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Research Presented at Harvard Medical School

Research suggests greater emotional engagement increases empathy and decreases cognitive resistance to behavioral and attitudinal change. Dr. Durnell argues that viewing emotional content in VR can provoke emotional reactions that are the precursors to behavioral, attitudinal and social change.

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Presenter at American Psychological Association (APA) annual conference, 2018

Dr. Durnell is presenting on "how technology is changing clinical treatments through facilitating high levels of personal efficacy." 

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Research Poster at Stanford Psychiatry Symposium on VR for Behavioral Change

Innovation can help engage in the transformational change in health issues. Collaborate for a better world—deep and profound innovation in the human condition can change the human experience (Greenleaf, 2017). "Technology can change personal experience by structuring it—by augmenting it—by replacing it" (Riva, 2017).

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Advocacy Media & VR

https://youtu.be/n9oxnb9TVO0

Immersive Media and the Social EntrepreneurThe world has gone mobile ushering in new and powerful forms of real time media. A few years ago, the most basic mobile devices displayed data improving the lives and economic well-being of farmers in rural Africa and South America. In Appalachia, people suffering from diabetes uploaded health data immediately improving the delivery of health service. Examples abound. Today, Augmented Reality and immersive technologies makes it possible to add value to natural and created environments, changing our understanding of media influence.

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Presenting Research Poster at Stanford's Innovations in Psychiatry & Behavior Health: VR and Behavior Change

Durnell's research poster presentation is on "Viewing a Crisis In VR:  A Different Approach to Behavioral Change."   This symposium will include discussions of virtual and augmented reality innovations and resources that are most likely to change the field including, but not limited to: emerging therapies and devices, impactful combinations of existing treatments with virtual reality, and models for how clinicians may collaborate on these innovations with computer scientists and engineers.

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