“A trial conducted by social enterprise The Cornerstone Partnership has yielded promising results in enabling social care workers to better understand the trauma of children in care.
A year-long trial that saw virtual reality programs implemented across multiple local authorities and social care organisations in the UK has shown that immersive VR experiences used in social care training enabled frontline staff to gain a better understanding of the trauma and neglect children in care have experienced.
This, in turn, led to improvements in the communication between children and their carers.”
“You could be forgiven for thinking that after adopting nine children over the past 27 years, Sue Clifford has seen it all in terms of training for working with vulnerable young people who have experienced abuse and trauma.
But she had never tried Virtual Reality until a new Restorative Caring pilot by the Cornerstone Project was launched.
The pilot programme, currently in its first wave of partnerships, puts adopters like Sue and foster carers and social workers in the mind of a child as they experience abuse and neglect.
She says she found the experience invaluable when going forward with her children.”
“[In a study at] University of Illinois at Chicago a virtual reality experience transforms the user into a 74-year-old named Alfred in order to see his perspective as a medical patient.
Seven minutes in the shoes of an elderly man whose audiovisual impairments are misdiagnosed as cognitive ones — and a story that students across many disciplines have worked together to create.
Their goal was to craft an interactive, experiential product that could be used for curriculum in geriatrics — the health and care of elderly people — because of predicted growth in future U.S. aging populations and a disconnect between patients and the students or doctors who treat them.
Becoming Alfred helps users empathize with and better understand elderly patients.”
“HTC’s head of virtual reality JB McRee tells [The Telegraph] about the company’s high hopes for its Vive headset in 2016.
“In the future, VR will completely rewire the way our brains learn, he enthuses, with children in schools able to slip on a headset and find themselves in the middle of a historical battle. Through this they could pick up on the emotions of the people surrounding them, something McRee describes as “very powerful”.
He describes an incident when two police officers came into the US HTC office to try Vive, and said they could imagine it would help them deal far better with difficult situations in their jobs. Another use would be to allow the public to experience the kind of dangerous and stressful situations the police are faced with each day.
“Being able to educate like that would be really, really amazing. VR will make us more empathetic. And some people get really scared when I say that, but it’s true.”
“While most virtual reality efforts are focused on game play and other forms of entertainment, the work at Stanford is squarely aimed on the potential social benefits of VR.
That translates to helping people combat fears, become more empathetic, reduce prejudice, adopt a healthier lifestyle, better withstand pain, manage their money, improve the environment, and even prepare for natural disasters.”
“Anyone who wants to learn how to use virtual reality to hack the human brain usually ends up visiting Jeremy Bailenson, founding director of the Virtual Human Interaction Lab at Stanford University.
The growing number of companies crowding into the virtual reality business doesn’t bother Bailenson. On the contrary, he’s thrilled by the recent surge of VR technological innovation that has allowed his lab to now replace its older $40,000 headset with a $350 Oculus Rift DK2 headset.
That’s because he focuses on how to create VR experiences that have enough of a psychological impact to transform education, medicine, job training and even empathy training.”
“Project Syria, [is] a virtual reality experience built by a team of students at USC. The bomb blast and the destruction are created with the same kind of tools used for video games, except that this is not a regular video game.
Nonny de la Peña, head of Project Syria and a longtime journalist in print and film, says the game helps people feel a little closer to Syrians in the middle of the civil war.”