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Morie, Jacquelyn; Iyer, Kumar; Luigi, Donat-Pierre; Williams, Josh; Dozois, Aimee; Rizzo, Albert
Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences Journal Article
In: Applied Psychophysiology and Biofeedback, vol. 30, no. 3, pp. 319–331, 2005.
@article{morie_development_2005,
title = {Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences},
author = {Jacquelyn Morie and Kumar Iyer and Donat-Pierre Luigi and Josh Williams and Aimee Dozois and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Data%20Management%20Tool%20for%20Investigating%20Multivariate%20Space%20and%20Free%20Will%20Experiences%20in%20Virtual%20Reality.pdf},
year = {2005},
date = {2005-09-01},
journal = {Applied Psychophysiology and Biofeedback},
volume = {30},
number = {3},
pages = {319–331},
abstract = {While achieving realism has been a main goal in making convincing virtual reality (VR) environments, just what constitutes realism is still a question situated firmly in the research domain. VR has become mature enough to be used in therapeutic applications such as clinical exposure therapy with some success. We now need detailed scientific investigations to better understand why VR works for these types of cases, and how it could work for other key applications such as training. Just as in real life, it appears that the factors will be complex and multi-variate, and this plethoric situation presents exceptional challenges to the VR researcher. We would not want to lessen VR’s ability to replicate real world conditions in order to more easily study it, however, for by doing so we may compromise the very qualities that comprise its effectiveness. What is really needed are more robust tools to instrument, organize, and visualize the complex data generated by measurements of participant experiences in a realistic virtual world. We describe here our first study in an ongoing program of effective virtual environment research, the types of data we are dealing with, and a specific tool we have been compelled to create that allows us some measure of control over this data. We call this tool Phloem, after the botanical channels that plants use to transport, support and store nutrients.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Kim, Gerard J.; Yeh, Shih-Ching; Thiebaux, Marcus; Hwang, Jayne; Buckwalter, John Galen
Development of a Benchmarking Scenario for Testing 3D User Interface Devices and Interaction Methods Proceedings Article
In: Proceedings of the 11th International Conference on Human Computer Interaction, Las Vegas, NV, 2005.
@inproceedings{rizzo_development_2005,
title = {Development of a Benchmarking Scenario for Testing 3D User Interface Devices and Interaction Methods},
author = {Albert Rizzo and Gerard J. Kim and Shih-Ching Yeh and Marcus Thiebaux and Jayne Hwang and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Benchmarking%20Scenario%20for%20Testing%203D%20User%20Interface%20Devices%20and%20Interaction%20Methods.pdf},
year = {2005},
date = {2005-07-01},
booktitle = {Proceedings of the 11th International Conference on Human Computer Interaction},
address = {Las Vegas, NV},
abstract = {To address a part of the challenge of testing and comparing various 3D user interface devices and methods, we are currently developing and testing a VR 3D User Interface benchmarking scenario. The approach outlined in this paper focuses on the capture of human interaction performance on object selection and manipulation tasks using standardized and scalable block configurations that allow for measurement of speed and efficiency with any interaction device or method. The block configurations that we are using as benchmarking stimuli are accompanied by a pure mental rotation visuospatial assessment test. This feature will allow researchers to test usersX existing spatial abilities and statistically parcel out the variability due to innate ability, from the actual hands-on performance metrics. This statistical approach could lead to a more pure analysis of the ergonomic features of interaction devices and methods separate from existing user abilities. An initial test was conducted at two sites using this benchmarking system to make comparisons between 3D/gesture-based and 2D/mouse-based interactions for 3D selection and manipulation. Our preliminary results demonstrated, as expected, that the 3D/gesture based method in general outperformed the 2D/mouse interface. As well there were statistically significant performance differences between different user groups when categorized by their sex, visuospatial ability and educational background.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Alpaslan, Z. Y.; Yeh, S. -C.; Rizzo, Albert; Sawchuk, Alexander A.
Quantitative Comparison of Interaction with Shutter Glasses and Autostereoscopic Displays Proceedings Article
In: Stereoscopic Displays and Virtual Reality Systems XII Symposium, San Jose, CA, 2005.
