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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}
}
Freed, Michael C.; Novak, Laura A.; Killgore, William D. S.; Rauch, Sheila A. M.; Koehlmoos, Tracey P.; Ginsberg, J. P.; Krupnick, Janice L.; Rizzo, Albert "Skip"; Andrews, Anne; Engel, Charles C.
IRB and Research Regulatory Delays Within the Military Health System: Do They Really Matter? And If So, Why and for Whom? Journal Article
In: The American Journal of Bioethics, vol. 16, no. 8, pp. 30–37, 2016, ISSN: 1526-5161, 1536-0075.
@article{freed_irb_2016,
title = {IRB and Research Regulatory Delays Within the Military Health System: Do They Really Matter? And If So, Why and for Whom?},
author = {Michael C. Freed and Laura A. Novak and William D. S. Killgore and Sheila A. M. Rauch and Tracey P. Koehlmoos and J. P. Ginsberg and Janice L. Krupnick and Albert "Skip" Rizzo and Anne Andrews and Charles C. Engel},
url = {http://www.tandfonline.com/doi/full/10.1080/15265161.2016.1187212},
doi = {10.1080/15265161.2016.1187212},
issn = {1526-5161, 1536-0075},
year = {2016},
date = {2016-08-01},
journal = {The American Journal of Bioethics},
volume = {16},
number = {8},
pages = {30–37},
abstract = {Institutional review board (IRB) delays may hinder the successful completion of federally funded research in the U.S. military. When this happens, time-sensitive, mission-relevant questions go unanswered. Research participants face unnecessary burdens and risks if delays squeeze recruitment timelines, resulting in inadequate sample sizes for definitive analyses. More broadly, military members are exposed to untested or undertested interventions, implemented by well-intentioned leaders who bypass the research process altogether. To illustrate, we offer two case examples. We posit that IRB delays often appear in the service of managing institutional risk, rather than protecting research participants. Regulators may see more risk associated with moving quickly than risk related to delay, choosing to err on the side of bureaucracy. The authors of this article, all of whom are military-funded researchers, government stakeholders, and/or human subject protection experts, offer feasible recommendations to improve the IRB system and, ultimately, research within military, veteran, and civilian populations.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Washburn, Micki; Bordnick, Patrick; Rizzo, Albert “Skip”
A pilot feasibility study of virtual patient simulation to enhance social work students’ brief mental health assessment skills Journal Article
In: Social Work in Health Care, pp. 1–19, 2016, ISSN: 0098-1389, 1541-034X.
@article{washburn_pilot_2016,
title = {A pilot feasibility study of virtual patient simulation to enhance social work students’ brief mental health assessment skills},
author = {Micki Washburn and Patrick Bordnick and Albert “Skip” Rizzo},
url = {https://www.tandfonline.com/doi/full/10.1080/00981389.2016.1210715},
doi = {10.1080/00981389.2016.1210715},
issn = {0098-1389, 1541-034X},
year = {2016},
date = {2016-08-01},
journal = {Social Work in Health Care},
pages = {1–19},
abstract = {This study presents preliminary feasibility and acceptability data on the use of virtual patient (VP) simulations to develop brief assessment skills within an interdisciplinary care setting. Results support the acceptability of technology-enhanced simulations and offer preliminary evidence for an association between engagement in VP practice simulations and improvements in diagnostic accuracy and clinical interviewing skills. Recommendations and next steps for research on technologyenhanced simulations within social work are discussed.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Norrholm, Seth Davin; Jovanovic, Tanja; Gerardi, Maryrose; Breazeale, Kathryn G.; Price, Matthew; Davis, Michael; Duncan, Erica; Ressler, Kerry J.; Bradley, Bekh; Rizzo, Albert; Tuerk, Peter W.; Rothbaum, Barbara O.
Baseline psychophysiological and cortisol reactivity as a predictor of PTSD treatment outcome in virtual reality exposure therapy Journal Article
In: Behaviour Research and Therapy, vol. 82, pp. 28–37, 2016, ISSN: 00057967.
