Media from the chapter Film/Video-Based Therapy and Virtual Reality by Dr. Joshua L Cohen

This entry, submitted by Dr. Joshua Cohen as a captivating digital story, introduced the thought-provoking phrase, "one person's kind words and reassurance could change another person's life, which could have a ripple effect on the world." Dr. Cohen's contribution was a powerful addition to the Scholars of Change program initiated by Walden University in 2009. Through his skillful use of digital storytelling techniques, he conveyed his belief in the transformative power of compassionate acts, illustrating how a simple act of kindness can have far-reaching impacts that extend beyond individual lives. Dr. Cohen's video exemplified the principles of Walden's scholar-practitioner model, demonstrating how his education empowered him to inspire positive change through interpersonal connections and the influential potential of words. By showcasing the profound impact that individuals can have on shaping a better society, his digital story encapsulated the core essence of the Scholars of Change program.

Alex Elliott, ACSW is a Health Program Analyst at the Los Angeles County Department of Mental Health in Santa Monica, California, with over 13 years of experience in the field. In their upcoming book on film/video-based therapy, Alex covers a range of topics, including ethics in the Los Angeles County Department of Mental Health and its application to virtual reality. They also discuss the work of organizations like Painted Brain and Peer Mental Health, as well as the contributions of David Israelian. This book provides valuable insights into the intersection of technology and mental health treatment, offering a comprehensive exploration of film/video-based therapy.

Bravemind and the work of Dr. Albert "Skip" Rizzo

Bravemind Technology

Bravemind Technology

Bravemind is a virtual reality (VR) application that runs with a VR system and hardware equipment. Serving as clinical interactive therapy, it is used to assess and treat patients who suffer or may suffer from post-traumatic stress disorder (PTSD). This technology has multisensory environments that are interactive and can be controlled specifically for each patient's needs.

Bravemind does not utilize a database.

Note: This software was created at the University of Southern California Institute for Creative Technologies (USCICT) and is provided free of charge for its clinical and research use upon documenting clinician/researcher expertise in the area of Prolonged Exposure Therapy for the treatment of combat-related PTSD.

Technology/Standard Usage Requirements:

Users must ensure their use of this technology/standard is consistent with VA policies and standards, including, but not limited to, VA Handbooks 6102 and 6500; VA Directives 6004, 6513, and 6517; and National Institute of Standards and Technology (NIST) standards, including Federal Information Processing Standards (FIPS). Users must ensure sensitive data is properly protected in compliance with all VA regulations. Prior to use of this technology, users should check with their supervisor, Information Security Officer (ISO), Facility Chief Information Officer (CIO), or local Office of Information and Technology (OI&T) representative to ensure that all actions are consistent with current VA policies and procedures prior to implementation.

Section 508 Information:

This technology has not been assessed by the Section 508 Office. The Implementer of this technology has the responsibility to ensure the version deployed is 508-compliant. Section 508 compliance may be reviewed by the Section 508 Office and appropriate remedial action required if necessary. For additional information or assistance regarding Section 508, please contact the Section 508 Office at Section508@va.gov.

Decision:

View Decisions

Decision Source:

TRM Mgmt Group

Decision Process:

One-VA TRM v23.3

Decision Date:

03/27/2023

Aliases:

Bravemind Virtual Reality Exposure Therapy (VRET); Bravemind Software Suite

Introduced By:

TRM Request

Vendor Name:

Virtually Better

- The information contained on this page is accurate as of the Decision Date (03/27/2023).

For more information, you can visit the Bravemind Technology page on the VA TRM website.

I Was There Workshop

Digital Storytelling: Healing for the YouTube Generation of Veterans

Abstract

This chapter describes the "I Was There" Film Workshops, an initiative that enables American and Israeli veterans to produce short films in collaboration with other veterans about their service-related experiences. These films articulate aspects of their service experiences in a safe and supportive setting. Professional video instructors and health care professionals work closely with the veterans to facilitate their storytelling process and help them reclaim their personal narratives. Pre- and post-workshop surveys indicated that this intervention was effective in reducing post-traumatic stress symptoms for the majority of participants. Many participants reported their experience in the workshop as positive and empowering.

