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Talbot, Thomas B.; Rizzo, Albert S.; Soleymani, Mohammed
In: Technology, Mind, and Behavior, 2021.
@article{talbot_advances_2021,
title = {Advances in Affective Computing for Psychological Applications: From the Fundamentals to the Future of Emotional Cognizant Artificial Intelligence Entities},
author = {Thomas B. Talbot and Albert S. Rizzo and Mohammed Soleymani},
url = {https://tmb.apaopen.org/pub/zm0la9di/release/1},
doi = {10.1037/tms0000011},
year = {2021},
date = {2021-11-01},
urldate = {2023-03-31},
journal = {Technology, Mind, and Behavior},
abstract = {Keywords: Affective Computing, Emotion Perception, Virtual Humans, Conversational Simulations},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
et al A Rizzo,
Normative Data for a Next Generation Virtual Classroom for Attention Assessment in Children with ADHD and Beyond! Proceedings Article
In: Proceedings of the 13th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT 2021), Serpa, Portugal, 2021.
@inproceedings{a_rizzo_et_al_normative_2021,
title = {Normative Data for a Next Generation Virtual Classroom for Attention Assessment in Children with ADHD and Beyond!},
author = {et al A Rizzo},
url = {http://studio.hei-lab.ulusofona.pt/archive/},
year = {2021},
date = {2021-09-01},
booktitle = {Proceedings of the 13th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT 2021)},
address = {Serpa, Portugal},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert “Skip”; Goodwin, Grace J.; Vito, Alyssa N. De; Bell, Joshua D.
Recent advances in virtual reality and psychology: Introduction to the special issue. Journal Article
In: Translational Issues in Psychological Science, vol. 7, no. 3, pp. 213–217, 2021, ISSN: 2332-2179, 2332-2136.
@article{rizzo_recent_2021,
title = {Recent advances in virtual reality and psychology: Introduction to the special issue.},
author = {Albert “Skip” Rizzo and Grace J. Goodwin and Alyssa N. De Vito and Joshua D. Bell},
url = {http://doi.apa.org/getdoi.cfm?doi=10.1037/tps0000316},
doi = {10.1037/tps0000316},
issn = {2332-2179, 2332-2136},
year = {2021},
date = {2021-09-01},
urldate = {2022-09-13},
journal = {Translational Issues in Psychological Science},
volume = {7},
number = {3},
pages = {213–217},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert “Skip”; Hartholt, Arno; Mozgai, Sharon
From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality Journal Article
In: Journal of Technology in Human Services, vol. 39, no. 3, pp. 314–347, 2021, ISSN: 1522-8835, (Publisher: Routledge _eprint: https://doi.org/10.1080/15228835.2021.1915931).
@article{rizzo_combat_2021,
title = {From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality},
author = {Albert “Skip” Rizzo and Arno Hartholt and Sharon Mozgai},
url = {https://doi.org/10.1080/15228835.2021.1915931},
doi = {10.1080/15228835.2021.1915931},
issn = {1522-8835},
year = {2021},
date = {2021-07-01},
urldate = {2023-03-31},
journal = {Journal of Technology in Human Services},
volume = {39},
number = {3},
pages = {314–347},
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.},
note = {Publisher: Routledge
_eprint: https://doi.org/10.1080/15228835.2021.1915931},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Doran, Bethany; Mei, Chaoqun; Varosy, Paul D.; Kao, David P.; Saxon, Leslie A.; Feldman, Arthur M.; DeMets, David; Bristow, Michael R.
The Addition of a Defibrillator to Resynchronization Therapy Decreases Mortality in Patients With Nonischemic Cardiomyopathy Journal Article
In: JACC: Heart Failure, vol. 9, no. 6, pp. 439–449, 2021, (Publisher: American College of Cardiology Foundation).
@article{doran_addition_2021,
title = {The Addition of a Defibrillator to Resynchronization Therapy Decreases Mortality in Patients With Nonischemic Cardiomyopathy},
author = {Bethany Doran and Chaoqun Mei and Paul D. Varosy and David P. Kao and Leslie A. Saxon and Arthur M. Feldman and David DeMets and Michael R. Bristow},
url = {https://www.jacc.org/doi/abs/10.1016/j.jchf.2021.02.013},
doi = {10.1016/j.jchf.2021.02.013},
year = {2021},
date = {2021-06-01},
urldate = {2023-03-31},
journal = {JACC: Heart Failure},
volume = {9},
number = {6},
pages = {439–449},
note = {Publisher: American College of Cardiology Foundation},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Gramlich, Michael A.; Smolenski, Derek J.; Norr, Aaron M.; Rothbaum, Barbara O.; Rizzo, Albert A.; Andrasik, Frank; Fantelli, Emily; Reger, Greg M.
In: Depression and Anxiety, pp. da.23141, 2021, ISSN: 1091-4269, 1520-6394.
@article{gramlich_psychophysiology_2021,
title = {Psychophysiology during exposure to trauma memories: Comparative effects of virtual reality and imaginal exposure for posttraumatic stress disorder},
author = {Michael A. Gramlich and Derek J. Smolenski and Aaron M. Norr and Barbara O. Rothbaum and Albert A. Rizzo and Frank Andrasik and Emily Fantelli and Greg M. Reger},
url = {https://onlinelibrary.wiley.com/doi/10.1002/da.23141},
doi = {10.1002/da.23141},
issn = {1091-4269, 1520-6394},
year = {2021},
date = {2021-03-01},
urldate = {2021-04-14},
journal = {Depression and Anxiety},
pages = {da.23141},
abstract = {Background: This investigation involved an in‐depth examination of psychophysiological responses during exposure to the trauma memory across 10 sessions among active duty soldiers with combat‐related posttraumatic stress disorder (PTSD) treated by Prolonged Exposure (PE) or Virtual Reality Exposure (VRE). We compared psychophysiological changes, session‐by‐session, between VRE and traditional imaginal exposure. Methods: Heart rate (HR), galvanic skin response (GSR), and peripheral skin temperature were collected every 5 min during exposure sessions with 61 combat veterans of Iraq/Afghanistan and compared to the PTSD Checklist (PCL‐C) and Clinician‐Administered PTSD Scale (CAPS) outcomes using multilevel modeling. Results: Over the course of treatment, participants in the PE group had higher HR arousal compared to participants in the VRE group. With reference to GSR, in earlier sessions, participants demonstrated a within‐session increase, whereas, in later sessions, participants showed a within‐session habituation response. A significant interaction was found for GSR and treatment assignment for within‐session change, withinperson effect, predicting CAPS (d = 0.70) and PCL‐C (d = 0.66) outcomes. Conclusion: Overall, these findings suggest that exposure to traumatic memories activates arousal across sessions, with GSR being most associated with reductions in PTSD symptoms for participants in the PE group.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Mozgai, Sharon; Femminella, Brian; Hartholt, Arno; Rizzo, Skip
User-Centered Design Model for Mobile Health (mHealth) Applications: A Military Case Study in Rapid Assessment Process (RAP) Journal Article
In: pp. 10, 2021.
@article{mozgai_user-centered_2021,
title = {User-Centered Design Model for Mobile Health (mHealth) Applications: A Military Case Study in Rapid Assessment Process (RAP)},
author = {Sharon Mozgai and Brian Femminella and Arno Hartholt and Skip Rizzo},
url = {https://uploads-ssl.webflow.com/5f11f7e80d5a3b6dfdeeb614/5f9b3284d3d73e1da6a8f848_CHI_2021_Battle%20Buddy.pdf},
year = {2021},
date = {2021-01-01},
pages = {10},
abstract = {CCS Concepts: • Human-centered computing → Ubiquitous and mobile computing design and evaluation methods; HCI design and evaluation methods; User centered design; • Applied computing → Military; • Computing methodologies → Intelligent agents.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Pallavicini, Federica; Giglioli, Irene Alice Chicchi; Kim, Gerard Jounghyun; Alcañiz, Mariano; Rizzo, Albert
Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health Journal Article
In: Frontiers in Virtual Reality, vol. 2, 2021, ISSN: 2673-4192.
@article{pallavicini_editorial_2021,
title = {Editorial: Virtual Reality, Augmented Reality and Video Games for Addressing the Impact of COVID-19 on Mental Health},
author = {Federica Pallavicini and Irene Alice Chicchi Giglioli and Gerard Jounghyun Kim and Mariano Alcañiz and Albert Rizzo},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2021.719358},
issn = {2673-4192},
year = {2021},
date = {2021-01-01},
urldate = {2023-03-31},
journal = {Frontiers in Virtual Reality},
volume = {2},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Reger, Greg M.; Norr, Aaron M.; Rizzo, Albert “Skip”; Sylvers, Patrick; Peltan, Jessica; Fischer, Daniel; Trimmer, Matthew; Porter, Shelan; Gant, Pamela; Baer, John S.
In: JAMA Network Open, vol. 3, no. 10, 2020, ISSN: 2574-3805.
@article{reger_virtual_2020,
title = {Virtual Standardized Patients vs Academic Training for Learning Motivational Interviewing Skills in the US Department of Veterans Affairs and the US Military: A Randomized Trial},
author = {Greg M. Reger and Aaron M. Norr and Albert “Skip” Rizzo and Patrick Sylvers and Jessica Peltan and Daniel Fischer and Matthew Trimmer and Shelan Porter and Pamela Gant and John S. Baer},
url = {https://jamanetwork.com/journals/jamanetworkopen/fullarticle/2771733},
doi = {10.1001/jamanetworkopen.2020.17348},
issn = {2574-3805},
year = {2020},
date = {2020-10-01},
journal = {JAMA Network Open},
volume = {3},
number = {10},
abstract = {OBJECTIVE To evaluate the efficacy of training with a VSP on the acquisition and maintenance of MI skills compared with traditional academic study. DESIGN, SETTING, AND PARTICIPANTS This study was a 2-group, parallel-training randomized trial of 120 volunteer health care professionals recruited from a Department of Veterans Affairs and Department of Defense medical facility. Motivational interviewing skill was coded by external experts blinded to training group and skill assessment time points. Data were collected from October 17, 2016, to August 12, 2019. INTERVENTIONS After a computer course on MI, participants trained during two 45-minute sessions separated by 3 months. The 2 randomized training conditions included a branching storyline VSP, which provided MI skill rehearsal with immediate and summative feedback, and a control condition, which included academic study of content from the computerized MI course. MAIN OUTCOMES AND MEASURES Measurement of MI skill was based on recorded conversations with human standardized patients, assessed using the Motivational Interviewing Treatment Integrity 4.2.1 coding system, measured at baseline, after training, and after additional training in the randomized condition 3 months later. RESULTS A total of 120 volunteers (83 [69%] women), with a mean (SD) of 13.6 (10.3) years of health care experience, participated in the study; 61 were randomized to receive the intervention, and 59 were randomized to the control group. Those assigned to VSP training had significantly greater posttraining improvement in technical global scores (0.23; 95% CI, 0.03-0.44; P = .02), relational global scores (0.57; 95% CI, 0.33-0.81; P = .001), and the reflection-to-question ratio (0.23; 95% CI, 0.15-0.31; P = .001). Differences were maintained after the 3-month additional training session, with more improvements achieved after the 3-month training for the VSP trainees on the reflection-to- question ratio (0.15; 95% CI, 0.07-0.24; P = .001). CONCLUSIONS AND RELEVANCE This randomized trial demonstrated a successful transfer of training from a VSP to human standardized patients. The VSP MI skill outcomes were better than those achieved with academic study and were maintained over time. Virtual standardized patients},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Yeh, Shih-Ching; Lin, Sheng-Yang; Wu, Eric Hsiao-Kuang; Zhang, Kai-Feng; Xiu, Xu; Rizzo, Albert; Chung, Chia-Ru
A Virtual-Reality System Integrated With Neuro-Behavior Sensing for Attention-Deficit/Hyperactivity Disorder Intelligent Assessment Journal Article
In: IEEE Transactions on Neural Systems and Rehabilitation Engineering, vol. 28, no. 9, pp. 1899–1907, 2020, ISSN: 1534-4320, 1558-0210.
@article{yeh_virtual-reality_2020,
title = {A Virtual-Reality System Integrated With Neuro-Behavior Sensing for Attention-Deficit/Hyperactivity Disorder Intelligent Assessment},
author = {Shih-Ching Yeh and Sheng-Yang Lin and Eric Hsiao-Kuang Wu and Kai-Feng Zhang and Xu Xiu and Albert Rizzo and Chia-Ru Chung},
url = {https://ieeexplore.ieee.org/document/9123917/},
doi = {10.1109/TNSRE.2020.3004545},
issn = {1534-4320, 1558-0210},
year = {2020},
date = {2020-09-01},
journal = {IEEE Transactions on Neural Systems and Rehabilitation Engineering},
volume = {28},
number = {9},
pages = {1899–1907},
abstract = {Attention-deficit/Hyperactivity disorder (ADHD) is a common neurodevelopmental disorder among children. Traditional assessment methods generally rely on behavioral rating scales (BRS) performed by clinicians, and sometimes parents or teachers. However, BRS assessment is time consuming, and the subjective ratings may lead to bias for the evaluation. Therefore, the major purpose of this study was to develop a Virtual Reality (VR) classroom associated with an intelligent assessment model to assist clinicians for the diagnosis of ADHD. In this study, an immersive VR classroom embedded with sustained and selective attention tasks was developed in which visual, audio, and visual-audio hybrid distractions, were triggered while attention tasks were conducted. A clinical experiment with 37 ADHD and 31 healthy subjects was performed. Data from BRS was compared with VR task performance and analyzed by rank-sum tests and Pearson Correlation. Results showed that 23 features out of total 28 were related to distinguish the ADHD and non-ADHD children. Several features of task performance and neuro-behavioral measurements were also correlated with features of the BRSs. Additionally, the machine learning models incorporating task performance and neuro-behavior were used to classify ADHD and non-ADHD children. The mean accuracy for the repeated cross-validation reached to 83.2%, which demonstrated a great potential for our system to provide more help for clinicians on assessment of ADHD.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Luu, Cindy; Talbot, Thomas B.; Fung, Cha Chi; Ben-Isaac, Eyal; Espinoza, Juan; Fischer, Susan; Cho, Christine S.; Sargsyan, Mariam; Korand, Sridevi; Chang, Todd P.
In: Simulation & Gaming, vol. 51, no. 4, pp. 550–570, 2020, ISSN: 1046-8781, 1552-826X.
