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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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
pubstate = {published},
tppubtype = {article}
}
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
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.
@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 = {},
pubstate = {published},
tppubtype = {article}
}
Filter
2013
Forbell, Eric; Kalisch, Nicolai; Morbini, Fabrizio; Christofferson, Kelly; Sagae, Kenji; Traum, David; Rizzo, Albert
Roundtable: An Online Framework for Building Web-based Conversational Agents Proceedings Article
In: Annual SIGdial Meeting on Discourse and Dialogue, Metz, France, 2013.
Abstract | Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@inproceedings{forbell_roundtable_2013,
title = {Roundtable: An Online Framework for Building Web-based Conversational Agents},
author = {Eric Forbell and Nicolai Kalisch and Fabrizio Morbini and Kelly Christofferson and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Roundtable-%20An%20Online%20Framework%20for%20Building%20Web-based%20Conversational%20Agents.pdf},
year = {2013},
date = {2013-08-01},
booktitle = {Annual SIGdial Meeting on Discourse and Dialogue},
address = {Metz, France},
abstract = {We present an online system that provides a complete web-based sandbox for creating, testing and publishing embodied conversational agents. The tool, called Roundtable, empowers many different types of authors and varying team sizes to create flexible interactions by automating many editing workflows while limiting complexity and hiding architectural concerns. Finished characters can be published directly to web servers, enabling highly interactive applications.},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Roy, Michael; Costanzo, Michelle E.; Jovanovic, Tanja; Leaman, Suzanne; Norrholm, Seth D. ⬚; Rizzo, Albert
Heart Rate Response to Fear Conditioning and Virtual Reality in Subthreshold PTSD Journal Article
In: Studies in Health Technology and Informatics, vol. 191, pp. 115–119, 2013.
Abstract | Links | BibTeX | Tags: MedVR
@article{roy_heart_2013,
title = {Heart Rate Response to Fear Conditioning and Virtual Reality in Subthreshold PTSD},
author = {Michael Roy and Michelle E. Costanzo and Tanja Jovanovic and Suzanne Leaman and Seth D. ⬚ Norrholm and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Heart%20Rate%20Response%20to%20Fear%20Conditioning%20and%20Virtual%20Reality%20in%20Subthreshold%20PTSD.pdf},
year = {2013},
date = {2013-07-01},
journal = {Studies in Health Technology and Informatics},
volume = {191},
pages = {115–119},
abstract = {Posttraumatic stress disorder (PTSD) is a significant health concern for U.S. military service members (SMs) returning from Afghanistan and Iraq. Early intervention to prevent chronic disability requires greater understanding of subthreshold PTSD symptoms, which are associated with impaired physical health, mental health, and risk for delayed onset PTSD. We report a comparison of physiologic responses for recently deployed SMs with high and low subthreshold PTSD symptoms, respectively, to a fear conditioning task and novel virtual reality paradigm (Virtual Iraq). The high symptom group demonstrated elevated heart rate (HR) response during fear conditioning. Virtual reality sequences evoked significant HR responses which predicted variance of the PTSD Checklist-Military Version self-report. Our results support the value of physiologic assessment during fear conditioning and combat-related virtual reality exposure as complementary tools in detecting subthreshold PTSD symptoms in Veterans.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Courtney, Chris; Dawson, Michael E.; Rizzo, Albert; Arizmendi, Brian
Visuospatial Processing and Learning Effects in Virtual Reality Based Mental Rotation and Navigational Tasks Proceedings Article
In: International Conference on Human-Computer Interaction, Las Vegas, NV, 2013.
Abstract | Links | BibTeX | Tags: DoD, MedVR, UARC
@inproceedings{parsons_visuospatial_2013,
title = {Visuospatial Processing and Learning Effects in Virtual Reality Based Mental Rotation and Navigational Tasks},
author = {Thomas D. Parsons and Chris Courtney and Michael E. Dawson and Albert Rizzo and Brian Arizmendi},
url = {http://ict.usc.edu/pubs/Visuospatial%20Processing%20and%20Learning%20Effects%20in%20Virtual%20Reality%20Based%20Mental%20Rotation%20and%20Navigational%20Tasks.pdf},
year = {2013},
date = {2013-07-01},
booktitle = {International Conference on Human-Computer Interaction},
address = {Las Vegas, NV},
abstract = {Visuospatial function and performance in interactions between humans and computers involve the human identification and manipulation of computer generated stimuli and their location. The impact of learning on mental rotation has been demonstrated in studies relating everyday spatial activities and spatial abilities. An aspect of visuospatial learning in virtual environments that has not been widely studied is the impact of threat on learning in a navigational task. In fact, to our knowledge, the combined assessment of learning during mental rotation trials and learning in an ecologically valid virtual reality-based navigational environment (that has both high and low threat zones) has not been adequately studied. Results followed expectation: 1) learning occurred in the virtual reality based mental rotation test. Although there was a relation between route learning and practice, a primacy effect was observed as participants performed more poorly when going from the first zone to the last.},
keywords = {DoD, MedVR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Talbot, Thomas
Playing with Biology: Making medical games that appear lifelike Journal Article
In: International Journal of Gaming and Computer Mediated Simulations, vol. 5, no. 3, pp. 83–96, 2013.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{talbot_playing_2013,
title = {Playing with Biology: Making medical games that appear lifelike},
author = {Thomas Talbot},
url = {http://www.igi-global.com/article/playing-with-biology/93030},
year = {2013},
date = {2013-07-01},
journal = {International Journal of Gaming and Computer Mediated Simulations},
volume = {5},
number = {3},
pages = {83–96},
abstract = {Game-based 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 computational physiology engines, complex state machines, simple state machines and kinetic models. Traditional games also employ health scores that can also be employed for medical gaming. The selection of technique to is dependent upon the goals of the simulation, the types of input expected of the user, the amount of development work possible and the level of fidelity required. Apparent biological fidelity, responsiveness to user inputs and the ability to correct mistakes is often more important than actual biological fidelity.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Suma, Evan; Krum, David M.; Lange, Belinda; Koenig, Sebastian; Rizzo, Albert; Bolas, Mark
Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit Journal Article
In: Computers & Graphics, vol. 37, no. 3, pp. 193–201, 2013.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@article{suma_adapting_2013,
title = {Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit},
author = {Evan Suma and David M. Krum and Belinda Lange and Sebastian Koenig and Albert Rizzo and Mark Bolas},
url = {http://ict.usc.edu/pubs/Adapting%20user%20interfaces%20for%20gestural%20interaction%20with%20the%20%EF%AC%82exible%20action%20and%20articulated%20skeleton%20toolkit.pdf},
year = {2013},
date = {2013-05-01},
journal = {Computers & Graphics},
volume = {37},
number = {3},
pages = {193–201},
abstract = {We present the Flexible Action and Articulated Skeleton Toolkit (FAAST), a middleware software framework for integrating full-body interaction with virtual environments, video games, and other user interfaces. This toolkit provides a complete end-to-end solution that includes a graphical user interface for custom gesture creation, sensor configuration, skeletal tracking, action recognition, and a variety of output mechanisms to control third party applications, allowing virtually any PC application to be repurposed for gestural control even if it does not explicit support input from motion sensors. To facilitate intuitive and transparent gesture design, we define a syntax for representing human gestures using rule sets that correspond to the basic spatial and temporal components of an action. These individual rules form primitives that, although conceptually simple on their own, can be combined both simultaneously and in sequence to form sophisticated gestural interactions. In addition to presenting the system architecture and our approach for representing and designing gestural interactions, we also describe two case studies that evaluated the use of FAAST for controlling first-person video games and improving the accessibility of computing interfaces for individuals with motor impairments. Thus, this work represents an important step toward making gestural interaction more accessible for practitioners, researchers, and hobbyists alike.⬚},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Buckwalter, John Galen; Forbell, Eric; Reist, Chris; Difede, JoAnn; Rothbaum, Barbara O.; Lange, Belinda; Koenig, Sebastian; Talbot, Thomas
Virtual Reality Applications to Address the Wounds of War Journal Article
In: Psychiatric Annals, vol. 43, no. 3, pp. 123–138, 2013.
Links | BibTeX | Tags: DoD, MedVR, UARC
@article{rizzo_virtual_2013-2,
title = {Virtual Reality Applications to Address the Wounds of War},
author = {Albert Rizzo and John Galen Buckwalter and Eric Forbell and Chris Reist and JoAnn Difede and Barbara O. Rothbaum and Belinda Lange and Sebastian Koenig and Thomas Talbot},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Applications%20to%20Address%20the%20Wounds%20of%20War.pdf},
year = {2013},
date = {2013-03-01},
journal = {Psychiatric Annals},
volume = {43},
number = {3},
pages = {123–138},
keywords = {DoD, MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Proffitt, Rachel; Lange, Belinda
User Centered Design and Development of a Game for Exercise in Older Adults Journal Article
In: The International Journal of Technology, Knowledge, and Society, vol. 8, no. 6, pp. 95–112, 2013.
Abstract | Links | BibTeX | Tags: MedVR
@article{proffitt_user_2013,
title = {User Centered Design and Development of a Game for Exercise in Older Adults},
author = {Rachel Proffitt and Belinda Lange},
url = {http://ict.usc.edu/pubs/User%20Centered%20Design%20and%20Development%20of%20a%20Game%20for%20Exercise%20in%20Older%20Adults.pdf},
year = {2013},
date = {2013-03-01},
journal = {The International Journal of Technology, Knowledge, and Society},
volume = {8},
number = {6},
pages = {95–112},
abstract = {Thirty percent of older adults fall every year. One of the most effective methods to help prevent falls is participation in a regular fitness or exercise program to build and maintain capacities. Few exercise programs for older adults utilize the advances in technology and gaming for fitness. Fifteen older adults currently involved in a fitness program for seniors at California State University–Fullerton participated in focus groups. The focus groups explored perceptions of health and wellness, the use of and access to technology, and ideas for the development of a game for fitness. The data were analyzed using open coding and the themes that emerged from the data were used in the design of a prototype game. Nineteen older adults participated in an iterative user testing process of the prototype game. The iterative user testing process in- volved several cycles of user testing and changes to the prototype. The feedback from the user testing process as well as the focus groups will be summarized and explored in this paper. Details of a preliminary game will be presented with a focus on access to technology for older adults, participation as means for prevention and building capacities.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Gratch, Jonathan; Morency, Louis-Philippe; Scherer, Stefan; Stratou, Giota; Boberg, Jill; Koenig, Sebastian; Adamson, Todd; Rizzo, Albert
User-State Sensing for Virtual Health Agents and TeleHealth Applications Proceedings Article
In: Medicine Meets Virtual Reality, San Diego, CA, 2013.
