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Wang, Ning; Pynadath, David V.; Hill, Susan G.; Merchant, Chirag
The Dynamics of Human-Agent Trust with POMDP-Generated Explanations Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017), Springer International Publishing, Stockholm, Sweden, 2017, ISBN: 978-3-319-67400-1 978-3-319-67401-8.
@inproceedings{wang_dynamics_2017,
title = {The Dynamics of Human-Agent Trust with POMDP-Generated Explanations},
author = {Ning Wang and David V. Pynadath and Susan G. Hill and Chirag Merchant},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_58},
isbn = {978-3-319-67400-1 978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents (IVA 2017)},
publisher = {Springer International Publishing},
address = {Stockholm, Sweden},
abstract = {Partially Observable Markov Decision Processes (POMDPs) enable optimized decision making by robots, agents, and other autonomous systems. This quantitative optimization can also be a limitation in human-agent interaction, as the resulting autonomous behavior, while possibly optimal, is often impenetrable to human teammates, leading to improper trust and, subsequently, disuse or misuse of such systems [1]. Automatically generated explanations of POMDP-based decisions have shown promise in calibrating human-agent trust [3]. However, these “one-size-fits-all” static explanation policies are insufficient to accommodate different communication preferences across people. In this work, we analyze human behavior in a human-robot interaction (HRI) scenario, to find behavioral indicators of trust in the agent’s ability. We evaluate four hypothesized behavioral measures that an agent could potentially use to dynamically infer its teammate’s current trust level. The conclusions drawn can potentially inform the design of intelligent agents that can automatically adapt their explanation policies as they observe the behavioral responses of their human teammates.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bernardet, Ulysses; Kang, Sin-hwa; Feng, Andrew; DiPaola, Steve; Shapiro, Ari
A Dynamic Speech Breathing System for Virtual Characters Proceedings Article
In: Proceedings of the 17th International Conference on Intelligent Virtual Agents, pp. 43–52, Springer, Stockholm, Sweden, 2017, ISBN: 978-3-319-67401-8.
@inproceedings{bernardet_dynamic_2017,
title = {A Dynamic Speech Breathing System for Virtual Characters},
author = {Ulysses Bernardet and Sin-hwa Kang and Andrew Feng and Steve DiPaola and Ari Shapiro},
url = {https://link.springer.com/chapter/10.1007/978-3-319-67401-8_5},
doi = {10.1007/978-3-319-67401-8_5},
isbn = {978-3-319-67401-8},
year = {2017},
date = {2017-08-01},
booktitle = {Proceedings of the 17th International Conference on Intelligent Virtual Agents},
pages = {43–52},
publisher = {Springer},
address = {Stockholm, Sweden},
abstract = {Human speech production requires the dynamic regulation of air through the vocal system. While virtual character systems commonly are capable of speech output, they rarely take breathing during speaking - speech breathing - into account. We believe that integrating dynamic speech breathing systems in virtual characters can signi cantly contribute to augmenting their realism. Here, we present a novel control architecture aimed at generating speech breathing in virtual characters. This architecture is informed by behavioral, linguistic and anatomical knowledge of human speech breathing. Based on textual input and controlled by a set of low- and high-level parameters, the system produces dynamic signals in real-time that control the virtual character's anatomy (thorax, abdomen, head, nostrils, and mouth) and sound production (speech and breathing). The system is implemented in Python, o ers a graphical user interface for easy parameter control, and simultaneously controls the visual and auditory aspects of speech breathing through the integration of the character animation system SmartBody [1] and the audio synthesis platform SuperCollider [2]. Beyond contributing to realism, the presented system allows for a exible generation of a wide range of speech breathing behaviors that can convey information about the speaker such as mood, age, and health.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Powell, Wendy; Sharkey, Paul; Rizzo, Albert; Merrick, Joav (Ed.)
Virtual reality: recent advances for health and wellbeing Book
Nova Science Publishers, New York, NY, 2017, ISBN: 978-1-5361-2454-5.
@book{powell_virtual_2017,
title = {Virtual reality: recent advances for health and wellbeing},
editor = {Wendy Powell and Paul Sharkey and Albert Rizzo and Joav Merrick},
url = {https://researchportal.port.ac.uk/portal/en/publications/virtual-reality(f56cf1d4-6f04-4cda-84f3-b8bfacf585af)/export.html},
isbn = {978-1-5361-2454-5},
year = {2017},
date = {2017-07-01},
publisher = {Nova Science Publishers},
address = {New York, NY},
abstract = {Virtual reality and human interaction with it is a complex topic, and certainly not one which will be mastered overnight; but across the world, there is excellent research being carried out for all of these important domains. As humanity extends its understanding of the interplay with these system components, developers will be well-positioned to design better and more effective virtual reality interventions and come closer to realising the full potential of virtual reality for health and well-being. In this book, the authors present a number of short papers from research groups around the world working in this important and complex field. The chapters explore a range of issues, suggesting routes forward and offering insights into both the potential and the challenges of this rapidly maturing technology.},
keywords = {},
pubstate = {published},
tppubtype = {book}
}
Krum, David M.; Kang, Sin-Hwa; Phan, Thai; Dukes, Lauren Cairco; Bolas, Mark
Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection Proceedings Article
In: Proceedings of the Human-Computer Interaction International Conference, Springer International Publishing, Vancouver, Canada, 2017, ISBN: 978-3-319-58696-0 978-3-319-58697-7.
@inproceedings{krum_social_2017,
title = {Social Impact of Enhanced Gaze Presentation Using Head Mounted Projection},
author = {David M. Krum and Sin-Hwa Kang and Thai Phan and Lauren Cairco Dukes and Mark Bolas},
url = {https://link.springer.com/chapter/10.1007/978-3-319-58697-7_5},
isbn = {978-3-319-58696-0 978-3-319-58697-7},
year = {2017},
date = {2017-05-01},
booktitle = {Proceedings of the Human-Computer Interaction International Conference},
publisher = {Springer International Publishing},
address = {Vancouver, Canada},
abstract = {Projected displays can present life-sized imagery of a virtual human character that can be seen by multiple observers. However, typical projected displays can only render that virtual human from a single viewpoint, regardless of whether head tracking is employed. This results in the virtual human being rendered from an incorrect perspective for most individuals in a group of observers. This could result in perceptual miscues, such as the “Mona Lisa” effect, causing the virtual human to appear as if it is simultaneously gazing and pointing at all observers in the room regardless of their location. This may be detrimental to training scenarios in which all trainees must accurately assess where the virtual human is looking or pointing a weapon. In this paper, we discuss our investigations into the presentation of eye gaze using REFLCT, a previously introduced head mounted projective display. REFLCT uses head tracked, head mounted projectors and retroreflective screens to present personalized, perspective correct imagery to multiple users without the occlusion of a traditional head mounted display. We examined how head mounted projection for enhanced presentation of eye gaze might facilitate or otherwise affect social interactions during a multi-person guessing game of “Twenty Questions.”},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Krum, David M.; Khooshabeh, Peter; Phan, Thai; Chang, Chien-Yen; Amir, Ori; Lin, Rebecca
Social influence of humor in virtual human counselor's self-disclosure Journal Article
In: Computer Animation and Virtual Worlds, vol. 28, no. 3-4, 2017, ISSN: 15464261.
@article{kang_social_2017,
title = {Social influence of humor in virtual human counselor's self-disclosure},
author = {Sin-Hwa Kang and David M. Krum and Peter Khooshabeh and Thai Phan and Chien-Yen Chang and Ori Amir and Rebecca Lin},
url = {http://doi.wiley.com/10.1002/cav.1763},
doi = {10.1002/cav.1763},
issn = {15464261},
year = {2017},
date = {2017-04-01},
journal = {Computer Animation and Virtual Worlds},
volume = {28},
number = {3-4},
abstract = {We explored the social influence of humor in a virtual human counselor's selfdisclosure while also varying the ethnicity of the virtual counselor. In a 2 × 3 experiment (humor and ethnicity of the virtual human counselor), participants experienced counseling interview interactions via Skype on a smartphone. We measured user responses to and perceptions of the virtual human counselor. The results demonstrate that humor positively affects user responses to and perceptions of a virtual counselor. The results further suggest that matching styles of humor with a virtual counselor's ethnicity influences user responses and perceptions. The results offer insight into the effective design and development of realistic and believable virtual human counselors. Furthermore, they illuminate the potential use of humor to enhance self‐disclosure in human–agent interactions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Krum, David M.; Phan, Thai; Kang, Sin-Hwa
Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality Proceedings Article
In: Proceedings of Virtual Reality (VR), 2017 IEEE, pp. 233–234, IEEE, Los Angeles, CA, 2017, ISBN: 978-1-5090-6647-6.
@inproceedings{krum_motor_2017,
title = {Motor Adaptation in Response to Scaling and Diminished Feedback in Virtual Reality},
author = {David M. Krum and Thai Phan and Sin-Hwa Kang},
url = {http://ieeexplore.ieee.org/document/7892262/#full-text-section},
doi = {10.1109/VR.2017.7892262},
isbn = {978-1-5090-6647-6},
year = {2017},
date = {2017-03-01},
booktitle = {Proceedings of Virtual Reality (VR), 2017 IEEE},
pages = {233–234},
publisher = {IEEE},
address = {Los Angeles, CA},
abstract = {As interaction techniques involving scaling of motor space in virtual reality are becoming more prevalent, it is important to understand how individuals adapt to such scalings and how they re-adapt back to non-scaled norms. This preliminary work examines how individuals, performing a targeted ball throwing task, adapted to addition and removal of a translational scaling of the ball’s forward flight. This was examined under various conditions: flight of the ball shown with no delay, hidden flight of the ball with no delay, and hidden flight with a 2 second delay. Hiding the ball’s flight, as well as the delay, created disruptions in the ability of the participants to perform the task and adapt to new scaling conditions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs typed questioning in a conversational medical interview with virtual standardized patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, Florida, 2017.
@inproceedings{bautista_spoken_2017,
title = {Spoken vs typed questioning in a conversational medical interview with virtual standardized patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, Florida},
abstract = {There here have have beenbeen beennumerous numerous numerous numerousattempts attempts to replicatereplicate replicate replicatereplicate the experienceexperience experienceexperience experienceexperienceexperience of humanhumanhuman humanstandardized standardizedstandardizedstandardizedstandardizedstandardized standardizedpatientpatientpatient patientpatientpatient(Barrows (Barrows (Barrows(Barrows&Anderson, Anderson, Anderson, Anderson, 1964 19641964)on acomputer computercomputer for anytime anytime -anywhere anywhereanywhereanywhere access access to the experience experience experience experience . USC Standard Standard Standard Patient Patient Patientseeks seeks to : • improve improve clinicclinic clinicclinic -based based medicalmedical medical medical encounter encounter simulation simulation simulation withwith withthe goal to create create engaging engagingengaging engagingvirtual virtual standardized standardized standardized standardizedstandardized patient patient patient(VSP) encounters, encounters, encounters, encounters, • enable enable objective objective objective and meaningful meaningful meaningful meaningfulassessment assessment assessment assessmentof learner learner interview interview performance performance performance performance and mature mature physician physicianphysician physicianphysicianinterviewing interviewing interviewinginterviewinginterviewing &diagnosticdiagnostic diagnosticdiagnosticdiagnosticdiagnostic skills skills skills. VirtualVirtual Virtualstandardized standardized standardized standardized patients patients patients (VSP) : • Aconversational conversational conversational simulated simulatedsimulated simulatedpatientpatient patient used usedfor medical medical medicaltraining training and capableapable apable of natural natural natural language languagelanguage languageinteraction interactioninteraction interaction withwith verbal verbal and nonverbal nonverbal nonverbal nonverbalbehavior behavior behavior behaviorresponses responses responses • OffersOffersOffers consistent, consistent, consistent, objective objective objective},
keywords = {},
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tppubtype = {inproceedings}
}
Bautista, Merrick; Leeds, Andrew; Tokel, Tugba; Talbot, Thomas B.
Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients Proceedings Article
In: Proceedings of the International Meeting on Simulation in Healthcare 2017, Orlando, FL, 2017.
@inproceedings{bautista_spoken_2017-1,
title = {Spoken vs. typed questioning in a conversational medical interview with virtual standardize patients},
author = {Merrick Bautista and Andrew Leeds and Tugba Tokel and Thomas B. Talbot},
url = {http://ict.usc.edu/pubs/SPS_IMSH%202017_Final_Talbot%20Tokel%20Leeds%20Bautista.pdf},
year = {2017},
date = {2017-01-01},
booktitle = {Proceedings of the International Meeting on Simulation in Healthcare 2017},
address = {Orlando, FL},
abstract = {There have been numerous attempts to replicate the experience of human standardized patient (Barrows & Anderson, 1964) on a computer for anytime-anywhere access to the experience. USC Standard Patient seeks to: • improve clinic-based medical encounter simulation with the goal to create engaging virtual standardized patient (VSP) encounters, • enable objective and meaningful assessment of learner interview performance and mature physician interviewing & diagnostic skills. Virtual standardized patients (VSP): • A conversational simulated patient used for medical training and capable of natural language interaction with verbal and nonverbal behavior responses • Offers consistent, objective experience and detailed user feedback to learners},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Talbot, Thomas B
Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013 Book Section
In: Transforming Gaming and Computer Simulation Technologies across Industries, pp. 103–119, IGI Global, Hershey, PA, 2017, ISBN: 978-1-5225-1817-4 978-1-5225-1818-1.
@incollection{talbot_making_2017,
title = {Making Lifelike Medical Games in the Age of Virtual Reality An Update on “Playing Games with Biology” from 2013},
author = {Thomas B Talbot},
url = {http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-1817-4},
doi = {10.4018/978-1-5225-1817-4},
isbn = {978-1-5225-1817-4 978-1-5225-1818-1},
year = {2017},
date = {2017-01-01},
booktitle = {Transforming Gaming and Computer Simulation Technologies across Industries},
pages = {103–119},
publisher = {IGI Global},
address = {Hershey, PA},
abstract = {Medical simulations differ from other training modalities in that life processes must be simulated as part of the experience. Biological fidelity is the degree to which character anatomical appearance and physiology behavior are represented within a game or simulation. Methods to achieve physiological fidelity include physiology engines, complex state machines, simple state machines and kinetic models. Games health scores that can be used in medical sims. Selection of technique depends upon the goals of the simulation, expected user inputs, development budget and level of fidelity required. Trends include greater availability of physiology engines rapid advances in virtual reality (VR). In VR, the expectation for a naturalistic interface is much greater, resulting in technical challenges regarding natural language and gesture-based interaction. Regardless of the technical approach, the user’s perception of biological fidelity, responsiveness to user inputs and the ability to correct mistakes is often more important than the underlying biological fidelity of the model.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Eini, Dalit Shefer; Ratzon, Navah Z.; Rizzo, Albert A.; Yeh, Shih-Ching; Lange, Belinda; Yaffe, Batia; Daich, Alexander; Weiss, Patrice L.; Kizony, Rachel
Camera-tracking gaming control device for evaluation of active wrist flexion and extension Journal Article
In: Journal of Hand Therapy, vol. 30, no. 1, pp. 89–96, 2017, ISSN: 08941130.