@article{luu_development_2020,
title = {Development and Performance Assessment of a Digital Serious Game to Assess Multi-Patient Care Skills in a Simulated Pediatric Emergency Department},
author = {Cindy Luu and Thomas B. Talbot and Cha Chi Fung and Eyal Ben-Isaac and Juan Espinoza and Susan Fischer and Christine S. Cho and Mariam Sargsyan and Sridevi Korand and Todd P. Chang},
url = {http://journals.sagepub.com/doi/10.1177/1046878120904984},
doi = {10.1177/1046878120904984},
issn = {1046-8781, 1552-826X},
year = {2020},
date = {2020-08-01},
journal = {Simulation & Gaming},
volume = {51},
number = {4},
pages = {550–570},
abstract = {Objective. Multi-patient care is important among medical trainees in an emergency department (ED). While resident efficiency is a typically measured metric, multi-patient care involves both efficiency and diagnostic / treatment accuracy. Multi-patient care ability is difficult to assess, though simulation is a potential alternative. Our objective was to generate validity evidence for a serious game in assessing multi-patient care skills among a variety of learners.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rakofsky, Jeffrey J.; Talbot, Thomas B.; Dunlop, Boadie W.
A Virtual Standardized Patient–Based Assessment Tool to Evaluate Psychiatric Residents’ Psychopharmacology Proficiency Journal Article
In: Academic Psychiatry, 2020, ISSN: 1042-9670, 1545-7230.
@article{rakofsky_virtual_2020,
title = {A Virtual Standardized Patient–Based Assessment Tool to Evaluate Psychiatric Residents’ Psychopharmacology Proficiency},
author = {Jeffrey J. Rakofsky and Thomas B. Talbot and Boadie W. Dunlop},
url = {http://link.springer.com/10.1007/s40596-020-01286-x},
doi = {10.1007/s40596-020-01286-x},
issn = {1042-9670, 1545-7230},
year = {2020},
date = {2020-07-01},
journal = {Academic Psychiatry},
abstract = {Objectives A virtual standardized patient-based assessment simulator was developed to address biases and practical limitations in existing methods for evaluating residents’ proficiency in psychopharmacological knowledge and practice. Methods The simulator was designed to replicate an outpatient psychiatric clinic experience. The virtual patient reported symptoms of a treatment-resistant form of major depressive disorder (MDD), requiring the learner to use various antidepressants in order for the patient to fully remit. Test scores were based on the proportion of correct responses to questions asked by the virtual patient about possible side effects, dosing, and titration decisions, which depended upon the patient’s tolerability and response to the learner’s selected medications. The validation paradigm included a novice-expert performance comparison across 4th year medical students, psychiatric residents from all four post-graduate year classes, and psychiatry department faculty, and a correlational analysis of simulator performance with the PRITE Somatic Treatments subscale score. Post-test surveys evaluated the test takers’ subjective impressions of the simulator. Results Forty-three subjects completed the online exam and survey. Total mean scores on the exam differed significantly across all the learner groups in a step-wise manner from students to faculty (F = 6.10},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Malta, Loretta S.; Giosan, Cezar; Szkodny, Lauren E.; Altemus, Margaret M.; Rizzo, Albert A.; Silbersweig, David A.; Difede, JoAnn
Development of a virtual reality laboratory stressor Journal Article
In: Virtual Reality, 2020, ISSN: 1359-4338, 1434-9957.
@article{malta_development_2020,
title = {Development of a virtual reality laboratory stressor},
author = {Loretta S. Malta and Cezar Giosan and Lauren E. Szkodny and Margaret M. Altemus and Albert A. Rizzo and David A. Silbersweig and JoAnn Difede},
url = {http://link.springer.com/10.1007/s10055-020-00455-5},
doi = {10.1007/s10055-020-00455-5},
issn = {1359-4338, 1434-9957},
year = {2020},
date = {2020-07-01},
journal = {Virtual Reality},
abstract = {This research report describes the development of a virtual reality (VR) laboratory stressor to study the effects of exposure to stressful events. The aim of the research was to develop a VR simulation that would evoke stressor responses at a level that was tolerable for participants. Veterans with and without warzone-related posttraumatic stress disorder (PTSD) were presented with VR simulations of combat stressors. There was one complaint of feeling hot during simulations but no incidents of simulator sickness. Participants denied experiencing the simulations as overly distressing, and there were no reports of any distress or problems related to study participation when they were contacted two weeks after the VR challenge. Simulations elicited moderate levels of anxiety and mild levels of dissociation that were significantly greater in Veterans with PTSD. Simulations were less successful in eliciting differential heart rate reactivity and stress hormone secretion, though history of civilian trauma exposure was associated with elevated heart rates during the second simulation. The study demonstrated that the VR paradigm was feasible and tolerable and that it holds promise as a new method with which to conduct controlled laboratory research on the effects of exposure to stressful events.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas Brett; Thiry, Katherine Elizabeth; Jenkins, Michael
In: Advances in Usability, User Experience, Wearable and Assistive Technology, vol. 1217, pp. 129–135, Springer International Publishing, Cham, Switzerland, 2020, ISBN: 978-3-030-51827-1 978-3-030-51828-8.
@incollection{talbot_storyboarding_2020,
title = {Storyboarding the Virtuality: Methods and Best Practices to Depict Scenes and Interactive Stories in Virtual and Mixed Reality},
author = {Thomas Brett Talbot and Katherine Elizabeth Thiry and Michael Jenkins},
url = {http://link.springer.com/10.1007/978-3-030-51828-8_17},
doi = {10.1007/978-3-030-51828-8_17},
isbn = {978-3-030-51827-1 978-3-030-51828-8},
year = {2020},
date = {2020-07-01},
booktitle = {Advances in Usability, User Experience, Wearable and Assistive Technology},
volume = {1217},
pages = {129–135},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {Storyboarding is a cinematic prototyping technique to visualize settings, event sequences, dialogues & character depictions. Interactive VR/MR experiences benefit from storyboarding as part of the creation process, yet free movement & immersive 3D introduce challenges. Techniques to visualize 3D settings are explored with methods to conduct traditional storyboarding while requiring multiple viewpoints within a single timestep are elaborated. This is possible w/ perspective scene views. Even with 3D prototyping tools, it is important to maintain practices which optimize VR storyboarding and maintain spatial efficiency, allow storyboards to be hand drawn and be intuitive to read. A powerful solution is to bind several perspectives together to represent a specific time while reverting to a traditional single viewpoint when not necessary, therefore balancing three dimensionality, spatial efficiency & ease of creation.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Mozgai, Sharon; Hartholt, Arno; Akinyemi, Dayo; Kubicek, Katarina; Rizzo, Albert (Skip); Kipke, Michele
In: HCI International 2020 - Posters, vol. 1225, pp. 304–307, Springer International Publishing, Cham, Switzerland, 2020, ISBN: 978-3-030-50728-2 978-3-030-50729-9.
@incollection{mozgai_development_2020,
title = {Development and Initial Feasibility Testing of the Virtual Research Navigator (VRN): A Public-Facing Agent-Based Educational System for Clinical Research Participation},
author = {Sharon Mozgai and Arno Hartholt and Dayo Akinyemi and Katarina Kubicek and Albert (Skip) Rizzo and Michele Kipke},
url = {http://link.springer.com/10.1007/978-3-030-50729-9_43},
doi = {10.1007/978-3-030-50729-9_43},
isbn = {978-3-030-50728-2 978-3-030-50729-9},
year = {2020},
date = {2020-07-01},
booktitle = {HCI International 2020 - Posters},
volume = {1225},
pages = {304–307},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {The overall goal of VRN is to develop a novel technology solution at Children’s Hospital Los Angeles (CHLA) to overcome barriers that prevent the recruitment of diverse patient populations to clinical trials by providing both caregivers and children with an interactive educational experience. This system consists of 1) an intelligent agent called Zippy that users interact with by keyboard or voice input, 2) a series of videos covering topics including Privacy, Consent and Benefits, and 3) a UI that guides users through all available content. Pre- and post-questionnaires assessed willingness to participate in clinical research and found participants either increased or maintained their level of willingness to participate in research studies. Additionally, qualitative analysis of interview data revealed participants rated the overall interaction favorably and believed Zippy to be more fun, less judgmental and less threatening than interacting with a human. Future iterations are in-progress based on the user-feedback},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Hilty, Donald M.; Randhawa, Karan; Maheu, Marlene M.; McKean, Alastair J. S.; Pantera, Richard; Mishkind, Matthew C.; Rizzo, Albert “Skip”
A Review of Telepresence, Virtual Reality, and Augmented Reality Applied to Clinical Care Journal Article
In: Journal of Technology in Behavioral Science, vol. 5, no. 2, pp. 178–205, 2020, ISSN: 2366-5963.
@article{hilty_review_2020,
title = {A Review of Telepresence, Virtual Reality, and Augmented Reality Applied to Clinical Care},
author = {Donald M. Hilty and Karan Randhawa and Marlene M. Maheu and Alastair J. S. McKean and Richard Pantera and Matthew C. Mishkind and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/s41347-020-00126-x},
doi = {10.1007/s41347-020-00126-x},
issn = {2366-5963},
year = {2020},
date = {2020-06-01},
journal = {Journal of Technology in Behavioral Science},
volume = {5},
number = {2},
pages = {178–205},
abstract = {This scoping review article explores the application of telepresence (TPr), virtual reality (VR), and augmented reality (AR) to clinical care. A literature search of key words was conducted from January 1990 through May 2019 of the following databases: PubMed/ Medline, American Psychological Association PsycNET, Pubmed/Medline, Cochrane, Embase, PsycINFO, Web of Science, Scopus, OTSeeker, ABI/INFORM, computer-mediated communication (CMC), technology-mediated communications, Arts & Humanities Citation Index, Project Muse, ProQuest Research Library Plus, Sociological abstracts, Computers and Applied Sciences Complete and IT Source. It focused on concept areas: (1) TPr related to technologies; (2) virtual, augmented, reality, environment; (3) technology or computer-mediated communication; (4) clinical therapeutic relationship (boundaries, care, communication, connect, engagement, empathy, intimacy, trust); (5) telebehavioral health; (6) psychotherapy via technology; and (7) medicine/health care. Inclusion criteria were concept area 1 in combination with 2–7 and 2 or 3 in combination with any of 4–7. From a total of 5214 potential references, the authors found 512 eligible for full-text review and found 85 papers directly relevant to the concepts. From papers’ references and a review of books and popular literature about TPr, virtual reality (VR), and augmented reality (AR), 13 other sources of information were found. The historical evolution of TPr, VR, and AR shows that definitions, foci of studies (e.g., social neuroscience to business), and applications vary; assessments of TPr also vary widely. Studies discuss VR, AR, and TPr in medicine (e.g., rehabilitation, robotics), experimental psychology (laboratory, field, mixed), and behavioral health. Virtual environment (VE) designs aid the study of interpersonal communication and behavior, using standardized social interaction partners, virtual standardized patients, and/or virtual humans—all contingent on the participants’ experience of presence and the ability to engage. Additional research is needed to standardize experimental and clinical interventions, while maintaining ecological validity. Technology can significantly improve quality of care, access to new treatments and training, if ethical and reimbursement issues are better explored.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Malta, Loretta S.; Giosan, Cezar; Szkodny, Lauren E.; Altemus, Margaret M.; Rizzo, Albert A.; Silbersweig, David A.; Difede, JoAnn
Predictors of involuntary and voluntary emotional episodic memories of virtual reality scenarios in Veterans with and without PTSD Journal Article
In: Memory, pp. 1–17, 2020, ISSN: 0965-8211, 1464-0686.
@article{malta_predictors_2020,
title = {Predictors of involuntary and voluntary emotional episodic memories of virtual reality scenarios in Veterans with and without PTSD},
author = {Loretta S. Malta and Cezar Giosan and Lauren E. Szkodny and Margaret M. Altemus and Albert A. Rizzo and David A. Silbersweig and JoAnn Difede},
url = {https://www.tandfonline.com/doi/full/10.1080/09658211.2020.1770289},
doi = {10.1080/09658211.2020.1770289},
issn = {0965-8211, 1464-0686},
year = {2020},
date = {2020-05-01},
journal = {Memory},
pages = {1–17},
abstract = {This study investigated predictors of involuntary and voluntary memories of stressful virtual reality scenarios. Thirty-two veterans of the two Persian Gulf Wars completed verbal memory tests and diagnostic assessments. They were randomly assigned to a Recounting (16) or a Suppression (16) condition. After immersion in the VR scenarios, the Recounting group described the scenarios and the Suppression group suppressed thoughts of the scenarios. One week later, participants completed surprise voluntary memory tests and another thought suppression task. The best predictors of voluntary memory were verbal memory ability, dissociation, and to a lesser extent, physiological arousal before and after scenarios. Dissociation and physiological stress responses selectively affected memory for neutral elements. Higher distress during scenarios impaired voluntary memory but increased the frequency of involuntary memories. Physiological stress responses promoted more frequent involuntary memories immediately after the scenarios. More frequent initial involuntary memories, tonic physiological arousal, and stronger emotional responses to dangerous events predicted difficulty inhibiting involuntary memories at follow-up. The effects of thought suppression were transient and weaker than those of other variables. The findings suggest that posttraumatic amnesia and involuntary memories of adverse events are more related to memory ability and emotional and physiological stress responses than to postexposure suppression.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Chang, Chen-Wei; Li, Mengtong; Yeh, Shih-Ching; Chen, Yijing; Rizzo, Albert
In: IEEE Access, vol. 8, pp. 69566–69578, 2020, ISSN: 2169-3536.
@article{chang_examining_2020,
title = {Examining the Effects of HMDs/FSDs and Gender Differences on Cognitive Processing Ability and User Experience of the Stroop Task-Embedded Virtual Reality Driving System (STEVRDS)},
author = {Chen-Wei Chang and Mengtong Li and Shih-Ching Yeh and Yijing Chen and Albert Rizzo},
url = {https://ieeexplore.ieee.org/document/8959194/},
doi = {10.1109/ACCESS.2020.2966564},
issn = {2169-3536},
year = {2020},
date = {2020-04-01},
journal = {IEEE Access},
volume = {8},
pages = {69566–69578},
abstract = {The advent of virtual reality technology has provided a new approach for assessing and training cognitive processing ability, with the design of simulations used to replicate real events in everyday lives. To better understand how head mounted displays/flat screen displays (HMDs/FSDs) and differences in the individuals who use them affect cognitive performance and the use of VR systems, our research group created the Stroop task-embedded virtual reality driving system (STEVRDS) and conducted a 2 × 2 between-group factorial design experiment among college students. The study examined the effects of HMDs and FSDs that differ in monovision/stereovision and field of view, the impact of gender (males vs. females) on users’ performances in virtual driving and Stroop trials, and users’ psychophysiological responses while using the system. The participants’ subjective perceptions toward STEVRDS were also assessed to support the analyses/interpretations of cognitive performance, as well as provide empirical data relating to user experiences. The statistical analyses showed both main and interaction effects of HMDs/FSDs and gender on task performance, psychophysiological responses, and user evaluations of the system. The psychophysiological patterns exhibited during the use of STEVRDS further extended the findings. Overall, our results were comparable with cognitive phenomena reported in other studies/in real-life experiences or explained by logical reasoning, which suggests that the design/development of the STEVRDS is suitable for cognitive assessment/training. Practical implications are discussed for the application of HMDs and FSDs in evaluating and enhancing cognitive processing ability and the need for specific tailoring for male and female users.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Katz, Andrea C.; Norr, Aaron M.; Buck, Benjamin; Fantelli, Emily; Edwards-Stewart, Amanda; Koenen-Woods, Patricia; Zetocha, Kimberlee; Smolenski, Derek J.; Holloway, Kevin; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert; Skopp, Nancy; Mishkind, Matt; Gahm, Gregory; Reger, Greg M.; Andrasik, Frank
In: Psychological Trauma: Theory, Research, Practice, and Policy, 2020, ISSN: 1942-969X, 1942-9681.
