ISSN : 1229-067X
가상현실은 인간과 컴퓨터를 연결하고 상호작용하게 하는 첨단 테크놀로지이다. 가상환경의 중요한 특징은 인간으로 하여금 조작된 환경 속에 있다는 느낌을 넘어서 실제로 그 가상공간 안에 존재하고 있다는 느낌을 갖게 해준다. 가상환경을 구성하기 위해서는 리얼타임 컴퓨터 그래픽, 신체움직임 측정디바이스, 시각 디스플레이, 감각입력 도구가 필요하며, 이를 통해서 컴퓨터가 생성한 가상의 세계에 몰입할 수 있다. 최근까지 이와 같은 하드웨어 및 소프트웨어의 한계로 인해 적용범위가 제한되었으나, 최근 들어 컴퓨터 속도의 향상, 그래픽기술 및 입출력 장비들의 급격한 발전으로 인해 신경과학, 인지과학, 심리학 등에 매우 활용성이 높은 연구 및 응용도구로 주목받고 있다. 가상현실을 심리학에 적용한 사례는 공포증 치료(고소공포증, 폐쇄공포증, 광장공포증 등)가 처음 시작이었으나 점차 외상후 스트레스장애, 정신분열증, 주의력결핍 과잉활동장애, 약물중독자, 뇌손상자 및 치매 등의 환자에게로 확대 적용되어 주목할 만한 연구결과들이 발표되고 있다. 앞으로 인간과 컴퓨터의 인터페이스 기술, 지능형 로봇공학, 가상환경과 실재환경의 결합, 인간의 행동을 측정하는 기술인 모션캡쳐나 유비커터스 등의 기술이 급진전을 이루고, 가상현실과 생리적 측정치 및 행동분석 기법들과의 상호연계도 활발해져, 정신의학, 심리학, 재활의학 분야에서 평가, 치료 및 훈련을 위한 유용한 도구로서 그 효과가 입증될 것으로 기대된다.
Virtual reality (VR) is a new technology that alters the way individuals interact with computer. In fact, it can be defined as a set of computer technologies which, when combined, provide an interface to a computer-generated world. Virtual reality technology combines real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer-generated virtual environment. After capturing the public imagination a decade ago, enthusiasm for VR flagged due to hardware limitations, and absent commercial market and manufacturers who dropped the mass-market products that normally technological development. Recently, however, improvements in computer speed, quality of head-mounted displays and wide-area tracking systems have made VR attractive for both research and real-world applications in neuroscience, cognitive science, and psychology. Also, applications have expanded as costs have come down and hardware has improved. Originally, VR was used to treat simple phobias, especially fear of heights and flying. Applications for claustrophobia, fear of driving, and fear of spiders ensued. Currently, there is ongoing work on PTSD, eating disorders, ADD/ADHD, schizophrenia, addictions, stroke and TBI patients, hemi-neglect disorders. Considerable success has been achieved in using VR for activity of daily living and distraction from pain. In future, technological advances in VR have opened up many new research possibilities and applications in behavior neuroscience and psychology.
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