@inproceedings{alpaslan_quantitative_2005,
title = {Quantitative Comparison of Interaction with Shutter Glasses and Autostereoscopic Displays},
author = {Z. Y. Alpaslan and S. -C. Yeh and Albert Rizzo and Alexander A. Sawchuk},
url = {http://ict.usc.edu/pubs/Quantitative%20Comparison%20of%20Interaction%20with%20Shutter%20Glasses%20and%20Autostereoscopic%20Displays.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Stereoscopic Displays and Virtual Reality Systems XII Symposium},
address = {San Jose, CA},
abstract = {In this paper we describe experimental measurements and comparison of human interaction with three different types of stereo computer displays. We compare traditional shutter glasses-based viewing with three-dimensional (3D) autostereoscopic viewing on displays such as the Sharp LL-151-3D display and StereoGraphics SG 202 display. The method of interaction is a sphere-shaped "cyberprop" containing an Ascension Flock-of-Birds tracker that allows a user to manipulate objects by imparting the motion of the sphere to the virtual object. The tracking data is processed with OpenGL to manipulate objects in virtual 3D space, from which we synthesize two or more images as seen by virtual cameras observing them. We concentrate on the quantitative measurement and analysis of human performance for interactive object selection and manipulation tasks using standardized and scalable configurations of 3D block objects. The experiments use a series of progressively more complex block configurations that are rendered in stereo on various 3D displays. In general, performing the tasks using shutter glasses required less time as compared to using the autostereoscopic displays. While both male and female subjects performed almost equally fast with shutter glasses, male subjects performed better with the LL-151-3D display, while female subjects performed better with the SG202 display. Interestingly, users generally had a slightly higher efficiency in completing a task set using the two autostereoscopic displays as compared to the shutter glasses, although the differences for all users among the displays was relatively small. There was a preference for shutter glasses compared to autostereoscopic displays in the ease of performing tasks, and glasses were slightly preferred for overall image quality and stereo image quality. However, there was little difference in display preference in physical comfort and overall preference. We present some possible explanations of these results and point out the importance of the autostereoscopic "sweet spot" in relation to the user's head and body position.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Pair, Jarrell; McNerney, Peter J.; Eastlund, Ernie; Manson, Brian; Gratch, Jonathan; Hill, Randall W.; Swartout, William
Development of a VR Therapy Application for Iraq War Military Personnel with PTSD Book Section
In: Studies in Health Technology and Informatics, vol. 111, no. 13, pp. 407+413, 13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA, 2005.
@incollection{rizzo_development_2005-1,
title = {Development of a VR Therapy Application for Iraq War Military Personnel with PTSD},
author = {Albert Rizzo and Jarrell Pair and Peter J. McNerney and Ernie Eastlund and Brian Manson and Jonathan Gratch and Randall W. Hill and William Swartout},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20VR%20Therapy%20Application%20for%20Iraq%20War%20Veterans%20with%20PTSD.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Studies in Health Technology and Informatics},
volume = {111},
number = {13},
pages = {407+413},
address = {13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA},
series = {Medicine Meets Virtual Reality},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 returning Iraq War military personnel are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure therapy has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to specify the rationale, design and development of an Iraq War PTSD VR application that is being created from the virtual assets that were initially developed for theX-Box game entitled Full Spectrum Warrior which was inspired by a combat tactical training simulation, Full Spectrum Command.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Parsons, Thomas D.; Rizzo, Albert; Zaag, Cheryl; McGee, Jocelyn; Buckwalter, John Galen
Gender Differences and Cognition Among Older Adults Journal Article
In: Aging, Neuropsychology, and Cognition, vol. 12, pp. 78–88, 2005.
@article{parsons_gender_2005,
title = {Gender Differences and Cognition Among Older Adults},
author = {Thomas D. Parsons and Albert Rizzo and Cheryl Zaag and Jocelyn McGee and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Gender%20Differences%20and%20Cognition%20Among%20Older%20Adults.pdf},
year = {2005},
date = {2005-01-01},
journal = {Aging, Neuropsychology, and Cognition},
volume = {12},
pages = {78–88},
abstract = {The more replicated findings about gender difference in cognitive performance suggest female superiority on visuomotor speed and language ability and male superiority on mechanical and visuospatial tasks. Generally, group strengths found in the early school years become more established at adolescence and remain stable through adulthood. The current study tested whether the patterns established in the early years remained among 30 adult subjects. We also utilized a series of exploratory analyses to determine if observed gender differences were impacted by the covariance present between all cognitive tests. Results suggest that although the patterns established in the early years remain stable through time for males, the established patterns for females are altered with age. Our findings are compelling in supporting a male advantage on visuospatial tasks among older adults. These findings are discussed in terms of common variance between test instruments as a possible source of difference. Our finding that the gender effect tended to increase when common variance was controlled argues that this methodology may enhance the ability to detect domain specific effects.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Robertson, R. Kevin; Mielke, Jens; Appiah, Kuku; Hall, Colin D.; Price, Richard W.; Kumwenda, Johnstone; Kanyama, Cecelia; Amod, Farida; Marra, Christina; Taylor, Terrie; Lalloo, Umesh; Jelsma, Jennifer; Holding, Penny; Boivin, Michael; Birbeck, Gretchen; Nakasujja, Noeline; Sanne, Ian; Parsons, Thomas D.; Parente, Amanda; Tucker, Karen A.