@article{katz_changes_2020,
title = {Changes in physiological reactivity in response to the trauma memory during prolonged exposure and virtual reality exposure therapy for posttraumatic stress disorder.},
author = {Andrea C. Katz and Aaron M. Norr and Benjamin Buck and Emily Fantelli and Amanda Edwards-Stewart and Patricia Koenen-Woods and Kimberlee Zetocha and Derek J. Smolenski and Kevin Holloway and Barbara O. Rothbaum and JoAnn Difede and Albert Rizzo and Nancy Skopp and Matt Mishkind and Gregory Gahm and Greg M. Reger and Frank Andrasik},
url = {http://doi.apa.org/getdoi.cfm?doi=10.1037/tra0000567},
doi = {10.1037/tra0000567},
issn = {1942-969X, 1942-9681},
year = {2020},
date = {2020-04-01},
journal = {Psychological Trauma: Theory, Research, Practice, and Policy},
abstract = {This study is among the first to examine how physiological processes change throughout PTSD treatment and the first to compare standard exposure therapy to therapy augmented with virtual reality (VR) in active-duty soldiers with PTSD. Results showed that soldiers in VR therapy had smaller physical reactions to trauma memories compared to those who did not receive treatment, whereas those who got standard treatment did not. These findings provide insight into possible mechanisms of PTSD treatment, point to potential objective indicators of early treatment response in active-duty soldiers, and suggest that VR treatment might lead to earlier symptom reduction.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Mozgai, Sharon; Hartholt, Arno; Leeds, Andrew; Rizzo, Albert ‘Skip’
Iterative Participatory Design for VRET Domain Transfer: From Combat Exposure to Military Sexual Trauma Proceedings Article
In: Proceedings of the 2020 CHI Conference of Human Factors in Computing Systems, pp. 8, ACM, Honolulu, HI, 2020.
@inproceedings{mozgai_iterative_2020,
title = {Iterative Participatory Design for VRET Domain Transfer: From Combat Exposure to Military Sexual Trauma},
author = {Sharon Mozgai and Arno Hartholt and Andrew Leeds and Albert ‘Skip’ Rizzo},
url = {https://dl.acm.org/doi/abs/10.1145/3334480.3375219},
doi = {10.1145/3334480.3375219},
year = {2020},
date = {2020-04-01},
booktitle = {Proceedings of the 2020 CHI Conference of Human Factors in Computing Systems},
pages = {8},
publisher = {ACM},
address = {Honolulu, HI},
abstract = {This case study describes the expansion of the BRAVEMIND virtual reality exposure therapy (VRET) system from the domain of combat-related posttraumatic stress disorder (PTSD) to the domain of PTSD due to Military Sexual Trauma (MST). As VRET continues to demonstrate efficacy in treating PTSD across multiple trauma types and anxiety disorders, adapting existing systems and content to new domains while simultaneously maintaining clinical integrity is becoming a high priority. To develop BRAVEMIND-MST we engaged in an iterative participatory design process with psychologists, engineers, and artists. This first-person account of our collaborative development process focuses on three key areas (1) VR Environment, (2) User-Avatar State, and (3) Events, while detailing the challenges we encountered and lessons learned. This process culminated in eight design guidelines as a first-step in defining a VRET domain transfer methodology.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Filter
2019
Talbot, Thomas; Rizzo, Albert “Skip”
Virtual Human Standardized Patients for Clinical Training Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 387–405, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@incollection{talbot_virtual_2019-1,
title = {Virtual Human Standardized Patients for Clinical Training},
author = {Thomas Talbot and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_17},
doi = {10.1007/978-1-4939-9482-3_17},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {387–405},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Since Dr. Howard Barrows (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer M, Nursing Research 15:144–150, 1966). With the now ubiquitous use of computers in medicine, interest and effort have expended in the area of Virtual Patients (VPs). There are excellent summaries in the literature (Talbot TB, International Journal of Gaming and Computer Mediated Simulations 4:1–19, 2012) that explain the different types of virtual patients along with their best case applications, strengths and limitations.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Lahav, Orly; Talis, Vadim; Cinamon, Rachel Gali; Rizzo, Albert
Virtual interactive consulting agent to support freshman students in transition to higher education Journal Article
In: Journal of Computing in Higher Education, pp. 1–35, 2019, ISSN: 1042-1726, 1867-1233.
Abstract | Links | BibTeX | Tags: MedVR
@article{lahav_virtual_2019,
title = {Virtual interactive consulting agent to support freshman students in transition to higher education},
author = {Orly Lahav and Vadim Talis and Rachel Gali Cinamon and Albert Rizzo},
url = {http://link.springer.com/10.1007/s12528-019-09237-8},
doi = {10.1007/s12528-019-09237-8},
issn = {1042-1726, 1867-1233},
year = {2019},
date = {2019-08-01},
journal = {Journal of Computing in Higher Education},
pages = {1–35},
abstract = {The virtual interactive consulting agent system is an online virtual career center that supports freshman students in transition to higher education. This virtual counseling system, based on accumulative empirical knowledge for working students and knowledge about effective career intervention, aims to guide first-year university students in combining study and work effectively. Three main aspects of career interventions are supplied by this virtual interactive consulting agent system: personal assessment, information, and personal encouragement and relatedness. The virtual interactive consulting agent is based on the SimCoach system. The current research includes two studies that examine acceptability and satisfaction from two perspectives: that of the counselors (the experts) and of the consultees (the target consumers). Both studies included 87 participants divided into two research groups: 45 counselors and 42 counseled freshman students. The data were collected through four data collection tools: acceptability and satisfaction questionnaire, an openended question, Google Docs, and screen recording applications. The participants’ answers were analyzed using quantitative software. The results show that the majority of the counselors were satisfied with the usability of the system but not with the process of counseling through the virtual agent, with some expressing concern about the impact on the profession. In contrast, most of the consultees were satisfied with the counseling process and some stated that the virtual agent helped them to determine how to integrate work and study more effectively.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert “Skip”
A Review of Virtual Classroom Environments for Neuropsychological Assessment Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 247–265, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{parsons_review_2019,
title = {A Review of Virtual Classroom Environments for Neuropsychological Assessment},
author = {Thomas D. Parsons and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_11},
doi = {10.1007/978-1-4939-9482-3_11},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {247–265},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Differential diagnosis and treatment of neuropsychological disorders require assessments that can differentiate overlapping symptoms. Previous research has most often relied on paper-and-pencil as well as computerized psychometric tests of cognitive functions. Although these approaches provide highly systematic control and delivery of performance challenges, they have also been criticized as limited in the area of ecological validity. A possible answer to the problems of ecological validity in assessment of cognitive functioning in neurological populations is to immerse the participant in a virtual environment. This chapter reviews the potential of various virtual classroom environments that have been developed for neuropsychological assessment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert "Skip"; Bouchard, Stéphane (Ed.)
Virtual Reality for Psychological and Neurocognitive Interventions Book
Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
Abstract | Links | BibTeX | Tags: MedVR
@book{rizzo_virtual_2019,
title = {Virtual Reality for Psychological and Neurocognitive Interventions},
editor = {Albert "Skip" Rizzo and Stéphane Bouchard},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3},
doi = {10.1007/978-1-4939-9482-3},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
publisher = {Springer New York},
address = {New York, NY},
series = {Virtual Reality Technologies for Health and Clinical Applications},
abstract = {This exciting collection tours virtual reality in both its current therapeutic forms and its potential to transform a wide range of medical and mental health-related fields. Extensive findings track the contributions of VR devices, systems, and methods to accurate assessment, evidence-based and client-centered treatment methods, and—as described in a stimulating discussion of virtual patient technologies—innovative clinical training. Immersive digital technologies are shown enhancing opportunities for patients to react to situations, therapists to process patients’ physiological responses, and scientists to have greater control over test conditions and access to results. Expert coverage details leading-edge applications of VR across a broad spectrum of psychological and neurocognitive conditions, including: Treating anxiety disorders and PTSD. Treating developmental and learning disorders, including Autism Spectrum Disorder, Assessment of and rehabilitation from stroke and traumatic brain injuries. Assessment and treatment of substance abuse. Assessment of deviant sexual interests. Treating obsessive-compulsive and related disorders. Augmenting learning skills for blind persons. Readable and relevant, Virtual Reality for Psychological and Neurocognitive Interventions is an essential idea book for neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists. Researchers across the behavioral and social sciences will find it a roadmap toward new and emerging areas of study.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {book}
}
Bouchard, Stéphane; Rizzo, Albert “Skip”
Applications of Virtual Reality in Clinical Psychology and Clinical Cognitive Neuroscience–An Introduction Book Section
In: Virtual Reality for Psychological and Neurocognitive Interventions, pp. 1–13, Springer New York, New York, NY, 2019, ISBN: 978-1-4939-9480-9 978-1-4939-9482-3.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{bouchard_applications_2019,
title = {Applications of Virtual Reality in Clinical Psychology and Clinical Cognitive Neuroscience–An Introduction},
author = {Stéphane Bouchard and Albert “Skip” Rizzo},
url = {http://link.springer.com/10.1007/978-1-4939-9482-3_1},
doi = {10.1007/978-1-4939-9482-3_1},
isbn = {978-1-4939-9480-9 978-1-4939-9482-3},
year = {2019},
date = {2019-08-01},
booktitle = {Virtual Reality for Psychological and Neurocognitive Interventions},
pages = {1–13},
publisher = {Springer New York},
address = {New York, NY},
abstract = {Simulation technology has a long history of adding value in aviation, military training, automotive/aircraft design, and surgical planning. In clinical psychology, Norcross et al. (2013) surveyed 70 therapy experts regarding interventions they predicted to increase in the next decade and virtual reality (VR) was ranked 4th out of 45 options, with other computer-supported methods occupying 4 out of the top 5 positions. The increased popularity of VR in the news, social media, conferences, and from innovative start-ups may give the impression that VR is something new. However, it is important to look back in time and recognize that as early as the 1960’s, Heilig proposed a multisensory immersive experienced called the Sensorama, and Sutherland and Sproull had created a stereoscopic head mounted display (HMD) (Berryman 2012; Srivastava et al. 2014). The term VR was coined more than 30 years ago by Jaron Lanier and commercial games were distributed to the public as early as 1989 by Mattel (in the US, and by PAX in Japan) for its PowerGlove™ and Nintendo’s failed Virtual Boy™ was released in 1995. Clinical VR applications were proposed as early as the mid 1990’s by Lamson, Pugnetti, Rothbaum, Riva, Rizzo, Weiss, and Wiederhold (named in alphabetical order), among others. Moreover, several scientific journals, conferences, and handbooks dedicated to the subject have been reporting scientific findings for decades.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Coleman, Benjamin; Marion, Sarah; Rizzo, Albert; Turnbull, Janiece; Nolty, Anne
In: Frontiers in Psychology, vol. 10, 2019, ISSN: 1664-1078.
Abstract | Links | BibTeX | Tags: MedVR
@article{coleman_virtual_2019,
title = {Virtual Reality Assessment of Classroom – Related Attention: An Ecologically Relevant Approach to Evaluating the Effectiveness of Working Memory Training},
author = {Benjamin Coleman and Sarah Marion and Albert Rizzo and Janiece Turnbull and Anne Nolty},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2019.01851/full},
doi = {10.3389/fpsyg.2019.01851},
issn = {1664-1078},
year = {2019},
date = {2019-08-01},
journal = {Frontiers in Psychology},
volume = {10},
abstract = {Computerized cognitive interventions to improve working memory also purport to improve ADHD-related inattention and off task behavior. Such interventions have been shown to improve working memory, executive functioning, and fluid reasoning on standardized neuropsychological measures. However, debate continues as to whether such programs lead to improvement on ecologically relevant outcomes, such as classroom behavior. This study sought to propose a novel, ecologically relevant approach to evaluate the effectiveness of working memory training on real-world attention performance. Participants included 15 children, aged 6–15, identified as having attention problems were assessed via the virtual classroom continuous performance task (VCCPT) before and after completing 5 weeks of Cogmed working memory training. The VCCPT is a validated measure of sustained and selective attention set within a virtual reality (VR) environment. Several key areas of attention performance were observed to improve, including omission errors, reaction time, reaction time variability, and hit variability. Results suggest that working memory training led to substantial improvements in sustained attention in a real-life scenario of classroom learning. Moreover, the use of psychometrically validated VR measurement provides incremental validity beyond that of teacher or parent report of behavior. Observing such improvements on ecologically relevant measures of attention adds to the discussion around how to evaluate the effectiveness of working memory training as it pertains to real-life improvements and serves to inform consumer awareness of such products and their claims.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Hartholt, Arno; Mozgai, Sharon; Rizzo, Albert "Skip"
Virtual Job Interviewing Practice for High-Anxiety Populations Proceedings Article
In: Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents - IVA '19, pp. 238–240, ACM Press, Paris, France, 2019, ISBN: 978-1-4503-6672-4.
Abstract | Links | BibTeX | Tags: MedVR, VHTL, Virtual Humans
@inproceedings{hartholt_virtual_2019,
title = {Virtual Job Interviewing Practice for High-Anxiety Populations},
author = {Arno Hartholt and Sharon Mozgai and Albert "Skip" Rizzo},
url = {http://dl.acm.org/citation.cfm?doid=3308532.3329417},
doi = {10.1145/3308532.3329417},
isbn = {978-1-4503-6672-4},
year = {2019},
date = {2019-07-01},
booktitle = {Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents - IVA '19},
pages = {238–240},
publisher = {ACM Press},
address = {Paris, France},
abstract = {We present a versatile system for training job interviewing skills that focuses specifically on segments of the population facing increased challenges during the job application process. In particular, we target those with Autism Spectrum Disorder (ADS), veterans transitioning to civilian life, and former convicts integrating back into society. The system itself follows the SAIBA framework and contains several interviewer characters, who each represent a different type of vocational field, (e.g. service industry, retail, office, etc.) Each interviewer can be set to one of three conversational modes, which not only affects what they say and how they say it, but also their supporting body language. This approach offers varying difficulties, allowing users to start practicing with interviewers who are more encouraging and accommodating before moving on to personalities that are more direct and indifferent. Finally, the user can place the interviewers in different environmental settings (e.g. conference room, restaurant, executive office, etc.), allowing for many different combinations in which to practice.},
keywords = {MedVR, VHTL, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert S.