Abstract | Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@inproceedings{gratch_user-state_2013,
title = {User-State Sensing for Virtual Health Agents and TeleHealth Applications},
author = {Jonathan Gratch and Louis-Philippe Morency and Stefan Scherer and Giota Stratou and Jill Boberg and Sebastian Koenig and Todd Adamson and Albert Rizzo},
url = {http://ict.usc.edu/pubs/User-State%20Sensing%20for%20Virtual%20Health%20Agents%20and%20TeleHealth%20Applications.pdf},
year = {2013},
date = {2013-02-01},
booktitle = {Medicine Meets Virtual Reality},
address = {San Diego, CA},
abstract = {Nonverbal behaviors play a crucial role in shaping outcomes in face-to- face clinical interactions. Experienced clinicians use nonverbals to foster rapport and “read” their clients to inform diagnoses. The rise of telemedicine and virtual health agents creates new opportunities, but it also strips away much of this non- verbal channel. Recent advances in low-cost computer vision and sensing technol- ogies have the potential to address this challenge by learning to recognize nonver- bal cues from large datasets of clinical interactions. These techniques can enhance both telemedicine and the emerging technology of virtual health agents. This arti- cle describes our current research in addressing these challenges in the domain of PTSD and depression screening for U.S. Veterans. We describe our general ap- proach and report on our initial contribution: the creation of a large dataset of clin- ical interview data that facilitates the training of user-state sensing technology.},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Difede, JoAnn; Rothbaum, Barbara O.; Daughtry, J. Martin; Reger, Greg
Virtual Reality as a Tool for Delivering PTSD Exposure Therapy Book Section
In: Post-Traumatic Stress Disorder: Future Directions in Prevention, Diagnosis, and Treatment, Springer, 2013.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@incollection{rizzo_virtual_2013,
title = {Virtual Reality as a Tool for Delivering PTSD Exposure Therapy},
author = {Albert Rizzo and JoAnn Difede and Barbara O. Rothbaum and J. Martin Daughtry and Greg Reger},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20as%20a%20Tool%20for%20Delivering%20PTSD%20Exposure%20Therapy.pdf},
year = {2013},
date = {2013-01-01},
booktitle = {Post-Traumatic Stress Disorder: Future Directions in Prevention, Diagnosis, and Treatment},
publisher = {Springer},
abstract = {Virtual Reality (VR) technology offers new opportunities for the development of innovative assessment and intervention tools. VR-based testing, training, 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 available with VR technology. If empirical studies continue to demonstrate effectiveness, VR applications could provide new options for targeting the cognitive, psychological, motor and functional impairments that result from various psychological and physical disorders and conditions. VR allows for the precise presentation and control of stimuli within dynamic multi-sensory 3D computer generated environments, as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics serve as the basis for the rationale for VR applications in the clinical assessment, intervention and training domains. This chapter will begin with a brief review of the history and rationale for the use of VR with clinical populations followed by a description of the technology for creating and using VR clinically. The chapter will then focus on reviewing the rationale for VR Exposure Therapy (VRET) applied to Anxiety Disorders. The use of VRET for the treatment of PTSD will then be detailed followed by a description of the Virtual Iraq/Afghanistan VRET system and the results from its use with OEF/OIF Service Members and Veterans.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; John, Bruce Sheffield; Newman, Brad; Williams, Josh; Hartholt, Arno; Lethin, Clarke; Buckwalter, John Galen
Virtual Reality as a Tool for Delivering PTSD Exposure Therapy and Stress Resilience Training Journal Article
In: Military Behavioral Health, vol. 1, pp. 48–54, 2013.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@article{rizzo_virtual_2013-1,
title = {Virtual Reality as a Tool for Delivering PTSD Exposure Therapy and Stress Resilience Training},
author = {Albert Rizzo and Bruce Sheffield John and Brad Newman and Josh Williams and Arno Hartholt and Clarke Lethin and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20as%20a%20Tool%20for%20Delivering%20PTSD%20Exposure%20Therapy%20and%20Stress%20Resilience%20Training.pdf},
doi = {10.1080/21635781.2012.721064},
year = {2013},
date = {2013-01-01},
journal = {Military Behavioral Health},
volume = {1},
pages = {48–54},
abstract = {The incidence of post-traumatic stress disorder (PTSD) in returning Operation Enduring Free- dom and Operation Iraqi Freedom military personnel has created a significant behavioral health care challenge. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive virtual reality (VR). Initial outcomes from open clinical trials have been positive, and fully randomized controlled trials are currently in progress. Inspired by the initial success of our research using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, we have developed a similar VR-based approach to deliver resilience training prior to an initial deployment. The STress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing virtual Iraq/Afghanistan PTSD exposure therapy system) that are part of a multiepisode interactive narrative experience. Users can be immersed within challenging virtual combat contexts and interact with virtual characters as part of an experiential approach for learning psychoeducational material, stress manage- ment techniques, emotional coping strategies believed to enhance stress resilience. This article describes the development and evaluation of the virtual Iraq/Afghanistan exposure therapy system and then details its current transition into the STRIVE tool for predeployment stress resilience training.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {article}
}
Swartout, William; Artstein, Ron; Forbell, Eric; Foutz, Susan; Lane, H. Chad; Lange, Belinda; Morie, Jacquelyn; Noren, Dan; Rizzo, Albert; Traum, David
Virtual Humans for Learning Journal Article
In: AI magazine; Special issue on Intelligent Learning Technologies, vol. 34, no. 4, pp. 13–30, 2013.
Abstract | Links | BibTeX | Tags: Learning Sciences, MedVR, UARC, Virtual Humans
@article{swartout_virtual_2013,
title = {Virtual Humans for Learning},
author = {William Swartout and Ron Artstein and Eric Forbell and Susan Foutz and H. Chad Lane and Belinda Lange and Jacquelyn Morie and Dan Noren and Albert Rizzo and David Traum},
url = {http://www.aaai.org/ojs/index.php/aimagazine/article/view/2487},
doi = {10.1609/aimag.v34i4.2487},
year = {2013},
date = {2013-01-01},
journal = {AI magazine; Special issue on Intelligent Learning Technologies},
volume = {34},
number = {4},
pages = {13–30},
abstract = {Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.},
keywords = {Learning Sciences, MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
2012
Gahm, Gregory; Reger, Greg; Ingram, Mary V.; Reger, Mark; Rizzo, Albert
A Multisite, Randomized Clinical Trial of Virtual Reality and Prolonged Exposure Therapy for Active Duty Soldiers with PTSD Technical Report
no. A611975, 2012.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@techreport{gahm_multisite_2012,
title = {A Multisite, Randomized Clinical Trial of Virtual Reality and Prolonged Exposure Therapy for Active Duty Soldiers with PTSD},
author = {Gregory Gahm and Greg Reger and Mary V. Ingram and Mark Reger and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Multisite,%20Randomized%20Clinical%20Trial%20of%20Virtual%20Reality%20and%20Prolonged%20Exposure%20Therapy%20for%20Active%20Duty%20Soldiers%20with%20PTSD.pdf},
year = {2012},
date = {2012-12-01},
number = {A611975},
abstract = {This randomized, single blind study extends recruitment to an additional active duty site (Womack Army Medical Center at Ft Bragg) in support of a previously funded clinical trial to evaluate the efficacy of virtual reality exposure therapy (VRET) and prolonged exposure therapy (PE) with a waitlist (WL) group in the treatment of posttraumatic stress disorder (PTSD) in active duty (AD) Soldiers with combat-related trauma. During the first year, the study team developed the infrastructure to implement the trial including personnel recruitment, hiring, and initial training, process development to identify, screen, and enroll participants, and research protocol development and approval by IRB s. During the second year hiring of clinical staff and training of the study team was completed. Recruitment and enrollment commenced.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {techreport}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
Designing Useful Virtual Standardized Patient Encounters Proceedings Article
In: Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL, 2012.
Abstract | Links | BibTeX | Tags: MedVR, UARC
@inproceedings{talbot_designing_2012,
title = {Designing Useful Virtual Standardized Patient Encounters},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20Useful%20Virtual%20Standardized%20Patient%20Encounters.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Developers and educators have explored many different ways to create “Virtual Patients” as a method to simulate a patient encounter. Some of these attempts have been educationally useful, yet no approach taken to date has satisfac- torily replicated the Patient-Doctor encounter in a way that can be generalized nor have the best developments to date been readily author-able by regular medical educators. The best simulator to date is the human standardized patient actor, which has considerable disadvantages. The manner in which a virtual standardized patient can be de- signed requires a breakdown of the clinical encounter into components and a strategic approach to simulating each phase. These components are compared to find the optimal approach for each part of the medical encounter. The paper proposes a blend of an artificially intelligent statistical matching dialogue system with multiple choice state machine-based sub-conversations as a way in which one may richly simulate the interview and counseling phases of the clinical encounter. Also elucidated are the steps necessary for educator author-ability and approaches that will extract rich, objective assessment data. If such integration proves to be successful, the result will be a rich conversa- tional clinical simulation that closely approximates Patient-Doctor encounters.},
keywords = {MedVR, UARC},
pubstate = {published},
tppubtype = {inproceedings}
}
Leaman, Suzanne; Rothbaum, Barbara O.; Difede, JoAnn; Cukor, Judith; Gerardi, Maryrose; Rizzo, Albert
Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD Book Section
In: Handbook of Military Social Work, John Wiley & Sons, Inc., Hoboken, NJ, 2012.