Assessment of neuroAIDS in Africa Journal Article
In: Journal of NeuroVirology, vol. 11, no. S1, pp. 7–16, 2005.
@article{robertson_assessment_2005,
title = {Assessment of neuroAIDS in Africa},
author = {R. Kevin Robertson and Jens Mielke and Kuku Appiah and Colin D. Hall and Richard W. Price and Johnstone Kumwenda and Cecelia Kanyama and Farida Amod and Christina Marra and Terrie Taylor and Umesh Lalloo and Jennifer Jelsma and Penny Holding and Michael Boivin and Gretchen Birbeck and Noeline Nakasujja and Ian Sanne and Thomas D. Parsons and Amanda Parente and Karen A. Tucker},
url = {http://ict.usc.edu/pubs/Assessment%20of%20neuroAIDS%20in%20Africa.pdf},
year = {2005},
date = {2005-01-01},
journal = {Journal of NeuroVirology},
volume = {11},
number = {S1},
pages = {7–16},
abstract = {In June of 2004, the Center for AIDS Mental Health Research, National Institute of Mental Health sponsored a conference on the Assessment of NeuroAIDS in Africa, which was held in Blantrye, Malawai. The conference presentations summarized here highlight the need for research on NeuroAIDS in Africa and methods for assessing HIV-related neurological diseases (Robertson, 2004).},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Morie, Jacquelyn; Williams, Josh; Pair, Jarrell; Buckwalter, John Galen
Human Emotional State and its Relevance for Military VR Training Proceedings Article
In: Proceedings of the 11th International Conference on Human-Computer Interaction, Las Vegas, NV, 2005.
@inproceedings{rizzo_human_2005,
title = {Human Emotional State and its Relevance for Military VR Training},
author = {Albert Rizzo and Jacquelyn Morie and Josh Williams and Jarrell Pair and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Human%20Emotional%20State%20and%20its%20Relevance%20for%20Military%20VR%20Training.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human-Computer Interaction},
address = {Las Vegas, NV},
abstract = {Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war," the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted under conditions that lack emotional engagement by the soldier. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. This approach to facilitating optimal training effectiveness is supported by a long history of learning theory research. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed, as can be seen in the devastating emotional difficulties that occur in some military personnel following combat. This is evidenced by the number of recent medical reports that suggest the incidence of "Vietnam-levels" of combat-related Post Traumatic Stress Disorder symptomatology in returning military personnel from the Iraq conflict. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues that are relevant to VR military applications. This paper will present the rationale and status of two ongoing VR research programs at the ICT that address sharply contrasting ends of the emotional spectrum relevant to the military: 1. The Sensory Environments Evaluation (SEE) Project is examining basic factors that underlie emotion as it occurs within VR training environments and how this could impact transfer of training, and 2. The Full Spectrum Warrior (FSW) Post Traumatic Stress Disorder Project which is currently in the process of converting the existing FSW combat tactical simulation training scenario (and X-Box game) into a VR treatment system for the conduct of graduated exposure therapy in Iraq war military personnel with Post Traumatic Stress Disorder.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Klimchuck, Dean; Mitura, Roman; Bowerly, Todd; Buckwalter, John Galen; Kerns, Kim; Randall, Karherine; Adams, Rebecca; Finn, Paul; Tarnanas, Ioannis; Sirbu, Cristian; Ollendick, Thomas H.; Yeh, Shih-Ching
A Virtual Reality Scenario for All Seasons: The Virtual Classroom Proceedings Article
In: Proceedings of the 11th International Conference on Human Computer Interaction, Las Vegas, NV, 2005.