Clinical virtual reality in mental health and rehabilitation: a brief review of the future! Proceedings Article
In: Fulop, Gabor F.; Hanson, Charles M.; Andresen, Bjørn F. (Ed.): Infrared Technology and Applications XLV, pp. 51–74, SPIE, Baltimore, United States, 2019, ISBN: 978-1-5106-2669-0 978-1-5106-2670-6.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{rizzo_clinical_2019,
title = {Clinical virtual reality in mental health and rehabilitation: a brief review of the future!},
author = {Albert S. Rizzo},
editor = {Gabor F. Fulop and Charles M. Hanson and Bjørn F. Andresen},
url = {https://www.spiedigitallibrary.org/conference-proceedings-of-spie/11002/2524302/Clinical-virtual-reality-in-mental-health-and-rehabilitation–a/10.1117/12.2524302.full},
doi = {10.1117/12.2524302},
isbn = {978-1-5106-2669-0 978-1-5106-2670-6},
year = {2019},
date = {2019-05-01},
booktitle = {Infrared Technology and Applications XLV},
volume = {37},
number = {1},
pages = {51--74},
publisher = {SPIE},
address = {Baltimore, United States},
abstract = {The paper details some of the history of Clinical Virtual Reality (VR) as it has evolved over the last 25 years and provides a brief overview of the key scientific findings for making a judgment regarding its value in the areas of mental health and rehabilitation. This write-up is designed be a companion piece to my SPIE keynote on the topic of, “Is Clinical Virtual Reality Ready for Primetime?” As such, the paper is packed with citations to key scientific research in this area that should provide readers who are interested in this topic with a roadmap for further exploration of the literature. After presenting a brief history of the area, a discussion follows as to the theory, research, and pragmatic issues that support the view that this VR use case is theoretically informed, has a large and convincing scientific literature to support its clinical application, and that recent technology advances and concomitant cost reductions have made clinical implementation feasible and pragmatically supported. The paper concludes with the perspective that Clinical VR applications will soon become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Yeom, Dongwoo; Choi, Joon-Ho; Kang, Sin-Hwa
In: Building and Environment, vol. 154, pp. 44–54, 2019, ISSN: 03601323.
Abstract | Links | BibTeX | Tags: MedVR
@article{yeom_investigation_2019,
title = {Investigation of the physiological differences in the immersive virtual reality environment and real indoor environment: Focused on skin temperature and thermal sensation},
author = {Dongwoo Yeom and Joon-Ho Choi and Sin-Hwa Kang},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0360132319301672},
doi = {10.1016/j.buildenv.2019.03.013},
issn = {03601323},
year = {2019},
date = {2019-05-01},
journal = {Building and Environment},
volume = {154},
pages = {44–54},
abstract = {The goal of this research is to investigate and determine whether the effect of an IVE condition on an occupant's environmental sensations and physiological responses is different from the effect of a real environmental condition in the indoor environment. The research included a series of human subject experiments, with 16 participants in an environmental chamber. A thermal quality condition was selected as a primary environmental parameter, based on current IEQ-relevant studies. While the ambient thermal condition was gradually changed from 20 °C to 30 °C, the participants were asked to report their overall thermal sensations. Their skin temperatures were also continuously measured to collect physiological signal information in real time. The results of this experimental study revealed that the participants mostly generated higher skin temperature at the selected seven skin areas. Their reported thermal sensations were significantly higher in the IVE condition, than in the real environment, showing a difference of 12%.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Koenig, Sebastian T.; Krch, Denise; Lange, Belinda S.; Rizzo, Albert
Virtual reality and rehabilitation. Book Section
In: Handbook of rehabilitation psychology (3rd ed.)., pp. 521–539, American Psychological Association, Washington, DC, 2019, ISBN: 978-1-4338-2985-7 978-1-4338-2984-0.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{koenig_virtual_2019,
title = {Virtual reality and rehabilitation.},
author = {Sebastian T. Koenig and Denise Krch and Belinda S. Lange and Albert Rizzo},
url = {http://content.apa.org/books/16122-032},
isbn = {978-1-4338-2985-7 978-1-4338-2984-0},
year = {2019},
date = {2019-04-01},
booktitle = {Handbook of rehabilitation psychology (3rd ed.).},
pages = {521–539},
publisher = {American Psychological Association},
address = {Washington, DC},
abstract = {Virtual reality (VR) technology has seen a recent surge in market adoption for video games, movies, broadcasting of live events, and industries such as real estate and health care. This chapter focuses on evidence and technology released within the past 5 years to avoid discussing outdated or discontinued VR systems. It provides a pragmatic overview of VR technology, including its strengths and limitations, recent research and system development, and future perspectives. The widespread appeal of VR in society, untethered hardware, and integration of VR accessories, tracking devices, and psychophysiological monitoring are among the topics that have pushed VR into the spotlight, even in nontraditional VR markets such as rehabilitation psychology. The chapter provides an updated view of VR as a natural fit for clinical use, highlighting key features that can positively impact rehabilitation outcomes and address social and vocational aspects of cognitive rehabilitation. (PsycInfo Database Record (c) 2020 APA, all rights reserved)},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Trahan, Mark H.; Smith, Kenneth Scott; Talbot, Thomas B.
Past, Present, and Future: Editorial on Virtual Reality Applications to Human Services Journal Article
In: Journal of Technology in Human Services, vol. 37, no. 1, pp. 1–12, 2019, ISSN: 1522-8835, 1522-8991.
Abstract | Links | BibTeX | Tags: MedVR
@article{trahan_past_2019,
title = {Past, Present, and Future: Editorial on Virtual Reality Applications to Human Services},
author = {Mark H. Trahan and Kenneth Scott Smith and Thomas B. Talbot},
url = {https://www.tandfonline.com/doi/full/10.1080/15228835.2019.1587334},
doi = {10.1080/15228835.2019.1587334},
issn = {1522-8835, 1522-8991},
year = {2019},
date = {2019-04-01},
journal = {Journal of Technology in Human Services},
volume = {37},
number = {1},
pages = {1–12},
abstract = {"Virtual Reality” interventions in human services may include 360 video, augmented reality, mixed reality, and fully immersive 3-dimensional virtual reality simulations. A variety of applications have been evaluated in various fields of study, including medicine, social work, psychology, and human performance training. Currently, the state of research of VR interventions in human services has primarily focused on efficacy and effectiveness research, with few studies evaluating “scaling up” or implementation of VR interventions in larger populations. Unfortunately, the state of efficacy and effectiveness studies of VR interventions still remains weak with some applications due to smaller sample sizes, lack of randomized control trials, and a gap in reporting key intervention qualities, dosage, and outcomes. With new developments in combining artificial intelligence with VR, realism and the potential for human interaction with computer generated simulations may boost presence and immersion within these applications. This editorial provides an overview of the state of virtual reality applications in human service provision, potential gaps to be addressed by research in the future, and the development of AI based interactive sequences that may boost use presence.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Tielman, Myrthe L.; Neerincx, Mark A.; Pagliari, Claudia; Rizzo, Albert; Brinkman, Willem-Paul
Considering patient safety in autonomous e-mental health systems – detecting risk situations and referring patients back to human care Journal Article
In: BMC Medical Informatics and Decision Making, vol. 19, no. 1, 2019, ISSN: 1472-6947.
Abstract | Links | BibTeX | Tags: MedVR
@article{tielman_considering_2019,
title = {Considering patient safety in autonomous e-mental health systems – detecting risk situations and referring patients back to human care},
author = {Myrthe L. Tielman and Mark A. Neerincx and Claudia Pagliari and Albert Rizzo and Willem-Paul Brinkman},
url = {https://bmcmedinformdecismak.biomedcentral.com/articles/10.1186/s12911-019-0796-x},
doi = {10.1186/s12911-019-0796-x},
issn = {1472-6947},
year = {2019},
date = {2019-03-01},
journal = {BMC Medical Informatics and Decision Making},
volume = {19},
number = {1},
abstract = {Background: Digital health interventions can fill gaps in mental healthcare provision. However, autonomous emental health (AEMH) systems also present challenges for effective risk management. To balance autonomy and safety, AEMH systems need to detect risk situations and act on these appropriately. One option is sending automatic alerts to carers, but such ‘auto-referral’ could lead to missed cases or false alerts. Requiring users to actively self-refer offers an alternative, but this can also be risky as it relies on their motivation to do so. This study set out with two objectives. Firstly, to develop guidelines for risk detection and auto-referral systems. Secondly, to understand how persuasive techniques, mediated by a virtual agent, can facilitate self-referral. Methods: In a formative phase, interviews with experts, alongside a literature review, were used to develop a risk detection protocol. Two referral protocols were developed – one involving auto-referral, the other motivating users to self-refer. This latter was tested via crowd-sourcing (n = 160). Participants were asked to imagine they had sleeping problems with differing severity and user stance on seeking help. They then chatted with a virtual agent, who either directly facilitated referral, tried to persuade the user, or accepted that they did not want help. After the conversation, participants rated their intention to self-refer, to chat with the agent again, and their feeling of being heard by the agent. Results: Whether the virtual agent facilitated, persuaded or accepted, influenced all of these measures. Users who were initially negative or doubtful about self-referral could be persuaded. For users who were initially positive about seeking human care, this persuasion did not affect their intentions, indicating that a simply facilitating referral without persuasion was sufficient. Conclusion: This paper presents a protocol that elucidates the steps and decisions involved in risk detection, something that is relevant for all types of AEMH systems. In the case of self-referral, our study shows that a virtual agent can increase users’ intention to self-refer. Moreover, the strategy of the agent influenced the intentions of the user afterwards. This highlights the importance of a personalised approach to promote the user’s access to appropriate care.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kang, Sinhwa; Chanenson, Jake; Cowal, Peter; Weaver, Madeleine
Advancing Ethical Decision Making in Virtual Reality Proceedings Article
In: Proceedings of the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), pp. 2, IEEE, Osaka, Japan, 2019.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@inproceedings{kang_advancing_2019,
title = {Advancing Ethical Decision Making in Virtual Reality},
author = {Sinhwa Kang and Jake Chanenson and Peter Cowal and Madeleine Weaver},
url = {https://ieeexplore.ieee.org/document/8798151},
doi = {10.1109/VR.2019.8798151},
year = {2019},
date = {2019-03-01},
booktitle = {Proceedings of the 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
pages = {2},
publisher = {IEEE},
address = {Osaka, Japan},
abstract = {Virtual reality (VR) has been widely utilized for training and education purposes because of pedagogical, safety, and economic benefits. The investigation of moral judgment is a particularly interesting VR application, related to training. For this study, we designed a withinsubject experiment manipulating the role of study participants in a Trolley Dilemma scenario: either victim or driver. We conducted a pilot study with four participants and describe preliminary results and implications in this poster.},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Artstein, Ron; Gordon, Carla; Sohail, Usman; Merchant, Chirag; Jones, Andrew; Campbell, Julia; Trimmer, Matthew; Bevington, Jeffrey; Engen, COL Christopher; Traum, David
Digital Survivor of Sexual Assault Proceedings Article
In: Proceedings of the 24th International Conference on Intelligent User Interfaces, pp. 417–425, ACM, Marina del Rey, California, 2019, ISBN: 978-1-4503-6272-6.
Abstract | Links | BibTeX | Tags: DoD, Graphics, MedVR, UARC, Virtual Humans
@inproceedings{artstein_digital_2019,
title = {Digital Survivor of Sexual Assault},
author = {Ron Artstein and Carla Gordon and Usman Sohail and Chirag Merchant and Andrew Jones and Julia Campbell and Matthew Trimmer and Jeffrey Bevington and COL Christopher Engen and David Traum},
url = {https://doi.org/10.1145/3301275.3302303},
doi = {10.1145/3301275.3302303},
isbn = {978-1-4503-6272-6},
year = {2019},
date = {2019-03-01},
booktitle = {Proceedings of the 24th International Conference on Intelligent User Interfaces},
pages = {417–425},
publisher = {ACM},
address = {Marina del Rey, California},
abstract = {The Digital Survivor of Sexual Assault (DS2A) is an interface that allows a user to have a conversational experience with a survivor of sexual assault, using Artificial Intelligence technology and recorded videos. The application uses a statistical classifier to retrieve contextually appropriate pre-recorded video utterances by the survivor, together with dialogue management policies which enable users to conduct simulated conversations with the survivor about the sexual assault, its aftermath, and other pertinent topics. The content in the application has been specifically elicited to support the needs for the training of U.S. Army professionals in the Sexual Harassment/Assault Response and Prevention (SHARP) Program, and the application comes with an instructional support package. The system has been tested with approximately 200 users, and is presently being used in the SHARP Academy's capstone course.},
keywords = {DoD, Graphics, MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Lerner, Itamar; Ketz, Nicholas A.; Jones, Aaron P.; Bryant, Natalie B.; Robert, Bradley; Skorheim, Steven W.; Hartholt, Arno; Rizzo, Albert S.; Gluck, Mark A.; Clark, Vincent P.; Pilly, Praveen K.
In: Scientific Reports, vol. 9, no. 1, 2019, ISSN: 2045-2322.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{lerner_transcranial_2019,
title = {Transcranial Current Stimulation During Sleep Facilitates Insight into Temporal Rules, but does not Consolidate Memories of Individual Sequential Experiences},
author = {Itamar Lerner and Nicholas A. Ketz and Aaron P. Jones and Natalie B. Bryant and Bradley Robert and Steven W. Skorheim and Arno Hartholt and Albert S. Rizzo and Mark A. Gluck and Vincent P. Clark and Praveen K. Pilly},
url = {http://www.nature.com/articles/s41598-018-36107-7},
doi = {10.1038/s41598-018-36107-7},
issn = {2045-2322},
year = {2019},
date = {2019-02-01},
journal = {Scientific Reports},
volume = {9},
number = {1},
abstract = {Slow-wave sleep (SWS) is known to contribute to memory consolidation, likely through the reactivation of previously encoded waking experiences. Contemporary studies demonstrate that when auditory or olfactory stimulation is administered during memory encoding and then reapplied during SWS, memory consolidation can be enhanced, an effect that is believed to rely on targeted memory reactivation (TMR) induced by the sensory stimulation. Here, we show that transcranial current stimulations (tCS) during sleep can also be used to induce TMR, resulting in the facilitation of high-level cognitive processes. Participants were exposed to repeating sequences in a realistic 3D immersive environment while being stimulated with particular tCS patterns. A subset of these tCS patterns was then reapplied during sleep stages N2 and SWS coupled to slow oscillations in a closed-loop manner. We found that in contrast to our initial hypothesis, performance for the sequences corresponding to the reapplied tCS patterns was no better than for other sequences that received stimulations only during wake or not at all. In contrast, we found that the more stimulations participants received overnight, the more likely they were to detect temporal regularities governing the learned sequences the following morning, with tCS-induced beta power modulations during sleep mediating this effect.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Koenig, Sebastian Thomas; Talbot, Thomas B.