@article{shefer_eini_camera-tracking_2017,
title = {Camera-tracking gaming control device for evaluation of active wrist flexion and extension},
author = {Dalit Shefer Eini and Navah Z. Ratzon and Albert A. Rizzo and Shih-Ching Yeh and Belinda Lange and Batia Yaffe and Alexander Daich and Patrice L. Weiss and Rachel Kizony},
url = {http://linkinghub.elsevier.com/retrieve/pii/S0894113016301132},
doi = {10.1016/j.jht.2016.07.002},
issn = {08941130},
year = {2017},
date = {2017-01-01},
journal = {Journal of Hand Therapy},
volume = {30},
number = {1},
pages = {89–96},
abstract = {Study Design: Cross sectional. Introduction: Measuring wrist range of motion (ROM) is an essential procedure in hand therapy clinics. Purpose of the Study: To test the reliability and validity of a dynamic ROM assessment, the Camera WristTracker (CWT). Methods: Wrist flexion and extension ROM of 15 patients with distal radius fractures and 15 matchedcontrols were assessed with the CWT and with a universal goniometer. Results: One-way model intraclass correlation coefficient analysis indicated high test-retest reliability for extension (ICC ¼ 0.92) and moderate reliability for flexion (ICC ¼ 0.49). Standard error for extension was 2.45 and for flexion was 4.07 . Repeated-measures analysis revealed a significant main effect for group; ROM was greater in the control group (F[1, 28] ¼ 47.35; P textbackslashtextbackslashtextbackslashtextless.001). The concurrent validity of the CWT was partially supported. Conclusion: The results indicate that the CWT may provide highly reliable scores for dynamic wrist extension ROM, and moderately reliable scores for flexion, in people recovering from a distal radius fracture. Level of Evidence: N/A.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert "Skip"
The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016 Journal Article
In: Engadget, 2017.
@article{rizzo_ultimate_2017,
title = {The Ultimate Skinner Box: Clinical Virtual Reality 1990-2016},
author = {Albert "Skip" Rizzo},
url = {https://www.engadget.com/2017/01/10/the-ultimate-skinner-box-clinical-virtual-reality-1990-2016/},
year = {2017},
date = {2017-01-01},
journal = {Engadget},
abstract = {The last decade has given rise to a dramatic increase in the global adoption of innovative digital technologies. This can be seen in the rapid acceptance and growing demand for mobile devices, high speed network access, smart televisions, social media, hyper-realistic digital games, behavioral sensing devices, and now the 2nd coming of Virtual Reality! Such consumer driven technologies that were considered to be visionary just 10 years ago have now become common and increasingly essential fixtures in the current digital landscape},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas B.; Lyon, Thomas D.; Rizzo, Albert; John, Bruce
Virtual Child Witness-Effects of single and multiple use on performance with Novice and Expert cohorts in a structured virtual human interview Proceedings Article
In: Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2016, Orlando, Florida, 2016.
@inproceedings{talbot_virtual_2016,
title = {Virtual Child Witness-Effects of single and multiple use on performance with Novice and Expert cohorts in a structured virtual human interview},
author = {Thomas B. Talbot and Thomas D. Lyon and Albert Rizzo and Bruce John},
url = {http://ict.usc.edu/pubs/Virtual%20Child%20Witness%20Effects%20of%20single%20and%20multiple%20use%20on%20performance%20with%20Novice%20and%20Expert%20cohorts%20in%20a%20structured%20virtual%20human%20interview.pdf},
year = {2016},
date = {2016-12-01},
booktitle = {Proceedings of the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2016},
address = {Orlando, Florida},
abstract = {Virtual human avatars can be used to train and assess a myriad of complex skills, such as interviewing, interpersonal, and clinical skills, in a safe environment that provides consistency, reduced cost, greater accessibility, and objective feedback. We created a structured virtual human interview which consisted of a conversational avatar that interacts verbally in response to on screen question choices. Our prototype was a forensic interview simulation called Virtual Child Witness (VCW). VCW provides a content-rich interview in response to open-ended questions and is designed to assess user’s interviewing strategy. In a quasi-experimental design, we evaluated 222 subjects to determine if the system could discriminate between Experts (M = .713},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
McAlinden, Ryan; Kang, Sin-Hwa; Nye, Benjamin; Phillips, Artemisa; Campbell, Julia; Goldberg, Stephan L.
Cost-Effective Strategies for Producing Engaging Online Courseware Proceedings Article
In: Proceedings from the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) 2016, National Training and Simulation Association, Orlando, FL, 2016.
@inproceedings{mcalinden_cost-effective_2016,
title = {Cost-Effective Strategies for Producing Engaging Online Courseware},
author = {Ryan McAlinden and Sin-Hwa Kang and Benjamin Nye and Artemisa Phillips and Julia Campbell and Stephan L. Goldberg},
url = {http://www.iitsecdocs.com/search},
year = {2016},
date = {2016-11-01},
booktitle = {Proceedings from the Interservice/Industry Training, Simulation and Education Conference (I/ITSEC) 2016},
publisher = {National Training and Simulation Association},
address = {Orlando, FL},
abstract = {As distributed learning (dL) and computer-based training (CBT) continue to proliferate, the methods of delivery often remain unengaging and bland for participants. Though many of the leaders in commercial online learning have improved their delivery style and quality in recent years, they continue to fall short in terms of user engagement and satisfaction. PowerPoint regurgitation and video lectures are commonplace and leave end users uninspired and wanting more. This paper discusses results from an ongoing research project, Captivating Virtual Instruction for Training (CVIT), which is aimed at understanding and improving dL through a series of recommendations and best practices for promoting and enhancing student engagement online. Though the central focus is on engagement, and how that translates to learning potential, a third variable (cost) has been examined to understand the financial and resource impacts on making content more interesting (i.e. the return on investment, or ROI). The paper presents findings from a 3-year long experiment comparing existing dL methods and techniques both within and outside of the Army. The project developed two dL versions of an existing Army course (Advanced Situational Awareness-Basic (ASA-B)) – the first was designed around producing material that was as engaging and as immersive as possible within a target budget; the second was a scaled-down version using more traditional, yet contemporary dL techniques (PowerPoint recital, video lectures). The two were then compared along three dimensions– engagement, learning and cost. The findings show that improved engagement in distributed courseware is possible without breaking the bank, though the returns on learning with these progressive approaches remain inconclusive. More importantly, it was determined that the quality and experience of the designers, production staff, writers, animators, programmers, and others cannot be underestimated, and that the familiar phrase – ‘you get what you pay for’ is as true with online learning as it is with other areas of content design and software development.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Scherer, Scherer; DeVault, David; Gratch, Jonathan; Artstein, Ronald; Hartholt, Arno; Lucas, Gale; Marsella, Stacy; Morbini, Fabrizio; Nazarian, Angela; Stratou, Giota; Traum, David; Wood, Rachel; Boberg, Jill; Morency, Louis Philippe
Detection and computational analysis of psychological signals using a virtual human interviewing agent Journal Article
In: Journal of Pain Management, pp. 311–321, 2016, ISSN: 1939-5914.
@article{rizzo_detection_2016,
title = {Detection and computational analysis of psychological signals using a virtual human interviewing agent},
author = {Albert Rizzo and Scherer Scherer and David DeVault and Jonathan Gratch and Ronald Artstein and Arno Hartholt and Gale Lucas and Stacy Marsella and Fabrizio Morbini and Angela Nazarian and Giota Stratou and David Traum and Rachel Wood and Jill Boberg and Louis Philippe Morency},
url = {http://www.icdvrat.org/2014/papers/ICDVRAT2014_S03N3_Rizzo_etal.pdf},
issn = {1939-5914},
year = {2016},
date = {2016-11-01},
journal = {Journal of Pain Management},
pages = {311–321},
abstract = {It has long been recognized that facial expressions, body posture/gestures and vocal parameters play an important role in human communication and the implicit signalling of emotion. Recent advances in low cost computer vision and behavioral sensing technologies can now be applied to the process of making meaningful inferences as to user state when a person interacts with a computational device. Effective use of this additive information could serve to promote human interaction with virtual human (VH) agents that may enhance diagnostic assessment. This paper will focus on our current research in these areas within the DARPA-funded "Detection and Computational Analysis of Psychological Signals" project, with specific attention to the SimSensei application use case. SimSensei is a virtual human interaction platform that is able to sense and interpret real-time audiovisual behavioral signals from users interacting with the system. It is specifically designed for health care support and leverages years of virtual human research and development at USC-ICT. The platform enables an engaging face-to-face interaction where the virtual human automatically reacts to the state and inferred intent of the user through analysis of behavioral signals gleaned from facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human to human interaction and communication, SimSensei aims to capture and infer from user non-verbal communication to improve engagement between a VH and a user. The system can also quantify and interpret sensed behavioral signals longitudinally that can be used to inform diagnostic assessment within a clinical context.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Kang, Sin-Hwa; Feng, Andrew W.; Seymour, Mike; Shapiro, Ari
Smart Mobile Virtual Characters: Video Characters vs. Animated Characters Proceedings Article
In: Proceedings of the Fourth International Conference on Human Agent Interaction, pp. 371–374, ACM Press, Biopolis, Singapore, 2016, ISBN: 978-1-4503-4508-8.
@inproceedings{kang_smart_2016,
title = {Smart Mobile Virtual Characters: Video Characters vs. Animated Characters},
author = {Sin-Hwa Kang and Andrew W. Feng and Mike Seymour and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2980511},
doi = {10.1145/2974804.2980511},
isbn = {978-1-4503-4508-8},
year = {2016},
date = {2016-10-01},
booktitle = {Proceedings of the Fourth International Conference on Human Agent Interaction},
pages = {371–374},
publisher = {ACM Press},
address = {Biopolis, Singapore},
abstract = {This study investigates presentation techniques for a chatbased virtual human that communicates engagingly with users via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated 3D virtual character as opposed to a real human video character capable of displaying backchannel behaviors. The findings of our study demonstrate that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Feng, Andrew W.; Seymour, Mike; Shapiro, Ari
Study comparing video-based characters and 3D-based characters on mobile devices for chat Proceedings Article
In: Proceedings of the 9th International Conference on Motion in Games, pp. 181–186, ACM Press, Burlingame, California, 2016, ISBN: 978-1-4503-4592-7.
@inproceedings{kang_study_2016,
title = {Study comparing video-based characters and 3D-based characters on mobile devices for chat},
author = {Sin-Hwa Kang and Andrew W. Feng and Mike Seymour and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2994274},
doi = {10.1145/2994258.2994274},
isbn = {978-1-4503-4592-7},
year = {2016},
date = {2016-10-01},
booktitle = {Proceedings of the 9th International Conference on Motion in Games},
pages = {181–186},
publisher = {ACM Press},
address = {Burlingame, California},
abstract = {This study explores presentation techniques for a chat-based virtual human that communicates engagingly with users. Interactions with the virtual human occur via a smartphone outside of the lab in natural settings. Our work compares the responses of users who interact with an animated virtual character as opposed to a real human video character capable of displaying realistic backchannel behaviors. An audio-only interface is compared additionally with the two types of characters. The findings of our study suggest that people are socially attracted to a 3D animated character that does not display backchannel behaviors more than a real human video character that presents realistic backchannel behaviors. People engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that exhibits realistic backchannel behaviors, compared to communicating with a real human video character that does not display backchannel behaviors.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Bresnahan, T.; Rizzo, A.; Burke, S. L.; Partin, M.; Ahlness, R. M.; Trimmer, M.
Using Virtual Interactive Training Agents (VITA) with Adults with Autism and other Developmental Disabilities Proceedings Article
In: Proceedings of the 2016 International Conference on Disability, Virtual Reality, and Associated Technology, pp. 49–56, ICDVRAT and the University of Reading, Los Angeles, CA, 2016, ISBN: 978-0-7049-1547-3.
@inproceedings{bresnahan_using_2016,
title = {Using Virtual Interactive Training Agents (VITA) with Adults with Autism and other Developmental Disabilities},
author = {T. Bresnahan and A. Rizzo and S. L. Burke and M. Partin and R. M. Ahlness and M. Trimmer},
url = {http://www.icdvrat.org/2016/papers/ICDVRAT2016_S02N2_Bresnahan_etal.pdf},
isbn = {978-0-7049-1547-3},
year = {2016},
date = {2016-09-01},
booktitle = {Proceedings of the 2016 International Conference on Disability, Virtual Reality, and Associated Technology},
pages = {49–56},
publisher = {ICDVRAT and the University of Reading},
address = {Los Angeles, CA},
abstract = {Conversational Virtual Human (VH) agents are increasingly being used to support role-play experiential learning across a range of use-cases and populations. This project examined whether use of the Virtual Interactive Training Agent (VITA) system would improve job interviewing skills in a sample of persons with autism or other developmental disability. The study examined performance differences between baseline and final interviews in face-to-face and virtual reality conditions, and whether statistically significant increases were demonstrated between interviewing conditions. Paired samples t-tests were utilized to examine mean changes in performance by interview stage and in the overall difference between baseline and final interview stages. The preliminary results indicated that VITA is a positive factor when preparing young adults with autism or other developmental disability for employment interviews. Statistically significant results were demonstrated across all pilot conditions and in all but one post-assessment condition.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Buckwalter, J. Galen; Castellani, Brian; Mcewen, Bruce; Karlamangla, Arun S.; Rizzo, Albert A.; John, Bruce; O'donnell, Kyle; Seeman, Teresa
Allostatic Load as a Complex Clinical Construct: A Case-Based Computational Modeling Approach Journal Article
In: Complexity, vol. 21, no. S1, pp. 291–306, 2016, ISSN: 10762787.
