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Presentation Guidelines
Submission
and registration deadlines:
Feb. 20th, 2006: Deadline for abstract submission
March 6th, 2006: Acceptation of submission
April14th,
2006:
Submission deadline for full papers
April 30th 2006: Last day for early registration to the Conference
May 20th, 2006: Last Day to register for Workshops
June 6th, 2006: Last Day to register for the conference online
On-site registration will be possible by check or in cash only
Interested
in receiving continuing education (CE) credits
We
are excited to announce that IMI is approved by the American Psychological
Association to offer continuing education for psychologists. IMI
maintains responsibility for the program.
By
attending our entire 2006 CyberTherapy Conference from June 13th
through June 15th 2006, you can earn 20 continuing education (CE)
credits. We will also be offering workshop sessions in the morning
and afternoon of June 12th, 2006. You can earn 3 credits for each
workshop that you attend.
Workshop
participants are not required to attend the CyberTherapy Conference
or visa versa. Note that the costs for the admission to the workshops
are not included in the registration to the CyberTherapy Conference.
Each workshop costs 75$ CAN (plus taxes) and you have to register
in advance (see the details under "Registration" on
this website). Disclaimer: To register to receive CE credits please
just follow the instructions of the regular "registration" link
found on this website. Note that you will be charged an additional
one-time $45 CAN (regardless of how many workshops/symposia you
attend) processing fee.
Pre-Conference Workshops
Workshop Chair: Albert "Skip" Rizzo, PhD
MONDAY, June 12, 2006
Morning
Workshop
#1:
Basic
Issues about Virtual Reality and its Clinical Applications
Evelyne
Klinger, Eng, PhD & Sophie Côté, Ph.D.
Aim:
This introduction workshop presents on the one hand concepts that
are essentials to understand if one is interested in using virtual
reality in clinical applications, such as: what is virtual reality,
what kind of equipment is involved, what is the feeling of presence,
what is cybersickness and how to prevent it, how to get or create
virtual environments, etc. Practical guidelines will be offered
to conduct safer virtual immersions. It is highly recommended
for people who are new to the field of virtual reality. These
information will not be introduced in the more advanced workshops
presented during the afternoon. On the other hand, participants
to this introduction workshop will be able to try and test some
VR interfaces such as HMD.
Note:
This workshop will be held in S. Bouchard's Lab ("CAVE").
Workshop
#2:
Virtual
Reality and Pain Reduction
Dave
Thomas, PhD, & Jeffrey I. Gold, PhD
Aim:
One fascinating application of virtual reality is to control or
reduce pain. The presenters will present the empirical evidences
showing the potential of virtual reality to distract people from
their acute pain. Studies presented will address a wide range
of applications, from severe burn pain to dental procedures. The
mechanisms leading to pain reduction and some potential moderating
variables will be discussed. How to use virtual reality to reduce
pain will be illustrated with practical examples.
Workshop
#3:
VR
and Neurological Assessment/Rehabilitation
Albert
"Skip" Rizzo, PhD & Maria Schultheis, PhD
Aim:
Neuropsychological assessment often suffers from problems with
ecological validity where tests being used rarely predict performance
in real-life situations. By reproducing physical reality in a
standard and replicable fashion, virtual reality can be used to
assess neuropsychological disorders in ways that are potentially
more systematic and precise. Cognitive rehabilitation can also
benefit from the enhancements in ecologically validity that virtual
environments may support. As well, the integration of gaming features
with VR rehabilitation exercises offers the potential to enhance
motivation and produce better outcomes via improved adherence
to clinical treatment. The two presenters will present an overview
of the field of neuropsychological assessment and cognitive rehabilitation
VR applications, and detail their strengths and limitations. Interactions
with the workshop leaders and VR demonstrations will allow the
audience to benefit from hands-on interaction with clinical applications.
Afternoon
Workshop
#4:
Virtual
Reality and the Treatment of Anxiety Disorders
Brenda
K. Wiederhold, PhD, MBA, & Stéphane Bouchard, PhD
Aim:
The key therapeutic ingredient in the treatment of anxiety disorders
is called exposure and it consists essentially in facing the feared
situation. Exposure has been integrated in more sophisticated
treatment packages that are now considered among the few really
effective treatment of mental disorders such as specific phobias,
social anxiety, post-traumatic stress disorder or panic disorder
with agoraphobia. Empirical studies are showing more and more
convincingly that virtual reality can be used to conduct exposure.
In addition to review the literature on this form of therapy,
treatment packages will be presented and tips to conduct effective
exposure will be provided.
Note:
This workshop will be held in S. Bouchard's Lab ("CAVE").
Workshop
#5:
Virtual
Reality and the Treatment of Eating Disorders & Addictions
Giuseppe
Riva, PhD & Rosa-Maria Banos, PhD (Eating disorders)
Patrick Bordnick, PhD, Steve Baumann, PhD, & Ken Graap, MEd
(Addictions)
Aim:
VR has a clinical potential in the treatment of eating disorders
and body-image problems. The experiential approach of VR allows
the therapist to immerse the patient in virtual environments where
her body-image can be confronted and more adaptive eating behavior
can be practiced. To detail this approach, a few empirical studies
will be described, followed by the presentation of two different
treatment protocols. In the area of addictive behaviors, immersive
virtual reality applications have also been developed and utilized
for the assessment of craving and physiological reactivity (cue
reactivity) to overt and covert substance triggers. Leaders in
the field of VR and addictions will present basic theories on
cue reactivity and on the use of VR applications in nicotine,
alcohol, marijuana, and cocaine dependence. Future research directions
in treatment and neuroimaging, along with demonstrations of VR
environments used in drug addiction research will be presented.
Workshop
#6:
Virtual
Reality and Motor Rehabilitation
Tamar
Weiss, PhD & Heidi Sveistrup, PhD (with Joyce Fung, PhD and Mindy
Levin PhD)
Aim:
Physical and occupational therapists aim to enhance the functional
ability of individuals with motor impairment as well as their
capacity to participate in daily life activities. For many injuries
and disabilities, the rehabilitation process is long and arduous,
and therapists face the challenge of finding effective and motivating
intervention tools that will facilitate this process. Virtual
Reality-based rehabilitation appears to provide an answer to this
challenge via its well-known assets including the opportunity
for interactive learning, the ability to quantify clinical outcome
measures and to provide safe and ecologically-valid environments.
Virtual reality facilitates the provision of functional tasks
that may be graded to meet specific therapeutic objectives and
client capabilities. Although the advantages of Virtual Reality
are becoming more widely recognized within the clinical community,
the rehabilitation team faces a daunting challenge - to find a
VR system that enables achievement of the goals stated above,
is feasible to implement within a clinical setting and yet is
affordable by the typical clinical facility. Moreover, it is desirable
that the VR system will not excessively encumber the clients nor
expose them to disturbing side effects. The objective of this
workshop is to present the principles of VR-based therapy for
motor rehabilitation in terms of a comparison to the achievement
of therapeutic objectives via conventional intervention. Experimental
results from the literature will be used to support the clinical
applications of VR.