Clinical Results Using Virtual Reality Journal Article
In: Journal of Technology in Human Services, vol. 37, no. 1, pp. 51–74, 2019, ISSN: 1522-8835, 1522-8991.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{rizzo_clinical_2019-1,
title = {Clinical Results Using Virtual Reality},
author = {Albert Rizzo and Sebastian Thomas Koenig and Thomas B. Talbot},
editor = {Gabor F. Fulop and Charles M. Hanson and Bjørn F. Andresen},
url = {https://www.tandfonline.com/doi/full/10.1080/15228835.2019.1604292},
doi = {10.1080/15228835.2019.1604292},
issn = {1522-8835, 1522-8991},
year = {2019},
date = {2019-02-01},
booktitle = {Infrared Technology and Applications XLV},
journal = {Journal of Technology in Human Services},
volume = {37},
number = {1},
pages = {51–74},
publisher = {SPIE},
address = {Baltimore, United States},
abstract = {Virtual Reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible to deliver using traditional methods are now being developed that take advantage of the assets that are available with VR technology. As research evidence continues to indicate clinical efficacy, VR applications are being increasingly regarded as providing innovative options for targeting the cognitive, psychological, motor, and functional impairments that result from various clinical health conditions. VR allows for the precise presentation and control of stimuli within dynamic multisensory 3-D computer generated simulations as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics support the rationale for the use of VR applications in clinical assessment, intervention, and training. This article begins with a brief review of the history and rationale for the use of VR with clinical populations. We then detail one use-case for the clinical application of VR—the exposure therapy treatment of anxiety disorders and post-traumatic stress disorder. While significant work is cited in other areas of Clinical VR (e.g., pain management, cognitive/physical assessment/rehabilitation, eating disorders, social skills/clinical training, etc.), a full overview of such a broad literature is beyond the scope of this article. Thus, we have opted to provide more in-depth analysis of one specific clinical area that clearly illustrates how VR has been successfully applied and is supported by an encouraging and evolving scientific literature.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Chu, Veronica C.; Lucas, Gale M.; Lei, Su; Mozgai, Sharon; Khooshabeh, Peter; Gratch, Jonathan
Emotion Regulation in the Prisoner’s Dilemma: Effects of Reappraisal on Behavioral Measures and Cardiovascular Measures of Challenge and Threat Journal Article
In: Frontiers in Human Neuroscience, vol. 13, 2019, ISSN: 1662-5161.
Abstract | Links | BibTeX | Tags: ARL, DoD, MedVR, UARC, VHTL, Virtual Humans
@article{chu_emotion_2019,
title = {Emotion Regulation in the Prisoner’s Dilemma: Effects of Reappraisal on Behavioral Measures and Cardiovascular Measures of Challenge and Threat},
author = {Veronica C. Chu and Gale M. Lucas and Su Lei and Sharon Mozgai and Peter Khooshabeh and Jonathan Gratch},
url = {https://www.frontiersin.org/article/10.3389/fnhum.2019.00050/full},
doi = {10.3389/fnhum.2019.00050},
issn = {1662-5161},
year = {2019},
date = {2019-02-01},
journal = {Frontiers in Human Neuroscience},
volume = {13},
abstract = {The current study examines cooperation and cardiovascular responses in individuals that were defected on by their opponent in the first round of an iterated Prisoner’s Dilemma. In this scenario, participants were either primed with the emotion regulation strategy of reappraisal or no emotion regulation strategy, and their opponent either expressed an amused smile or a polite smile after the results were presented. We found that cooperation behavior decreased in the no emotion regulation group when the opponent expressed an amused smile compared to a polite smile. In the cardiovascular measures, we found significant differences between the emotion regulation conditions using the biopsychosocial (BPS) model of challenge and threat. However, the cardiovascular measures of participants instructed with the reappraisal strategy were only weakly comparable with a threat state of the BPS model, which involves decreased blood flow and perception of greater task demands than resources to cope with those demands. Conversely, the cardiovascular measures of participants without an emotion regulation were only weakly comparable with a challenge state of the BPS model, which involves increased blood flow and perception of having enough or more resources to cope with task demands.},
keywords = {ARL, DoD, MedVR, UARC, VHTL, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Green, C. Shawn; Bavelier, Daphne; Kramer, Arthur F.; Vinogradov, Sophia; Ansorge, Ulrich; Ball, Karlene K.; Bingel, Ulrike; Chein, Jason M.; Colzato, Lorenza S.; Edwards, Jerri D.; Facoetti, Andrea; Gazzaley, Adam; Gathercole, Susan E.; Ghisletta, Paolo; Gori, Simone; Granic, Isabela; Hillman, Charles H.; Hommel, Bernhard; Jaeggi, Susanne M.; Kanske, Philipp; Karbach, Julia; Kingstone, Alan; Kliegel, Matthias; Klingberg, Torkel; Kühn, Simone; Levi, Dennis M.; Mayer, Richard E.; McLaughlin, Anne Collins; McNamara, Danielle S.; Morris, Martha Clare; Nahum, Mor; Newcombe, Nora S.; Panizzutti, Rogerio; Prakash, Ruchika Shaurya; Rizzo, Albert; Schubert, Torsten; Seitz, Aaron R.; Short, Sarah J.; Singh, Ilina; Slotta, James D.; Strobach, Tilo; Thomas, Michael S. C.; Tipton, Elizabeth; Tong, Xin; Vlach, Haley A.; Wetherell, Julie Loebach; Wexler, Anna; Witt, Claudia M.
Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement Journal Article
In: Journal of Cognitive Enhancement, 2019, ISSN: 2509-3290, 2509-3304.
Abstract | Links | BibTeX | Tags: MedVR
@article{shawn_green_improving_2019,
title = {Improving Methodological Standards in Behavioral Interventions for Cognitive Enhancement},
author = {C. Shawn Green and Daphne Bavelier and Arthur F. Kramer and Sophia Vinogradov and Ulrich Ansorge and Karlene K. Ball and Ulrike Bingel and Jason M. Chein and Lorenza S. Colzato and Jerri D. Edwards and Andrea Facoetti and Adam Gazzaley and Susan E. Gathercole and Paolo Ghisletta and Simone Gori and Isabela Granic and Charles H. Hillman and Bernhard Hommel and Susanne M. Jaeggi and Philipp Kanske and Julia Karbach and Alan Kingstone and Matthias Kliegel and Torkel Klingberg and Simone Kühn and Dennis M. Levi and Richard E. Mayer and Anne Collins McLaughlin and Danielle S. McNamara and Martha Clare Morris and Mor Nahum and Nora S. Newcombe and Rogerio Panizzutti and Ruchika Shaurya Prakash and Albert Rizzo and Torsten Schubert and Aaron R. Seitz and Sarah J. Short and Ilina Singh and James D. Slotta and Tilo Strobach and Michael S. C. Thomas and Elizabeth Tipton and Xin Tong and Haley A. Vlach and Julie Loebach Wetherell and Anna Wexler and Claudia M. Witt},
url = {http://link.springer.com/10.1007/s41465-018-0115-y},
doi = {10.1007/s41465-018-0115-y},
issn = {2509-3290, 2509-3304},
year = {2019},
date = {2019-01-01},
journal = {Journal of Cognitive Enhancement},
abstract = {There is substantial interest in the possibility that cognitive skills can be improved by dedicated behavioral training. Yet despite the large amount of work being conducted in this domain, there is not an explicit and widely agreed upon consensus around the best methodological practices. This document seeks to fill this gap. We start from the perspective that there are many types of studies that are important in this domain—e.g., feasibility, mechanistic, efficacy, and effectiveness. These studies have fundamentally different goals, and, as such, the best-practice methods to meet those goals will also differ. We thus make suggestions in topics ranging from the design and implementation of control groups, to reporting of results, to dissemination and communication, taking the perspective that the best practices are not necessarily uniform across all study types. We also explicitly recognize and discuss the fact that there are methodological issues around which we currently lack the theoretical and/or empirical foundation to determine best practices (e.g., as pertains to assessing participant expectations). For these, we suggest important routes forward, including greater interdisciplinary collaboration with individuals from domains that face related concerns. Our hope is that these recommendations will greatly increase the rate at which science in this domain advances.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas B.; Rizzo, Albert Skip
Virtual Standardized Patients for Interactive Conversational Training: A Grand Experiment and New Approach Book Section
In: Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations:, IGI Global, Hershey, PA, 2019, ISBN: 978-1-5225-7461-3 978-1-5225-7462-0.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@incollection{talbot_virtual_2019,
title = {Virtual Standardized Patients for Interactive Conversational Training: A Grand Experiment and New Approach},
author = {Thomas B. Talbot and Albert Skip Rizzo},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7461-3},
doi = {10.4018/978-1-5225-7461-3},
isbn = {978-1-5225-7461-3 978-1-5225-7462-0},
year = {2019},
date = {2019-01-01},
booktitle = {Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations:},
publisher = {IGI Global},
address = {Hershey, PA},
series = {Advances in Game-Based Learning},
abstract = {The USC Standard Patient is a virtual human-based conversational agent serving in the role of a simulated medical patient, also known as a virtual standardized patient (VSP). This research identified deficiencies of extant VSP systems, defined a robust set of requirements, and successfully achieved nearly all of them. Markedly impressive advancements were made in virtual human technology, techniques to apply natural language processing, automated assessment artificial intelligence, and pedagogical design. The effort succeeded with performance parameters of high conversational performance, accurate assessment, and strongly demonstrated user training effect. Although working well within its confined are of expertise, the ability for computers to create authentic mixed initiative conversations remains elusive. This effort leaves behind many lessons for interactive serious games, clinical virtual humans, and conversational virtual human training applications.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Birckhead, Brandon; Khalil, Carine; Liu, Xiaoyu; Conovitz, Samuel; Rizzo, Albert; Danovitch, Itai; Bullock, Kim; Spiegel, Brennan
Recommendations for Methodology of Virtual Reality Clinical Trials in Health Care by an International Working Group: Iterative Study Journal Article
In: JMIR Mental Health, vol. 6, no. 1, pp. e11973, 2019, ISSN: 2368-7959.
Abstract | Links | BibTeX | Tags: MedVR
@article{birckhead_recommendations_2019,
title = {Recommendations for Methodology of Virtual Reality Clinical Trials in Health Care by an International Working Group: Iterative Study},
author = {Brandon Birckhead and Carine Khalil and Xiaoyu Liu and Samuel Conovitz and Albert Rizzo and Itai Danovitch and Kim Bullock and Brennan Spiegel},
url = {https://mental.jmir.org/2019/1/e11973/},
doi = {10.2196/11973},
issn = {2368-7959},
year = {2019},
date = {2019-01-01},
journal = {JMIR Mental Health},
volume = {6},
number = {1},
pages = {e11973},
abstract = {Background: Therapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed. Objective: We aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments. Methods: A group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments. Results: The interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs—VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided. Conclusions: Patients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2018
Maples-Keller, Jessica L.; Jovanovic, Tanja; Dunlop, Boadie W.; Rauch, Sheila; Yasinski, Carly; Michopoulos, Vasiliki; Coghlan, Callan; Norrholm, Seth; Rizzo, Albert Skip; Ressler, Kerry; Rothbaum, Barbara O.
When translational neuroscience fails in the clinic: Dexamethasone prior to virtual reality exposure therapy increases drop-out rates Journal Article
In: Journal of Anxiety Disorders, 2018, ISSN: 08876185.
Abstract | Links | BibTeX | Tags: MedVR
@article{maples-keller_when_2018,
title = {When translational neuroscience fails in the clinic: Dexamethasone prior to virtual reality exposure therapy increases drop-out rates},
author = {Jessica L. Maples-Keller and Tanja Jovanovic and Boadie W. Dunlop and Sheila Rauch and Carly Yasinski and Vasiliki Michopoulos and Callan Coghlan and Seth Norrholm and Albert Skip Rizzo and Kerry Ressler and Barbara O. Rothbaum},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0887618518301993},
doi = {10.1016/j.janxdis.2018.10.006},
issn = {08876185},
year = {2018},
date = {2018-10-01},
journal = {Journal of Anxiety Disorders},
abstract = {Posttraumatic stress disorder (PTSD) is characterized by exaggerated expression of fear responses to danger and safety cues. Translational research suggests that dexamethasone facilitates fear extinction in animal and human fear conditioning models. For this randomized, placebo-controlled trial (N = 27), we aimed to translate these findings to the clinic by using virtual reality exposure (VRE) therapy for OEF/OIF/OND veterans with PTSD to determine whether dexamethasone will increase the efficacy of exposure therapy for VRE relative to placebo. VRE sessions involved imaginal exposure to the most traumatic war memories while viewing a computer-generated view of virtual Iraq or Afghanistan with multisensory stimulus options used to match patient’s description of the trauma. VRE was effective in reducing PTSD symptoms but there was no interaction with dexamethasone. Drop-out rate was significantly higher in the dexamethasone group, with 10 of 13 (76.9%) participants in this group discontinuing, compared to only 4 of 14 (28.5%) in the placebo group, χ2 = 6.31},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Reger, Greg M.; Smolenski, Derek; Edwards-Stewart, Amanda; Skopp, Nancy A.; Rizzo, Albert "Skip"; Norr, Aaron
Does Virtual Reality Increase Simulator Sickness During Exposure Therapy for Post-Traumatic Stress Disorder? Journal Article
In: Telemedicine and eHealth, 2018.