Abstract | Links | BibTeX | Tags: DoD, MedVR
@incollection{leaman_virtual_2012,
title = {Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD},
author = {Suzanne Leaman and Barbara O. Rothbaum and JoAnn Difede and Judith Cukor and Maryrose Gerardi and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Exposure%20Therapy-%20A%20Treatment%20Manual%20for%20Combat%20Related%20PTSD.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Handbook of Military Social Work},
publisher = {John Wiley & Sons, Inc.},
address = {Hoboken, NJ},
abstract = {Posttraumatic stress disorder (PTSD) is a chronic condition that occurs in a significant minority of persons who experience life-threatening traumatic events. It is characterized by reexperiencing, avoidance, and hyperarousal symptoms (American Psychiatric Association, 1994). PTSD has been estimated to affect up to 18% of returning Operation Iraqi Freedom (OIF) Veterans (Hoge et al., 2004). In addition to the specific conditions in Iraq and Afghanistan, an unprecedented number are now surviving serious wounds (Blimes, 2007). The stigma of treatment often prevents service members (SMs) and veterans from seeking help (Hoge et al., 2004), so finding an acceptable form of treatment for military personnel is a priority. The current generation of military personnel may be more comfortable participating in a virtual reality treatment approach than in traditional talk therapy, as they are likely familiar with gaming and training simulation technology. This chapter provides information on the development of and research on virtual reality (VR) as well as the application of VR to mental health treatments, including a protocol of virtual reality exposure (VRE) utilizing a virtual Iraq/Afghanistan system for combat-related PTSD.},
keywords = {DoD, MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Yeh, Shih-Ching; Tsai, Chia-Fen; Fan, Yao-Chung; Liu, Pin-Chun; Rizzo, Albert
An Innovative ADHD Assessment System Using Virtual Reality Proceedings Article
In: IEEE EMBS Conference on Biomedical Engineering and Sciences, pp. 78–83, IEEE, Langkawi, Malaysia, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{yeh_innovative_2012,
title = {An Innovative ADHD Assessment System Using Virtual Reality},
author = {Shih-Ching Yeh and Chia-Fen Tsai and Yao-Chung Fan and Pin-Chun Liu and Albert Rizzo},
url = {http://ict.usc.edu/pubs/An%20innovative%20ADHD%20assessment%20system%20using%20virtual%20reality.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {IEEE EMBS Conference on Biomedical Engineering and Sciences},
pages = {78–83},
publisher = {IEEE},
address = {Langkawi, Malaysia},
series = {IEEE EMBS Conference on Biomedical Engineering and Sciences},
abstract = {Attention Deficit Hyperactivity Disorder (ADHD) has a prevalence of about 5% and may cause inferiority complex, personality disorders, interpersonal impediment, and even anti-social behaviors in affected children if not treated early. In the past, the diagnosis of ADHD patients mainly depended on paper tests or behavior scales. However, such tests are usually time-consuming and their application suffers from constraints of external conditions in terms of test content and test type. Through the application of VR technology including head mounted display(HMD), game technology and sensors, this study develops and constructs an interactive panoramic virtual classroom scenario in which a blackboard embedded with listening test, CPT test, executive test, and visual memory test specially designed for attention and executive functions is incorporated; moreover, this study also develops a new assessment & diagnosis system based on children's performance, behavior & reaction in the above-mentioned four tests through an enormous and systematic design of a battery of visual & auditory distractions of different intensity levels, durations, and sequence. The system developed in this study is used to carry out a pilot trial on healthy volunteers and its functionalities are confirmed by the test results.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Forbell, Eric; Lange, Belinda; Buckwalter, John Galen; Williams, Josh; Sagae, Kenji; Traum, David
In: Healing War Trauma: A Handbook of Creative Approaches, pp. 238–250, Routledge, 2012.
Links | BibTeX | Tags: MedVR, UARC, Virtual Humans
@incollection{rizzo_simcoach_2012,
title = {SimCoach: An Online Intelligent Virtual Agent System for Breaking Down Barriers to Care for Service Members and Veterans},
author = {Albert Rizzo and Eric Forbell and Belinda Lange and John Galen Buckwalter and Josh Williams and Kenji Sagae and David Traum},
url = {http://ict.usc.edu/pubs/SimCoach-%20An%20Online%20Intelligent%20Virtual%20Agent%20System%20for%20Breaking%20Down%20Barriers%20to%20Care%20for%20Service%20Members%20and%20Veterans.pdf},
year = {2012},
date = {2012-11-01},
booktitle = {Healing War Trauma: A Handbook of Creative Approaches},
pages = {238–250},
publisher = {Routledge},
keywords = {MedVR, UARC, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Buckwalter, John Galen; John, Bruce Sheffield; Newman, Brad; Parsons, Thomas D.; Kenny, Patrick G.; Williams, Josh
In: Medicine Meets Virtual Reality, vol. 19, pp. 379–385, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_strive_2012,
title = {STRIVE: Stress Resilience in Virtual Environments: A Pre-Deployment VR System for Training Emotional Coping Skills and Assessing Chronic and Acute Stress Responses},
author = {Albert Rizzo and John Galen Buckwalter and Bruce Sheffield John and Brad Newman and Thomas D. Parsons and Patrick G. Kenny and Josh Williams},
url = {http://ict.usc.edu/pubs/STRIVE-%20Stress%20Resilience%20in%20Virtual%20Environments-%20A%20Pre-Deployment%20VR%20System%20for%20Training%20Emotional%20Coping%20Skills%20and%20Assessing%20Chronic%20and%20Acute%20Stress%20Responses.pdf},
year = {2012},
date = {2012-09-01},
journal = {Medicine Meets Virtual Reality},
volume = {19},
pages = {379–385},
abstract = {The incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel is creating a significant healthcare challenge. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive Virtual Reality (VR). Initial outcomes from open clinical trials have been positive and fully randomized controlled trials are currently in progress to further validate this approach. Based on our research group's initial positive outcomes using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, we have begun development in a similar VR-based approach to deliver stress resilience training with military service members prior to their initial deployment. The Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing Virtual Iraq/Afghanistan exposure therapy system) that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach for training a range of psychoeducational and cognitive-behavioral emotional coping strategies believed to enhance stress resilience. The STRIVE project aims to present this approach to service members prior to deployment as part of a program designed to better prepare military personnel for the types of emotional challenges that are inherent in the combat environment. During these virtual training experiences users are monitored physiologically as part of a larger investigation into the biomarkers of the stress response. One such construct, Allostatic Load, is being directly investigated via physiological and neuro-hormonal analysis from specimen collections taken immediately before and after engagement in the STRIVE virtual experience.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Courtney, Chris; Dawson, Michael E.
Psychophysiology to Assess Impact of Varying Levels of Simulation Fidelity in a Threat Environment Journal Article
In: Advances in Human-Computer Interaction, vol. 2012, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_psychophysiology_2012,
title = {Psychophysiology to Assess Impact of Varying Levels of Simulation Fidelity in a Threat Environment},
author = {Thomas D. Parsons and Albert Rizzo and Chris Courtney and Michael E. Dawson},
url = {http://ict.usc.edu/pubs/Psychophysiology%20to%20Assess%20Impact%20of%20Varying%20Levels%20of%20Simulation%20Fidelity%20in%20a%20Threat%20Environment.pdf},
doi = {10.1155/2012/831959},
year = {2012},
date = {2012-09-01},
journal = {Advances in Human-Computer Interaction},
volume = {2012},
abstract = {There are many virtual environments found in the serious game community that simulate real world scenarios. There is a broad range of fidelity and experimental controls among these serious games. An important component to most evaluations is the extent to which level of fidelity impacts the persons immersed in the serious game. While a great deal of virtual environment and serious game research has assessed the subjective state or feeling of the participant (e.g., the participant’s sense of presence) through the use of questionnaires, the current study examines participant experience by examining psychophysiological responses of participants to their surroundings. The primary goal in this study was evaluative: will a virtual environment with arousing contents result in increased sensory arousal if it is presented in a highly immersive configuration? A secondary goal of this study was to investigate the utility of our environment to offer varying levels of stimulus threat to impact the user’s experience of the virtual environment. Increased simulation fidelity in an arousing environment resulted in faster heart rates and increased startle eyeblink amplitudes, suggesting that higher fidelity scenarios had great efficacy related to sensory arousal.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen
Using Virtual Reality for Clinical Assessment and Intervention Book Section
In: Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice, 2012.
@incollection{rizzo_using_2012,
title = {Using Virtual Reality for Clinical Assessment and Intervention},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20Reality%20for%20Clinical%20Assessment%20and%20Intervention.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; John, Bruce Sheffield; Williams, Josh; Newman, Brad; Koenig, Sebastian; Lange, Belinda; Buckwalter, John Galen
Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality Journal Article
In: International Conference on Disability, Virtual Reality and Associated Technologies, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_stress_2012,
title = {Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality},
author = {Albert Rizzo and Bruce Sheffield John and Josh Williams and Brad Newman and Sebastian Koenig and Belinda Lange and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Stress%20resilience%20in%20virtual%20environments-%20training%20combat%20relevant%20emotional%20coping%20skills%20using%20virtual%20reality.pdf},
year = {2012},
date = {2012-09-01},
journal = {International Conference on Disability, Virtual Reality and Associated Technologies},
abstract = {The incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel has created a significant behavioral healthcare challenge. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive Virtual Reality (VR). Initial outcomes from open clinical trials have been positive and fully randomized controlled trials are currently in progress to further investigate the efficacy of this approach. Inspired by the initial success of this research using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, our group has begun developing a similar VR-based approach to deliver stress resilience training with military service members prior to their initial deployment. The STress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing Virtual Iraq/Afghanistan PTSD exposure therapy system) that are part of a multi-episode interactive narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach for delivering psychoeducational material, stress management techniques and cognitive-behavioral emotional coping strategies believed to enhance stress resilience. The STRIVE project aims to present this approach to service members prior to deployment as part of a program designed to better prepare military personnel for the types of emotional challenges that are inherent in the combat environment. During these virtual training experiences users are monitored physiologically as part of a larger investigation into the biomarkers of the stress response. One such construct, Allostatic Load, is being directly investigated via physiological and neuro-hormonal analysis from specimen collections taken immediately before and after engagement in the STRIVE virtual experience. This paper describes the development and evaluation of the Virtual Iraq/Afghanistan Exposure Therapy system and then details its current transition into the STRIVE tool for pre-deployment stress resilience training. We hypothesize that VR stress resilience training with service members in this format will better prepare them for the emotional stress of a combat deployment and could subsequently reduce the later incidence of PTSD and other psychosocial health conditions.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kang, Sin-Hwa; Rizzo, Albert; Gratch, Jonathan
Understanding the Nonverbal Behavior of Socially Anxious People during Intimate Self-disclosure Proceedings Article
In: The 11th International Conference on Intelligent Virtual Agents (IVA), Santa Cruz, CA, 2012.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kang_understanding_2012,
title = {Understanding the Nonverbal Behavior of Socially Anxious People during Intimate Self-disclosure},
author = {Sin-Hwa Kang and Albert Rizzo and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Understanding%20the%20Nonverbal%20Behavior%20of%20Socially%20Anxious%20People%20during%20Intimate%20Self-disclosure.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {The 11th International Conference on Intelligent Virtual Agents (IVA)},
address = {Santa Cruz, CA},
abstract = {This study explores the types of nonverbal behavior exhibited by socially anxious users over the course of an interview with virtual agent counselors that talked about themselves. The counselors provided self-disclosure using human back stories or computer back stories. The video data was collected from a previous study. We defined nine types of nonverbal behavior to investigate the associations between the types of nonverbal behavior and users’ anxiety levels. The results of preliminary data analysis show that five features out of the nine features are positively correlated with different levels of users’ anxiety in the “computer back stories” condition. These five types of nonverbal behavior are gaze aversion, moving arms and hands, constant rocking, shaking a head, and fidgeting arms and hands. There are no significant relationships between the kinds of nonverbal behavior and users’ anxiety levels in the “human back stories” condition.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Carlozzi, Noelle E.; Gade, Venkata; Rizzo, Albert; Tulsky, David S.
