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Home > Top 10 Ways You Can Use Viral Ezine Articles We Have Found 1 Products for your search of Top 10 Ways You Can Use Viral Ezine Articles. Displaying Items 1 - 1:
Virtual Reality Medical Education in Second Life
by Peter Yellowlees
Increasing numbers of people are using the Internet for theprovision of all sorts of health services, fromprescribing, through consulting to setting up automatedself-treatment programs. But what about using it foreducation and therapy? After all, in theory, the ultimateform of cognitive behavioral therapy should be "virtualreality therapy." By simply wearing your wrap-around soundand vision multimedia headset you can be instantlytransported to a cliff edge, soar in a plane thousands offeet above the ground or be surrounded by a gathering ofthousands of spiders - depending on your phobia. And theultimate form of online education should be fullyinteractive, case based and student driven, all of which Inow use in my teaching in Second Life.
The phrase "virtual reality" was coined by Jaron Lanier in1989 to describe computer simulations of physicalenvironments. Since the mid-1990s, the video game industryand 3D graphics card manufacturers have driven forward thestate of personal computer graphics, advancing it farbeyond the needs of most business users. These systemsrange in capability from simple displays of 3D objects toentire virtual cities. Virtual reality systems are nowbeing routinely implemented on personal computers for avariety of activities. One of the most popular virtualreality programs is Second Life, produced by Linden Lab,Inc. Second Life is a general-purpose virtual worldaccessible through any Internet-connected personalcomputer. In order to interact in Second Life, users create"avatars", or animated characters, to represent themselves.Individuals use these avatars to maneuver through various"worlds", complete with buildings, geographical features,and other avatars. While the system borrows heavily fromvideo game technology, it is not a game - there are nopoints, no levels, no missions, and nothing to win. It issimply a platform by which people can create virtualcommunities, model geological, meteorological, orbehavioral phenomena, or rehearse events. I have beenworking in Second Life for several years now.
Users of Second Life include a variety of educationorganizations, from Harvard Law School to the AmericanCancer Society. There are currently areas of the virtualworld that provide such disparate services as teachingheart sounds and auscultation technique, providing socialsupport for individuals with Asperger's Syndrome, andmodeling the effects of tsunami on coastal towns. Thesystem has over 10 million account holders from all overthe world, most of them with free basic accounts.Approximately 800,000 of those users are active, with over80,000 of them connected to the system at any time. Virtualreality programs such as Second Life are increasingly beingused for educational purposes in a variety of fields,including medical training and disaster preparedness.Linden Lab currently operates the Second Life EducationWiki which functions as a source of information foreducators and trainers in a variety of fields who wish touse Second Life for distance learning or large-scaletraining purposes. A number of government agencies,including the Department of Homeland Security, the Centersfor Disease Control, the National Institutes of Health, andthe National Science Foundation, have begun using SecondLife to hold meetings, conduct training sessions, andexplore ways to make access to information more readilyavailable around the world. A recent comprehensive surveyintended to gather information on the activities,attitudes, and interests of educators active in Second Lifeconducted by New Media Consortium reported that themajority used it for educational purposes such as teachingand taking classes as well as for faculty training anddevelopment.
I have been using Second Life as a teaching and learningenvironment for several years now. With colleagues I havecreated a "virtual hallucinations" environment, whichdemonstrates the lived experience of psychosis and allowsparticipants who travel through the environment toexperience both visual and auditory hallucinations; visionsand voices. We used this environment to teach thisexperience to our medical and psychology students. With theCalifornia Department of Health and other colleagues I havecreated a virtual bioterrorism crisis clinic to trainhealth workers, and more recently, as part of our HealthInformatics Certificate Program, with University ofCalifornia Davis Extension, we have taught informaticsstudents in a virtual conference center on our own privateisland; Davis Island. Students find the environmentstraightforward to learn to navigate, and within a week ofour informatics students being introduced to theenvironment they were able to travel and tour around SecondLife with the rest of us with ease.
Second Life and similar multi-user environments offerenormous possibilities in the medical educational world,where such applications are now called "serious games"rather than social or fun software. Students of the futurewill adapt to them very easily, and it is clear thatapplications such as Second Life have a great educationalfuture before them. I look forward to continuing to teachclasses of medical and graduate students "inworld".
About the Author
Peter Yellowlees MD blogs atinformationagehealth.blogspot.com and has recentlypublished "Your Health in the Information Age - how you andyour doctor can use the Internet to work together". It isavailable at InformationAgeHealth.com and mostonline bookstores
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