@article{galen_buckwalter_allostatic_2016,
title = {Allostatic Load as a Complex Clinical Construct: A Case-Based Computational Modeling Approach},
author = {J. Galen Buckwalter and Brian Castellani and Bruce Mcewen and Arun S. Karlamangla and Albert A. Rizzo and Bruce John and Kyle O'donnell and Teresa Seeman},
url = {http://doi.wiley.com/10.1002/cplx.21743},
doi = {10.1002/cplx.21743},
issn = {10762787},
year = {2016},
date = {2016-09-01},
journal = {Complexity},
volume = {21},
number = {S1},
pages = {291–306},
abstract = {Allostatic load (AL) is a complex clinical construct, providing a unique window into the cumulative impact of stress. However, due to its inherent complexity, AL presents two major measurement challenges to conventional statistical modeling (the field’s dominant methodology): it is comprised of a complex causal network of bioallostatic systems, represented by an even larger set of dynamic biomarkers; and, it is situated within a web of antecedent socioecological systems, linking AL to differences in health outcomes and disparities. To address these challenges, we employed casebased computational modeling (CBM), which allowed us to make four advances: (1) we developed a multisystem, 7-factor (20 biomarker) model of AL’s network of allostatic systems; (2) used it to create a catalog of nine different clinical AL profiles (causal pathways); (3) linked each clinical profile to a typology of 23 health outcomes; and (4) explored our results (post hoc) as a function of gender, a key socioecological factor. In terms of highlights, (a) the Healthy clinical profile had few health risks; (b) the pro-inflammatory profile linked to high blood pressure and diabetes; (c) Low Stress Hormones linked to heart disease, TIA/Stroke, diabetes, and circulation problems; and (d) high stress hormones linked to heart disease and high blood pressure. Post hoc analyses also found that males were overrepresented on the High Blood Pressure (61.2%), Metabolic Syndrome (63.2%), High Stress Hormones (66.4%), and High Blood Sugar (57.1%); while females were overrepresented on the Healthy (81.9%), Low Stress Hormones (66.3%), and Low Stress Antagonists (stress buffers) (95.4%) profiles.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, AA; Lucas, G; Gratch, J; Stratou, G; Morency, L-P; Shilling, R; Hartholt, A; Scherer, S
Clinical interviewing by a virtual human agent with automatic behavior analysis Proceedings Article
In: Proceedings of The 2016 Proceedings of the International Conference on Disability, Virtual Reality and Associated Technologies, pp. 57–64, ICDVRAT and the University of Reading, Los Angeles, CA, 2016, ISBN: 978-0-7049-1547-3.
@inproceedings{rizzo_clinical_2016,
title = {Clinical interviewing by a virtual human agent with automatic behavior analysis},
author = {AA Rizzo and G Lucas and J Gratch and G Stratou and L-P Morency and R Shilling and A Hartholt and S Scherer},
url = {http://centaur.reading.ac.uk/66645/8/ICDVRAT2016_Full_Proceedings_11th%20_Conf.pdf},
isbn = {978-0-7049-1547-3},
year = {2016},
date = {2016-09-01},
booktitle = {Proceedings of The 2016 Proceedings of the International Conference on Disability, Virtual Reality and Associated Technologies},
pages = {57–64},
publisher = {ICDVRAT and the University of Reading},
address = {Los Angeles, CA},
abstract = {SimSensei is a Virtual Human (VH) interviewing platform that uses off-the-shelf sensors (i.e., webcams, Microsoft Kinect and a microphone) to capture and interpret real-time audiovisual behavioral signals from users interacting with the VH system. The system was specifically designed for clinical interviewing and health care support by providing a face-to-face interaction between a user and a VH that can automatically react to the inferred state of the user through analysis of behavioral signals gleaned from the user’s facial expressions, body gestures and vocal parameters. Akin to how non-verbal behavioral signals have an impact on human-to-human interaction and communication, SimSensei aims to capture and infer user state from signals generated from user non-verbal communication to improve engagement between a VH and a user and to quantify user state from the data captured across a 20 minute interview. As well, previous research with SimSensei indicates that users engaging with this automated system, have less fear of evaluation and self-disclose more personal information compare to when they believe the VH agent is actually an avatar being operated by a “wizard of oz” human-in-the-loop (Lucas et al., 2014). The current study presents results from a sample of military service members (SMs) who were interviewed within the SimSensei system before and after a deployment to Afghanistan. Results indicate that SMs reveal more PTSD symptoms to the SimSensei VH agent than they self-report on the Post Deployment Health Assessment. Pre/Post deployment facial expression analysis indicated more sad expressions and fewer happy expressions at post deployment.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Reger, Greg M.; Koenen-Woods, Patricia; Zetocha, Kimberlee; Smolenski, Derek J.; Holloway, Kevin M.; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert A.; Edwards-Stewart, Amanda; Skopp, Nancy A.; Mishkind, Matthew; Reger, Mark A.; Gahm, Gregory A.
In: Journal of Consulting and Clinical Psychology, 2016, ISSN: 1939-2117, 0022-006X.
@article{reger_randomized_2016,
title = {Randomized Controlled Trial of Prolonged Exposure Using Imaginal Exposure vs. Virtual Reality Exposure in Active Duty Soldiers With Deployment-Related Posttraumatic Stress Disorder (PTSD).},
author = {Greg M. Reger and Patricia Koenen-Woods and Kimberlee Zetocha and Derek J. Smolenski and Kevin M. Holloway and Barbara O. Rothbaum and JoAnn Difede and Albert A. Rizzo and Amanda Edwards-Stewart and Nancy A. Skopp and Matthew Mishkind and Mark A. Reger and Gregory A. Gahm},
url = {https://www.researchgate.net/profile/Amanda_Edwards-Stewart/publication/307950241_Randomized_Controlled_Trial_of_Prolonged_Exposure_Using_Imaginal_Exposure_vs_Virtual_Reality_Exposure_in_Active_Duty_Soldiers_With_Deployment-Related_Posttraumatic_Stress_Disorder_PTSD/links/57d6f13f08ae601b39ac25d9.pdf},
doi = {10.1037/ccp0000134},
issn = {1939-2117, 0022-006X},
year = {2016},
date = {2016-09-01},
journal = {Journal of Consulting and Clinical Psychology},
abstract = {Prolonged exposure (PE) is an evidence-based psychotherapy for posttraumatic stress disorder (PTSD) but there is limited research with active-duty military populations. Virtual reality exposure (VRE) has shown promise but randomized trials are needed to evaluate efficacy relative to existing standards of care. This study evaluated the efficacy of VRE and PE for active duty soldiers with PTSD from deployments to Iraq and Afghanistan. Active-duty soldiers ( = 162) were randomized to 10-sessions of PE, VRE, or a minimal attention waitlist (WL). Blinded assessors evaluated symptoms at baseline, halfway through treatment, at posttreatment, and at 3- and 6-month follow-ups using the Clinician Administered PTSD Scale (CAPS). Intent-to-treat analyses found that both PE and VRE resulted in significant reductions in PTSD symptoms relative to those in the WL. The majority of patients demonstrated reliable change in PTSD symptoms. There was no difference between PE and VRE regarding treatment drop out before completing 10 sessions (44 and 41% for VRE and PE, respectively). Contrary to hypotheses, analyses at posttreatment did not show that VRE was superior to PE. Post hoc analyses found that PE resulted in significantly greater symptom reductions than VRE at 3- and 6-month follow-up. Both treatments significantly reduced self-reported stigma. PE is an efficacious treatment for active-duty Army soldiers with PTSD from deployments to Iraq or Afghanistan. Results extend previous evidence supporting the efficacy of PE to active-duty military personnel and raise important questions for future research on VRE},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Filter
2009
Iyer, Arvind; Cosand, Louise; Courtney, Chris; Rizzo, Albert; Parsons, Thomas D.
Considerations for Designing Response Quantification Procedures in Non-traditional Psychophysiological Applications Journal Article
In: Lecture Notes in Artificial Intelligence, pp. 479–487, 2009.
Abstract | Links | BibTeX | Tags: MedVR
@article{iyer_considerations_2009,
title = {Considerations for Designing Response Quantification Procedures in Non-traditional Psychophysiological Applications},
author = {Arvind Iyer and Louise Cosand and Chris Courtney and Albert Rizzo and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Considerations%20for%20Designing%20Response%20Quantification%20Procedures%20in%20Non-traditional%20Psychophysiological%20Applications.pdf},
year = {2009},
date = {2009-01-01},
journal = {Lecture Notes in Artificial Intelligence},
pages = {479–487},
abstract = {Psychophysiological assesment in the context of virtual environments is a promising means for benchmarking the efficacy and ecological validity of virtual reality scenarios. When applied to human-computer interaction, psychophysiological and affective computing approaches may increase facility for development of the next generation of human-computer systems. Such systems have the potential to use psychophysiological signals for user-feedback and adaptive responding. As the composition of investigating teams becomes diverse in keeping with interdisciplinary trends, there is a need to review defacto standards of psychophysiological respnse quantification and arrive at consensus protocols adequately addressing the concerns of basic researchers and application developers. The current paper offers a demonstration of the ways in which such consensus scoring protocols may be derived. Electromyographic eye-blink scoring from an immersion investigation is used as an illustrative case study.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2008
Rizzo, Albert; Parsons, Thomas D.; Pair, Jarrell; McLay, Robert N.; Johnston, Scott; Perlman, Karen; Deal, Robert; Reger, Greg; Gahm, Greg; Roy, Michael; Shilling, Russell; Rothbaum, Barbara O.; Graap, Ken; Spitalnick, Josh; Bordnick, Patrick; Difede, JoAnn
Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD Proceedings Article
In: Proceedings of the 26th Army Science Conference, Orlando, FL, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_clinical_2008,
title = {Clinical Results from the Virtual Iraq Exposure Therapy Application for PTSD},
author = {Albert Rizzo and Thomas D. Parsons and Jarrell Pair and Robert N. McLay and Scott Johnston and Karen Perlman and Robert Deal and Greg Reger and Greg Gahm and Michael Roy and Russell Shilling and Barbara O. Rothbaum and Ken Graap and Josh Spitalnick and Patrick Bordnick and JoAnn Difede},
url = {http://ict.usc.edu/pubs/Clinical%20Results%20from%20the%20Virtual%20Iraq%20Esposure%20Therapy%20Application%20for%20PTSD.pdf},
year = {2008},
date = {2008-12-01},
booktitle = {Proceedings of the 26th Army Science Conference},
address = {Orlando, FL},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present initial findings from its use with active duty service members. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Pataki, Caroly; Sugar, Jeff; Kenny, Patrick G.; Parsons, Thomas D.; Rizzo, Albert; Pato, Michele; George, Cheryl St.
A Virtual Adolescent Patient with PTSD for Training Psychiatrists Proceedings Article
In: Proceedings of the 55th Annual Meeting of the American Academy of Child Adolescent Psychiatry, Chicago, IL, 2008.
@inproceedings{pataki_virtual_2008,
title = {A Virtual Adolescent Patient with PTSD for Training Psychiatrists},
author = {Caroly Pataki and Jeff Sugar and Patrick G. Kenny and Thomas D. Parsons and Albert Rizzo and Michele Pato and Cheryl St. George},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Adolescent%20Patient%20with%20PTSD%20for%20Training%20Psychiatrists.pdf},
year = {2008},
date = {2008-10-01},
booktitle = {Proceedings of the 55th Annual Meeting of the American Academy of Child Adolescent Psychiatry},
address = {Chicago, IL},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Rizzo, Albert
Virtual Human Patients for Training of Clinical Interview and Communication Skills Proceedings Article
In: Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology, Maia, Portugal, 2008, ISBN: 07 049 15 00 6.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{parsons_virtual_2008,
title = {Virtual Human Patients for Training of Clinical Interview and Communication Skills},
author = {Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Human%20Patients%20for%20Training%20of%20Clinical%20Interview%20and%20Communication%20Skills.pdf},
isbn = {07 049 15 00 6},
year = {2008},
date = {2008-09-01},
booktitle = {Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology},
address = {Maia, Portugal},
abstract = {Although schools commonly make use of standardized patients to teach interview skills, the diversity of the scenarios standardized patients can characterize is limited by availability of human actors. Virtual Human Agent technology has evolved to a point where esearchers may begin developing mental health applications that make use of virtual reality patients. The work presented here is a preliminary attempt at what we believe to be a large application area. Herein we describe an ongoing study of our virtual patients. We present an approach that allows novice mental health clinicians to conduct an interview with virtual character that emulates 1) an adolescent male with conduct disorder; and 2) an adolescent female who has recently been physically traumatized.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Cosand, Louise; Courtney, Chris; Iyer, Arvind; Rizzo, Albert
Neuropsychological Assessment using the Virtual Reality Cognitive Performance Assessment Test Proceedings Article
In: Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{parsons_neuropsychological_2008,
title = {Neuropsychological Assessment using the Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Louise Cosand and Chris Courtney and Arvind Iyer and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Neurocognitive%20Workload%20Assessment%20Using%20the%20Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2008},
date = {2008-09-01},
booktitle = {Proceedings of the 2008 International Conference on Disability, Virtual Reality and Associated Technology},
abstract = {The traditional approach to assessing neurocognitive performance makes use of paper and pencil neuropsychological assessments. This received approach has been criticized as limited in the area of ecological validity. The newly developed Virtual Reality Cognitive Performance Assessment Test (VRCPAT) focuses upon enhanced ecological validity using virtual environment scenarios to assess neurocognitive processing. The VRCPAT battery and a europsychological assessment were conducted with a sample of healthy adults. Findings suggest 1) good construct validity for the Memory Module; and 2) that increase in stimulus complexity and stimulus intensity can manipulate attention performance within the Attention Module.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Bolas, Mark; Lange, Belinda; Dallas, I.; Rizzo, Albert
Engaging breathing exercises: developing an interactive XNA-based air flow sensing and control system Proceedings Article
In: Virtual Rehabilitation, pp. 72, Vancouver, CA, 2008.