Using Virtual Reality Driving Simulators in Persons with Spinal Cord Injury: Three screen display versus head mounted display Journal Article
In: Disability and Rehabilitation: Assistive Technology, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{carlozzi_using_2012,
title = {Using Virtual Reality Driving Simulators in Persons with Spinal Cord Injury: Three screen display versus head mounted display},
author = {Noelle E. Carlozzi and Venkata Gade and Albert Rizzo and David S. Tulsky},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20Reality%20Driving%20Simulators%20in%20Persons%20with%20Spinal%20Cord%20Injury-%20Three%20screen%20display%20versus%20head%20mounted%20display.pdf},
year = {2012},
date = {2012-07-01},
journal = {Disability and Rehabilitation: Assistive Technology},
abstract = {Purpose: Virtual reality (VR) is a relatively new technology that is currently utilized in a wide variety of settings to test and train individuals in specialized skills. This study examines methods for improving driver retraining protocols for persons with spinal cord injury (SCI). Method: We compared a VR driving simulator, under two different display conditions, a head mounted display (HMD) and a three screen display (TSD) to identify the best method for retraining driving skills following SCI. Results: Although there was minimal evidence for driving performance difficulties in the HMD condition relative to the TSD condition (e.g. greater number of times for being off course and longer stopping latencies for the HMD condition), rates of simulator sickness did not differ between display conditions. Conclusions: Taken together, findings suggest that both the HMD and the TSD are reasonable simulator options for driver retraining in SCI.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
In: International Journal of Gaming and Computer-Mediated Simulations, vol. 4, no. 3, pp. 1–19, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{talbot_sorting_2012,
title = {Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sorting%20Out%20the%20Virtual%20Patient-%20How%20to%20Exploit%20Artificial%20Intelligence,%20Game%20Technology%20and%20Sound%20Educational%20Practices%20to%20Create%20Engaging%20Role-Playing%20Simulations.pdf},
year = {2012},
date = {2012-07-01},
journal = {International Journal of Gaming and Computer-Mediated Simulations},
volume = {4},
number = {3},
pages = {1–19},
abstract = {Since Dr. Howard Browns (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, 1966). With the now ubiquitous use of computers in medicine, interest and effor have expanded in the area of Virtual Patients (VPs). One problem in trying to understand VPs is that there are several quite distinct educational approaches that are all called a 'virtual patient.' This article is not a general review of virtual patients as current reviews of excellent quality exist (Poulton & Balasubramanian, 2011; Cook & Triola, 2009). Also, research that demonstrates the efficacy of virtual patients is ample (Triola, et al., 2006). This article assesses the different kinds of things the authors call "virtual patients", which are often mutually exclusive approaches, then analyzes their interaction structure or 'game-play', and considers the best use scenarios for that design strategy. This article also explores dialogue-based conversational agents as virtual patients and the technology approaches over the course of a medical encounter and recommend th eoptimal technology for the type of encounter desired.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Morbini, Fabrizio; Forbell, Eric; DeVault, David; Sagae, Kenji; Traum, David; Rizzo, Albert
A Mixed-Initiative Conversational Dialogue System for Healthcare Proceedings Article
In: SIGdial, Seoul, South Korea, 2012.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{morbini_mixed-initiative_2012,
title = {A Mixed-Initiative Conversational Dialogue System for Healthcare},
author = {Fabrizio Morbini and Eric Forbell and David DeVault and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Mixed-Initiative%20Conversational%20Dialogue%20System%20for%20Healthcare.pdf},
year = {2012},
date = {2012-07-01},
booktitle = {SIGdial},
address = {Seoul, South Korea},
abstract = {We present a mixed initiative conversational dialogue system designed to address primarily mental health care concerns related to military deployment. It is supported by a new information-state based dialogue manager, FLoReS (Forward-Looking, Reward Seeking dialogue manager), that allows both advanced, flexible, mixed initiative interaction, and efficient policy creation by domain experts. To easily reach its target population this dialogue system is accessible as a web application.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
McLay, Robert N.; Graap, Ken; Spira, James; Perlman, Karen; Johnston, Scott; Rothbaum, Barbara O.; Difede, JoAnn; Deal, William; Oliver, David; Baird, Alicia; Bordnick, Patrick; Spitalnick, Josh; Pyne, Jeffrey M.; Rizzo, Albert
In: Military Medicine, vol. 177, pp. 635–642, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{mclay_development_2012,
title = {Development and Testing of Virtual Reality Exposure Therapy for Post Traumatic Stress Disorder in Active Duty Service Members who Served in Iraq and Afghanistan},
author = {Robert N. McLay and Ken Graap and James Spira and Karen Perlman and Scott Johnston and Barbara O. Rothbaum and JoAnn Difede and William Deal and David Oliver and Alicia Baird and Patrick Bordnick and Josh Spitalnick and Jeffrey M. Pyne and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20and%20Testing%20of%20Virtual%20Reality%20Exposure%20Therapy%20for%20Post%20Traumatic%20Stress%20Disorder%20in%20Active%20Duty%20Service%20Members%20who%20Served%20in%20Iraq%20and%20Afghanistan.pdf},
year = {2012},
date = {2012-06-01},
journal = {Military Medicine},
volume = {177},
pages = {635–642},
abstract = {This study was an open-label, single-group, treatment-development project aimed at developing and testing a method for applying virtual reality exposure therapy (VRET) to active duty service members diagnosed with combat PTSD. 42 service members with PTSD were enrolled, and 20 participants completed treatment. The PTSD Checklist - Military version, Patient Health Questionnaire-9 for depression, and the Beck Anxiety Inventory were used as outcome measures. Of those who completed post-treatment assessment, 75% had experienced at least a 50% reduction in PTSD symptoms and no longer met DSM-IV criteria for PTSD at post treatment. Average PSTD scores decreased by 50.4%, depression scores by 46.6%, and anxiety scores by 36%. Intention-to-treat analyses showed that statistically significant improvements in PTSD, depression, and anxiety occurred over the course of treatment and were maintained at follow up. There were no adverse events associated with VRET treatment. This study provides preliminary support for the use of VRET in combat-related PTSD. Further study will be needed to determine the wider utility of the method and to determine if it offers advantages over other established PTSD treatment modalities.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Chang, Chien-Yen; Lange, Belinda; Zhang, Mi; Koenig, Sebastian; Requejo, Phil; Somboon, Noom; Sawchuk, Alexander A.; Rizzo, Albert
Towards Pervasive Physical Rehabilitation Using Microsoft Kinect Proceedings Article
In: The 6th International Conference on Pervasive Computing Technologies for Healthcare, San Diego, CA, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{chang_towards_2012,
title = {Towards Pervasive Physical Rehabilitation Using Microsoft Kinect},
author = {Chien-Yen Chang and Belinda Lange and Mi Zhang and Sebastian Koenig and Phil Requejo and Noom Somboon and Alexander A. Sawchuk and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Towards%20Pervasive%20Physical%20Rehabilitation%20Using%20Microsoft%20Kinect.pdf},
year = {2012},
date = {2012-05-01},
booktitle = {The 6th International Conference on Pervasive Computing Technologies for Healthcare},
address = {San Diego, CA},
abstract = {The use of Virtual Reality technology for developing tools for rehabilitation has attracted significant interest in the physical therapy arena. This paper presents a comparison of motion tracking performance between the low-cost Microsoft Kinect and the high fidelity OptiTrack optical system. Data is collected on six upper limb motor tasks that have been incorporated into a game-based rehabilitation application. The experiment results show that Kinect can achieve competitive motion tracking performance as OptiTrack and provide “pervasive” accessibility that enables patients to take rehabilitation treatment in clinic and home environment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnel, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert
Designing informed game-bases rehabilitation tasks leveraging advances in virtual reality Journal Article
In: Disability and Rehabilitation, 2012.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@article{lange_designing_2012,
title = {Designing informed game-bases rehabilitation tasks leveraging advances in virtual reality},
author = {Belinda Lange and Sebastian Koenig and Chien-Yen Chang and Eric McConnel and Evan Suma and Mark Bolas and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20informed%20game-bases%20rehabilitation%20tasks%20leveraging%20advances%20in%20virtual%20reality.pdf},
year = {2012},
date = {2012-04-01},
journal = {Disability and Rehabilitation},
abstract = {This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Key messages and implications: Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in- home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. Conclusion: The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for “good” interactive rehabilitation tasks could radically improve users’ access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Courtney, Chris; Rizzo, Albert; Armstrong, Christina; Edwards, Joseph; Reger, Greg
Virtual Reality Paced Serial Assessment Test for Neuropsychological Assessment of a Military Cohort Journal Article
In: Medicine Meets Virtual Reality, vol. 19, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_virtual_2012,
title = {Virtual Reality Paced Serial Assessment Test for Neuropsychological Assessment of a Military Cohort},
author = {Thomas D. Parsons and Chris Courtney and Albert Rizzo and Christina Armstrong and Joseph Edwards and Greg Reger},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Paced%20Serial%20Assessment%20Test%20for%20Neuropsychological%20Assessment%20of%20a%20Military%20Cohort.pdf},