@inproceedings{rizzo_virtual_2005,
title = {A Virtual Reality Scenario for All Seasons: The Virtual Classroom},
author = {Albert Rizzo and Dean Klimchuck and Roman Mitura and Todd Bowerly and John Galen Buckwalter and Kim Kerns and Karherine Randall and Rebecca Adams and Paul Finn and Ioannis Tarnanas and Cristian Sirbu and Thomas H. Ollendick and Shih-Ching Yeh},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Scenario%20for%20All%20Seasons-%20The%20Virtual%20Classroom%20(HCI).pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human Computer Interaction},
address = {Las Vegas, NV},
abstract = {Rather than relying on costly physical mock-ups of functional assessment and rehabilitation environments, VR offers the option to produce and distribute identical "standard" environments. Within such digital assessment and rehabilitation scenarios, normative data can be accumulated for performance comparisons needed for assessment, diagnosis and for training purposes. As well, in this manner, reusable archetypic virtual environments constructed for one purpose, could also be applied for clinical applications addressing other purposes. This has now been done with the Virtual Classroom scenario. While originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children while in the presence of varying levels of distraction, the system is now finding use for other clinical targets. Such applications that are being developed and tested using the Virtual Classroom for other purposes include: 1. Expansion of the range of attention assessment tests (i.e., a _Stroop` Interference testing system for all ages). 2. A wide field of view system to study eye tracking under distracting conditions with ADHD children using an Elumens VisionStation®. 3. Development of the Virtual Classroom as a tool for anxiety assessment and graduated exposure therapy for children with Social Anxiety Disorder. 4. An extension to the class to include a maze of halls leading out of the school for an earthquake safety training application with persons with developmental and learning disabilities.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Grote, Christopher L.; Parsons, Thomas D.
Threats to the Livelihood of the Forensic Neuropsychological Practice: Avoiding Ethical Misconduct Journal Article
In: Journal of Forensic Neuropsychology, vol. 4, no. 3, pp. 79–93, 2005.
@article{grote_threats_2005,
title = {Threats to the Livelihood of the Forensic Neuropsychological Practice: Avoiding Ethical Misconduct},
author = {Christopher L. Grote and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Threats%20to%20the%20Livelihood%20of%20the%20Forensic%20Neuropsychological%20Practice-%20Avoiding%20Ethical%20Misconduct.pdf},
doi = {10.1300/J151v04n03_06},
year = {2005},
date = {2005-01-01},
journal = {Journal of Forensic Neuropsychology},
volume = {4},
number = {3},
pages = {79–93},
abstract = {We review six diverse issues that have the potential of devaluing our profession, in that ethical missteps could lead to the perception or reality that the work of forensic neuropsychologists is "for sale." By resisting temptations or overtures to engage in inappropriate conduct, such as attacking colleagues or failing to recognize how our own biases might influence our behavior or opinions, neuropsychologists strive to create a work product that enhances the reputation of our profession and makes a positive contribution to the public-at-large.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Thompson, E.; Buckwalter, John Galen; Bluestein, Brendon
Pregnancy History and Cognition During and After Pregnancy Journal Article
In: International Journal of Neuroscience, vol. 114, pp. 1099–1110, 2004, ISSN: 0020-7454.
@article{parsons_pregnancy_2004,
title = {Pregnancy History and Cognition During and After Pregnancy},
author = {Thomas D. Parsons and E. Thompson and John Galen Buckwalter and Brendon Bluestein},
url = {http://ict.usc.edu/pubs/Pregnancy%20History%20and%20Cognition%20During%20and%20After%20Pregnancy.pdf},
doi = {10.1080/00207450490475544},
issn = {0020-7454},
year = {2004},
date = {2004-01-01},
journal = {International Journal of Neuroscience},
volume = {114},
pages = {1099–1110},
abstract = {An increasing body of literature confirms anecdotal reports that cognitive changes occur during pregnancy. This article assessed whether prior pregnancy, which alters a woman's subsequent hormonal environment, is associated with a specific cognitive profile during and after pregnancy. Seven primigravids and nine multigravids were compared, equivalent for age and education. No differences between groups were found during pregnancy. After delivery, multigravids performed better than primigravids on verbal memory tasks. After controlling for mood, a significant difference in verbal memory remained. A neuroadaptive mechanism may develop after first pregnancy that increases the ability to recover from some cognitive deficits after later pregnancies.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Larson, Peter; Kratz, Kris; Thiebaux, Marcus; Bluestein, Brendon; Buckwalter, John Galen; Rizzo, Albert
Sex differences in mental rotation and spatial rotation in a virtual environment Journal Article
In: Neuropsychologia, vol. 42, pp. 555–562, 2004.