Abstract | Links | BibTeX | Tags: MedVR, MxR
@inproceedings{bolas_engaging_2008,
title = {Engaging breathing exercises: developing an interactive XNA-based air flow sensing and control system},
author = {Mark Bolas and Belinda Lange and I. Dallas and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Engaging%20breathing%20exercises-%20developing%20an%20interactive%20XNA-based%20air%20flow%20sensing%20and%20control%20system.jpg},
year = {2008},
date = {2008-08-01},
booktitle = {Virtual Rehabilitation},
pages = {72},
address = {Vancouver, CA},
abstract = {The aim of this project was to make breathing exercises for children with Cystic Fibrosis fun. We developed a prototype device that uses breathing to control specifically designed video games.},
keywords = {MedVR, MxR},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Rizzo, Albert
Virtual Humans for Assisted Health Care Proceedings Article
In: Pervasive Technologies for Assistive Environments (PETRA) Conference Proceedings, ACM, Athens, Greece, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_virtual_2008-1,
title = {Virtual Humans for Assisted Health Care},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Humans%20for%20Assisted%20Health%20Care.pdf},
year = {2008},
date = {2008-07-01},
booktitle = {Pervasive Technologies for Assistive Environments (PETRA) Conference Proceedings},
publisher = {ACM},
address = {Athens, Greece},
abstract = {There is a growing need for applications that can dynamically interact with aging populations to gather information, monitor their health care, provide information, or even act as companions. Virtual human agents or virtual characters offer a technology that can enable human users to overcome the confusing interfaces found in current human-computer interactions. These artificially intelligent virtual characters have speech recognition, natural language and vision that will allow human users to interact with their computers in a more natural way. Additionally, sensors may be used to monitor the environment for specific behaviors that can be fused into a virtual human system. As a result, the virtual human may respond to a patient or elderly person in a manner that will have a powerful affect on their living situation. This paper will describe the virtual human technology developed and some current applications that apply the technology to virtual patients for mental health diagnosis and clinician training. Additionally the paper will discuss possible ways in which the virtual humans may be utilized for assisted health care and for the integration of multi-modal input to enhance the virtual human system.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Pataki, Caroly; Pato, Michele; George, Cheryl St.; Sugar, Jeff; Rizzo, Albert
Virtual Justina: A PTSD Virtual Patient for Clinical Classroom Training Proceedings Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 113–118, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2008-2,
title = {Virtual Justina: A PTSD Virtual Patient for Clinical Classroom Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Caroly Pataki and Michele Pato and Cheryl St. George and Jeff Sugar and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Justina-%20A%20PTSD%20Virtual%20Patient%20for%20Clinical%20Classroom%20Training.pdf},
year = {2008},
date = {2008-06-01},
booktitle = {Annual Review of CyberTherapy and Telemedicine},
volume = {6},
pages = {113–118},
abstract = {The effects of trauma exposure manifest themselves in a wide range of symptoms: anxiety, post-traumatic stress disorder, fear, and various behavior problems. Effective interview skills are a core competency for the clinicians who will be working with children and adolescents exposed to trauma. The current project aims to improve child and adolescent psychiatry residents, and medical students’ interviewing skills and diagnostic acumen through practice with a female adolescent virtual human with post-traumatic stress disorder. This interaction with a virtual patient provides a context where immediate feedback can be provided regarding trainees’ interviewing skills in terms of psychiatric knowledge, sensitivity, and effectiveness. Results suggest that a virtual standardized patient can generate responses that elicit user questions relevant for PTSD categorization. We conclude with a discussion of the ways in which these capabilities allow virtual patients to serve as unique training tools whose special knowledge and reactions can be continually fed back to trainees. Our initial goal is to focus on a virtual patient with PTSD, but a similar strategy could be applied to teaching a broad variety of psychiatric diagnoses to trainees at every level from medical students, to psychiatry residents, to child and adolescent psychiatry residents.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Parsons, Thomas D.; Reger, Greg; Pataki, Caroly; Pato, Michele; Sugar, Jeff; George, Cheryl St.
Virtual Patients for Future Leaders Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), 2008.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{kenny_virtual_2008,
title = {Virtual Patients for Future Leaders},
author = {Patrick G. Kenny and Thomas D. Parsons and Greg Reger and Caroly Pataki and Michele Pato and Jeff Sugar and Cheryl St. George},
url = {http://ict.usc.edu/pubs/Virtual%20Patients%20for%20Future%20Leaders.pdf},
year = {2008},
date = {2008-01-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
abstract = {War is one of the most challenging environments that persons may experience. The cognitive, emotional and physical demands of combat environments place enormous stress on even the best-prepared military personnel. The OIF/OEF combat theatre, with its ubiquitous battlefronts, ambiguous enemy identification, and repeated extended deployments have resulted in a significant number of returning American SMs with PTSD and other mental disorders. As a result, military leaders and clinicians in training need to develop clinical skills for identifying potential stress related disorders. Although traditional approaches make use of standard clinic patients to teach, there is limited ability to evaluate skills in a systematic fashion. There is the concern related to the time and money needed to train those involved in the role play for standardized patients. Perhaps most difficult is the "standardization" of standardized patients – will they in fact consistently proffer psychometrically reliable and valid interactions with the training clinicians. Virtual Human technology has evolved to a point where researchers are developing mental health applications that make use of virtual standardized patients. These virtual patients are embodied characters that have the ability to recognize speech, respond to questions and generate verbal and non-verbal behavior. We have conducted several pilot studies with clinical residents at USC’s Keck School of Medicine and will describe the ongoing study and methodology of our virtual patient approach that allows novice mental health clinicians to conduct an interview with a character emulating PTSD. The paper will summarize the data from the studies and discuss the preliminary standardization of the interactions with the virtual patients. The underlying virtual patient technology will be described. Finally future work will be discussed and recommendations related to the ways in which these characters may enable future leaders to learn, train and win.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Kenny, Patrick G.; Ntuen, Celestine A.; Pataki, Caroly; Pato, Michele; Rizzo, Albert; George, Cheryl St.; Sugar, Jeff
Objective Structured Clinical Interview Training using a Virtual Human Patient Journal Article
In: Medicine Meets Virtual Reality, vol. 16, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_objective_2008,
title = {Objective Structured Clinical Interview Training using a Virtual Human Patient},
author = {Thomas D. Parsons and Patrick G. Kenny and Celestine A. Ntuen and Caroly Pataki and Michele Pato and Albert Rizzo and Cheryl St. George and Jeff Sugar},
url = {http://ict.usc.edu/pubs/Objective%20Structured%20Clinical%20Interview%20Training%20using%20a%20Virtual%20Human%20Patient.pdf},
year = {2008},
date = {2008-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {16},
abstract = {Effective interview skills are a core competency for psychiatry residents and developing psychotherapists. Although schools commonly make use of standardized patients to teach interview skills, the diversity of the scenarios standardized patients can characterize is limited by availability of human actors. Further, there is the economic concern related to the time and money needed to train standardized patients. Perhaps most damaging is the "standardization" of standardized patients–will they in fact consistently proffer psychometrically reliable and valid interactions with the training clinicians. Virtual Human Agent (VHA) technology has evolved to a point where researchers may begin developing mental health applications that make use of virtual reality patients. The work presented here is a preliminary attempt at what we believe to be a large application area. Herein we describe an ongoing study of our virtual patients (VP). We present an approach that allows novice mental health clinicians to conduct an interview with a virtual character that emulates an adolescent male with conduct disorder. This study illustrates the ways in which a variety of core research components developed at the University of Southern California facilitates the rapid development of mental health applications.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Silva, Teri M.; Pair, Jarrell; Rizzo, Albert
Virtual Environment for Assessment of Neurocognitive Functioning: Virtual Reality Cognitive Performance Assessment Test Journal Article
In: Studies in Health Technology and Informatics, vol. 132, pp. 351–356, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_virtual_2008-1,
title = {Virtual Environment for Assessment of Neurocognitive Functioning: Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Teri M. Silva and Jarrell Pair and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Environment%20for%20Assessment%20of%20Neurocognitive%20Functioning-%20Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2008},
date = {2008-01-01},
journal = {Studies in Health Technology and Informatics},
volume = {132},
pages = {351–356},
abstract = {While standard neuropsychological measures have been found to have adequate predictive value, their ecological validity may diminish predictions about real world functioning. Virtual environments (VEs) are increasingly recognized as ecologically valid tools for neuropsychological assessment. We aim to develop a VE-based neuropsychological battery delivered within the context of a virtual city: Virtual Reality Cognitive Performance Assessment Test (VRCPAT). The 15 minute VRCPAT battery and 1.5 hour in-person neuropsychological assessment were conducted with a sample of 40 healthy adults, between the ages of 21 and 36, that included equivalent distributions of men and women from ethnically diverse populations. No subjects had history of psychiatric or neurologic conditions. Results supported both convergent and discriminant validity. The VRCPAT was found to correlate significantly with traditional neuropsychological tests assessing similar target constructs. No significant correlations existed between VRCPAT measures and non-target constructs. Findings suggest that the VRCPAT measures a capacity consistent with that of traditional neurocognitive measures; and is inconsistent with potential confounds. We conclude that the VRCPAT provides a unique opportunity to reliably and efficiently study neurocognitive function within an ecologically valid environment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Graap, Ken; Perlman, Karen; McLay, Robert N.; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Difede, JoAnn; Pair, Jarrell
Virtual Iraq: Initial Results from a VR Exposure Therapy Application for Combat-Related PTSD Journal Article
In: Medicine Meets Virtual Reality, vol. 16, pp. 420–425, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_virtual_2008,
title = {Virtual Iraq: Initial Results from a VR Exposure Therapy Application for Combat-Related PTSD},
author = {Albert Rizzo and Ken Graap and Karen Perlman and Robert N. McLay and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and JoAnn Difede and Jarrell Pair},
url = {http://ict.usc.edu/pubs/Virtual%20Iraq-%20Initial%20Results%20from%20a%20VR%20Exposure%20Therapy%20Application%20for%20Combat-Related%20PTSD.pdf},
year = {2008},
date = {2008-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {16},
pages = {420–425},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale and brief description of a Virtual Iraq PTSD VR therapy application and present initial findings from its use with PTSD patients. Thus far, Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Clinical trials are currently underway at Ft. Lewis, Camp Pendleton, Emory University, Weill Cornell Medical College, Walter Reed Army Medical Center, San Diego Naval Medical Center and 12 other sites.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert
Initial Validation of a Virtual Environment for Assessment of Memory Functioning: Virtual Reality Cognitive Performance Assessment Test Journal Article
In: CyberPsychology and Behavior, vol. 11, no. 1, pp. 16–24, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_initial_2008,
title = {Initial Validation of a Virtual Environment for Assessment of Memory Functioning: Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Initial%20Validation%20of%20a%20Virtual%20Environment%20for%20Assessment%20of%20Memory%20Functioning-%20Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2008},
date = {2008-01-01},
journal = {CyberPsychology and Behavior},
volume = {11},
number = {1},
pages = {16–24},
abstract = {The current project is an initial attempt at validating the Virtual Reality Cognitive Performance Assessment Test (VRCPAT), a virtual environment–based measure of learning and memory. To examine convergent and discriminant validity, a multitrait–multimethod matrix was used in which we hypothesized that the VRCPAT’s total learning and memory scores would correlate with other neuropsychological measures involving learning and memory but not with measures involving potential confounds (i.e., executive functions; attention; processing speed; and verbal fluency). Using a sequential hierarchical strategy, each stage of test development did not proceed until specified criteria were met. The 15-minute VRCPAT battery and a 1.5-hour in-person neuropsychological assessment were conducted with a sample of 30 healthy adults, between the ages of 21 and 36, that included equivalent distributions of men and women from ethnically diverse populations. Results supported both convergent and discriminant validity. That is, findings suggest that the VRCPAT measures a capacity that is (a) consistent with that assessed by traditional paper-and-pencil measures involving learning and memory and (b) inconsistent with that assessed by traditional paper-and-pencil measures assessing neurocognitive domains traditionally assumed to be other than learning and memory. We conclude that the VRCPAT is a valid test that provides a unique opportunity to reliably and efficiently study memory function within an ecologically valid environment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Rizzo, Albert
Evaluation of Justina: A Virtual Patient with PTSD Proceedings Article
In: Lecture Notes in Computer Science, pp. 394–408, 2008.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_evaluation_2008,
title = {Evaluation of Justina: A Virtual Patient with PTSD},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Evaluation%20of%20Justina-%20A%20Virtual%20Patient%20with%20PTSD.pdf},
year = {2008},
date = {2008-01-01},
booktitle = {Lecture Notes in Computer Science},
pages = {394–408},
abstract = {Recent research has established the potential for virtual characters to act as virtual standardized patients VP for the assessment and training of novice clinicians. We hypothesize that the responses of a VP simulating Post Traumatic Stress Disorder (PTSD) in an adolescent female could elicit a number of diagnostic mental health specific questions (from novice clinicians) that are necessary for differential diagnosis of the condition. Composites were developed to reflect the relation between novice clinician questions and VP responses. The primary goal in this study was evaluative: can a VP generate responses that elicit user questions relevant for PTSD categorization? A secondary goal was to investigate the impact of psychological variables upon the resulting VP Question/Response composites and the overall believability of the system.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Rizzo, Albert
Neuropsychological Assessment of Attentional Processing using Virtual Reality Journal Article
In: Annual Review of CyberTherapy and Telemedicine, vol. 6, no. 1, pp. 23–28, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_neuropsychological_2008-1,
title = {Neuropsychological Assessment of Attentional Processing using Virtual Reality},
author = {Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Neuropsychological%20Assessment%20of%20Attentional%20Processing%20using%20Virtual%20Reality.pdf},
year = {2008},
date = {2008-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
volume = {6},
number = {1},
pages = {23–28},
abstract = {Attention processes are the gateway to information acquisition and serve as a necessary foundation for higher-level cognitive functioning. The Virtual Reality Cognitive Performance Assessment Test (VRCPAT) focuses upon refined analysis of neurocognitive testing using a virtual environment to assess attentional processing and recall of targets delivered within the context of a virtual city and a virtual driving simulation. The 15 minute VRCPAT Attention Module and a 1.5 hour neuropsychological assessment were conducted with a sample of 12 healthy adults, between the ages of 21 and 36, that included equivalent distributions of men and women from ethnically diverse populations. No subjects had history of psychiatric or neurologic conditions. To examine scenario differences, one-way ANOVAs were performed, comparing attentional performance in simple stimulus presentations (Mean = 43.63; SD = 8.91) versus complex stimulus presentations (Mean = 34.63; SD = 6.86). The results indicated that the increase in stimulus complexity caused a significant decrease in performance on attentional tasks (F = 5.12; p = 0.04). To examine scenario differences, we compared attentional performance in low intensity (Mean = 40.01; SD = 4.06) versus high intensity (Mean = 9.25; SD = 3.70) presentations. The results indicated that the increase in stimulus intensity caused a significant decrease in performance on attentional tasks (t = 9.83; p = 0.01). Findings suggest that the increase in stimulus complexity and stimulus intensity within a virtual environment can manipulate performance on attentional tasks.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert
Affective Outcomes of Virtual Reality Exposure Therapy for Anxiety and Specific Phobias: A meta-analysis Journal Article
In: Journal of Behavior Therapy and Experimental Psychiatry, vol. 39, pp. 250–261, 2008.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_affective_2008,
title = {Affective Outcomes of Virtual Reality Exposure Therapy for Anxiety and Specific Phobias: A meta-analysis},
author = {Thomas D. Parsons and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Affective%20outcomes%20of%20virtual%20reality%20exposure%20therapy%20for%20anxiety%20and%20specific%20phobias-%20A%20meta-analysis.pdf},
year = {2008},
date = {2008-01-01},
journal = {Journal of Behavior Therapy and Experimental Psychiatry},
volume = {39},
pages = {250–261},
abstract = {Virtual reality exposure therapy (VRET) is an increasingly common treatment for anxiety and specific phobias. Lacking is a quantitative meta-analysis that enhances understanding of the variability and clinical significance of anxiety reduction outcomes after VRET. Searches of electronic databases yielded 52 studies, and of these, 21 studies (300 subjects) met inclusion criteria. Although meta-analysis revealed large declines in anxiety symptoms following VRET, moderator analyses were limited due to inconsistent reporting in the VRET literature. This highlights the need for future research studies that report uniform and detailed information regarding presence, immersion, anxiety and/or phobia duration, and demographics.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2007
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Swartout, William; Traum, David; Marsella, Stacy C.; Piepol, Diane
Building Interactive Virtual Humans for Training Environments Proceedings Article
In: Interservice/Industry Training, Simulation and Education Conference (I/ITSEC), Orlando, FL, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_building_2007,
title = {Building Interactive Virtual Humans for Training Environments},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and William Swartout and David Traum and Stacy C. Marsella and Diane Piepol},
url = {http://ict.usc.edu/pubs/Building%20Interactive%20Virtual%20Humans%20for%20Training%20Environments.pdf},
year = {2007},
date = {2007-11-01},
booktitle = {Interservice/Industry Training, Simulation and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {There is a great need in the Joint Forces to have human to human interpersonal training for skills such as negotiation, leadership, interviewing and cultural training. Virtual environments can be incredible training tools if used properly and used for the correct training application. Virtual environments have already been very successful in training Warfighters how to operate vehicles and weapons systems. At the Institute for Creative Technologies (ICT) we have been exploring a new question: can virtual environments be used to train Warfighters in interpersonal skills such as negotiation, tactical questioning and leadership that are so critical for success in the contemporary operating environment? Using embodied conversational agents to create this type of training system has been one of the goals of the Virtual Humans project at the institute. ICT has a great deal of experience building complex, integrated and immersive training systems that address the human factor needs for training experiences. This paper will address the research, technology and value of developing virtual humans for training environments. This research includes speech recognition, natural language understanding & generation, dialogue management, cognitive agents, emotion modeling, question response managers, speech generation and non-verbal behavior. Also addressed will be the diverse set of training environments we have developed for the system, from single computer laptops to multi-computer immersive displays to real and virtual integrated environments. This paper will also discuss the problems, issues and solutions we encountered while building these systems. The paper will recount subject testing we have performed in these environments and results we have obtained from users. Finally the future of this type of Virtual Humans technology and training applications will be discussed.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Hartholt, Arno; Gratch, Jonathan; Traum, David; Marsella, Stacy C.; Swartout, William
The More the Merrier: Multi-Party Negotiation with Virtual Humans Proceedings Article
In: AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence, pp. 1970–1971, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{kenny_more_2007,
title = {The More the Merrier: Multi-Party Negotiation with Virtual Humans},
author = {Patrick G. Kenny and Arno Hartholt and Jonathan Gratch and David Traum and Stacy C. Marsella and William Swartout},
url = {http://ict.usc.edu/pubs/The%20More%20the%20Merrier-%20Multi-Party%20Negotiation%20with%20Virtual%20Humans.pdf},
year = {2007},
date = {2007-07-01},
booktitle = {AAAI Conference On Artificial Intelligence; Proceedings of the 22nd National Conference on Artificial Intelligence},
volume = {2},
pages = {1970–1971},
abstract = {The goal of the Virtual Humans Project at the University of Southern California�s Institute for Creative Technologies is to enrich virtual training environments with virtual humans � autonomous agents that support face-to-face interaction with trainees in a variety of roles � through bringing together many different areas of research including speech recognition, natural language understanding, dialogue management, cognitive modeling, emotion modeling, non-verbal behavior and speech and knowledge management. The demo at AAAI will focus on our work using virtual humans to train negotiation skills. Conference attendees will negotiate with a virtual human doctor and elder to try to move a clinic out of harm�s way in single and multi-party negotiation scenarios using the latest iteration of our Virtual Humans framework. The user will use natural speech to talk to the embodied agents, who will respond in accordance with their internal task model and state. The characters will carry out a multi-party dialogue with verbal and non-verbal behavior. A video of a single-party version of the scenario was shown at AAAI-06. This new interactive demo introduces several new features, including multi-party negotiation, dynamically generated non-verbal behavior and a central ontology.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Kenny, Patrick G.; Rizzo, Albert; Parsons, Thomas D.; Gratch, Jonathan; Swartout, William
A Virtual Human Agent for Training Novice Therapist Clinical Interviewing Skills Proceedings Article
In: Annual Review of CyberTherapy and Telemedicine, pp. 197–210, Washington D.C., 2007.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2007-1,
title = {A Virtual Human Agent for Training Novice Therapist Clinical Interviewing Skills},
author = {Patrick G. Kenny and Albert Rizzo and Thomas D. Parsons and Jonathan Gratch and William Swartout},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Human%20Agent%20for%20Training%20Novice%20Therapist%20Clinical%20Interviewing%20Skills.pdf},
year = {2007},
date = {2007-06-01},
booktitle = {Annual Review of CyberTherapy and Telemedicine},
volume = {4722},
pages = {197–210},
address = {Washington D.C.},
abstract = {Virtual Reality (VR) is rapidly evolving into a pragmatically usable technology for mental health (MH) applications. Over the last five years, the technology for creating virtual humans (VHs) has evolved to the point where they are no longer regarded as simple background characters, but rather can serve a functional interactional role. Our current project involves the construction of a natural language-capable virtual client named “Justin,” which derived from a military negotiation train- ing tool into a virtual therapy patient for training novice clinicians the art of clinical interviewing with a resistant client. Justin portrays a 16-year old male with a conduct disorder who is being forced to par- ticipate in therapy by his family. The system uses a sophisticated natural language interface that al- lows novice clinicians to practice asking interview questions in an effort to create a positive therapeu- tic alliance with this very challenging virtual client. Herein we proffer a description of our iterative de- sign process and outline our long term vision.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Crooks, Valerie C.; Parsons, Thomas D.; Buckwalter, John Galen
Validation of the Cognitive Assessment of Later Life Status (CALLS) instrument: a computerized telephonic measure Journal Article
In: BMC Neurology, vol. 7, no. 10, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{crooks_validation_2007,
title = {Validation of the Cognitive Assessment of Later Life Status (CALLS) instrument: a computerized telephonic measure},
author = {Valerie C. Crooks and Thomas D. Parsons and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Validation%20of%20the%20Cognitive%20Assessment%20of%20Later%20Life%20Status%20(CALLS)%20instrument-%20a%20computerized%20telephonic%20measure.pdf},
doi = {10.1186/1471-2377-7-10},
year = {2007},
date = {2007-05-01},
journal = {BMC Neurology},
volume = {7},
number = {10},
abstract = {Background: Brief screening tests have been developed to measure cognitive performance and dementia, yet they measure limited cognitive domains and often lack construct validity. Neuropsychological assessments, while comprehensive, are too costly and time-consuming for epidemiological studies. This study's aim was to develop a psychometrically valid telephone administered test of cognitive function in aging. Methods: Using a sequential hierarchical strategy, each stage of test development did not proceed until specified criteria were met. The 30 minute Cognitive Assessment of Later Life Status (CALLS) measure and a 2.5 hour in-person neuropsychological assessment were conducted with a randomly selected sample of 211 participants 65 years and older that included equivalent distributions of men and women from ethnically diverse populations. Results: Overall Cronbach's coefficient alpha for the CALLS test was 0.81. A principal component analysis of the CALLS tests yielded five components. The CALLS total score was significantly correlated with four neuropsychological assessment components. Older age and having a high school education or less was significantly correlated with lower CALLS total scores. Females scored better overall than males. There were no score differences based on race. Conclusion: The CALLS test is a valid measure that provides a unique opportunity to reliably and efficiently study cognitive function in large populations.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Robertson, R. Kevin; Nakasujja, Noeline; Wong, Matthew; Musisi, Seggane; Katabira, Elly; Parsons, Thomas D.; Ronald, Allan; Sacktor, Ned
Pattern of neuropsychological performance among HIV positive patients in Uganda Journal Article
In: BMC Neurology, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{robertson_pattern_2007,
title = {Pattern of neuropsychological performance among HIV positive patients in Uganda},
author = {R. Kevin Robertson and Noeline Nakasujja and Matthew Wong and Seggane Musisi and Elly Katabira and Thomas D. Parsons and Allan Ronald and Ned Sacktor},
url = {http://ict.usc.edu/pubs/Pattern%20of%20neuropsychological%20performance%20among%20HIV%20positive%20patients%20in%20Uganda.pdf},
year = {2007},
date = {2007-04-01},
journal = {BMC Neurology},
abstract = {Few studies have examined cognitive functioning of HIV positive patients in sub-Saharan Africa. It cannot be assumed that HIV positive patients in Africa exhibit the same declines as patients in high-resource settings, since there are differences that may influence cognitive functioning including nutrition, history of concomitant disease, and varying HIV strains, among other possibilities. Part of the difficulty of specifying abnormalities in neuropsychological functioning among African HIV positive patients is that there are no readily available African normative databases. The purpose of the current study was to evaluate the pattern of neuropsychological performance in a sample of HIV positive patients in comparison to HIV negative control subjects in Uganda. Methods: The neuropsychological test scores of 110 HIV positive patients (WHO Stage 2},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Buckwalter, John Galen; Geiger, A. M.; Parsons, Thomas D.; Handler, J.; Howes, J.; Lehmer, R. R.
Cognitive Effects of Short-term Use of Raloxifene: A Randomized Clinical Trial Journal Article
In: International Journal of Neuroscience, vol. 117, pp. 1579–1590, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{buckwalter_cognitive_2007,
title = {Cognitive Effects of Short-term Use of Raloxifene: A Randomized Clinical Trial},
author = {John Galen Buckwalter and A. M. Geiger and Thomas D. Parsons and J. Handler and J. Howes and R. R. Lehmer},
url = {http://ict.usc.edu/pubs/Cognitive%20Effects%20of%20Short-term%20Use%20of%20Raloxifene-%20A%20Randomized%20Clinical%20Trial.pdf},
year = {2007},
date = {2007-01-01},
journal = {International Journal of Neuroscience},
volume = {117},
pages = {1579–1590},
abstract = {Two questions regarding findings from the Women's Health Initiative are (1) What is the effect of various hormonal regimens including selective estrogen receptor modulators? and (2) Is the negative effect on cognitive functioning related to the older age (65+years) if the women? This study addresses these two questions in a short-term randomized trial of the effects of raloxifene versus alendronate on cognition. The study found only one significant interaction where the raloxifene and alendronate group changed differently across the two testing occasions. Hence, raloxifene does not have any impact, positive or negative, on short-term cognitive functioning when compared to alendronate.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Kenny, Patrick G.; Parsons, Thomas D.; Gratch, Jonathan; Leuski, Anton; Rizzo, Albert
Virtual Patients for Clinical Therapist Skills Training Proceedings Article
In: Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA), pp. 197–210, Paris, France, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{kenny_virtual_2007,
title = {Virtual Patients for Clinical Therapist Skills Training},
author = {Patrick G. Kenny and Thomas D. Parsons and Jonathan Gratch and Anton Leuski and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Patients%20for%20Clinical%20Therapist%20Skills%20Training.pdf},
year = {2007},
date = {2007-01-01},
booktitle = {Lecture Notes in Artificial Intelligence; Proceedings of the 7th International Conference on Intelligent Virtual Agents (IVA)},
volume = {4722},
pages = {197–210},
address = {Paris, France},
abstract = {Virtual humans offer an exciting and powerful potential for rich interactive experiences. Fully embodied virtual humans are growing in capability, ease, and utility. As a result, they present an opportunity for expanding research into burgeoning virtual patient medical applications. In this paper we consider the ways in which one may go about building and applying virtual human technology to the virtual patient domain. Specifically we aim to show that virtual human technology may be used to help develop the interviewing and diagnostics skills of developing clinicians. Herein we proffer a description of our iterative design process and preliminary results to show that virtual patients may be a useful adjunct to psychotherapy education.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Yeh, Shih-Ching; Rizzo, Albert; McLaughlin, Margaret; Parsons, Thomas D.
In: Studies in Health Technology and Informatics, vol. 125, pp. 506–511, 2007.
@article{yeh_vr_2007,
title = {VR Enhanced Upper Extremity Motor Training for Post-Stroke Rehabilitation: Task Design, Clinical Experiment and Visualization on Performance and Progress},
author = {Shih-Ching Yeh and Albert Rizzo and Margaret McLaughlin and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/VR%20Enhanced%20Upper%20Extremity%20Motor%20Training%20for%20Post-Stroke%20Rehabilitation-%20Task%20Design,%20Clinical%20Experiment%20and%20Visualization%20on%20Performance%20and%20Progress.pdf},
year = {2007},
date = {2007-01-01},
journal = {Studies in Health Technology and Informatics},
volume = {125},
pages = {506–511},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Yeh, Shih-Ching; Stewart, Jill; McLaughlin, Margaret; Parsons, Thomas D.; Winstein, Carolee J.; Rizzo, Albert
Evaluation Approach for Post-stroke Rehabilitation Via Virtual Reality Aided Motor Training Proceedings Article
In: Lecture Notes in Computer Science, pp. 378–387, 2007, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{yeh_evaluation_2007,
title = {Evaluation Approach for Post-stroke Rehabilitation Via Virtual Reality Aided Motor Training},
author = {Shih-Ching Yeh and Jill Stewart and Margaret McLaughlin and Thomas D. Parsons and Carolee J. Winstein and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Evaluation%20Approach%20for%20Post-stroke%20Rehabilitation%20Via%20Virtual%20Reality%20Aided%20Motor%20Training.pdf},
year = {2007},
date = {2007-01-01},
booktitle = {Lecture Notes in Computer Science},
pages = {378–387},
address = {2007},
abstract = {This paper introduces an evaluation approach that was applied to clinical data collected from a virtual reality aided motor training program for post-stroke rehabilitation. The goal of the proposed evaluation approach is to diagnose the patient's current status (performance) and detect change in status over time (progression). Three measures, performance time, movement efficiency, and movement speed, were defined to represent kinematic features of reaching. 3-D performance maps and progression maps were generated based on each kinematic measure to visualize a single patient's behavior. The case study revealed the patient's current status as to direction and range of upper extremity reach ability, composed of pitch, yaw and arm length. Further, progression was found and visualized quantitatively over a series of practice sessions.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Robertson, R. Kevin; Parsons, Thomas D.; Rogers, Steven A.; Braaten, Alyssa J.; Robertson, Wendy T.; Wilson, Susan; Hall, Colin D.
