior Field
There are numerous disadvantages associated with the use of virtual reality. VR headsets,
especially telehealth ones, require stable and fast internet connections. It may also require a
therapist to have an internet-connected computer or smartphone to monitor the client’s
experience within the VR environment. However, breakdowns in internet connections may stall
remote VR-based therapy. Another disadvantage is the possibility of retraumatizing individuals
(Laurence). While attempting to recreate negative experiences to help clients move beyond them,
users of VR headsets may be retraumatized, making the recovery process slower. Another
limitation is cost. Good-quality VR headsets may be costly to acquire, limiting the applicability
of the technology in therapy (Laurence). Another drawback is patient privacy and security.
Healthcare comprises sensitive patient data, and technologies such as virtual reality must abide
by strict security and privacy regulations such as HIPAA. Ensuring that VR abides by the rules
can be tricky since it involves external companies that create the headsets. Another challenge is
training and familiarity. Healthcare professionals within the behavioral field must be trained to
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use VR technology effectively. Another problem is limited infrastructure. Traditional face-toface therapy environments are created with minimal room for movement. Some virtual reality
environments require the movement of the user. Such VR may require the setting up of dedicated
rooms, which may not be ideal in all healthcare facilities. Another challenge is patient
acceptance. Despite the proven benefits of virtual reality therapy, patients may be reluctant to use
the technology for medical purposes, which may hinder its applicability and adoption.
Conclusion
VR is one of the most notable advancements in the behavioral field. It allows users to
experience a 3D environment generated by a computer. The technology can be used to provide
therapy. It can replicate experiences with minimal risk. This can be beneficial to patients
struggling to imagine or visualize. The technology can be helpful to individuals experiencing
PTSD, chronic pain, anxiety, and other conditions. Besides visualizing events, virtual reality
helps individuals reduce chronic pain. Drawbacks associated with using virtual reality in the
behavior field include costs, patient reluctance, the possibility of traumatizing individuals,
security and privacy concerns, limited infrastructure, and poor internet connections.
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Works Cited
Fischler, Shmuel. “4 Benefits of Virtual Reality Exposure Therapy.” CBT Baltimore,
28 Mar. 2023, www.cbtbaltimore.com/4-benefits-of-virtual-reality-exposure-therapy/.
Godman, Heidi. “Virtual Reality for Chronic Pain Relief.” Harvard Health, 1 Apr. 2022,
www.health.harvard.edu/pain/virtual-reality-for-chronic-pain-relief.
Laurence, Emily. “Virtual Reality Therapy: Everything You Need To Know.” Forbes Health,
19 Oct. 2023, www.forbes.com/health/mind/virtual-realitytherapy/#:~:text=Virtual%20reality%20therapy%20in%20the,relief%20in%20place%20
of%20medications.
Maples-Keller, Jessica L., et al. “The Use of Virtual Reality Technology in the Treatment of
Anxiety and Other Psychiatric Disorders.” Harvard Review of Psychiatry, vol. 25,
no. 3, 2017, pp. 103-113.
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5421394/
SPREE Interactive. “The History of Virtual Reality (VR).” SPREE Interactive, 13 Apr. 2023,
jointhespree.com/the-history-of-virtual-reality/.
Sutton, Jeremy. “What Is Virtual Reality Therapy? The Future of
Psychology.” PositivePsychology.com, 19 Nov. 2020, positivepsychology.com/virtualreality-therapy/.
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