@article{parsons_sex_2004,
title = {Sex differences in mental rotation and spatial rotation in a virtual environment},
author = {Thomas D. Parsons and Peter Larson and Kris Kratz and Marcus Thiebaux and Brendon Bluestein and John Galen Buckwalter and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sex%20differences%20in%20mental%20rotation%20and%20spatial%20rotation%20in%20a%20virtual%20environment.pdf},
doi = {10.1016/j.neuropsychologia.2003.08.014},
year = {2004},
date = {2004-01-01},
journal = {Neuropsychologia},
volume = {42},
pages = {555–562},
abstract = {The visuospatial ability referred to as mental rotation has been shown to produce one of the largest and most consistent sex differences, in favor of males, in the cognitive literature. The current study utilizes both a paper-and-pencil version of the mental rotations test (MRT) and a virtual environment for investigating rotational ability among 44 adult subjects. Results replicate sex differences traditionally seen on paper-and-pencil measures, while no sex effects were observed in the virtual environment. These ï¬ndings are discussed in terms of task demands and motor involvement. Sex differences were also seen in the patterns of correlations between rotation tasks and other neuropsychological measures. Current results suggest men may rely more on left hemisphere processing than women when engaged in rotational tasks. © 2003 Elsevier Ltd. All rights reserved.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Buckwalter, John Galen
Backpropagation and Regression: Comparative Utility for Neuropsychologists Journal Article
In: Journal of Clinical and Experimental Neuropsychology, vol. 26, no. 1, pp. 95–104, 2004.
@article{parsons_backpropagation_2004,
title = {Backpropagation and Regression: Comparative Utility for Neuropsychologists},
author = {Thomas D. Parsons and Albert Rizzo and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Backpropagation%20and%20Regression-%20Comparative%20Utility%20for%20Neuropsychologists.pdf},
year = {2004},
date = {2004-01-01},
journal = {Journal of Clinical and Experimental Neuropsychology},
volume = {26},
number = {1},
pages = {95–104},
abstract = {The aim of this research was to compare the data analytic applicability of a backpropagated neural network with that of regression analysis. Thirty individuals between the ages of 64 and 86 (Mean age = 73.6; Mean years education = 15.4; % women = 50) participated in a study designed to validate a new test of spatial ability administered in virtual reality. As part of this project a standard neuropsychological battery was administered. Results from the multiple regression model (R2 = .21, p textbackslashtextbackslashtextbackslashtextbackslashtextless .28; Standard Error = 18.01) were compared with those of a backpropagated ANN (R2 = .39, p textbackslashtextbackslashtextbackslashtextbackslashtextless .02; Standard Error = 13.07). This 18% increase in prediction of a common neuropsychological problem demonstrated that an ANN has the potential to outperform a regression.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Hartholt, Arno; Mozgai, Sharon
From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality Journal Article
In: pp. 35, 0000.
@article{hartholt_combat_nodate,
title = {From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality},
author = {Arno Hartholt and Sharon Mozgai},
pages = {35},
abstract = {Research has documented the efficacy of clinical applications that leverage Virtual Reality (VR) for assessment and treatment purposes across a wide range of domains, including pain, phobias, and posttraumatic stress disorder (PTSD). As the field of Clinical VR matures, it is important to review its origins and examine how these initial explorations have progressed, what gaps remain, and what opportunities the community can pursue. We do this by reflecting on our personal scientific journey against the backdrop of the field in general. In particular, this paper discusses how a clinical research program that was initially designed to deliver trauma-focused VR exposure therapy (VRET) for combat-related PTSD has been evolved to expand its impact and address a wider range of trauma sources. Such trauma sources include sexual trauma and the needs of first responders and healthcare professionals serving on the frontlines of the COVID-19 pandemic. We provide an overview of the field and its general trends, discuss the genesis of our research agenda and its current status, and summarize upcoming opportunities, together with common challenges and lessons learned.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
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