Keywords:

  • Narrative
  • Military experience
  • PTSD
  • Film workshop
  • Digital storytelling
  • Post-traumatic stress

Introduction

Reintegration after military service may be a challenging process for many veterans and service members. This chapter explores the use of filmmaking as a therapeutic tool for veterans. The "I Was There" model is a filmmaking program that enables veterans to reflect on their experiences and jointly create short artistic films. These films articulate aspects of their service experiences, traumatic events, and reintegration challenges. The chapter discusses the unique context of exposure to stress and trauma in military service and the challenges faced during the reintegration process.

Filmmaking and Video-Based Therapy

Video has been used in therapy for various psychological issues, including PTSD. However, the field is still in the early stages of development, and there is ongoing debate about its definition and effectiveness. Filmmaking therapy offers a unique approach, focusing on the product and utilizing the dimension of time to provide therapeutic benefits. The chapter highlights the potential of video-based therapy, especially filmmaking, in addressing trauma narratives and facilitating reintegration and recovery for veterans.

Conclusion

The "I Was There" Film Workshops have shown positive results in empowering veterans and reducing post-traumatic stress symptoms. The use of filmmaking as a therapeutic tool provides veterans with a creative outlet to communicate their experiences and promote reintegration. Video-based therapy, including filmmaking, holds promise for addressing trauma narratives and supporting veterans in their recovery journey.

USC IGM Art Gallery in Virtual Reality

USC IGM Art Gallery

USC IGM Art Gallery

The USC IGM Art Gallery refers to the art gallery located at the USC Institute for Genetic Medicine. The gallery serves as a platform for various exhibitions and showcases contemporary artwork by artists from around the world. It aims to foster open-minded discussions and collaboration across different sectors, including public, private, nonprofit, faith-based, academic, and media. The gallery's mission is to act as an incubator for social capital, providing a space for artistic expression and exploration of ideas.

The IGM Art Gallery is situated in the Clinical Science Center (CSC 240) at 2250 Alcazar St. on the Health Sciences Campus of the University of Southern California (USC).

Dr. Joshua Cohen - Media Psychologist

Dr. Joshua Cohen - Media Psychologist

Dr. Joshua Cohen is a Media Psychologist who specializes in self-storytelling and the use of multimedia content in therapy. He has developed programming for Peer Mental Health, which includes Virtual Reality and Peer Mentorship, as well as Wellness and Workforce Development. Dr. Cohen's work explores the intersection of the human mind and technological advancements, particularly in the field of psychology. He is the author of the book "Video and Filmmaking as Psychotherapy: Research and Practice" and has been clinically trained, drawing from his personal experiences with bipolar disorder and hospitalization. Dr. Cohen's projects and ideas aim to enhance therapy strategies and address the challenges of identity, privacy, and data in an era of constant reality capture.

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Educators in VR International Summit

About

Educators in VR is an open, global, cross-platform community of educators, researchers, and trainers exploring and collaborating with and in virtual and augmented reality. We connect academia and businesses in the VR education industry.

Events

International Summit

The 2020 Educators in VR International Summit was a free, virtual educational conference featuring 170+ speakers in 150+ events across 5 virtual platforms. It is considered the largest immersive virtual event of its kind in the world.

Presentations

  • Joshua Cohen: Film/Video-Based Therapy
  • Co-Presenter Dana Maria Faneker
  • Hosted By by Lorelle Von Fossen

Simultaneous Presentation

The presentation on film/video-based therapy by Joshua Cohen, co-hosted by Dana Maria Faneker and facilitated by Lorelle Von Fossen, was also simultaneously presented in person at the University of Southern California's IGM Art Gallery in the Keck School of Medicine. This allowed both virtual attendees and those present at the gallery to engage in the discussion.

In the second volume, we are working with game developers and the people who helped collaborate with ILM to build the virtual film set to use the Unreal Engine to create a safe therapeutic space for Film/Video-Based Therapy and Virtual Reality without the headset. To learn more about how the Unreal Engine was used in virtual productions with ILM and Lucasfilm’s Mandelorian click here. 

