The USC IGM Virtual Art Gallery is a documented example of how virtual environments can give stories, artwork, and educational conversations a shared place to meet.
Dr. Cohen's documented connection to the gallery sits within a broader history of media psychology, digital storytelling, and emerging creative technology. This page provides context for the gallery; it does not present VR as psychotherapy or make clinical claims.
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Virtual Reality and Emerging Technology
The USC IGM context
The gallery belongs to the USC IGM context and is presented here as an immersive storytelling and art environment. Virtual spaces can support presentation, exploration, and conversation in ways that are different from a physical gallery.
The appropriate use of VR depends on the audience, the project's purpose, informed participation, and the roles of the people involved.
Documented collaborators and contexts
Documentation around this work references Art Angels, Peer Mental Health, Painted Brain, Captain VR, and Virtual Film School. Educators in VR and AltSpaceVR appear as context for the broader conversation about virtual learning and immersive community.
Related emerging-technology work
Continue to Singularity Watch for an immersive psychology conversation, or Post Production World for the documented VR/AR/360 creators panel.
A responsible frame
VR, AI, and video can be creative and educational tools. Their use should remain clear about purpose, privacy, consent, accessibility, and when an appropriately licensed professional needs to be involved.