Abstract | Links | BibTeX | Tags: MedVR
@article{reger_does_2018,
title = {Does Virtual Reality Increase Simulator Sickness During Exposure Therapy for Post-Traumatic Stress Disorder?},
author = {Greg M. Reger and Derek Smolenski and Amanda Edwards-Stewart and Nancy A. Skopp and Albert "Skip" Rizzo and Aaron Norr},
url = {https://www.liebertpub.com/doi/full/10.1089/tmj.2018.0175},
year = {2018},
date = {2018-10-01},
journal = {Telemedicine and eHealth},
abstract = {Purpose: Measurement of simulator-related side effects (SSEs) is an integral component of competent and ethical use of virtual reality exposure (VRE), but common SSEs may overlap with symptoms of anxiety. Limited research exists about the frequency of SSEs during VRE treatment for PTSD and no research compares self-reported SSEs for those undergoing VRE to those participating in exposure therapy without virtual reality. This study compared the SSEs of active duty soldiers with PTSD randomly assigned to exposure therapy via traditional prolonged exposure or VRE. Methodology: A total of 108 soldiers participated in up to 10-sessions of exposure therapy. Of those, 93 provided data on simulator sickness both prior to and after initiation of imaginal exposure. Approximately half (n = 49) used the Virtual Iraq/Afghanistan system to support engagement with their trauma memory. Soldiers completed a four-item, self-reported measure of SSE after each session. Results: Controlling for age, sex, baseline anxiety symptoms, and SSE symptom counts at the first two sessions of therapy (before initiating imaginal exposure), there was no statistically significant difference between the treatment groups in SSEs at the beginning of imaginal exposure or over the course of treatment. This finding suggests that caution should be exercised in the interpretation of SSE measurements during the use of VRE for PTSD. VR did not account for any increase in self-reported SSE. It is possible that anxiety accounts for a meaningful proportion of SSE reports during VRE.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert "Skip"; Koenig, Sebastian Thomas; Talbot, Thomas B
Clinical Virtual Reality: Emerging Opportunities for Psychiatry Journal Article
In: Focus: The Journal of Lifelong Learning in Psychiatry, 2018.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_clinical_2018-1,
title = {Clinical Virtual Reality: Emerging Opportunities for Psychiatry},
author = {Albert "Skip" Rizzo and Sebastian Thomas Koenig and Thomas B Talbot},
url = {https://focus.psychiatryonline.org/doi/abs/10.1176/appi.focus.20180011},
year = {2018},
date = {2018-07-01},
journal = {Focus: The Journal of Lifelong Learning in Psychiatry},
abstract = {Virtual reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible, to deliver with traditional methods are now being developed that take advantage of the assets that are available with VR technology. As research evidence continues to indicate clinical efficacy, VR applications are being increasingly regarded as providing innovative options for targeting the cognitive, psychological, motor, and functional impairments that result from various clinical health conditions. VR allows for the precise presentation and control of stimuli in dynamic, multisensory, 3D computer-generated simulations as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics support the rationale for the use of VR applications in clinical assessment, intervention, and training. This article begins with a brief review of the history of and rationale for the use of VR with clinical populations. It then details one use case for the clinical application of VR—the exposure-therapy treatment of anxiety disorders and posttraumatic stress disorder. Although significant work is cited in other areas of clinical VR (e.g., pain management, cognitive and physical assessment and rehabilitation, eating disorders, social skills, and clinical training), a full overview of such a broad literature is beyond the scope of this article. Thus, the authors have opted to provide more in-depth analysis of one specific clinical area that clearly illustrates how VR has been successfully applied and is supported by an encouraging and evolving scientific literature.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Lineberry, Matthew; Dev, Parvati; Lane, H. Chad; Talbot, Thomas B.
Learner-Adaptive Educational Technology for Simulation in Healthcare: Foundations and Opportunities Journal Article
In: Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare, pp. 1, 2018, ISSN: 1559-2332.
Abstract | Links | BibTeX | Tags: MedVR
@article{lineberry_learner-adaptive_2018,
title = {Learner-Adaptive Educational Technology for Simulation in Healthcare: Foundations and Opportunities},
author = {Matthew Lineberry and Parvati Dev and H. Chad Lane and Thomas B. Talbot},
url = {https://ovidsp.tx.ovid.com/sp-3.32.0a/ovidweb.cgi?QS2=434f4e1a73d37e8c332e69fd91e192ae1592d89d4aca3bbf7dd8ad87273100087c6ead8855337293109ce4018315b56e205f92a47432db5e989825f0312a30ebe358c5f0aa57fc55b26e9ae7248b5ba35e0bf04606363ca8f6135980446abd6e66f7579bd148a98b896bf864ce448c0939e86b283302e0711abe66536b4c5a6297c8a3d280e6c11a318426c8eb6e8903790fbd2dd2d1faae192123f38f47277ab3d6a3dd92617db11b40cf38398b947a67d03df6cdb74fcbfc86802e33529deb18586534e2e466560267fc29064be3a999cbe07b791ffdf528a1fe7f0ec15d2d7522575ab353949fecc59f5356fd61963e109ea9dac67e8a9c6b195f7c780a099e3bf89fa222f4d8},
doi = {10.1097/SIH.0000000000000274},
issn = {1559-2332},
year = {2018},
date = {2018-06-01},
journal = {Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare},
pages = {1},
abstract = {Despite evidence that learners vary greatly in their learning needs, practical constraints tend to favor ’’one-size-fits-all’’ educational approaches, in simulation-based education as elsewhere. Adaptive educational technologies - devices and/or software applications that capture and analyze relevant data about learners to select and present individually tailored learning stimuli - are a promising aid in learners’ and educators’ efforts to provide learning experiences that meet individual needs. In this article, we summarize and build upon the 2017 Society for Simulation in Healthcare Research Summit panel discussion on adaptive learning. First, we consider the role of adaptivity in learning broadly. We then outline the basic functions that adaptive learning technologies must implement and the unique affordances and challenges of technology-based approaches for those functions, sharing an illustrative example from healthcare simulation. Finally, we consider future directions for accelerating research, development, and deployment of effective adaptive educational technology and techniques in healthcare simulation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Loucks, Laura; Yasinski, Carly; Norrholm, Seth D.; Maples-Keller, Jessica; Post, Loren; Zwiebach, Liza; Fiorillo, Devika; Goodlin, Megan; Jovanovic, Tanja; Rizzo, Albert A.; Rothbaum, Barbara O.
You can do that⁈: Feasibility of virtual reality exposure therapy in the treatment of PTSD due to military sexual trauma Journal Article
In: Journal of Anxiety Disorders, 2018, ISSN: 08876185.
Abstract | Links | BibTeX | Tags: MedVR
@article{loucks_you_2018,
title = {You can do that⁈: Feasibility of virtual reality exposure therapy in the treatment of PTSD due to military sexual trauma},
author = {Laura Loucks and Carly Yasinski and Seth D. Norrholm and Jessica Maples-Keller and Loren Post and Liza Zwiebach and Devika Fiorillo and Megan Goodlin and Tanja Jovanovic and Albert A. Rizzo and Barbara O. Rothbaum},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0887618517304991},
doi = {10.1016/j.janxdis.2018.06.004},
issn = {08876185},
year = {2018},
date = {2018-06-01},
journal = {Journal of Anxiety Disorders},
abstract = {This initial feasibility study examined the use of virtual reality exposure therapy (VRE) in the treatment of MSTrelated PTSD, with newly developed content tailored to MST. Participants included 15 veterans (26% male) with MST-related PTSD. Assessment of PTSD, depression, and psychophysiological indicators of distress occurred at pre-treatment, post-treatment, and 3-month follow-up. Treatment included 6–12 VRE sessions. There were significant reductions in pre- to post-treatment PTSD (CAPS severity: t(10) = 3.69},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Norr, Aaron M.; Smolenski, Derek J.; Katz, Andrea C.; Rizzo, Albert A.; Rothbaum, Barbara O.; Difede, JoAnn; Koenen-Woods, Patricia; Reger, Mark A.; Reger, Greg M.
Virtual reality exposure versus prolonged exposure for PTSD: Which treatment for whom? Journal Article
In: Depression and Anxiety, vol. 35, no. 6, pp. 523–529, 2018, ISSN: 10914269.
Abstract | Links | BibTeX | Tags: MedVR
@article{norr_virtual_2018,
title = {Virtual reality exposure versus prolonged exposure for PTSD: Which treatment for whom?},
author = {Aaron M. Norr and Derek J. Smolenski and Andrea C. Katz and Albert A. Rizzo and Barbara O. Rothbaum and JoAnn Difede and Patricia Koenen-Woods and Mark A. Reger and Greg M. Reger},
url = {http://doi.wiley.com/10.1002/da.22751},
doi = {10.1002/da.22751},
issn = {10914269},
year = {2018},
date = {2018-06-01},
journal = {Depression and Anxiety},
volume = {35},
number = {6},
pages = {523–529},
abstract = {1 Background The majority of studies comparing active psychological treatments for posttraumatic stress disorder (PTSD) do not find significant differences at posttreatment. This was the case in a recent trial examining prolonged exposure (PE) and virtual reality exposure (VRE) among active‐duty soldiers with combat‐related PTSD. Matching individual patients to specific treatments provides a potential avenue to improve significantly the public health impact of effective treatments for PTSD. A composite moderator approach was used to identify profiles of patients who would see superior PTSD symptom reduction in VRE or PE to inform future treatment matching. 2 Methods Active duty U.S. army soldiers (N = 108) were enrolled in a randomized clinical trial comparing VRE and PE in the treatment of PTSD stemming from deployments to Iraq or Afghanistan. Eighteen baseline variables were examined to identify treatment response heterogeneity in two patient groups: those with a superior response to PE and those with a superior response to VRE. The final composite moderator comprised four of 18 baseline variables. 3 Results Results revealed that patients who were predicted to see greater PTSD symptom reduction in VRE were likely to be younger, not taking antidepressant medication, had greater PTSD hyperarousal symptoms, and were more likely to have greater than minimal suicide risk. 4 Conclusions Results suggest that treatment matching based on patient profiles could meaningfully improve treatment efficacy for combat‐related PTSD. Future research can build on these results to improve our understanding of how to improve treatment matching for PTSD.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Wang, Ning; Shapiro, Ari; Feng, Andrew; Zhuang, Cindy; Merchant, Chirag; Schwartz, David; Goldberg, Stephen L.
Learning by Explaining to a Digital Doppelganger Book Section
In: Intelligent Tutoring Systems, vol. 10858, pp. 256–264, Springer International Publishing, Cham, Switzerland, 2018, ISBN: 978-3-319-91463-3 978-3-319-91464-0.
Abstract | Links | BibTeX | Tags: ARL, DoD, MedVR, Social Simulation, UARC, Virtual Humans
@incollection{wang_learning_2018,
title = {Learning by Explaining to a Digital Doppelganger},
author = {Ning Wang and Ari Shapiro and Andrew Feng and Cindy Zhuang and Chirag Merchant and David Schwartz and Stephen L. Goldberg},
url = {http://link.springer.com/10.1007/978-3-319-91464-0_25},
doi = {10.1007/978-3-319-91464-0_25},
isbn = {978-3-319-91463-3 978-3-319-91464-0},
year = {2018},
date = {2018-05-01},
booktitle = {Intelligent Tutoring Systems},
volume = {10858},
pages = {256–264},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {Digital doppelgangers are virtual humans that highly resemble the real self but behave independently. An emerging computer animation technology makes the creation of digital doppelgangers an accessible reality. This allows researchers in pedagogical agents to explore previously unexplorable research questions, such as how does increasing the similarity in appearance between the agent and the student impact learning. This paper discusses the design and evaluation of a digital doppelganger as a virtual listener in a learning-by-explaining paradigm. Results offer insight into the promise and limitation of this novel technology.},
keywords = {ARL, DoD, MedVR, Social Simulation, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Kang, Sin-Hwa; Krum, David M.; Khooshabeh, Peter; Phan, Thai; Chang, Chien-Yen
Socio-Cultural Effects of Virtual Counseling Interviewers as Mediated by Smartphone Video Conferencing Proceedings Article
In: Proceedings of the 31st International Conference on Computer Animation and Social Agents - CASA 2018, pp. 17–22, ACM Press, Beijing, China, 2018, ISBN: 978-1-4503-6376-1.
Abstract | Links | BibTeX | Tags: ARL, DoD, MedVR, MxR, UARC
@inproceedings{kang_socio-cultural_2018,
title = {Socio-Cultural Effects of Virtual Counseling Interviewers as Mediated by Smartphone Video Conferencing},
author = {Sin-Hwa Kang and David M. Krum and Peter Khooshabeh and Thai Phan and Chien-Yen Chang},
url = {http://dl.acm.org/citation.cfm?doid=3205326.3205348},
doi = {10.1145/3205326.3205348},
isbn = {978-1-4503-6376-1},
year = {2018},
date = {2018-05-01},
booktitle = {Proceedings of the 31st International Conference on Computer Animation and Social Agents - CASA 2018},
pages = {17–22},
publisher = {ACM Press},
address = {Beijing, China},
abstract = {We explored how users perceive virtual characters that performed the role of a counseling interviewer, while presenting different levels of social class, as well as single or multi-tasking behavior. To investigate this subject, we designed a 2x2 experiment (tasking type and social class of the virtual counseling interviewer). In the experiment, participants experienced the counseling interview interactions over video conferencing on a smartphone. We measured user responses to and perceptions of the virtual human interviewer. The results demonstrate that the tasking types and social class of the virtual counselor affected user responses to and perceptions of the virtual counselor. The results offer insight into the design and development of effective, realistic, and believable virtual human counselors. Furthermore, the results also address current social questions about how smartphones might mediate social interactions, including human-agent interactions.},
keywords = {ARL, DoD, MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Krum, David M; Kang, Sin-Hwa; Phan, Thai
Influences on the Elicitation of Interpersonal Space with Virtual Humans Proceedings Article
In: Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), IEEE, Tuebingen/Reutlingen, Germany, 2018, ISBN: 978-1-5386-3365-6.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@inproceedings{krum_influences_2018,
title = {Influences on the Elicitation of Interpersonal Space with Virtual Humans},
author = {David M Krum and Sin-Hwa Kang and Thai Phan},
url = {https://ieeexplore.ieee.org/document/8446235/#full-text-section},
doi = {10.1109/VR.2018.8446235},
isbn = {978-1-5386-3365-6},
year = {2018},
date = {2018-03-01},
booktitle = {Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
publisher = {IEEE},
address = {Tuebingen/Reutlingen, Germany},
abstract = {The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Bioulac, Stéphanie; Micoulaud-Franchi, Jean-Arthur; Maire, Jenna; Bouvard, Manuel P.; Rizzo, Albert A.; Sagaspe, Patricia; Philip, Pierre
Virtual Remediation Versus Methylphenidate to Improve Distractibility in Children With ADHD: A Controlled Randomized Clinical Trial Study Journal Article
In: Journal of attention disorders, 2018.