Assessing health-related quality of life in NeuroAIDS: some psychometric properties of the Neurological Quality of Life Questionnaire (NeuroQOL) Journal Article
In: Journal of Clinical Neuroscience, vol. 14, pp. 416+423, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{robertson_assessing_2007,
title = {Assessing health-related quality of life in NeuroAIDS: some psychometric properties of the Neurological Quality of Life Questionnaire (NeuroQOL)},
author = {R. Kevin Robertson and Thomas D. Parsons and Steven A. Rogers and Alyssa J. Braaten and Wendy T. Robertson and Susan Wilson and Colin D. Hall},
url = {http://ict.usc.edu/pubs/Assessing%20health-related%20quality%20of%20life%20in%20NeuroAIDS-%20some%20psychometric%20properties%20of%20the%20Neurological%20Quality%20of%20Life%20Questionnaire%20(NeuroQOL).pdf},
year = {2007},
date = {2007-01-01},
journal = {Journal of Clinical Neuroscience},
volume = {14},
pages = {416+423},
abstract = {Several studies were undertaken to assess the psychometric properties (reliability and initial convergent and discriminant construct validity) of the Neurological Quality of Life Questionnaire (NeuroQOL). The NeuroQOL contains 114 items answered in self report Likert format, with higher scores reflecting better quality of life. Study one compared the questionnaire with existing quality of life measures (Symptom Distress Scale, Sickness Impact Profile) and disease stage, psychological, neuropsychological and neurological measures, and a significant correlation was also fount with each domain. The internal consistency reliability (alpha = 0.96), split half reliability (r12 = 0.97), and test-retest reliability (coefficients were 0.78 for 6 months and 0.67 for one year intervals between test and retest) were all found to high and adequately stable. Overall, these results indicate acceptable reliability and initial construct valididty for the NeuroQOL.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Miller, Karen J.; Parsons, Thomas D.; Whybrow, Peter C.; Herle, Katja; Rasgon, Natalie; Herle, Andre; Martinez, Dorothy; Silverman, Dan H.; Bauer, Michael
Verbal Memory Retrieval Deficits Associated With Untreated Hypothyroidism Journal Article
In: Journal of Neuropsychiatry and Clinical Neurosciences, vol. 19, no. 2, pp. 132–136, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{miller_verbal_2007,
title = {Verbal Memory Retrieval Deficits Associated With Untreated Hypothyroidism},
author = {Karen J. Miller and Thomas D. Parsons and Peter C. Whybrow and Katja Herle and Natalie Rasgon and Andre Herle and Dorothy Martinez and Dan H. Silverman and Michael Bauer},
url = {http://ict.usc.edu/pubs/Verbal%20Memory%20Retrieval%20Deficits%20Associated%20With%20Untreated%20Hypothyroidism.pdf},
year = {2007},
date = {2007-01-01},
journal = {Journal of Neuropsychiatry and Clinical Neurosciences},
volume = {19},
number = {2},
pages = {132–136},
abstract = {The effects of inadequate thyroid hormone availability to the brain on adult cognitive function are poorly understood. This study assessed the effects of hypothyroidism on cognitive function using a standard neuropsychological battery in 14 patients suffering from untreated hypothyroidism and complaining of subjective cognitive difï¬culties in comparison with 10 age-matched healthy comparison subjects. Signiï¬cant differences between groups were limited to verbal memory retrieval as measured by the California Verbal Learning Test (CVLT). On short delay free recall, long delay free recall, and long delay cued recall, signiï¬cant differences remained between groups despite the limited statistical power of this study. There were no signiï¬cant results found between groups on attentional or nonverbal tasks. Results suggest that hypothyroid-related memory deï¬cits are not attributable to an attentional deï¬cit but rather to speciï¬c retrieval deï¬cits.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Graap, Ken; McLay, Robert N.; Perlman, Karen; Rothbaum, Barbara O.; Reger, Greg; Parsons, Thomas D.; Difede, JoAnn; Pair, Jarrell
Virtual Iraq: Initial Case Reports from a VR Exposure Therapy Application for Combat-Related Post Traumatic Stress Disorder Journal Article
In: Virtual Rehabilitation, vol. 27, pp. 124–130, 2007.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@article{rizzo_virtual_2007,
title = {Virtual Iraq: Initial Case Reports from a VR Exposure Therapy Application for Combat-Related Post Traumatic Stress Disorder},
author = {Albert Rizzo and Ken Graap and Robert N. McLay and Karen Perlman and Barbara O. Rothbaum and Greg Reger and Thomas D. Parsons and JoAnn Difede and Jarrell Pair},
url = {http://ict.usc.edu/pubs/Virtual%20Iraq-%20Initial%20Case%20Reports%20from%20a%20VR%20Exposure%20Therapy%20Application%20for%20Combat-Related%20Post%20Traumatic%20Stress%20Disorder.pdf},
year = {2007},
date = {2007-01-01},
journal = {Virtual Rehabilitation},
volume = {27},
pages = {124–130},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale and brief description of a Virtual Iraq PTSD VR therapy application and present initial findings from two successfully treated patients. The VR treatment environment was created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far, Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Clinical trials are currently underway at Camp Pendleton and at the San Diego Naval Medical Center and the results from two successfully treated patients are presented along with a delineation of our future plans for research and clinical care using this application.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Bamattre, Jacob; Brennan, John
Virtual Reality Cognitive Performance Assessment Test Journal Article
In: Annual Review of CyberTherapy and Telemedicine, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_virtual_2007,
title = {Virtual Reality Cognitive Performance Assessment Test},
author = {Thomas D. Parsons and Albert Rizzo and Jacob Bamattre and John Brennan},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Cognitive%20Performance%20Assessment%20Test.pdf},
year = {2007},
date = {2007-01-01},
journal = {Annual Review of CyberTherapy and Telemedicine},
abstract = {Virtual Reality Cognitive Performance Assessment Test (VRCPAT) is a virtual environment based measure of learning and memory. We examined convergent and discriminant validity and hypothesized that the VRCPAT’s Total Learning and Memory scores would correlate with other neuropsychological measures involving learning and memory, but not with measures involving potential confounds (i.e., Executive Functions; Attention; and Processing Speed). Using a sequential hierarchical strategy, each stage of test development did not proceed until specified criteria were met. The 15 minute VRCPAT battery and a 1.5 hour in-person neuropsychological assessment were conducted with a randomly selected sample of 20 healthy adults that included equivalent distributions of men and women from ethnically diverse populations. Results supported both convergent and discriminant validity. That is, findings suggest that the VRCPAT measures a capacity that is 1) consistent with that assessed by traditional paper and pencil measures involving learning and memory; and 2) inconsistent with that assessed by traditional paper and pencil measures assessing neurocognitive domains traditionally assumed to be other than learning and memory. We conclude that the VRCPAT is a valid test that provides a unique opportunity to reliably and efficiently study memory function within an ecologically valid environment.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Iudicello, Jennifer E.; Woods, Steven Paul; Parsons, Thomas D.; Moran, Lisa M.; Carey, Catherine L.; Grant, Igor
Verbal fluency in HIV infection: A meta-analytic review Journal Article
In: Journal of the International Neuropsychological Society, vol. 13, pp. 183–189, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{iudicello_verbal_2007,
title = {Verbal fluency in HIV infection: A meta-analytic review},
author = {Jennifer E. Iudicello and Steven Paul Woods and Thomas D. Parsons and Lisa M. Moran and Catherine L. Carey and Igor Grant},
url = {http://ict.usc.edu/pubs/Verbal%20fluency%20in%20HIV%20infection-%20A%20meta-analytic%20review.pdf},
doi = {10.10170S1355617707070221},
year = {2007},
date = {2007-01-01},
journal = {Journal of the International Neuropsychological Society},
volume = {13},
pages = {183–189},
abstract = {Given the largely prefrontostriatal neuropathogenesis of HIV-associated neurobehavioral deficits, it is often presumed that HIV infection leads to greater impairment on letter versus category fluency. A meta-analysis of the HIV verbal fluency literature was conducted (k 5 37, n 5 7110) to assess this hypothesis and revealed generally small effect sizes for both letter and category fluency, which increased in magnitude with advancing HIV disease severity. Across all studies, the mean effect size of category fluency was slightly larger than that of letter fluency. However, the discrepancy between category and letter fluency dissipated in a more conservative analysis of only those studies that included both tests. Thus, HIV-associated impairments in letter and category fluency are of similar magnitude, suggesting that mild word generation deficits are evident in HIV, regardless of whether traditional letter or semantic cues are used to guide the word search and retrieval process.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Bowerly, Todd; Buckwalter, John Galen; Rizzo, Albert
In: Child Neuropsychology, vol. 13, pp. 363–381, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_controlled_2007,
title = {A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard neuropsychological methods},
author = {Thomas D. Parsons and Todd Bowerly and John Galen Buckwalter and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20CONTROLLED%20CLINICAL%20COMPARISON%20OF%20ATTENTION%20PERFORMANCE%20IN%20CHILDREN%20WITH%20ADHD%20IN%20A%20VIRTUAL%20REALITY%20CLASSROOM%20COMPARED%20TO%20STANDARD%20NEUROPSYCHOLOGICAL%20METHODS.pdf},
doi = {10.1080/13825580600943473},
year = {2007},
date = {2007-01-01},
journal = {Child Neuropsychology},
volume = {13},
pages = {363–381},
abstract = {In this initial pilot study, a controlled clinical comparison was made of attention performance in children with attention deficit-hyperactivity disorder (ADHD) in a virtual reality (VR) classroom. Ten boys diagnosed with ADHD and ten normal control boys participated in the study. Groups did not significantly differ in mean age, grade level, ethnicity, or handedness. No participants reported simulator sickness following VR exposure. Children with ADHD exhibited more omission errors, commission errors, and overall body movement than normal control children in the VR classroom. Children with ADHD were more impacted by distraction in the VR classroom. VR classroom measures were correlated with traditional ADHD assessment tools and the flatscreen CPT. Of note, the small sample size incorporated in each group and higher WISC-III scores of normal controls might have some bearing on the overall interpretation of results. These data suggested that the Virtual Classroom had good potential for controlled performance assessment within an ecologically valid environment and appeared to parse out significant effects due to the presence of distraction stimuli.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Macedonio, Mary F.; Parsons, Thomas D.; Digiuseppe, Raymond A.; Wiederhold, Brenda K.; Rizzo, Albert
Immersiveness and Physiological Arousal within Panoramic Video-Based Virtual Reality Journal Article
In: CyberPsychology and Behavior, vol. 10, no. 4, pp. 508–515, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{macedonio_immersiveness_2007,
title = {Immersiveness and Physiological Arousal within Panoramic Video-Based Virtual Reality},
author = {Mary F. Macedonio and Thomas D. Parsons and Raymond A. Digiuseppe and Brenda K. Wiederhold and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Immersiveness%20and%20Physiological%20Arousal%20within%20Panoramic%20Video-Based%20Virtual%20Reality.pdf},
year = {2007},
date = {2007-01-01},
journal = {CyberPsychology and Behavior},
volume = {10},
number = {4},
pages = {508–515},
abstract = {In this paper, we discuss findings from a study that used panoramic video-based virtual environments (PVVEs) to induce self-reported anger. The study assessed "immersiveness" and physiological correlates of anger arousal (i.e., heart rate, blood pressure, galvanic skin response [GSR], respiration, and skin temperature). Results indicate that over time, panoramic video-based virtual scenarios can be, at the very least, physiologically arousing. Further, it can be affirmed from the results that hypnotizability, as defined by the applied measures, interacts with group on physiological arousal measures. Hence, physiological arousal appeared to be moderated by participant hypnotizability and absorption levels.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rogers, Steven A.; Hall, Colin D.; Robertson, R. Kevin
Motor Based Assessment of Neurocognitive Functioning in Resource-Limited International Settings. Journal Article
In: Journal of Clinical and Experimental Neuropsychology, vol. 29, pp. 59–66, 2007.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_motor_2007,
title = {Motor Based Assessment of Neurocognitive Functioning in Resource-Limited International Settings.},
author = {Thomas D. Parsons and Steven A. Rogers and Colin D. Hall and R. Kevin Robertson},
url = {http://ict.usc.edu/pubs/Motor%20based%20assessment%20of%20neurocognitive%20functioning%20in%20resource-limited%20Iinternational%20settings.pdf},
year = {2007},
date = {2007-01-01},
journal = {Journal of Clinical and Experimental Neuropsychology},
volume = {29},
pages = {59–66},
abstract = {This study compared variance accounted for by neuropsychological tests in both a brief motor battery and in a comprehensive neuropsychological battery. 327 HIV + subjects received a comprehensive cognitive battery and a shorter battery (Timed Gait, Grooved Pegboard, and Fingertapping). A significant correlation existed between the motor component tests and the more comprehensive battery (52% of variance). Adding Digit symbol and Trailmaking increased the amount of variance accounted for (73%). Motor battery sensitivity to impairment diagnosis was 0.79 and specificity was 0.76. A motor battery may have broader utility to diagnose and monitor HIV related neurocognitive disorders in international settings.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Robertson, R. Kevin; Smurzynski, Marlene; Parsons, Thomas D.; Wu, Kunling; Bosch, Ronald J.; Wu, Julia; McArthur, Justin C.; Collier, Ann C.; Evans, Scott R.; Ellis, Ron J.
The Prevalence and Incidence of Neurocognitive Impairment in the HAART Era Journal Article
In: AIDS, vol. 21, pp. 1915–1921, 2007, ISSN: 0269-9370.