year = {2012},
date = {2012-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {19},
abstract = {The assessment and treatment of traumatic brain injury (TBI) has become a difficult challenge for the DoD medical health system. Clinical neuropsychologists are being asked to make statements regarding a soldier's functional skills, ability to return to active duty, and competence in tasks of community living. Given the increasing prevalence of blast injuries to the head, and the fact that many brain injuries may have no external marker of injury, there is need for researching innovative assessment methods in detecting blast-related brain injury. To address these issues, two virtual reality-based Paced Auditory/Visual Serial Addition Tests (PA/VSAT) were developed that involve the participant being immersed in a Virtual Middle Eastern City as serial addition stimuli are presented. This study is an initial validation of the VRPASAT and VRPVSAT as assessments of neurocognitive functioning. When compared to the paper-and-pencil version of the test, as well as the Automated Neuropsychological Assessment Metrics, the VRPASAT and VRPVSAT appear to have enhanced capacity for providing an indication of a participant's performance while immersed in a military relevant simulation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Bioulac, Stephanie; Lallemand, Stephanie; Rizzo, Albert; Philip, Pierre; Fabrigoule, Colette; Bouvard, Manuel Pierre
Impact of time on task on ADHD patient's performances in a virtual classroom Journal Article
In: European Journal of Paediatric Neurology, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{bioulac_impact_2012,
title = {Impact of time on task on ADHD patient's performances in a virtual classroom},
author = {Stephanie Bioulac and Stephanie Lallemand and Albert Rizzo and Pierre Philip and Colette Fabrigoule and Manuel Pierre Bouvard},
url = {http://ict.usc.edu/pubs/Impact%20of%20time%20on%20task%20on%20ADHD%20patient's%20performances%20in%20a%20virtual%20classroom.pdf},
doi = {10.1016/j.ejpn.2012.01.006},
year = {2012},
date = {2012-01-01},
journal = {European Journal of Paediatric Neurology},
abstract = {Background: Use of virtual reality tool is interesting for the evaluation of Attention Deficit/ Hyperactivity Disorder (ADHD) patients. The virtual environment offers the opportunity to administer controlled task like the typical neuropsychological tools, but in an environment much more like standard classroom. Previous studies showed that a virtual classroom was able to distinguish performances of children with and without ADHD, but the evolution of performances over time has not been explored. The aim of this work was to study time on task effects on performances of ADHD children compared to controls in a virtual classroom (VC). Methods: 36 boys aged from 7 to 10 years completed the virtual classroom task. We compared the performance of the children diagnosed with ADHD with those of the control children. We also compared attentional performances recorded in the virtual classroom with measures of the Continuous Performance Test (CPT II). Results: Our results showed that patients differ from control subjects in term of time effect on performances. If controls sustained performances over time in the virtual reality task, ADHD patients showed a significant performance decrement over time. Performances at the VC correlated with CPT II measures. Conclusion: ADHD children are vulnerable to a time on task effect on performances which could explain part of their difficulties. Virtual reality is a reliable method to test ADHD children ability to sustain performances over time.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen; Lange, Belinda; Kenny, Patrick G.
A New Generation of Intelligent Virtual Patients for Clinical Training Journal Article
In: American Behavioral Scientist, 2012.
Abstract | Links | BibTeX | Tags: MedVR
@article{rizzo_new_2012,
title = {A New Generation of Intelligent Virtual Patients for Clinical Training},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter and Belinda Lange and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/A%20New%20Generation%20of%20Intelligent%20Virtual%20Patients%20for%20Clinical%20Training-ABS.pdf},
year = {2012},
date = {2012-01-01},
journal = {American Behavioral Scientist},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the “birth” of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual human representations can be designed to perceive and act in a 3D virtual world, engage in face-to-face spoken dialogues with real users (and other virtual humans) and in some cases, they are capable of exhibiting human-like emotional reactions. This paper will present a brief rationale and overview of their use in clinical training and then detail our work developing and evaluating artificially intelligent virtual humans for use as virtual standardized patients in clinical training with novice clinicians. We also discuss a new project that uses a virtual human as an online guide for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, we have had success in the initial creation of virtual humans that can credibly mimic the content and interaction of a patient with a clinical disorder for training purposes. As technical advances continue, this capability is expected to have a significant impact on how clinical training is conducted in psychology and medicine.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2011
Rizzo, Albert; Lange, Belinda; Suma, Evan; Bolas, Mark
Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes Journal Article
In: Journal of Diabetes Science and Technology, vol. 5, no. 2, pp. 256–264, 2011.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@article{rizzo_virtual_2011,
title = {Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes},
author = {Albert Rizzo and Belinda Lange and Evan Suma and Mark Bolas},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20and%20Interactive%20Digital%20Game%20Technology-%20New%20Tools%20to%20Address%20Obesity%20and%20Diabetes.pdf},
year = {2011},
date = {2011-03-01},
journal = {Journal of Diabetes Science and Technology},
volume = {5},
number = {2},
pages = {256–264},
abstract = {The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movementbased interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {article}
}
Suma, Evan; Lange, Belinda; Rizzo, Albert; Krum, David M.; Bolas, Mark
FAAST: The Flexible Action and Articulated Skeleton Toolkit Proceedings Article
In: IEEE Virtual Reality, pp. 245–246, Singapore, 2011.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@inproceedings{suma_faast_2011,
title = {FAAST: The Flexible Action and Articulated Skeleton Toolkit},
author = {Evan Suma and Belinda Lange and Albert Rizzo and David M. Krum and Mark Bolas},
url = {http://ict.usc.edu/pubs/FAAST-%20The%20Flexible%20Action%20and%20Articulated%20Skeleton%20Toolkit.pdf},
year = {2011},
date = {2011-03-01},
booktitle = {IEEE Virtual Reality},
pages = {245–246},
address = {Singapore},
abstract = {The Flexible Action and Articulated Skeleton Toolkit (FAAST) is middleware to facilitate integration of full-body control with virtual reality applications and video games using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect). FAAST incorporates a VRPN server for streaming the user's skeleton joints over a network, which provides a convenient interface for custom virtual reality applications and games. This body pose information can be used for goals such as realistically puppeting a virtual avatar or controlling an on-screen mouse cursor. Additionally, the toolkit also provides a configurable input emulator that detects human actions and binds them to virtual mouse and keyboard commands, which are sent to the actively selected window. Thus, FAAST can enable natural interaction for existing off-the-shelf video games that were not explicitly developed to support input from motion sensors. The actions and input bindings are configurable at run-time, allowing the user to customize the controls and sensitivity to adjust for individual body types and preferences. In the future, we plan to substantially expand FAAST’s action lexicon, provide support for recording and training custom gestures, and incorporate real-time head tracking using computer vision techniques.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {inproceedings}
}
Wu, Dongrui; Parsons, Thomas D.
Inductive Transfer Learning for Handling Individual Differences in Affective Computing Book Section
In: Lecture Notes in Computer Science, vol. 6975, pp. 142–151, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{wu_inductive_2011,
title = {Inductive Transfer Learning for Handling Individual Differences in Affective Computing},
author = {Dongrui Wu and Thomas D. Parsons},
url = {http://www.ict.usc.edu/pubs/Inductive%20Transfer%20Learning%20for%20Handling%20Individual%20Differences%20in%20Affective%20Computing.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Lecture Notes in Computer Science},
volume = {6975},
pages = {142–151},
abstract = {Although psychophysiological and affective computing ap- proaches may increase facility for development of the next generation of human-computer systems, the data resulting from research studies in affective computing include large individual differences. As a result, it is important that the data gleaned from an affective computing system be tailored for each individual user by re-tuning it using user-specific train- ing examples. Given the often time-consuming and/or expensive nature of efforts to obtain such training examples, there is a need to either 1) minimize the number of user-specific training examples required; or 2) to maximize the learning performance through the incorporation of auxiliary training examples from other subjects. In [11] we have demon- strated an active class selection approach for the first purpose. Herein we use transfer learning to improve the learning performance by com- bining user-specific training examples with auxiliary training examples from other subjects, which are similar but not exactly the same as the user-specific training examples. We report results from an arousal classifi- cation application to demonstrate the effectiveness of transfer learning in a Virtual Reality Stroop Task designed to elicit varying levels of arousal.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Parsons, Thomas D.; Courtney, Chris; Arizmendi, Brian; Dawson, Michael E.