Abstract | Links | BibTeX | Tags: MedVR
@article{bioulac_virtual_2018,
title = {Virtual Remediation Versus Methylphenidate to Improve Distractibility in Children With ADHD: A Controlled Randomized Clinical Trial Study},
author = {Stéphanie Bioulac and Jean-Arthur Micoulaud-Franchi and Jenna Maire and Manuel P. Bouvard and Albert A. Rizzo and Patricia Sagaspe and Pierre Philip},
url = {http://journals.sagepub.com/doi/abs/10.1177/1087054718759751},
doi = {10.1177/1087054718759751},
year = {2018},
date = {2018-03-01},
journal = {Journal of attention disorders},
abstract = {Objective: Virtual environments have been used to assess children with ADHD but have never been tested as therapeutic tools. We tested a new virtual classroom cognitive remediation program to improve symptoms in children with ADHD. Method: In this randomized clinical trial, 51 children with ADHD (7-11 years) were assigned to a virtual cognitive remediation group, a methylphenidate group, or a psychotherapy group. All children were evaluated before and after therapy with an ADHD Rating Scale, a Continuous Performance Test (CPT), and a virtual classroom task. Results: After therapy by virtual remediation, children exhibited significantly higher numbers of correct hits on the virtual classroom and CPT. These improvements were equivalent to those observed with methylphenidate treatment. Conclusion: Our study demonstrates for the first time that a cognitive remediation program delivered in a virtual classroom reduces distractibility in children with ADHD and could replace methylphenidate treatment in specific cases.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Skip
Will healthcare be where the killer VR apps will emerge? Journal Article
In: VR 360, 2018.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_skip_will_2018,
title = {Will healthcare be where the killer VR apps will emerge?},
author = {Skip Rizzo},
url = {https://www.virtualreality-news.net/news/2018/feb/13/will-healthcare-be-where-killer-vr-apps-will-emerge/},
year = {2018},
date = {2018-02-01},
journal = {VR 360},
abstract = {Virtual reality (VR) technology offers new opportunities for clinical research, assessment, and intervention. Since the mid-1990s, VR-based testing, training, teaching, and treatment approaches have been developed by clinicians and researchers that would be difficult, if not impossible, to deliver using traditional methods},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert ‘Skip’; Shilling, Russell
Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD Journal Article
In: European Journal of Psychotraumatology, vol. 8, no. sup5, 2018, ISSN: 2000-8198, 2000-8066.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{rizzo_clinical_2018,
title = {Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD},
author = {Albert ‘Skip’ Rizzo and Russell Shilling},
url = {https://www.tandfonline.com/doi/full/10.1080/20008198.2017.1414560},
doi = {10.1080/20008198.2017.1414560},
issn = {2000-8198, 2000-8066},
year = {2018},
date = {2018-01-01},
journal = {European Journal of Psychotraumatology},
volume = {8},
number = {sup5},
abstract = {Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/ OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
2017
Rizzo, Albert; Roy, Michael J.; Hartholt, Arno; Costanzo, Michelle; Highland, Krista Beth; Jovanovic, Tanja; Norrholm, Seth D.; Reist, Chris; Rothbaum, Barbara; Difede, JoAnn
Virtual Reality Applications for the Assessment and Treatment of PTSD Book Section
In: Handbook of Military Psychology, pp. 453–471, Springer International Publishing, Cham, Switzerland, 2017, ISBN: 978-3-319-66190-2 978-3-319-66192-6.
Abstract | Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@incollection{rizzo_virtual_2017,
title = {Virtual Reality Applications for the Assessment and Treatment of PTSD},
author = {Albert Rizzo and Michael J. Roy and Arno Hartholt and Michelle Costanzo and Krista Beth Highland and Tanja Jovanovic and Seth D. Norrholm and Chris Reist and Barbara Rothbaum and JoAnn Difede},
url = {http://link.springer.com/10.1007/978-3-319-66192-6_27},
doi = {10.1007/978-3-319-66192-6_27},
isbn = {978-3-319-66190-2 978-3-319-66192-6},
year = {2017},
date = {2017-12-01},
booktitle = {Handbook of Military Psychology},
pages = {453–471},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {War is one of the most challenging situations that a human being can encounter. The physical, emotional, cognitive, and psychological demands of a combat environment place tremendous stress on even the most well-prepared military people. It is no surprise that the stressful experiences, characteristics of operations in Iraq and Afghanistan, have produced significant numbers of service members (SMs) and veterans at risk for posttraumatic stress disorder (PTSD), as well as other psychosocial/behavioral health conditions. For example, as of June 2015, the Defense Medical Surveillance System reported 138,197 active duty SMs had been diagnosed with PTSD (Fischer, 2015). In a meta-analysis of studies published since 2001, 13.2% of infantry service members met the criteria for PTSD, with incidence rising dramatically to 25–30% in units with high levels of direct combat exposure (Kok, Herrell, Thomas, & Hoge, 2012). Moreover, as of early 2013, the prevalence of PTSD among discharged veterans receiving treatment at Veteran Affairs (VA) clinics was reported to be 29% (Fischer, 2013). These findings make a compelling case for a continued focus on developing and enhancing the availability of diverse evidence- based treatment options to address this military behavioral healthcare challenge. One emerging area of research and clinical focus is of the use of Virtual Reality (VR) simulation technology as a tool for delivering evidence-based approaches for the assessment and treatment of PTSD. Although in recent times, the popular media has lavishly reported on VR’s potential impact on all elements of our evolving digital culture, and has created the impression that VR is a novel technology, the reality is that VR is not a new concept, and many of its developmental roots are traceable to the 1980s and 1990s (Schnipper et al., 2015). Moreover, a large scientific literature has emerged over the last 20 years demonstrating the unique and added value that is accrued with the use of VR to address a wide range of clinical health conditions (Rizzo 1994; Rizzo et al., 1997; 2002; 2010; 2014; Rizzo, Cukor et al., 2015). Within that context, the present chapter will summarize the ways that researchers and clinicians have employed VR to create relevant simulations that can be applied to the assessment and treatment of PTSD.},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert
Ethically Aligned Design, Version 2 Book
IEEE, 2017.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@book{rizzo_ethically_2017,
title = {Ethically Aligned Design, Version 2},
author = {Albert Rizzo},
url = {https://standards.ieee.org/industry-connections/ec/ead-v1.html},
year = {2017},
date = {2017-12-01},
publisher = {IEEE},
abstract = {Intelligent and autonomous technical systems are specifically designed to reduce human intervention in our day-to-day lives. In so doing, these new fields are raising concerns about their impact on individuals and societies. Current discussions include advocacy for the positive impact, as well as warnings, based on the potential harm to privacy, discrimination, loss of skills, economic impacts, security of critical infrastructure, and the long-term effects on social well-being. Because of their nature, the full benefit of these technologies will be attained only if they are aligned with our defined values and ethical principles. We must therefore establish frameworks to guide and inform dialogue and debate around the non-technical implications of these technologies.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {book}
}
Thomas, Jerald; Azmandian, Mahdi; Grunwald, Sonia; Le, Donna; Krum, David; Kang, Sin-Hwa; Rosenberg, Evan Suma
Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality Proceedings Article
In: Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments, The Eurographics Association, Adelaide, Australia, 2017, ISBN: 978-3-03868-038-3.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@inproceedings{thomas_effects_2017,
title = {Effects of Personalized Avatar Texture Fidelity on Identity Recognition in Virtual Reality},
author = {Jerald Thomas and Mahdi Azmandian and Sonia Grunwald and Donna Le and David Krum and Sin-Hwa Kang and Evan Suma Rosenberg},
url = {https://diglib.eg.org/handle/10.2312/egve20171345},
doi = {10.2312/egve.20171345},
isbn = {978-3-03868-038-3},
year = {2017},
date = {2017-11-01},
booktitle = {Proceedings of ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments},
publisher = {The Eurographics Association},
address = {Adelaide, Australia},
abstract = {Recent advances in 3D scanning, reconstruction, and animation techniques have made it possible to rapidly create photorealistic avatars based on real people. While it is now possible to create personalized avatars automatically with consumer-level technology, their visual fidelity still falls far short of 3D avatars created with professional cameras and manual artist effort. To evaluate the importance of investing resources in the creation of high-quality personalized avatars, we conducted an experiment to investigate the effects of varying their visual texture fidelity, specifically focusing on identity recognition of specific individuals. We designed two virtual reality experimental scenarios: (1) selecting a specific avatar from a virtual lineup and (2) searching for an avatar in a virtual crowd. Our results showed that visual fidelity had a significant impact on participants’ abilities to identify specific avatars from a lineup wearing a head-mounted display. We also investigated gender effects for both the participants and the confederates from which the avatars were created.},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert “Skip”; Koenig, Sebastian Thomas
Is clinical virtual reality ready for primetime? Journal Article
In: Neuropsychology, vol. 31, no. 8, pp. 877–899, 2017, ISSN: 1931-1559, 0894-4105.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{rizzo_is_2017,
title = {Is clinical virtual reality ready for primetime?},
author = {Albert “Skip” Rizzo and Sebastian Thomas Koenig},
url = {https://www.researchgate.net/publication/319165844_Is_Clinical_Virtual_Reality_Ready_for_Primetime},
doi = {10.1037/neu0000405},
issn = {1931-1559, 0894-4105},
year = {2017},
date = {2017-10-01},
journal = {Neuropsychology},
volume = {31},
number = {8},
pages = {877–899},
abstract = {Objective: Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This article addresses the question, “Is Clinical VR Ready for Primetime?” Method: After a brief description of the various forms of VR technology, we discuss the trajectory of Clinical VR over the last 20 years and summarize the basic assets that VR offers for creating clinical applications. The discussion then addresses the question of readiness in terms of the theoretical basis for Clinical VR assets, the research to date, the pragmatic factors regarding availability, usability, and costs of Clinical VR content/systems, and the ethical issues for the safe use of VR with clinical populations. Results: Our review of the theoretical underpinnings and research findings to date leads to the prediction that Clinical VR will have a significant impact on future research and practice. Pragmatic issues that can influence adoption across many areas of psychology also appear favorable, but professional guidelines will be needed to promote its safe and ethical use. Conclusions: While there is still much research needed to advance the science in this area, we strongly believe that Clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future. Keywords: Clinical Virtual Reality, Psychology, Rehabilitation, Neuropsychology},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Schnurr, Paula P.; Bryant, Richard; Berliner, Lucy; Kilpatrick, Dean G.; Rizzo, Albert; Ruzek, Josef I.
What I have changed my mind about and why: public health and technology perspectives in the field of trauma studies Journal Article
In: European Journal of Psychotraumatology, vol. 8, no. sup5, 2017, ISSN: 2000-8198, 2000-8066.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{schnurr_what_2017,
title = {What I have changed my mind about and why: public health and technology perspectives in the field of trauma studies},
author = {Paula P. Schnurr and Richard Bryant and Lucy Berliner and Dean G. Kilpatrick and Albert Rizzo and Josef I. Ruzek},
url = {https://www.tandfonline.com/doi/full/10.1080/20008198.2017.1372007},
doi = {10.1080/20008198.2017.1372007},
issn = {2000-8198, 2000-8066},
year = {2017},
date = {2017-09-01},
journal = {European Journal of Psychotraumatology},
volume = {8},
number = {sup5},
abstract = {Background: This paper is based on a panel discussion at the 32nd annual meeting of the International Society for Traumatic Stress Studies in Dallas, Texas, in November 2016. Objective: Paula Schnurr convened a panel of experts in the fields of public health and technology to address the topic: ‘What I have changed my mind about and why.’ Method: The panel included Richard Bryant, Lucy Berliner, Dean Kilpatrick, Albert (‘Skip’) Rizzo, and Josef Ruzek. Results: Panellists discussed innovative strategies for the dissemination of scientific knowledge and evidence-based treatment. Conclusions: Although there are effective treatments, there is a need to enhance the effectiveness of these treatments. There also is a need to develop simpler, low-cost strategies to disseminate effective treatments. However, technology approaches also offer pathways to increased dissemination. Researchers must communicate scientific findings more effectively to impact public opinion and public policy.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Talbot, T. B.; Christofferson, K.
Method for Live Production of Synthetic Lung Sounds in an Online Auscultation Simulator Proceedings Article
In: Proceedings of the ILSA Conference, Tromso, Norway, 2017.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{talbot_method_2017,
title = {Method for Live Production of Synthetic Lung Sounds in an Online Auscultation Simulator},
author = {T. B. Talbot and K. Christofferson},
url = {http://ict.usc.edu/pubs/Method%20for%20Live%20Production%20of%20Synthetic%20Lung%20Sounds%20in%20an%20Online%20Auscultation%20Simulator.pdf},
year = {2017},
date = {2017-09-01},
booktitle = {Proceedings of the ILSA Conference},
address = {Tromso, Norway},
abstract = {We are researching the development of an advanced auscultation simulator [1] that will provide for a dynamic examination with varying acoustic output based upon listening location [2], respiratory effort & phase. The simulator will be delivered online through web browsers and support a novel pedagogical approach [3]. Most extant lung sound samples are recorded at a single location and are rife with noise contamination [4], making them unsuitable. Thus, we employ synthetic lung & breath sounds with a clean acoustic profile so that numerous sounds can be mixed without degradation. Two categories of sounds are created: vesicular and adventitious. Vesicular sounds [5] include normal breath, diminished breath, tracheal, & bronchovesicular sounds plus variants. Inspiratory & Expiratory vesicular sounds are selected separately and are combined to produce the desired rate & I:E ratio (Figure 1). Vesicular sounds form the basis of the respiratory loop and represent the ‘base note’ of the exam. Adventitious sounds include varieties of fine crackles, course crackles, wheezes, rhonchi, pleural rubs, and squalks [6,7]. One or more sounds are mixed over vesicular sounds. The adventitious sounds must be very clean as there will already be audible airflow. Sounds are intended to be clear and distinct for the benefit of the learner. At a point within the defined respiratory loop, adventitious sounds are placed at will by a case author (Figure 2). The author may set the effective spatial area of the sounds in order to provide for localized findings which are a common finding in the pulmonary exam [8]. With control over the respiratory loop, spatial & temporal presentation, and access to a variety of synthetic lung sounds, a wide variety of clinical presentations may be created. The next problem involves the live coordination & mixing of sounds during the simulation. A challenge because our simulator runs on web browsers, we employ the new open-source Web Audio API [9] to handle sound processing. The API uses Audio Nodes that provide for Sound Sources, Gain Nodes, Filters, Processors and Mixers (Figure 3). A Biquad Filter has many modes including Low Pass which can simulate the 200Hz attenuation of healthy lung tissue and vary the effect by listening locale. Other filters provide for phase, frequency, wave-shaping and environmental acoustic effects. Listening locale presentation is customized by manipulating Gain Nodes. This method allows for a clean auscultation exam with clear and easily identifiable sounds which should aid in the learning process. Single sounds can be isolated during the dynamic exam as a teaching tool. Conversely, more complex and challenging presentations can be created. One drawback to this approach is the expense and effort of creating the synthetic sounds, though once made they can be reused a great deal. When completed, our synthetic sounds will be posted on an open-source exchange [10]. Eventually, it may be possible to use high-quality processed lung recordings with this method.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Powell, Wendy; Rizzo, Albert; Sharkey, Paul; Merrick, Joav (Ed.)
Virtual reality: recent advances in virtual rehabilitation system design Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2040-0.