Abstract | Links | BibTeX | Tags: MedVR
@article{robertson_prevalence_2007,
title = {The Prevalence and Incidence of Neurocognitive Impairment in the HAART Era},
author = {R. Kevin Robertson and Marlene Smurzynski and Thomas D. Parsons and Kunling Wu and Ronald J. Bosch and Julia Wu and Justin C. McArthur and Ann C. Collier and Scott R. Evans and Ron J. Ellis},
url = {http://ict.usc.edu/pubs/The%20prevalence%20and%20incidence%20of%20neurocognitive%20impairment%20in%20the%20HAART%20era.pdf},
issn = {0269-9370},
year = {2007},
date = {2007-01-01},
journal = {AIDS},
volume = {21},
pages = {1915–1921},
abstract = {Objectives: HAART suppresses HIV viral replication and restores immune function. The effects of HAART on neurological disease are less well understood. The aim of this study was to assess the prevalence and incidence of neurocognitive impairment in individuals who initiated HAART as part of an AIDS clinical trial. Design: A prospective cohort study of HIV-positive patients enrolled in randomized antiretroviral trials, the AIDS Clinical Trials Group (ACTG) Longitudinal Linked Randomized Trials (ALLRT) study. Methods: We examined the association between baseline and demographic characteristics and neurocognitive impairment among 1160 subjects enrolled in the ALLRT study. Results: A history of immunosuppression (nadir CD4 cell count textbackslashtextbackslashtextbackslashtextbackslashtextless 200 cells/ml) was associated with an increase in prevalent neurocognitive impairment. There were no signiï¬cant virological and immunological predictors of incident neurocognitive impairment. Current immune status (low CD4 cell count) was associated with sustained prevalent impairment. Conclusion: The association of previous advanced immunosuppression with prevalent and sustained impairment suggests that there is a non-reversible component of neural injury that tracks with a history of disease progression. The association of sustained impairment with worse current immune status (low CD4 cell count) suggests that restoring immunocompetence increases the likelihood of neurocognitive recovery. Finally, the lack of association between incident neurocognitive impairment and virological and immunological indicators implies that neural injury continues in some patients regardless of the success of antiretroviral therapy on these laboratory measures.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
2006
Rizzo, Albert; Pair, Jarrell; Parsons, Thomas D.; Liewer, Matt; Graap, Ken; Difede, JoAnn; Rothbaum, Barbara O.; Reger, Greg; Roy, Michael
A Virtual Reality Therapy Application for OEF/OIF Combat-related Post Traumatic Stress Disorder Proceedings Article
In: Proceedings of the 25th Army Science Conference, Orlando, FL, 2006.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_virtual_2006-1,
title = {A Virtual Reality Therapy Application for OEF/OIF Combat-related Post Traumatic Stress Disorder},
author = {Albert Rizzo and Jarrell Pair and Thomas D. Parsons and Matt Liewer and Ken Graap and JoAnn Difede and Barbara O. Rothbaum and Greg Reger and Michael Roy},
url = {http://ict.usc.edu/pubs/A%20VIRTUAL%20REALITY%20THERAPY%20APPLICATION%20FOR%20OEF%20OIF%20COMBAT-RELATED%20POST%20TRAUMATIC%20STRESS%20DISORDER.pdf},
year = {2006},
date = {2006-11-01},
booktitle = {Proceedings of the 25th Army Science Conference},
address = {Orlando, FL},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system in Iraq tested by an Army Combat Stress Control Team. Clinical trials are currently underway at Camp Pendleton and at the San Diego Naval Medical Center. Other sites are preparing to use the application for a variety of PTSD and VR research purposes.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Marsella, Stacy C.; Carnicke, Sharon Marie; Gratch, Jonathan; Okhmatovskaia, Anna; Rizzo, Albert
An Exploration of Delsartes Structural Acting System Proceedings Article
In: Proceedings of the 6th International Conference on Intelligent Virtual Agents (IVA), pp. 80–92, Marina del Rey, CA, 2006.
Abstract | Links | BibTeX | Tags: MedVR, Social Simulation, Virtual Humans
@inproceedings{marsella_exploration_2006,
title = {An Exploration of Delsartes Structural Acting System},
author = {Stacy C. Marsella and Sharon Marie Carnicke and Jonathan Gratch and Anna Okhmatovskaia and Albert Rizzo},
url = {http://ict.usc.edu/pubs/An%20Exploration%20of%20Delsarte%E2%80%99s%20Structural%20Acting%20System.pdf},
year = {2006},
date = {2006-08-01},
booktitle = {Proceedings of the 6th International Conference on Intelligent Virtual Agents (IVA)},
pages = {80–92},
address = {Marina del Rey, CA},
abstract = {The designers of virtual agents often draw on a large research literature in psychology, linguistics and human ethology to design embodied agents that can interact with people. In this paper, we consider a structural acting system developed by Francois Delsarte as a possible resource in designing the nonverbal behavior of embodied agents. Using human subjects,we evaluate one component of the system, Delsarte's Cube, that addresses the meaning of differing attitudes of the hand in gestures.},
keywords = {MedVR, Social Simulation, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Rogers, Steven A.; Braaten, Alyssa J.; Woods, Steven Paul; Tröster, Alexander I.
Cognitive sequelae of subthalamic nucleus deep brain stimulation in Parkinson's disease: a meta-analysis Journal Article
In: Lancet Neurology, vol. 5, pp. 578–588, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_cognitive_2006,
title = {Cognitive sequelae of subthalamic nucleus deep brain stimulation in Parkinson's disease: a meta-analysis},
author = {Thomas D. Parsons and Steven A. Rogers and Alyssa J. Braaten and Steven Paul Woods and Alexander I. Tröster},
url = {http://ict.usc.edu/pubs/Cognitive%20sequelae%20of%20subthalamic%20nucleus%20deep%20brain%20stimulation%20in%20Parkinson%E2%80%99s%20disease-%20a%20meta-analysis.pdf},
year = {2006},
date = {2006-06-01},
journal = {Lancet Neurology},
volume = {5},
pages = {578–588},
abstract = {Summary: Background Deep brain stimulation of the subthalamic nucleus (STN DBS) is an increasingly common treatment for Parkinson's disease. Qualitative reviews have concluded that diminished verbal fluency is common after STN DBS, but that changes in global cognitive abilities, attention, executive functions, and memory are only inconsistently observed and, when present, often nominal or transient. We did a quantitative meta-analysis to improve understanding of the variability and clinical signiï¬cance of cognitive dysfunction after STN DBS. Methods: We searched MedLine, PsycLIT, and ISI Web of Science electronic databases for articles published between 1990 and 2006, and extracted information about number of patients, exclusion criteria, conï¬rmation of target by microelectrode recording, veriï¬cation of electrode placement via radiographic means, stimulation parameters, assessment time points, assessment measures, whether patients were on levodopa or dopaminomimetics, and summary statistics needed for computation of effect sizes. We used the random-effects meta-analytical model to assess continuous outcomes before and after STN DBS. Findings: Of 40 neuropsychological studies identiï¬ed, 28 cohort studies (including 612 patients) were eligible for inclusion in the meta-analysis. After adjusting for heterogeneity of variance in study effect sizes, the random effects meta-analysis revealed signiï¬cant, albeit small, declines in executive functions and verbal learning and memory. Moderate declines were only reported in semantic (Cohen's d 0·73) and phonemic verbal fluency (0·51). Changes in verbal fluency were not related to patient age, disease duration, stimulation parameters, or change in dopaminomimetic dose after surgery. Interpretation: STN DBS, in selected patients, seems relatively safe from a cognitive standpoint. However, diffculty in identiï¬cation of factors underlying changes in verbal fluency draws attention to the need for uniform and detailed reporting of patient selection, demographic, disease, treatment, surgical, stimulation, and clinical outcome parameters.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Tucker, Karen A.; Hall, Colin D.; Robertson, Wendy T.; Eron, Joseph J.; Fried, Michael W.; Robertson, R. Kevin
Neurocognitive functioning and HAART in HIV and hepatitis C virus co-infection Journal Article
In: AIDS, vol. 20, pp. 1591–1595, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_neurocognitive_2006,
title = {Neurocognitive functioning and HAART in HIV and hepatitis C virus co-infection},
author = {Thomas D. Parsons and Karen A. Tucker and Colin D. Hall and Wendy T. Robertson and Joseph J. Eron and Michael W. Fried and R. Kevin Robertson},
url = {http://ict.usc.edu/pubs/Neurocognitive%20functioning%20and%20HAART%20in%20HIV%20and%20hepatitis%20C%20virus%20co-infection.pdf},
year = {2006},
date = {2006-05-01},
journal = {AIDS},
volume = {20},
pages = {1591–1595},
abstract = {Objectives: This study examined the effects of HAART on neurocognitive functioning in persons with hepatitis C virus (HCV) and HIV co-infection. Design: A prospective study examining neurocognitive performance before and after HAART initiation. Method: Participant groups included a mono-infected group (45 HIV/HCV-participants) and a co-infected group (20 HIV/HCV participants). A neuropsychological battery (attention/concentration, psychomotor speed, executive functioning, verbal memory, visual memory, ï¬ne motor, and gross motor functioning) was used to evaluate all participants. After 6 months of HAART, 31 HIV mono-infected and 13 HCV/ HIV co-infected participants were reevaluated. Results: Neurocognitive functioning by domain revealed signiï¬cantly worse performance in the co-infected group when compared to the monoinfected group on domains of visual memory and ï¬ne motor functioning. Assessment of neurocognitive functioning after antiretroviral therapy revealed that the co-infected group was no longer performing worse than the monoinfected group. Conclusions: The ï¬ndings of the current study suggest that persons with HCV/HIV co-infection may have greater neurocognitive declines than persons with HIV infection alone. HCV/HIV co-infection may accelerate the progression of HIV related neurocognitive decline.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Pair, Jarrell; Graap, Ken; Manson, Brian; McNerney, Peter J.; Wiederhold, Brenda K.; Wiederhold, Mark; Spira, James
A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment Proceedings Article
In: NATO Advanced Research Workshop on Novel Approached to the Diagnosis and Treatment of Posttraumatic Stress Disorder, 2006.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_virtual_2006,
title = {A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment},
author = {Albert Rizzo and Jarrell Pair and Ken Graap and Brian Manson and Peter J. McNerney and Brenda K. Wiederhold and Mark Wiederhold and James Spira},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Exposure%20Therapy%20Application%20for%20Iraq%20War%20Military%20Personnel%20with%20Post%20Traumatic%20Stress%20Disorder-%20From%20Training%20to%20Toy%20to%20Treatment.pdf},
year = {2006},
date = {2006-03-01},
booktitle = {NATO Advanced Research Workshop on Novel Approached to the Diagnosis and Treatment of Posttraumatic Stress Disorder},
abstract = {Post Traumatic Stress Disorder is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to specify the rationale, design and development of a Virtual Iraq PTSD VR application that has been created from the virtual assets that were initially developed for a combat tactical training simulation, which then served as the inspiration for the X-Box game entitled Full Spectrum Warrior.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Pair, Jarrell; Allen, Brian; Dautricourt, Matthieu; Treskunov, Anton; Liewer, Matt; Graap, Ken; Reger, Greg; Rizzo, Albert
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder Proceedings Article
In: Proceedings of the IEEE VR 2006 Conference, pp. 64–71, Alexandria, VA, 2006.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{pair_virtual_2006,
title = {A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder},
author = {Jarrell Pair and Brian Allen and Matthieu Dautricourt and Anton Treskunov and Matt Liewer and Ken Graap and Greg Reger and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Exposure%20Therapy%20Application%20for%20Iraq%20War%20Post%20Traumatic%20Stress%20Disorder.pdf},
year = {2006},
date = {2006-03-01},
booktitle = {Proceedings of the IEEE VR 2006 Conference},
pages = {64–71},
address = {Alexandria, VA},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-Centered tests with the application are currently underway at the Naval Medical Center–San Diego and within an Army Combat Stress Control Team in Iraq with clinical trials scheduled to commence in February 2006.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Kratz, K. M.; Thompson, E.; Stanczyk, F. Z.; Buckwalter, John Galen
DHEA Supplementation and Cognition in Postmenopausal Women Journal Article
In: International Journal of Neuroscience, vol. 16, pp. 141–155, 2006, ISSN: 0020-7454.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_dhea_2006,
title = {DHEA Supplementation and Cognition in Postmenopausal Women},
author = {Thomas D. Parsons and K. M. Kratz and E. Thompson and F. Z. Stanczyk and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/DHEA%20Supplementation%20and%20Cognition%20in%20Postmenopausal%20Women.pdf},
doi = {10.1080/00207450500341506},
issn = {0020-7454},
year = {2006},
date = {2006-01-01},
journal = {International Journal of Neuroscience},
volume = {16},
pages = {141–155},
abstract = {Previous work has suggested that DHEA supplementation may have adverse cognitive effects in elderly women. This article analyzed 24-h measurements of DHEA, DHEAS, and cortisol to determine if cognitive decrease with treatment is mediated by DHEA’s impact on endogenous cortisol. It was found that DHEA administration increased cortisol at several hours during the day. In the treatment group, cortisol was positively associated with cognition at study completion. An increase in negative associations between DHEA(S) levels and cognition was found at completion. Increased cortisol does not explain the cognitive deficits associated with DHEA, suggesting a direct negative effect of exogenous DHEA on cognition.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Nelson, Nathaniel W.; Parsons, Thomas D.; Grote, Christopher L.; Smith, Clifford A.; II, James R. Sisung
The MMPI-2 Fake Bad Scale: Concordance and Specificity of True and Estimated Scores Journal Article
In: Journal of Clinical and Experimental Neuropsychology, vol. 28, pp. 1–12, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{nelson_mmpi-2_2006,
title = {The MMPI-2 Fake Bad Scale: Concordance and Specificity of True and Estimated Scores},
author = {Nathaniel W. Nelson and Thomas D. Parsons and Christopher L. Grote and Clifford A. Smith and James R. Sisung II},
url = {http://ict.usc.edu/pubs/The%20MMPI-2%20Fake%20Bad%20Scale-%20Concordance%20and%20Specificity%20of%20True%20and%20Estimated%20Scores.pdf},
doi = {10.1080/13803390490919272},
year = {2006},
date = {2006-01-01},
journal = {Journal of Clinical and Experimental Neuropsychology},
volume = {28},
pages = {1–12},
series = {1380-339},
abstract = {A number of recent studies have supported the use of the MMPI-2 Fake Bad Scale (FBS) as a measure of negative response bias, the scale at times demonstrating greater sensitivity to negative response bias than other MMPI-2 validity scales. However, clinicians may not always have access to True FBS (T-FBS) scores, such as when True-False answer sheets are unavailable or published research studies do not report FBS raw scores. Under these conditions, Larrabee (2003a) suggests a linear regression formula that provides estimated FBS (E-FBS) scores derived from weighted validity and clinical T-Scores. The present study intended to validate this regression formula of MMPI-2 E-FBS scores and demonstrate its specificity in a sample of non-litigating, clinically referred, medically intractable epilepsy patients. We predicted that the E-FBS scores would correlate highly (textbackslashtextbackslashtextbackslashtextbackslashtextgreater.70) with the T-FBS scores, that the E-FBS would show comparable correlations with MMPI-2 validity and clinical scales relative to the T-FBS, and that the E-FBS would show an adequate ability to match T-FBS scores using a variety of previously suggested T-FBS raw score cutoffs. Overall, E-FBS scores correlated very highly with T-FBS scores (r = .78, p textbackslashtextbackslashtextbackslashtextbackslashtextless .0001), though correlations were especially high for women (r = .85, p textbackslashtextbackslashtextbackslashtextbackslashtextless .0001) compared to men (r = .62, p textbackslashtextbackslashtextbackslashtextbackslashtextless .001). Thirty-one of 32 (96.9%) comparisons made between E-FBS/T-FBS correlates with other MMPI-2 scales were nonsignificant. When matching to T-FBS "high" and "low" scores, the E-FBS scores demonstrated the highest hit rate (92.5%) through use of Lees-Haley's (1992) revised cutoffs for men and women. These same cutoffs resulted in excellent overall specificity for both the T-FBS scores (92.5%) and E-FBS scores (90.6%). The authors conclude that the E-FBS represents an adequate estimate of T-FBS scores in the current epilepsy sample. Use of E-FBS scores may be especially useful when clinicians conduct the MMPI-2 short form, which does not include all of the 43 FBS items but does include enough items to compute each of the validity and clinical T-Scores. Future studies should examine E-FBS sensitivity in compensation-seekers with incomplete effort.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Buxbaum, Laurel J.; Palermo, Maryann; Mastrogiovanni, Dina; Read, Mary Schmidt; Rosenberg-Pitonyak, Ellen; Rizzo, Albert; Coslett, H. Branch