@article{norrholm_baseline_2016,
title = {Baseline psychophysiological and cortisol reactivity as a predictor of PTSD treatment outcome in virtual reality exposure therapy},
author = {Seth Davin Norrholm and Tanja Jovanovic and Maryrose Gerardi and Kathryn G. Breazeale and Matthew Price and Michael Davis and Erica Duncan and Kerry J. Ressler and Bekh Bradley and Albert Rizzo and Peter W. Tuerk and Barbara O. Rothbaum},
url = {http://linkinghub.elsevier.com/retrieve/pii/S0005796716300663},
doi = {10.1016/j.brat.2016.05.002},
issn = {00057967},
year = {2016},
date = {2016-07-01},
journal = {Behaviour Research and Therapy},
volume = {82},
pages = {28–37},
abstract = {Baseline cue-dependent physiological reactivity may serve as an objective measure of posttraumatic stress disorder (PTSD) symptoms. Additionally, prior animal model and psychological studies would suggest that subjects with greatest symptoms at baseline may have the greatest violation of expectancy to danger when undergoing exposure based psychotherapy; thus treatment approaches which enhanced the learning under these conditions would be optimal for those with maximal baseline cue-dependent reactivity. However methods to study this hypothesis objectively are lacking. Virtual reality (VR) methodologies have been successfully employed as an enhanced form of imaginal prolonged exposure therapy for the treatment of PTSD. Our goal was to examine the predictive nature of initial psychophysiological (e.g., startle, skin conductance, heart rate) and stress hormone responses (e.g., cortisol) during presentation of VR-based combat-related stimuli on PTSD treatment outcome. Combat veterans with PTSD underwent 6 weeks of VR exposure therapy combined with either D-cycloserine (DCS), alprazolam (ALP), or placebo (PBO). In the DCS group, startle response to VR scenes prior to initiation of treatment accounted for 76% of the variance in CAPS change scores, p textbackslashtextbackslashtextbackslashtextless 0.001, in that higher responses predicted greater changes in symptom severity over time. Additionally, baseline cortisol reactivity was inversely associated with treatment response in the ALP group},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Nolin, Pierre; Stipanicic, Annie; Henry, Mylène; Lachapelle, Yves; Lussier-Desrochers, Dany; Rizzo, Albert “Skip”; Allain, Philippe
ClinicaVR: Classroom-CPT: A virtual reality tool for assessing attention and inhibition in children and adolescents Journal Article
In: Computers in Human Behavior, vol. 59, pp. 327–333, 2016, ISSN: 07475632.
@article{nolin_clinicavr_2016,
title = {ClinicaVR: Classroom-CPT: A virtual reality tool for assessing attention and inhibition in children and adolescents},
author = {Pierre Nolin and Annie Stipanicic and Mylène Henry and Yves Lachapelle and Dany Lussier-Desrochers and Albert “Skip” Rizzo and Philippe Allain},
url = {http://linkinghub.elsevier.com/retrieve/pii/S0747563216300759},
doi = {10.1016/j.chb.2016.02.023},
issn = {07475632},
year = {2016},
date = {2016-06-01},
journal = {Computers in Human Behavior},
volume = {59},
pages = {327–333},
abstract = {Having garnered interest both in clinic and research areas, the Virtual Classroom (Rizzo et al., 2000) assesses children's attention in a virtual context. The Digital MediaWorks team (www.dmw.ca) has evolved the original basic classroom concept over a number of iterations to form the ClinicaVR Suite containing the Classroom-CPT as one of its components. The present study has three aims: investigate certain validity and reliability aspects of the tool; examine the relationship between performance in the virtual test and the attendant sense of presence and cybersickness experienced by participants; assess potential effects of gender and age on performance in the test. The study was conducted with 102 children and adolescents from Grade 2 to Grade 10. All participants were enrolled in a regular school program. Results support both concurrent and construct validity as well as temporal stability of ClinicaVR: Classroom-Continuous Performance Test (CPT). Gender exerted no effect on performance, while age did. The test did not cause much cybersickness. We recommend ClinicaVR: Classroom-CPT as an assessment tool for selective and sustained attention, and inhibition, in clinic and research domains.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Kang, Sin-Hwa; Phan, Thai; Bolas, Mark; Krum, David M.
User Perceptions of a Virtual Human Over Mobile Video Chat Interactions Book Section
In: Human-Computer Interaction. Novel User Experiences, vol. 9733, pp. 107–118, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-39512-8 978-3-319-39513-5.