Virtual Reality Stroop Task for Neurocognitive Assessment Journal Article
In: Studies in Health Technology and Informatics, vol. 143, pp. 433–439, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{parsons_virtual_2011,
title = {Virtual Reality Stroop Task for Neurocognitive Assessment},
author = {Thomas D. Parsons and Chris Courtney and Brian Arizmendi and Michael E. Dawson},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Stroop%20Task%20for%20Neurocognitive%20Assessment.pdf},
doi = {10.3233/978-1-60750-706-2-433},
year = {2011},
date = {2011-01-01},
journal = {Studies in Health Technology and Informatics},
volume = {143},
pages = {433–439},
abstract = {Given the prevalence of traumatic brain injury (TBI), and the fact that many mild TBIs have no external marker of injury, there is a pressing need for innovative assessment technology. The demand for assessment that goes beyond traditional paper-and-pencil testing has resulted in the use of automated cognitive testing for increased precision and efficiency; and the use of virtual environment technology for enhanced ecological validity and increased function-based assessment. To address these issues, a Virtual Reality Stroop Task (VRST) that involves the subject being immersed in a virtual Humvee as Stroop stimuli appear on the windshield was developed. This study is an initial validation of the VRST as an assessment of neurocognitive functioning. When compared to the paper-and pencil, as well as Automated Neuropsychological Assessment Metrics versions of the Stroop, the VRST appears to have enhanced capacity for providing an indication of a participant's reaction time and ability to inhibit a prepotent response while immersed in a military relevant simulation that presents psychophysiologically arousing high and low threat stimuli.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Ershow, Abby G.; Peterson, Charles M.; Riley, William T.; Rizzo, Albert; Wansink, Brian
Virtual Reality Technologies for Research and Education in Obesity and Diabetes: Research Needs and Opportunities Journal Article
In: Journal of Diabetes Science and Technology, vol. 5, no. 2, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@article{ershow_virtual_2011,
title = {Virtual Reality Technologies for Research and Education in Obesity and Diabetes: Research Needs and Opportunities},
author = {Abby G. Ershow and Charles M. Peterson and William T. Riley and Albert Rizzo and Brian Wansink},
url = {http://www.ict.usc.edu/pubs/Virtual%20Reality%20Technologies%20for%20Research%20and%20Education%20in%20Obesity%20and%20Diabetes.pdf},
year = {2011},
date = {2011-01-01},
journal = {Journal of Diabetes Science and Technology},
volume = {5},
number = {2},
abstract = {Author Affiliations: 1Division of Cardiovascular Sciences, National Heart, Lung, and Blood Institute, National Institutes of Health, Bethesda, Maryland; 2Telemedicine and Advanced Technology Research Center, U.S. Army Medical Research and Materiel Command, Department of Defense, Fort Detrick, Maryland; 3Institute for Creative Technologies, Department of Psychiatry, and School of Gerontology, University of Southern California, Playa Vista, California; and 4Charles H. Dyson School of Applied Economics and Management, College of Agriculture and Life Sciences, Cornell University, Ithaca, New York Abbreviations: (3D) three-dimensional, (BMI) body mass index, (HMD) head-mounted display, (SOC) standard of care, (VE) virtual environment, (VR) virtual reality Keywords: behavior, diabetes, health education, obesity, simulation, virtual reality Corresponding Author: Abby G. Ershow, Sc.D., Division of Cardiovascular Sciences, National Heart, Lung, and Blood Institute, Two Rockledge Center, MSC 7956, 6701 Rockledge Drive, Bethesda, MD 20892; email address ershowa@nhlbi.nih.gov Abstract The rising rates, high prevalence, and adverse consequences of obesity and diabetes call for new approaches to the complex behaviors needed to prevent and manage these conditions. Virtual reality (VR) technologies, which provide controllable, multisensory, interactive three-dimensional (3D) stimulus environments, are a potentially valuable means of engaging patients in interventions that foster more healthful eating and physical activity patterns. Furthermore, the capacity of VR technologies to motivate, record, and measure human performance represents a novel and useful modality for conducting research. This article summarizes background information and discussions for a joint July 2010 National Institutes of Health – Department of Defense workshop entitled Virtual Reality Technologies for Research and Education in Obesity and Diabetes. The workshop explored the research potential of VR technologies as tools for behavioral and neuroscience studies in diabetes and obesity, and the practical potential of VR in fostering more effective utilization of diabetes- and obesity-related nutrition and lifestyle information. Virtual reality technologies were considered especially relevant for fostering desirable health-related behaviors through motivational reinforcement, personalized teaching approaches, and social networking. Virtual reality might also be a means of extending the availability and capacity of health care providers. Progress in the field will be enhanced by further developing available platforms and taking advantage of VR’s capabilities as a research tool for well-designed hypothesis-testing behavioral science. Multidisciplinary collaborations are needed between the technology industry and academia, and among researchers in biomedical, behavioral, pedagogical, and computer science disciplines. Research priorities and funding opportunities for use of VR to improve prevention and management of obesity and diabetes can be found at agency websites (National Institutes of Health: http://grants.nih.gov/grants/guide/index.html; Department of Defense: www.tatrc.org).},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Lange, Belinda; Buckwalter, John Galen; Forbell, Eric; Kim, Julia; Sagae, Kenji; Williams, Josh; Rothbaum, Barbara O.; Difede, JoAnn; Reger, Greg; Parsons, Thomas D.; Kenny, Patrick G.
An Intelligent Virtual Human System for Providing Healthcare Information and Support Journal Article
In: Medicine Meets Virtual Reality, vol. 18, pp. 503–509, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_intelligent_2011,
title = {An Intelligent Virtual Human System for Providing Healthcare Information and Support},
author = {Albert Rizzo and Belinda Lange and John Galen Buckwalter and Eric Forbell and Julia Kim and Kenji Sagae and Josh Williams and Barbara O. Rothbaum and JoAnn Difede and Greg Reger and Thomas D. Parsons and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/An%20Intelligent%20Virtual%20Human%20System%20for%20Providing%20Healthcare%20Information%20and%20Support.pdf},
doi = {10.3233/978-1-60750-706-2-503},
year = {2011},
date = {2011-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {18},
pages = {503–509},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the "birth" of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual humans can be designed to perceive and act in a 3D virtual world, engage in spoken dialogues with real users and can be capable of exhibiting human-like emotional reactions. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. The SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare and general personal welfare and encourage them to take the next step towards seeking more formal resources if needed.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Reger, Greg; Parsons, Thomas D.; Gahm, Greg; Rizzo, Albert
Virtual Reality Assessment of Cognitive Functions: A Promising Tool to Improve Ecological Validity Journal Article
In: Brain Injury Professional, vol. 7, pp. 24–26, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{reger_virtual_2011,
title = {Virtual Reality Assessment of Cognitive Functions: A Promising Tool to Improve Ecological Validity},
author = {Greg Reger and Thomas D. Parsons and Greg Gahm and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Assessment%20of%20Cognitive%20Functions.pdf},
year = {2011},
date = {2011-01-01},
journal = {Brain Injury Professional},
volume = {7},
pages = {24–26},
abstract = {Military service in Iraq and Afghanistan comes with the risk of exposure to improvised explosive devices (IEDs), vehicle borne IEDs, rockets, mortars and other blasts. Vehicle roll-over accidents, small arms fire and other non-battle injuries also occur. Accordingly, service members deployed in support of Operation Iraqi Freedom and Operation Enduring Freedom are at increased risk of traumatic brain injuries (TBIs). Since 2000, over 169,000 service members have been diagnosed with a TBI1 (Department of Defense, 2010) and the RAND Corporation reported that nearly one in five service members who deployed to Iraq or Afghanistan reported a probable TBI (Tanielian and Jaycox, 2008).2 Although mild TBIs, or concussions, typically result in full recovery following a brief period of time, more serious injuries can result in new symptoms or changes in functioning and behavior. Some of these changes occur in cognitive domains such as attention, memory, executive functions, language, spatial abilities and psychomotor skills. These changes are usually documented with paper and pencil tests that compare the service member's cognitive performance to that of their peers. For the comparison to be valid, these tests must be administered in a similar manner to that used to determine the norms – typically quiet, well-controlled environments that minimize distractions and maximize best effort. Cognitive tests can serve a number of clinical purposes including accurate diagnosis, informing the level of care a patient requires, treatment planning and treatment evaluation (Lezak, et al., 2004).3 Repeated assessments can also characterize the nature of the injury and document any changes over time. Providers in both civilian and military contexts have increasingly been asked to use neuropsychological test performances to make recommendations about patients' everyday functioning (Lynch, 2008).4 In the civilian sector, these questions may relate to driving or activities of daily living, whereas clinicians working in the deployed environment or at military treatment facilities may use cognitive assessments to inform questions related to fitness for duty. For example, deployed commanders may have referral questions related to the safety of personnel to perform basic tactical skills. On the home front, military neuropsychologists may be consulted as part of a "fitness for duty" evaluation that is conducted when impairments significantly interfere with work performance. In addition, there is increasing interest in the assessment of the severity of functional impairment following TBI. The complexity and lethality of modern warfare place great demands on a service member's neurocognitive resources. At varying levels of threat, service members must be able to exercise control of cognitive functions. It may be challenging to interpret the results of traditional cognitive assessment tools to answer military specific questions. With tremendous individual variability in responses to stress, how well does performance during a well-controlled cognitive assessment predict performance during the stresses of war? It is not known, for example, how well a service member with low average mental efficiency or processing speed following a TBI will react to fire during a tactical convoy. Is this individual fit for combat duty? What kind of performance is required on cognitive tests for a service member to be judged fit to man an automatic weapon during a convoy? Following a mild TBI, how do we assess the functional impairment of service members whose occupational environment has significant, unpredictable low and high intensity stress? Hence, for a measure to be relevant to an assessment of service member neurocognitive functioning, it should provide some indication of a service member's cognitive performance within high and low threat settings. Questions such as these relate to concerns about tests' ecological validity – the degree to which performance on cognitive tests accurately predict future behavior in the real world. Although some tests have demonstrated evidence of ecological validity5 (Strauss, et al., 2006). developments in the area of virtual reality may offer new opportunities to improve ecological validity and inform key questions related to the post- TBI assessment of service members.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Lange, Belinda; Rizzo, Albert; Chang, Chien-Yen; Suma, Evan; Bolas, Mark
Markerless Full Body Tracking: Depth-Sensing Technology within Virtual Environments Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2011.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@inproceedings{lange_markerless_2011,
title = {Markerless Full Body Tracking: Depth-Sensing Technology within Virtual Environments},
author = {Belinda Lange and Albert Rizzo and Chien-Yen Chang and Evan Suma and Mark Bolas},
url = {http://ict.usc.edu/pubs/Markerless%20Full%20Body%20Tracking-%20Depth-Sensing%20Technology%20within%20Virtual%20Environments.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Over the last decade there has been growing recognition of the potential value of virtual reality and game technology for creating a new generation of tools for advancing rehabilitation, training and exercise activities. However, until recently the only way people could interact with digital games and virtual reality simulations, was by using relatively constrained gamepad, joystick and keyboard interface devices. Thus, rather than promoting physical activity, these modes of interaction encourage a more sedentary approach to playing games, typically while seated on the couch or in front of a desk. More complex and expensive motion tracking systems enable immersive interactions but are only available at restricted locations and are not readily available in the home setting. Recent advances in video game technology have fueled a proliferation of low-cost devices that can sense the user's motion. This paper will present and discuss three potential applications of the new depth-sensing camera technology from PrimeSense and Microsoft Kinect. The paper will outline the technology underlying the sensor, the development of our open source middleware allowing developers to make applications, and provide examples of applications that enhance interaction within virtual environments and game-based training/rehabilitation tools. The PrimeSense or Kinect sensors, along with open source middleware, provide markerless full-body tracking on a conventional PC using a single plug and play USB sensor. This technology provides a fully articulated skeleton that digitizes the user's body pose and directly quantizes their movements in real time without encumbering the user with tracking devices or markers. We have explored the integration of the depth sensing technology and middleware within three applications: 1) virtual environments, 2) gesture controlled PC games, 3) a game developed to target specific movements for rehabilitation. The benefits of implementing this technology in these three areas demonstrate the potential to provide needed applications for modern-day warfighters.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.