Dr. Cohen's presentation at NAB alongside The Third Floor highlighted the remarkable advancements in virtual production pioneered by ILM, LucasArts, and Disney for "The Mandalorian." This collaboration showcased the potential of Virtual Reality (VR) technology to transform therapy by incorporating techniques used in filmmaking. By leveraging the power of VR, therapists can create immersive therapy movies that transport patients to virtual environments, facilitating exposure therapy and emotional exploration. This approach addresses traditional therapy barriers, empowers patients as active participants, and expands therapeutic techniques. While challenges such as accessibility and ethical considerations exist, the marriage of VR and therapy holds great promise for revolutionizing mental health treatment and improving patient outcomes.

Thus, the potency for using both traditional and new media as a positive driver and influence on mental health demands a deep analysis to support more thoughtful and comprehensive investigations as to the risks and benefits that could be accrued from a fully-connected, experiential, and globally accessible “metaverse.”

This is what is so compelling about “Film/Video-Based Therapy and Trauma: Research and Practice.” In one package, this fascinating book presents expert perspectives on the power of film, video games, mixed reality, etc., to create new strategies for dealing with the impact of trauma, as well as for improving mental health more generally.” Dr. Albert “Skip” Rizzo (Cohen, 2022).

Avatar: The Way of Water - Virtual Reality Filmmaking

Avatar: The Way of Water - Virtual Reality Filmmaking

In "Avatar: The Way of Water," virtual reality was incorporated into the film's production, showcasing its potential for therapeutic filmmaking. By integrating virtual reality technology, the film demonstrated how immersive experiences could be utilized in film/video-based therapy for therapeutic purposes.

1. Swing Camera 

A camera that could render the filming location in a virtual environment allows James Cameron to direct his actors in the studio according to the set pieces he envisioned in the computer-generated scenes as he would in a live-action film. He could also design mock-ups of aerial vehicles to create a rendering of the final showpiece. Virtual reality technology allowed James Cameron to rehearse the final scenes and spot inconsistencies in the set design. 

2. Pioneering 3D technology

The Avatar 2: Way of the Water movie uses a new filming technology known as the Deep X. It was invented by Pawel Achtel and helped James Cameron film 3D images underwater. This technology significantly reduces the distortion caused by particles in the water and water movement.  The Deep X uses two UW-Nikkor submersible lenses from Nikon that are perpendicular to each other. These create a 3D image with each camera corresponding to each human eye, giving the movie-going public an unmatched depth-preception. 

3. CGI Technology and the Simulcam System

One of the fundamental parts of the Avatar movie series is the fantastical land of Pandora and its flora and fauna. To accurately represent the movement of these creatures with realistic fidelity James Cameron had to rely on Computer Generated Image technology, perfected by Peter Jackson in the LOTR trilogy. 

James Cameron filmed live-action shots with virtual reality elements to improve the visual immersion of the movie. He achieved this by placing reflective markers on the camera rigs that captured and timed live-action performances with CGI elements. This offered a new range of flexibility for directors who wanted to introduce new elements to their stories. 

Your Future In The Cinema Industry 

Today, movies are a technical battlefield that requires engineers trained in specific skill sets that can help convert the vision of dreamers like James Cameron into reality. Movies today generate vast amounts of data that need to transport from the camera to the studios, where artists work their magic adding CGI elements to the story. These require data scientists and engineers working on 5G networks to provide reliable transmission for studios. 

At Skill-Lync, industry experts curate our programs and help our students develop industry-ready skills. Our students work on industry-oriented projects similar to the problems solved by engineers in the industry. We provide on-demand expert technical support to help our students reach their dream goals. 

To learn how you can start your engineering career in the film industry and help the production of the next movie in the Avatar movie franchise, reach out to our career counsellor today. 

Fictional Video of Military Veteran Workshops

Fictional Video: Military Veteran Workshops

In this video, filmmaker Ignacio Díaz de Heredia from Spain showcases a fictional narrative that explores the potential benefits of workshops designed for military veterans. Collaborating with Unreal Engine artist Mahmoud Abd El Wahab, the filmmaker combines their talents to create a visually captivating and immersive experience. Through Unreal Engine's capabilities, the video depicts a virtual environment where veterans can engage with workshops, learn new skills, and find therapeutic outlets. The collaboration between Ignacio and Mahmoud brings to life the transformative potential of such workshops for the lives of military veterans.