Assessment of Spatial Neglect with a Virtual Wheelchair Navigation Task Proceedings Article
In: 5th Annual International Workshop on Virtual Rehabilitation, New York, NY, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@inproceedings{buxbaum_assessment_2006,
title = {Assessment of Spatial Neglect with a Virtual Wheelchair Navigation Task},
author = {Laurel J. Buxbaum and Maryann Palermo and Dina Mastrogiovanni and Mary Schmidt Read and Ellen Rosenberg-Pitonyak and Albert Rizzo and H. Branch Coslett},
url = {http://ict.usc.edu/pubs/Assessment%20of%20Spatial%20Neglect%20with%20a%20Virtual%20Wheelchair%20Navigation%20Task.pdf},
year = {2006},
date = {2006-01-01},
booktitle = {5th Annual International Workshop on Virtual Rehabilitation},
address = {New York, NY},
abstract = {We report data from 9 participants with right hemisphere stroke on a new virtual reality (VR) wheelchair navigation test designed to assess lateralized spatial attention and neglect. The test consists of a virtual winding path along which participants must navigate (or be navigated by an experimenter) as they name objects encountered along the way. There are 4 VR task conditions, obtained by crossing the factors array complexity (Simple, Complex) and Driver (Participant, Experimenter). Participants performed the VR task, a real-life wheelchair navigation task, and a battery of tests assessing arousal, visual attention under secondary task demands, and neglect. The VR test showed sensitivity to both array complexity and driver, with best performance occurring in the Experimenter Navigated, Simple Array condition. The VR test also showed high correlations with the wheelchair navigation test, and these correlations were in many instances higher than those between traditional clinical neglect tests and the wheelchair navigation task. Moreover, the VR test detected lateralized attention deficits in participants whose performance was within the normal range on other neglect tests. We conclude that the VR task is sensitive to factors likely to affect the severity of neglect in the daily environment, and shows promise as an efficient, easily administered measure of real-life wheelchair navigation.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Gold, Jeffrey I.; Kim, Seok Hyeon; Kant, Alexis J.; Joseph, Michael H.; Rizzo, Albert
Effectiveness of Virtual Reality for Pediatric Pain Distraction during IV Placement Journal Article
In: CyberPsychology and Behavior, vol. 9, no. 2, pp. 207–212, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{gold_effectiveness_2006,
title = {Effectiveness of Virtual Reality for Pediatric Pain Distraction during IV Placement},
author = {Jeffrey I. Gold and Seok Hyeon Kim and Alexis J. Kant and Michael H. Joseph and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Effectiveness%20of%20Virtual%20Reality%20for%20Pediatric%20Pain%20Distraction%20during%20IV%20Placement.pdf},
year = {2006},
date = {2006-01-01},
journal = {CyberPsychology and Behavior},
volume = {9},
number = {2},
pages = {207–212},
abstract = {The objective of this study was to test the efficacy and suitability of virtual reality (VR) as apain distraction for pediatric intravenous (IV) placement. Twenty children (12 boys, 8 girls) requiring IV placement for a magnetic resonance imaging/computed tomography (MRI/CT) scan were randomly assigned to two conditions: (1) VR distraction using Street Luge(5DT), presented via a head-mounted display, or (2) standard of care (topical anesthetic) with no distraction. Children, their parents, and nurses completed self-report questionnaires that assessed numerous health-related outcomes. Responses from the Faces Pain Scale–Revisedindicated a fourfold increase in affective pain within the control condition; by contrast, nosignificant differences were detected within the VR condition. Significant associations between multiple measures of anticipatory anxiety, affective pain, IV pain intensity, and measures of past procedural pain provided support for the complex interplay of a multimodalassessment of pain perception. There was also a sufficient amount of evidence supportingthe efficacy of Street Luge as a pediatric pain distraction tool during IV placement: an adequate level of presence, no simulator sickness, and significantly more child-, parent-, and nurse-reported satisfaction with pain management. VR pain distraction was positively endorsed by all reporters and is a promising tool for decreasing pain, and anxiety in childrenundergoing acute medical interventions. However, further research with larger sample sizesand other routine medical procedures is warranted.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Robertson, R. Kevin; Parsons, Thomas D.; Horst, Charles; Hall, Colin D.
Thoughts of death and suicidal ideation in nonpsychiatric human immunodeficiency virus seropositive individuals Journal Article
In: Death Studies, vol. 30, pp. 455–469, 2006, ISSN: 0748-1187.
Abstract | Links | BibTeX | Tags: MedVR
@article{robertson_thoughts_2006,
title = {Thoughts of death and suicidal ideation in nonpsychiatric human immunodeficiency virus seropositive individuals},
author = {R. Kevin Robertson and Thomas D. Parsons and Charles Horst and Colin D. Hall},
url = {http://ict.usc.edu/pubs/THOUGHTS%20OF%20DEATH%20AND%20SUICIDAL%20IDEATION%20IN%20NONPSYCHIATRIC%20HUMAN%20IMMUNODEFICIENCY%20VIRUS%20SEROPOSITIVE%20INDIVIDUALS.pdf},
doi = {10.1080/07481180600614435},
issn = {0748-1187},
year = {2006},
date = {2006-01-01},
journal = {Death Studies},
volume = {30},
pages = {455–469},
abstract = {The present study examines the prevalence of death thoughts and suicidality in HIV infection. Subjects (n = 246) were examined for psychiatric morbidity and suicidality. Compared to high risk HIV seronegatives, HIV seropositives (HIV•) had significantly increased frequency and severity of both suicidal ideation and death thoughts. Two-thirds of seropositives had suicidal ideation at some point; half of the seropositives reported suicide plans and one quarter suicide attempts; and third of seropositives reported current suicidal ideation. Suicidal ideation did not increase with advancing disease. The high prevalence of suicidal ideation suggests inclusion of its assessment in HIV treatment regardless of stage.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Feintuch, Uri; Liat, Raz; Hwang, Jane; Josman, Naomi; Katz, Noomi; Kizony, Rachel; Rand, Debbie; Rizzo, Albert; Shahar, Meir; Yongseok, Jang; Weiss, Patrice L. (Tamar)
Integrating haptic-tactile feedback into a video capture based VE for rehabilitation Journal Article
In: CyberPsychology and Behavior, vol. 9, no. 2, pp. 129–132, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{feintuch_integrating_2006,
title = {Integrating haptic-tactile feedback into a video capture based VE for rehabilitation},
author = {Uri Feintuch and Raz Liat and Jane Hwang and Naomi Josman and Noomi Katz and Rachel Kizony and Debbie Rand and Albert Rizzo and Meir Shahar and Jang Yongseok and Patrice L. (Tamar) Weiss},
url = {http://ict.usc.edu/pubs/Integrating%20Haptic-Tactile%20Feedback%20into%20a%20Video-Capture%E2%80%93Based%20Virtual%20Environment%20for%20Rehabilitation.pdf},
year = {2006},
date = {2006-01-01},
journal = {CyberPsychology and Behavior},
volume = {9},
number = {2},
pages = {129–132},
abstract = {Video-capture virtual reality (VR) systems are gaining popularity as intervention tools. Todate, these platforms offer visual and audio feedback but do not provide haptic feedback. Wecontend that adding haptic feedback may enhance the quality of intervention for various theoretical and empirical reasons. This study aims to integrate haptic-tactile feedback into avideo capture system (GX VR), which is currently applied for rehabilitation. The proposedmulti-modal system can deliver audio-visual as well as vibrotactile feedback. The latter isprovided via small vibratory discs attached to the patient's limbs. This paper describes thesystem, the guidelines of its design, and the ongoing usability study.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Braaten, Alyssa J.; Hall, Colin D.; Robertson, R. Kevin
Better quality of life with neuropsychological improvement on HAART Journal Article
In: Health and Quality of Life Outcomes, vol. 4, no. 11, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{parsons_better_2006,
title = {Better quality of life with neuropsychological improvement on HAART},
author = {Thomas D. Parsons and Alyssa J. Braaten and Colin D. Hall and R. Kevin Robertson},
url = {http://ict.usc.edu/pubs/Better%20quality%20of%20life%20with%20neuropsychological%20improvement%20on%20HAART.pdf},
year = {2006},
date = {2006-01-01},
journal = {Health and Quality of Life Outcomes},
volume = {4},
number = {11},
abstract = {Background: Successful highly active antiretroviral therapy (HAART) regimens have resulted in substantial improvements in the systemic health of HIV infected persons and increased survival times. Despite increased systemic health, the prevalence of minor HIV-associated cognitive impairment appears to be rising with increased longevity, and it remains to be seen what functional outcomes will result from these improvements. Cognitive impairment can dramatically impact functional ability and day-to-day productivity. We assessed the relationship of quality of life (QOL) and neuropsychological functioning with successful HAART treatment. Methods: In a prospective longitudinal study, subjects were evaluated before instituting HAART (naïve) or before changing HAART regimens because current therapy failed to maintain suppression of plasma viral load (treatment failure). Subjects underwent detailed neuropsychological and neurological examinations, as well as psychological evaluation sensitive to possible confounds. Re-evaluation was performed six months after institution of the new HAART regimen and/or if plasma viral load indicated treatment failure. At each evaluation, subjects underwent ultrasensitive HIV RNA quantitative evaluation in both plasma and cerebrospinal fluid. Results: HAART successes performed better than failures on measures exploring speed of mental processing (p textbackslashtextbackslashtextbackslashtextbackslashtextless .02). HAART failure was significantly associated with increased self-reports of physical health complaints (p textbackslashtextbackslashtextbackslashtextbackslashtextless .01) and substance abuse (p textbackslashtextbackslashtextbackslashtextbackslashtextless .01). An interesting trend emerged, in which HAART failures endorsed greater levels of psychological and cognitive complaints (p = 06). Analysis between neuropsychological measures and QOL scores revealed significant. correlation between QOL Total and processing speed (p textbackslashtextbackslashtextbackslashtextbackslashtextless .05), as well as flexibility (p textbackslashtextbackslashtextbackslashtextbackslashtextless .05). Conclusion: Our study investigated the relationship between HIV-associated neurocognitive impairment and quality of life. HAART failures experienced slower psychomotor processing, and had increased self-reports of physical health complaints and substance abuse. Contrariwise, HAART successes experienced improved mental processing, demonstrating the impact of successful treatment on functioning. With increasing life expectancy for those who are HIV seropositive, it is important to measure cognitive functioning in relation to the actual QOL these individuals report. The study results have implications for the optimal management of HIV-infected persons. Specific support or intervention may be beneficial for those who have failed HAART in order to decrease substance abuse and increase overall physical health.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Miller, Karen J.; Parsons, Thomas D.; Whybrow, Peter C.; Herle, Katja; Rasgon, Natalie; Herle, Andre; Martinez, Dorothy; Silverman, Dan H.; Bauer, Michael
Memory Improvement with Treatment of Hypothyroidism Journal Article
In: International Journal of Neuroscience, vol. 16, no. 8, pp. 895–906, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{miller_memory_2006,
title = {Memory Improvement with Treatment of Hypothyroidism},
author = {Karen J. Miller and Thomas D. Parsons and Peter C. Whybrow and Katja Herle and Natalie Rasgon and Andre Herle and Dorothy Martinez and Dan H. Silverman and Michael Bauer},
url = {http://ict.usc.edu/pubs/Memory%20Improvement%20with%20Treatment%20of%20Hypothyroidism.pdf},
year = {2006},
date = {2006-01-01},
journal = {International Journal of Neuroscience},
volume = {16},
number = {8},
pages = {895–906},
abstract = {The consequences of inadequate thyroid hormone availability to the brain and treatment effects of levothyroxine function are still poorly understood. This study prospectively assessed the effects of thyroid replacement therapy on cognitive function in patients suffering from biochemical evidenced, untreated hypothyroidism. Significant effects between the untreated hypothyroid group and control group were limited to verbal memory retrieval. When assessing the effects of 3-month treatment, results revealed that the treated hypothyroid group had significant increased verbal memory retrieval. Results suggest that specific memory retrieval deficits associated with hypothyroidism can resolve after replacement therapy with levothyroxine.},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Tröster, Alexander I.; Parsons, Thomas D.
Sodium Amytal Testing and Language Journal Article
In: Encyclopedia of Language and Linguistics, vol. 11, pp. 500–503, 2006.
Abstract | Links | BibTeX | Tags: MedVR
@article{troster_sodium_2006,
title = {Sodium Amytal Testing and Language},
author = {Alexander I. Tröster and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Sodium%20Amytal%20Testing%20and%20Language.pdf},
year = {2006},
date = {2006-01-01},
journal = {Encyclopedia of Language and Linguistics},
volume = {11},
pages = {500–503},
abstract = {The intracarotid amobarbital test (IAT) was first described by Juhn Wada and thus is often referred to as the 'Wada test.' Wada originally developed this technique to study the interhemispheric spread of epileptiform discharges in patients undergoing unilateral electroconvulsive therapy. Based on his observation that an expressive aphasia resulted when the language dominant hemisphere was injected with amobarbital, he reasoned that this technique might be useful in determining hemispheric language dominance in neurosurgical candidates (and thus minimize speech and language dysfunction in patients undergoing dominant hemisphere surgery).},
keywords = {MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Graap, Ken; Pair, Jarrell; Reger,; Treskunov, Anton; Parsons, Thomas D.
User-centered design driven development of a virtual reality therapy application for Iraq war combat-related post traumatic stress disorder Proceedings Article
In: Proceedings of the 2006 International Conference on Disability, Virtual Reality and Associated Technology, Esbjerg, Denmark, 2006.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans
@inproceedings{rizzo_user-centered_2006,
title = {User-centered design driven development of a virtual reality therapy application for Iraq war combat-related post traumatic stress disorder},
author = {Albert Rizzo and Ken Graap and Jarrell Pair and Reger and Anton Treskunov and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/User-centered%20design%20driven%20development%20of%20a%20virtual%20reality%20therapy%20application%20for%20Iraq%20war%20combat-related%20post%20traumatic%20stress%20disorder.pdf},
year = {2006},
date = {2006-01-01},
booktitle = {Proceedings of the 2006 International Conference on Disability, Virtual Reality and Associated Technology},
address = {Esbjerg, Denmark},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system in Iraq tested by an Army Combat Stress Control Team. Clinical trials are currently underway at Camp Pendleton and at the San Diego Naval Medical Center. Other sites are preparing to use the application for a variety of PTSD and VR research purposes.},
keywords = {MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}