In: Systems in Health Care Using Agents and Virtual Reality, Springer-Verlag, Germany, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{parsons_neuropsychological_2011,
title = {Neuropsychological Assessment using Virtual Environments: Enhanced Assessment Technology for Improved Ecological Validity},
author = {Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Neuropsychological%20Assessment%20Using%20Virtual%20Environments-%20Enhanced%20Assessment%20Technology%20for%20Improved%20Ecological%20Validity.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Systems in Health Care Using Agents and Virtual Reality},
publisher = {Springer-Verlag},
address = {Germany},
abstract = {Although today's neuropsychological assessment procedures are widely used, neuropsychologists have been slow to embrace technological advancements. Two essential limitations have resulted from this refusal of technological adaptation: First, current neuropsychological assessment procedures represent a technology that has barely changed since the first scales were developed in the early 1900s. Second, while the historical purpose of clinical neuropsychology was differential diagnosis of brain pathology, technological advances in other clinical neurosciences have changed the neuropsychologist's role to that of making ecologically valid predictions about the impact of a given patient's neurocognitive abilities and disabilities on everyday functioning. After a brief discussion of current applications of computer-based neuropsychological assessment, there is a discussion of an increasingly important topic in recent decades–the design of ecologically valid neuropsychological instruments to address real world outcomes. Finally, there is an exploration of virtual reality environments for ecologically valid neuropsychological assessments that make use of current technological advances. It is concluded that a future possible virtual reality-based neuropsychological assessment battery will combine the control and rigor of technologically advanced computerized laboratory measures, the psychometric rigor (i.e., veridicality) of traditional paper-and-pencil assessments, and verisimilitude approximating real life situations.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Parsons, Thomas D.
Virtual Simulations and the Second Life Metaverse: Paradigm Shift in Neuropsychological Assessment Book Section
In: Virtual Worlds, Second Life and Metaverse Platforms: New Communication and Identity Paradigms, pp. 234–250, IGI Global, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{parsons_virtual_2011-1,
title = {Virtual Simulations and the Second Life Metaverse: Paradigm Shift in Neuropsychological Assessment},
author = {Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Virtual%20Simulations%20and%20the%20Second%20Life%20Metaverse.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Virtual Worlds, Second Life and Metaverse Platforms: New Communication and Identity Paradigms},
pages = {234–250},
publisher = {IGI Global},
abstract = {In neuropsychology's received paradigm, the "normal science" of assessment and treatment planning appears to be approaching a paradigm shift: first, there are the general developments in other neurosci- ences that inform the practice of neuropsychological assessment. Second, there is the shift in the purpose of neuropsychological assessment from differential diagnosis of brain pathology to predictions about activities of everyday functioning and treatment planning. Third, there is growing need that neuropsy- chologists update their outdated technology for ecologically valid assessments. The impending paradigm shift may be well served to include the utility of virtual worlds for ecologically valid neuropsychological assessments. Actualization of the potential of virtual worlds for assessment will require the following: comparisons with well-validated neuropsychological measures, data storage, improved documentation of specific computer hardware and software used in experimental methods, and enhanced methods and result reporting by the researchers publishing studies on virtual worlds.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Gilboa, Yafit; Rosenblum, Sara; Fattal-Valevski, Aviva; Toledano-Alhadef, Hagit; Rizzo, Albert; Josman, Naomi
Describing the attention deficit profile of children with neurofibromatosis type 1 using a virtual classroom environment Proceedings Article
In: Proceedings of the 2011 International Conference on Virtual Rehabilitation, Zurich, Switzerland, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{gilboa_describing_2011,
title = {Describing the attention deficit profile of children with neurofibromatosis type 1 using a virtual classroom environment},
author = {Yafit Gilboa and Sara Rosenblum and Aviva Fattal-Valevski and Hagit Toledano-Alhadef and Albert Rizzo and Naomi Josman},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=5971826},
year = {2011},
date = {2011-01-01},
booktitle = {Proceedings of the 2011 International Conference on Virtual Rehabilitation},
address = {Zurich, Switzerland},
abstract = {The objective of this study was to describe the nature of the attention deficits in children with NF1 in comparison with typically developed children using the Virtual Classroom (VC). Twenty nine NF1 children and 25 age-and gender-matched controls, aged 8 –16 were assessed in a VC. Parent ratings on the Conners' Parent Rating Scales-Revised; Long (CPRS-R:L) questionnaire was used to monitor for ADHD. Significant differences were found between the NF1 and control groups on the number of targets correctly identified and the number of commission errors in the VC, with NF1 children performing poorer (p< 0.005). Significant correlations were found between total correct hit and the cognitive problems/inattention scale and two indexes of the CPRS-R:L (the DSM-IV Symptom Subscales and on the ADHD Index). The attention profile of NF1 children include deficits in sustained attention and impulsivity. These results suggest that the VC is a sensitive and ecologically valid assessment tool to aid in the diagnosis of attention deficits among children with NF1},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Requejo, Phil; Winstein, Carolee J.; Lange, Belinda; Ragusa, Gisele; Merians, Alma; Patton, James; Banerjee, Pat; Aisen, Mindy
NIDRR Perspectives on VR Applications for Addressing the Needs of those Aging with and into Disability Book Section
In: Technology and Informatics, pp. 510–516, IOS Press, Amsterdam, The Netherlands, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{rizzo_nidrr_2011,
title = {NIDRR Perspectives on VR Applications for Addressing the Needs of those Aging with and into Disability},
author = {Albert Rizzo and Phil Requejo and Carolee J. Winstein and Belinda Lange and Gisele Ragusa and Alma Merians and James Patton and Pat Banerjee and Mindy Aisen},
url = {http://ict.usc.edu/pubs/NIDRR%20Perspectives%20on%20VR%20Applications.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Technology and Informatics},
pages = {510–516},
publisher = {IOS Press},
address = {Amsterdam, The Netherlands},
abstract = {As persons with disabilities age, progressive declines in health and medical status can challenge the adaptive resources required to maintain functional independence and quality of life [1]. These challenges are further compounded by economic factors, medication side effects, loss of a spouse or caregiver, and psychosocial disorders [1-2]. The gradual loss of functional independence and increased reliance on others for transportation, access to general medical and rehabilitation care can be jeopardized [2]. The combination of these factors when seen in the context of the average increase in lifespan in industrialized societies has lead to a growing crisis that is truly global in proportion. While research indicates that functional motor capacity can be improved, maintained, or recovered via consistent participation in a motor exercise and rehabilitation regimen [3], independent adherence to such preventative and/or rehabilitative programming outside the clinic setting is notoriously low [1]. This state of affairs has produced a compelling and ethical motivation to address the needs of individuals who are aging with disabilities by promoting home-based access to low-cost, interactive virtual reality (VR) systems designed to engage and motivate individuals to participate with "game"-driven physical activities and rehabilitation programming. The creation of such systems could serve to enhance, maintain and rehabilitate the sensorimotor processes that are needed to maximize independence and quality of life. This is the theme of the workshop to be presented at the MMVR conference.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Morie, Jacquelyn; Chance, Eric; Buckwalter, John Galen
Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training Proceedings Article
In: Human Computer Interaction International (HCII), pp. 474–480, Orlando, FL, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Worlds
@inproceedings{morie_report_2011,
title = {Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training},
author = {Jacquelyn Morie and Eric Chance and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Report%20on%20a%20Preliminary%20Study%20Using%20Breath%20Control%20and%20a%20Virtual%20Jogging%20Scenario%20as%20Biofeedback%20for%20Resilience%20Training.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Human Computer Interaction International (HCII)},
pages = {474–480},
address = {Orlando, FL},
abstract = {Alternative methods of treating psychological stress are needed to treat some veterans of recent military conflicts. The use of virtual world technologies is one possible platform for treatment that is being explored by the "Coming Home" project at the University of Southern California's Institute for Creative Technologies (ICT). One of the novel ways ICT is attempting to mitigate stress via virtual worlds is with a virtual jogging scenario, where the movement of an avatar is controlled via rhythmic breathing into a standard microphone. We present results from a preliminary study of 27 participants that measured the mood and arousal effects produced by engaging in this scenario.},
keywords = {MedVR, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Parsons, Thomas D.; Lange, Belinda; Kenny, Patrick G.; Buckwalter, John Galen; Rothbaum, Barbara O.; Difede, JoAnn; Frazier, John; Newman, Brad
Virtual Reality Goes to War: A Brief Review of the Future of Military Behavioral Healthcare Journal Article
In: Journal of Clinical Psychology in Medical Settings, vol. 18, pp. 176–187, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_virtual_2011-1,
title = {Virtual Reality Goes to War: A Brief Review of the Future of Military Behavioral Healthcare},
author = {Albert Rizzo and Thomas D. Parsons and Belinda Lange and Patrick G. Kenny and John Galen Buckwalter and Barbara O. Rothbaum and JoAnn Difede and John Frazier and Brad Newman},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Goes%20to%20War.pdf},
year = {2011},
date = {2011-01-01},
journal = {Journal of Clinical Psychology in Medical Settings},
volume = {18},
pages = {176–187},
abstract = {Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel is creating a significant healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. Virtual Reality delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. This article details how virtual reality applications are being designed and implemented across various points in the military deployment cycle to prevent, identify and treat combat-related PTSD in OIF/OEF Service Members and Veterans. The summarized projects in these areas have been developed at the University of Southern California Institute for Creative Technologies, a U.S. Army University Affiliated Research Center, and this paper will detail efforts to use virtual reality to deliver exposure therapy, assess PTSD and cognitive function and provide stress resilience training prior to deployment.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.