Abstract | Links | BibTeX | Tags: MedVR
@book{powell_virtual_2017,
title = {Virtual reality: recent advances in virtual rehabilitation system design},
editor = {Wendy Powell and Albert Rizzo and Paul Sharkey and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/virtual-reality(9f0b8e00-c449-40e5-8d36-d8994f25a5ea)/export.html},
isbn = {978-1-5361-2040-0},
year = {2017},
date = {2017-09-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {In recent years we have seen a trend towards the use of virtual reality (VR) technologies for rehabilitation and disability support. This is partly driven by the decreasing cost and improved accessibility to the technology, but also by the growth in expertise of virtual rehabilitation researchers and practitioners. The benefits of virtual reality are becoming well established in a number of areas such as pain management, physical rehabilitation and cognitive interventions, and research studies have demonstrated benefits across a range of conditions including Parkinson's disease, cerebral palsy, autism and anxiety disorders. However, the diversity of hardware and software available currently has little standardisation, and patients with disabilities or health conditions often have unique interaction needs which differ from the general population. In this book we explore a number of these issues, presenting recent research findings and technical developments which help us to understand the unique challenges of virtual rehabilitation design and guide future VR system development},
keywords = {MedVR},
pubstate = {published},
tppubtype = {book}
}
Powell, Wendy; Rizzo, Albert; Sharkey, Paul; Merrick, Joav (Ed.)
Rehabilitation: innovations and challenges in the use of virtual reality technologies Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2080-6.
Abstract | Links | BibTeX | Tags: MedVR
@book{powell_rehabilitation_2017,
title = {Rehabilitation: innovations and challenges in the use of virtual reality technologies},
editor = {Wendy Powell and Albert Rizzo and Paul Sharkey and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/rehabilitation(629f8c25-1a84-4741-8ca7-f293109d7140)/export.html},
isbn = {978-1-5361-2080-6},
year = {2017},
date = {2017-09-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {Virtual rehabilitation has been the focus of considerable research for many years, but the recent upsurge in consumer-ready virtual reality hardware and software has led to an increase in interest in its use in a variety of clinical and home settings. Balancing the upsurge in demand for innovative technological healthcare tools is the need for a credible evidence base for its use and guidance for practitioners on which systems and applications are suitable for different patient populations and rehabilitation goals. This promising branch of healthcare is already being used to benefit many patients in homes and clinics around the world, but it is evident that there is still much more to learn if we are to continue to push the boundaries of clinical innovation and excellence. In this book we present recent research addressing a number of these important topics, adding to our understanding of the complex issues and clinical considerations in virtual rehabilitation research and application.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {book}
}
Bernardet, Ulysses; Kang, Sin-hwa; Feng, Andrew; DiPaola, Steve; Shapiro, Ari
A Dynamic Speech Breathing System for Virtual Characters Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents, pp. 43–52, Springer, Stockholm, Sweden, 2017, ISBN: 978-3-319-67401-8.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{bernardet_dynamic_2017,
title = {A Dynamic Speech Breathing System for Virtual Characters},
author = {Ulysses Bernardet and Sin-hwa Kang and Andrew Feng and Steve DiPaola and Ari Shapiro},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_5},
doi = {10.1007/978-3-319-67401-8_5},
isbn = {978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents},
pages = {43–52},
publisher = {Springer},
address = {Stockholm, Sweden},
abstract = {Human speech production requires the dynamic regulation of air through the vocal system. While virtual character systems commonly are capable of speech output, they rarely take breathing during speaking - speech breathing - into account. We believe that integrating dynamic speech breathing systems in virtual characters can signi cantly contribute to augmenting their realism. Here, we present a novel control architecture aimed at generating speech breathing in virtual characters. This architecture is informed by behavioral, linguistic and anatomical knowledge of human speech breathing. Based on textual input and controlled by a set of low- and high-level parameters, the system produces dynamic signals in real-time that control the virtual character's anatomy (thorax, abdomen, head, nostrils, and mouth) and sound production (speech and breathing). The system is implemented in Python, o ers a graphical user interface for easy parameter control, and simultaneously controls the visual and auditory aspects of speech breathing through the integration of the character animation system SmartBody [1] and the audio synthesis platform SuperCollider [2]. Beyond contributing to realism, the presented system allows for a exible generation of a wide range of speech breathing behaviors that can convey information about the speaker such as mood, age, and health.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Wang, Ning; Pynadath, David V.; Hill, Susan G.; Merchant, Chirag
The Dynamics of Human-Agent Trust with POMDP-Generated Explanations Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017), Springer International Publishing, Stockholm, Sweden, 2017, ISBN: 978-3-319-67400-1 978-3-319-67401-8.
Abstract | Links | BibTeX | Tags: ARL, DoD, MedVR, Social Simulation, UARC
@inproceedings{wang_dynamics_2017,
title = {The Dynamics of Human-Agent Trust with POMDP-Generated Explanations},
author = {Ning Wang and David V. Pynadath and Susan G. Hill and Chirag Merchant},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_58},
isbn = {978-3-319-67400-1 978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017)},
publisher = {Springer International Publishing},
address = {Stockholm, Sweden},
abstract = {Partially Observable Markov Decision Processes (POMDPs) enable optimized decision making by robots, agents, and other autonomous systems. This quantitative optimization can also be a limitation in human-agent interaction, as the resulting autonomous behavior, while possibly optimal, is often impenetrable to human teammates, leading to improper trust and, subsequently, disuse or misuse of such systems [1]. Automatically generated explanations of POMDP-based decisions have shown promise in calibrating human-agent trust [3]. However, these “one-size-fits-all” static explanation policies are insufficient to accommodate different communication preferences across people. In this work, we analyze human behavior in a human-robot interaction (HRI) scenario, to find behavioral indicators of trust in the agent’s ability. We evaluate four hypothesized behavioral measures that an agent could potentially use to dynamically infer its teammate’s current trust level. The conclusions drawn can potentially inform the design of intelligent agents that can automatically adapt their explanation policies as they observe the behavioral responses of their human teammates.},
keywords = {ARL, DoD, MedVR, Social Simulation, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Powell, Wendy; Sharkey, Paul; Rizzo, Albert; Merrick, Joav (Ed.)
Virtual reality: recent advances for health and wellbeing Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2454-5.
Abstract | Links | BibTeX | Tags: MedVR
@book{powell_virtual_2017-1,
title = {Virtual reality: recent advances for health and wellbeing},
editor = {Wendy Powell and Paul Sharkey and Albert Rizzo and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/virtual-reality(f56cf1d4-6f04-4cda-84f3-b8bfacf585af)/export.html},
isbn = {978-1-5361-2454-5},
year = {2017},
date = {2017-07-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {Virtual reality and human interaction with it is a complex topic, and certainly not one which will be mastered overnight; but across the world, there is excellent research being carried out for all of these important domains. As humanity extends its understanding of the interplay with these system components, developers will be well-positioned to design better and more effective virtual reality interventions and come closer to realising the full potential of virtual reality for health and well-being. In this book, the authors present a number of short papers from research groups around the world working in this important and complex field. The chapters explore a range of issues, suggesting routes forward and offering insights into both the potential and the challenges of this rapidly maturing technology.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {book}
}
Krum, David M.; Kang, Sin-Hwa; Phan, Thai; Dukes, Lauren Cairco; Bolas, Mark
Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection Proceedings Article
In: Proceedings of the Human-Computer Interaction International Conference, Springer International Publishing, Vancouver, Canada, 2017, ISBN: 978-3-319-58696-0 978-3-319-58697-7.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@inproceedings{krum_social_2017,
title = {Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection},
author = {David M. Krum and Sin-Hwa Kang and Thai Phan and Lauren Cairco Dukes and Mark Bolas},
url = {https://link.springer.com/chapter/10.1007/978-3-319-58697-7_5},
isbn = {978-3-319-58696-0 978-3-319-58697-7},
year = {2017},
date = {2017-05-01},
booktitle = {Proceedings of the Human-Computer Interaction International Conference},
publisher = {Springer International Publishing},
address = {Vancouver, Canada},
abstract = {Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals in a group of observers. This could result in perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers in the room regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing a weapon. In this paper, we discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions.”},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Krum, David M.; Khooshabeh, Peter; Phan, Thai; Chang, Chien-Yen; Amir, Ori; Lin, Rebecca
Social influence of humor in virtual human counselor's self-disclosure Journal Article
In: Computer Animation and Virtual Worlds, vol. 28, no. 3-4, 2017, ISSN: 15464261.
Abstract | Links | BibTeX | Tags: ARL, DoD, MedVR, MxR, UARC
@article{kang_social_2017,
title = {Social influence of humor in virtual human counselor's self-disclosure},
author = {Sin-Hwa Kang and David M. Krum and Peter Khooshabeh and Thai Phan and Chien-Yen Chang and Ori Amir and Rebecca Lin},
url = {http://doi.wiley.com/10.1002/cav.1763},
doi = {10.1002/cav.1763},
issn = {15464261},
year = {2017},
date = {2017-04-01},
journal = {Computer Animation and Virtual Worlds},
volume = {28},
number = {3-4},
abstract = {We explored the social influence of humor in a virtual human counselor's selfdisclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.},
keywords = {ARL, DoD, MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {article}
}
Krum, David M.; Phan, Thai; Kang, Sin-Hwa
Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality Proceedings Article
In: Proceedings of Virtual Reality (VR), 2017 IEEE, pp. 233–234, IEEE, Los Angeles, CA, 2017, ISBN: 978-1-5090-6647-6.
Abstract | Links | BibTeX | Tags: MedVR, MxR, UARC
@inproceedings{krum_motor_2017,
title = {Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality},
author = {David M. Krum and Thai Phan and Sin-Hwa Kang},
url = {http://ieeexplore.ieee.org/document/7892262/#full-text-section},
doi = {10.1109/VR.2017.7892262},
isbn = {978-1-5090-6647-6},
year = {2017},
date = {2017-03-01},
booktitle = {Proceedings of Virtual Reality (VR), 2017 IEEE},
pages = {233–234},
publisher = {IEEE},
address = {Los Angeles, CA},
abstract = {As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball’s forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball’s flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.},
keywords = {MedVR, MxR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Talbot, Thomas B
Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013 Book Section
In: Transforming Gaming and Computer Simulation Technologies across Industries, pp. 103–119, IGI Global, Hershey, PA, 2017, ISBN: 978-1-5225-1817-4 978-1-5225-1818-1.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@incollection{talbot_making_2017,
title = {Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013},
author = {Thomas B Talbot},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4},
doi = {10.4018/978-1-5225-1817-4},
isbn = {978-1-5225-1817-4 978-1-5225-1818-1},
year = {2017},
date = {2017-01-01},
booktitle = {Transforming Gaming and Computer Simulation Technologies across Industries},
pages = {103–119},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Medical simulations differ from other training modalities in that life processes must be simulated as part of the experience. Biological fidelity is the degree to which character anatomical appearance and physiology behavior are represented within a game or simulation. Methods to achieve physiological fidelity include physiology engines, complex state machines, simple state machines and kinetic models. Games health scores that can be used in medical sims. Selection of technique depends upon the goals of the simulation, expected user inputs, development budget and level of fidelity required. Trends include greater availability of physiology engines rapid advances in virtual reality (VR). In VR, the expectation for a naturalistic interface is much greater, resulting in technical challenges regarding natural language and gesture-based interaction. Regardless of the technical approach, the user’s perception of biological fidelity, responsiveness to user inputs and the ability to correct mistakes is often more important than the underlying biological fidelity of the model.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {incollection}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, FL, 2017.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@inproceedings{bautista_spoken_2017,
title = {Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, FL},
abstract = {There have been numerous attempts to replicate the experience of human standardized patient (Barrows & Anderson, 1964) on a computer for anytime-anywhere access to the experience. USC Standard Patient seeks to: • improve clinic-based medical encounter simulation with the goal to create engaging virtual standardized patient (VSP) encounters, • enable objective and meaningful assessment of learner interview performance and mature physician interviewing & diagnostic skills. Virtual standardized patients (VSP): • A conversational simulated patient used for medical training and capable of natural language interaction with verbal and nonverbal behavior responses • Offers consistent, objective experience and detailed user feedback to learners},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs typed questioning in a conversational medical interview with virtual standardized patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, Florida, 2017.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@inproceedings{bautista_spoken_2017-1,
title = {Spoken vs typed questioning in a conversational medical interview with virtual standardized patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, Florida},
abstract = {There here have have beenbeen beennumerous numerous numerous numerousattempts attempts to replicatereplicate replicate replicatereplicate the experienceexperience experienceexperience experienceexperienceexperience of humanhumanhuman humanstandardized standardizedstandardizedstandardizedstandardizedstandardized standardizedpatientpatientpatient patientpatientpatient(Barrows (Barrows (Barrows(Barrows&Anderson, Anderson, Anderson, Anderson, 1964 19641964)on acomputer computercomputer for anytime anytime -anywhere anywhereanywhereanywhere access access to the experience experience experience experience . USC Standard Standard Standard Patient Patient Patientseeks seeks to : • improve improve clinicclinic clinicclinic -based based medicalmedical medical medical encounter encounter simulation simulation simulation withwith withthe goal to create create engaging engagingengaging engagingvirtual virtual standardized standardized standardized standardizedstandardized patient patient patient(VSP) encounters, encounters, encounters, encounters, • enable enable objective objective objective and meaningful meaningful meaningful meaningfulassessment assessment assessment assessmentof learner learner interview interview performance performance performance performance and mature mature physician physicianphysician physicianphysicianinterviewing interviewing interviewinginterviewinginterviewing &diagnosticdiagnostic diagnosticdiagnosticdiagnosticdiagnostic skills skills skills. VirtualVirtual Virtualstandardized standardized standardized standardized patients patients patients (VSP) : • Aconversational conversational conversational simulated simulatedsimulated simulatedpatientpatient patient used usedfor medical medical medicaltraining training and capableapable apable of natural natural natural language languagelanguage languageinteraction interactioninteraction interaction withwith verbal verbal and nonverbal nonverbal nonverbal nonverbalbehavior behavior behavior behaviorresponses responses responses • OffersOffersOffers consistent, consistent, consistent, objective objective objective},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert "Skip"
The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016 Journal Article
In: Engadget, 2017.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_ultimate_2017,
title = {The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016},
author = {Albert "Skip" Rizzo},
url = {https://www.engadget.com/2017/01/10/the-ultimate-skinner-box-clinical-virtual-reality-1990-2016/},
year = {2017},
date = {2017-01-01},
journal = {Engadget},
abstract = {The last decade has given rise to a dramatic increase in the global adoption of innovative digital technologies. This can be seen in the rapid acceptance and growing demand for mobile devices, high speed network access, smart televisions, social media, hyper-realistic digital games, behavioral sensing devices, and now the 2nd coming of Virtual Reality! Such consumer driven technologies that were considered to be visionary just 10 years ago have now become common and increasingly essential fixtures in the current digital landscape},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}