2021 05 13 Podcast 02 Brett Leonard (Rizzo, 2021)

Podcast Description

Skip Rizzo, in his video podcast sponsored by Cognitive Leap Solutions, featured an interview with Brett Leonard, renowned director of the groundbreaking film "The Lawnmower Man." This movie played a significant role in introducing Virtual Reality (VR) to the general public, despite some exaggeration of the technology's capabilities given its limited maturity at the time. "The Lawnmower Man" not only raised awareness about VR but also showcased impressive CGI for its era, making it an enjoyable Sci-Fi horror flick.

During the interview, Rizzo and Leonard reminisced about the impact of "The Lawnmower Man" on the VR landscape of the 1990s. They acknowledged its influence on public perception and consciousness surrounding VR. Moreover, they discussed Leonard's latest film, "Triumph," released on April 30, 2021. The film is based on the true story of Michael D. Coffey, who faced the challenges of living with Cerebral Palsy. RJ Mitte, known for his role as Walter White's son in the iconic TV show "Breaking Bad," portrayed the lead character, bringing authenticity to the role due to his personal experience with the condition.

In their conversation, Rizzo and Leonard explored the trajectory of VR, from its early days to the present. They delved into Leonard's current involvement in the VR space, particularly in relation to Psychedelic Therapy. The interview provided a captivating discussion with an accomplished visionary in the film and VR industry.

To watch the full interview, visit Skip Rizzo's video podcast on YouTube: "Podcast 02 Brett Leonard" (Rizzo, 2021). Link

 
 Film/video-based therapy can also be used with virtual reality and specifically designed to treat bipolar disorder,[14][15] phobia[16] s, psychosis, etc. Film/Video-based therapy combines somatic techniques, depth psychology, Virtual Reality, and digital storytelling, which is different from the cognitive/exposure therapy being used today in most forms of VR therapy which favors exposure therapy and cognitive behavioral therapy over depth approaches and narrative. Although some exceptions exist[17] as depth approaches are gaining more acceptance after proving evidence based approaches to depth work as in Allan Schore’s work at UCLA.[18]

 

Post Production World Online

Post Production World Online

Panel Discussion

Dr. Cohen participated as a presenter in a panel discussion during the Post Production World Online event. The focus of Dr. Cohen's presentation was on Peer Mental Health.

Virtual Reality in Peer Support Movement

An animation created by David Israelian was showcased during Dr. Cohen's presentation. The animation demonstrated the application of virtual reality in the peer support movement, highlighting its potential in enhancing mental health support systems.

Virtual Reality in Film Industry

The Third Floor, among other presenters, discussed the use of virtual reality in the film industry. Specifically, they explored its application in previsualizations, allowing filmmakers to visualize and plan scenes more effectively using immersive VR experiences.

Utilizing VR in a Dating App

Another presentation focused on the utilization of VR technology in a dating app. The presenter showcased how virtual reality can be incorporated into the app to create unique and engaging dating experiences, fostering connections in virtual environments.

This is the video presented By Dr. Cohen Produced By David Israelian at PPW Online

The Animation Project (TAP)

The Animation Project (TAP)

The Animation Project (TAP) nurtures the social and emotional growth of young people, using digital arts technology as a therapeutic medium and workforce development tool.

Brian Austin also published in Dr. Cohen's book on film/video-based therapy with co-editors Lauren Johnson and Penelope P. Orr.

From the book Video and Filmmaking as Psychotherapy: Research and Practice.

 

Technology, Art Therapy, and Psychodynamic Theory:

Computer Animation with an Adolescent in Foster Care

Abstract

This chapter addresses the integration of digital technologies with art therapy and psychodynamic practice as it applies to adolescents in care. This case study and theoretical discussion focuses on an adolescent male in foster care, demonstrating how video game playing may promote the developmental task of mastering emotions, and how the electronic screen may function as a therapeutic mirror. Three-dimensional (3-D) computer animation is shown to be a compelling artistic medium with the potential to engage adolescents during treatment. The creation of a video game scenario is discussed in relation to established art therapy methods using projection and metaphor.

 

Keywords