Affect-sensitive Virtual Standardized Patient Interface System Book Section
In: Clinical Technologies: Concepts, Methodologies, Tools and Applications, vol. 3, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@incollection{parsons_affect-sensitive_2011,
title = {Affect-sensitive Virtual Standardized Patient Interface System},
author = {Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Affect-Sensitive%20Virtual%20Standardized%20Patient%20Interface%20System.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Clinical Technologies: Concepts, Methodologies, Tools and Applications},
volume = {3},
abstract = {Virtual Standardized Patients (VSPs) are advanced conversational virtual human agents that have been applied to training of clinicians. These interactive agents portray standardized patient scenarios involving VSPs with clinical or physical conditions. VSPs are capable of verbal and nonverbal interaction (receptive and expressive communication) with a clinician in an effort to enhance differential diagnosis of psychiatric disorders and teach interpersonal skills. This chapter describes the design and development of both software to create social interaction modules on a VSP platform and individualized affective models for affect recognition. This author describes clinically relevant scenarios for affect elicitation and protocols for reliable affect recognition. Further, there is an elucidation of a VSP interface system that has the capacity to monitor the trainee's affective response using physiological signals. Research findings will be summarized from studies on (1) the usability and applicability of VSPs with training clinicians on various mental health disorders (e.g., adolescent male with conduct disorder; adolescent female who has recently been physically traumatized); and (2) preliminary use of the affect-sensitive system to systematically assess and manipulate aspects of VSPs to more fully develop cognitive and affective models of virtual humans with pathological characteristics.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Buckwalter, John Galen; Rizzo, Albert; John, Bruce Sheffield; Finlay, Lisa; Wong, Andrew; Chin, Ester; Wellman, John; Smolinski, Stephanie
Analyzing the Impact of Stress: A Comparison Between a Factor Analytic and a Composite Measurement of Allostatic Load Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2011.
Abstract | Links | BibTeX | Tags: Learning Sciences, MedVR
@inproceedings{buckwalter_analyzing_2011,
title = {Analyzing the Impact of Stress: A Comparison Between a Factor Analytic and a Composite Measurement of Allostatic Load},
author = {John Galen Buckwalter and Albert Rizzo and Bruce Sheffield John and Lisa Finlay and Andrew Wong and Ester Chin and John Wellman and Stephanie Smolinski},
url = {http://ict.usc.edu/pubs/Analyzing%20the%20Impact%20of%20Stress-%20A%20Comparison%20Between%20a%20Factor%20Analytic%20and%20a%20Composite%20Measurement%20of%20Allostatic%20Load.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Stress is possibly the hallmark characteristic of the current conflicts confronting the United States. Extended and repeated deployments require the ability on the part of war-fighters to effectively process stress in ways never before routinely encountered. Stress is well defined as a series of psychological and physiological processes that occur in response to a stressor, or the perception of stress. The physiological response to stress follows an identified path, a robust neuroendocrine response leads to responses in the cardiovascular, metabolic, renal, inflammatory and immune systems. After a stress response, the body's natural tendency is to return to a steady state, a process called allostasis. If the body is not effective in returning to homeostasis, or if the environment is such that stress is repeated, markers of dysfunction may be apparent in the physiological systems that respond to stress. A method of measuring multiple biomarkers of stress responsive systems and determining who shows consistent evidence of dysfunction was developed by Bruce McEwen and labeled allostatic load (AL). AL is most frequently measured by developing a level of risk for each biomarker and obtaining an AL score for the number of biomarkers the criterion for risk is met. This provides a single, equal-weighted measure of AL and does not allow for the identification of multi-systems. We employed a principal component factor analysis on a set of biomarkers and scored each factor using unit weighting. We compared the predictive power of 7 obliquely rotated factors to that of a composite AL marker. The set of factors predicted more of the variance in measures of depression, anxiety, and medical outcomes, it also provided evidence of the systems most involved in the development of pathology. The results confirm that AL is best analyzed as a multi-system construct. Not only does this predict more variance, it also provides suggestions as to the mechanisms underlying stress related disorders.},
keywords = {Learning Sciences, MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Courtney, Chris
Neurocognitive and Psychophysiological Interfaces for Adaptive Virtual Environments Book Section
In: Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications, 2011.
Abstract | Links | BibTeX | Tags: MedVR
@incollection{parsons_neurocognitive_2011,
title = {Neurocognitive and Psychophysiological Interfaces for Adaptive Virtual Environments},
author = {Thomas D. Parsons and Chris Courtney},
url = {http://ict.usc.edu/pubs/Neurocognitive%20and%20Psychophysiological%20Interfaces%20for%20Adaptive%20Virtual%20Environments.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Human-Centered Design of E-Health Technologies: Concepts, Methods and Applications},
abstract = {The use of neuropsychological and psychophysiological measures in studies of patients immersed in high-fidelity virtual environments offers the potential to develop current psychophysiological computing approaches into affective computing scenarios that can be used for assessment, diagnosis and treatment planning. Such scenarios offer the potential for simulated environments to proffer cogent and calculated response approaches to real-time changes in user emotion, neurocognition, and motivation. The value in using virtual environments to produce simulations targeting these areas has been acknowledged by an encouraging body of research. Herein the authors describe (1) literature on virtual environments for neurocognitive and psychophysiological profiles of users' individual strengths and weaknesses; and (2) real-time adaptation of virtual environments that could be used for virtual reality exposure therapy and cognitive rehabilitation. Specifically, the authors discuss their approach to an adaptive environment that uses the principles of flow, presence, neuropsychology, psychophysiology to develop a novel application for rehabilitative applications.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {incollection}
}
Lange, Belinda; Suma, Evan; Newman, Brad; Phan, Thai; Chang, Chien-Yen; Rizzo, Albert; Bolas, Mark
Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation Proceedings Article
In: HCI International, 2011.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@inproceedings{lange_leveraging_2011,
title = {Leveraging Unencumbered Full Body Control of Animated Virtual Characters for Game-Based Rehabilitation},
author = {Belinda Lange and Evan Suma and Brad Newman and Thai Phan and Chien-Yen Chang and Albert Rizzo and Mark Bolas},
url = {http://ict.usc.edu/pubs/Leveraging%20Unencumbered%20Full%20Body%20Control%20of%20Animated%20Virtual%20Characters%20for%20Game-Based%20Rehabilitation.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {HCI International},
abstract = {The use of commercial video games as rehabilitation tools, such as the Nintendo Wii Fit, has recently gained much interest in the physical therapy arena. However, physical rehabilitation requires accurate and appropriate tracking and feedback of performance, often not provided by existing commercial console devices or games. This paper describes the development of an application that leverages recent advances in commercial video game technology to provide full-body control of animated virtual characters with low cost markerless tracking. The aim of this research is to develop and evaluate an interactive game-based rehabilitation tool for balance training of adults with neurological injury. This paper outlines the development and evaluation of a game-based rehabilitation tool using the PrimeSense depth sensing technology, designed to elicit specific therapeutic motions when controlling a virtual avatar in pursuit of in-game goals. A sample of nine adults participated in the initial user testing, providing feedback on the hardware and software prototype.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {inproceedings}
}
2010
Kenny, Patrick G.; Parsons, Thomas D.
Embodied Conversational Virtual Patients Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_embodied_2010,
title = {Embodied Conversational Virtual Patients},
author = {Patrick G. Kenny and Thomas D. Parsons},
url = {http://www.ict.usc.edu//pubs/Embodied%20Conversational%20Virtual%20Patients.pdf},
year = {2010},
date = {2010-12-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Recent research has established the potential for computer generated virtual characters to act as virtual patients (VP) for the assessment and training of novice clinicians in interpersonal skills, interviewing, and diagnosis. These VPs are embodied interactive conversational agents who are designed to simulate a particular clinical presentation of a patient's illness with a high degree of consistency and realism. In this chapter we describe the architecture developed for virtual patients, and the application of the system to subject testing with virtual patients that exhibit a set of clinical conditions called Post Traumatic Stress Disorder (PTSD). The primary goal of these conversational agents was evaluative: can a VP generate responses that elicit user questions relevant for PTSD categorization? The results of the interactions of clinical students with the VP will be discussed. This chapter also highlights a set of design goals for increasing the visual, physical and cognitive realism when building VP systems including the design of the language, scenarios and artwork that is important when developing these characters. Finally, future research directions and challenges will be discussed for conversational virtual patients.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Garrity, Pat
Virtual Patients for Virtual Sick Call Medical Training Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), 2010.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2010,
title = {Virtual Patients for Virtual Sick Call Medical Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Pat Garrity},
url = {http://ict.usc.edu/pubs/Virtual%20Patients%20for%20Virtual%20Sick%20Call%20Medical%20Training.pdf},
year = {2010},
date = {2010-11-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
abstract = {Training military clinicians and physicians to treat Soldiers directly impacts their mental and physical health and may even affect their survival. Developing skills such as: patient interviewing, interpersonal interaction and diagnosis can be difficult and is severely lacking in hands-on-training due to the cost and availability of trained standardized patients. A solution to this problem is in using computer generated virtual patient avatars that exhibit the mental and physiologically accurate symptoms of their particular illness; such physical indicators as sweating, blushing and breathing due to discomfort and matching conversational dialog for the disorder. These avatars are highly interactive with speech recognition, natural language understanding, non-verbal behavior, facial expressions and conversational skills. This paper will discuss the research, technology and the value of developing virtual patients. Previous work will be stated along with issues behind creating virtual characters and scenarios for the joint forces. It will then focus on subject testing that is being conducted with a Navy scenario at the Navy Independent Duty Corpsman (IDC) School at the Navy Medical Center in San Diego. The protocol involves pre and post tests with a 15 minute interview of the virtual patient. Analysis of the data will yield results in user interactions with the patient and discuss how the system can be used for training for future deployment of these systems for medical professionals. The Virtual Sick Call Project under the Joint Medical Simulation Technology Integrated Product Team (JMST IPT) seeks to push the state of the art in developing high fidelity virtual patients that will enable the caregiver to improve interpersonal skills for scenarios that require not only medical experience, but the ability to relate at an interpersonal level, with interviewing and diagnosis skills as patients can be hiding symptoms of post-traumatic stress disorder, suicide and domestic violence.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}