Platform, designed and produced by neuroscientists, researchers and academics who are experts in the mind sciences and technology. The very lofty goal is to provide self help tools to help people improve their lives, through immersive virtual reality experiences that will bring users in touch with their deepest emotions, providing them with techniques ranging from emotional regulation to mindfulness to progressive muscle relaxation. Artificial intelligence, through the analysis of questionnaires and activity on the platform , will guide users through some specific challenges for their well-being. In addition to immersive experiences, the platform offers thousands of other content geared toward improving well-being including asmr, music with different frequencies based on scientific literature, protocols of exposures to specific emotions followed by protocols for regulating the same emotions. In addition, the platform offers the ability to track progress subjectively through the completion of a personalized diary and objectively through the completion of scientifically validated questionnaires. Through artificial intelligence algorithms, benessereaumentato.it will collect this data that will direct the user to what they need most.
ObReco-2 (Object Recognition-version 2): PROJECT
Visual memory assessment application based on 360° technology. The goal is to assess memory in as realistic a context as possible by simulating an everyday situation in a home environment. The application is designed to be used with a Cardboard, so that the user can best explore the environments presented in all possible directions (360°). After a brief familiarization phase, the task takes place in a living room at home, where the user is asked to encode and then remember some objects. In particular, the context is briefly explained during an initial phase: Mark, who lives with other housemates, has to move in; therefore, it is necessary to collect all his objects and put a label with his name on them. The user, then, experiences a first-person perspective that is that of the experimenter; the experimenter moves around the room highlighting 15 targets and placing a label with the name “Marco” on them. This coding phase is followed by a free recall part. Finally, a recognition task is proposed in which participants explore the living room again by having to identify target objects among all previous things and an unknown set of objects.
PTSD Interactive tele rehabilitation (PIT): PROJECT
Virtual Reality platform, which employs a streaming technique to facilitate telerehabilitation. Through this platform, the therapist has the ability to initiate a live stream and transmit real-time video content to be shown to the patient by sending a YouTube link. The therapist, in this way can show patients 360° video content through the use of a cardboard, or virtual reality visor, and a smartphone. Through this method, it is possible to pause content at any time to broadcast another piece of content or to ask questions, such as those contained within a questionnaire. It is also possible to broadcast multiple videos and content in the same session. Through this platform, it is therefore also possible to carry out treatment in a home environment, thereby overcoming restrictions and physical barriers, such as those due to COVID-19, and to include people in the treatment who otherwise could not participate. Viewing virtual reality videos allows therapists to implement a psychological technique, termed exposure, by which the person is exposed to the feared stimulus or situation that causes him or her stress or anxiety. For example, we developed a virtual environment that recalled the vision of a hospital and a waiting room. Patients thus have the opportunity to be immersed in this virtual environment and relive the feared situation or stimulus in a more ecological mode, with the help of the therapist.