@incollection{kang_user_2016,
title = {User Perceptions of a Virtual Human Over Mobile Video Chat Interactions},
author = {Sin-Hwa Kang and Thai Phan and Mark Bolas and David M. Krum},
url = {http://download.springer.com/static/pdf/913/chp%253A10.1007%252F978-3-319-39513-5_10.pdf?originUrl=http%3A%2F%2Flink.springer.com%2Fchapter%2F10.1007%2F978-3-319-39513-5_10&token2=exp=1474906977 acl=%2Fstatic%2Fpdf%2F913%2Fchp%25253A10.1007%25252F978-3-319-39513-5_10.pdf%3ForiginUrl%3Dhttp%253A%252F%252Flink.springer.com%252Fchapter%252F10.1007%252F978-3-319-39513-5_10* hmac=14d38ee320936bf1edfc65a0d3fcc0855c42e0baba46e0f3a9a81293698b8b68},
isbn = {978-3-319-39512-8 978-3-319-39513-5},
year = {2016},
date = {2016-06-01},
booktitle = {Human-Computer Interaction. Novel User Experiences},
volume = {9733},
pages = {107–118},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {We believe that virtual humans, presented over video chat services, such as Skype, and delivered using smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. To explore this subject, we have built a hardware and software apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we conducted two experiments to investigate the applications and characteristics of virtual humans that interact over mobile video. In Experiment 1, we investigated user reactions to the physical realism of the background scene in which a virtual human was displayed. In Experiment 2, we examined how virtual characters can establish and maintain longer term relationships with users, using ideas from Social Exchange Theory to strengthen bonds between interactants. Experiment 2 involved repeated interactions with a virtual human over a period of time. Both studies used counseling-style interactions with users. The results demonstrated that males were more attracted socially to a virtual human that was presented over a realistic background than a featureless background while females were more socially attracted to a virtual human with a less realistic featureless background. The results further revealed that users felt the virtual human was a compassionate partner when they interacted with the virtual human over multiple calls, rather than just a single call.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Mühlberger, Andreas; Jekel, K.; Probst, Thomas; Schecklmann, Martin; Conzelmann, A.; Andreatta, M.; Rizzo, A. A.; Pauli, P.; Romanos, M.
The Influence of Methylphenidate on Hyperactivity and Attention Deficits in Children With ADHD: A Virtual Classroom Test Journal Article
In: Journal of attention disorders, 2016.
@article{muhlberger_influence_2016,
title = {The Influence of Methylphenidate on Hyperactivity and Attention Deficits in Children With ADHD: A Virtual Classroom Test},
author = {Andreas Mühlberger and K. Jekel and Thomas Probst and Martin Schecklmann and A. Conzelmann and M. Andreatta and A. A. Rizzo and P. Pauli and M. Romanos},
url = {http://journals.sagepub.com/doi/abs/10.1177/1087054716647480},
doi = {10.1177/1087054716647480},
year = {2016},
date = {2016-05-01},
journal = {Journal of attention disorders},
abstract = {This study compares the performance in a continuous performance test within a virtual reality classroom (CPT-VRC) between medicated children with ADHD, unmedicated children with ADHD, and healthy children. Method:N = 94 children with ADHD (n = 26 of them received methylphenidate and n = 68 were unmedicated) and n = 34 healthy children performed the CPT-VRC. Omission errors, reaction time/variability, commission errors, and body movements were assessed. Furthermore, ADHD questionnaires were administered and compared with the CPT-VRC measures. Results: The unmedicated ADHD group exhibited more omission errors and showed slower reaction times than the healthy group. Reaction time variability was higher in the unmedicated ADHD group compared with both the healthy and the medicated ADHD group. Omission errors and reaction time variability were associated with inattentiveness ratings of experimenters. Head movements were correlated with hyperactivity ratings of parents and experimenters. Conclusion: Virtual reality is a promising technology to assess ADHD symptoms in an ecologically valid environment.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
RIZZO, Albert; LUCAS, Gale; GRATCH, Jonathan; STRATOU, Giota; MORENCY, Louis-Philippe; CHAVEZ, Kenneth; SHILLING, Russ; SCHERER, Stefan
Automatic Behavior Analysis During a Clinical Interview with a Virtual Human. Journal Article
In: Medicine Meets Virtual Reality 22: NextMed/MMVR22, vol. 220, pp. 316–322, 2016.
@article{rizzo_automatic_2016,
title = {Automatic Behavior Analysis During a Clinical Interview with a Virtual Human.},
author = {Albert RIZZO and Gale LUCAS and Jonathan GRATCH and Giota STRATOU and Louis-Philippe MORENCY and Kenneth CHAVEZ and Russ SHILLING and Stefan SCHERER},
url = {http://books.google.com/books?hl=en&lr=&id=sLgtDAAAQBAJ&oi=fnd&pg=PA316&dq=%22captured+across+a+20+minute+interview.+Results+from+of+sample+of+service%22+%22technology+for+clinical+purposes.+Recent+shifts+in+the+social+and%22+%22needed+to+create+VH+systems+is+now+driving+application+development+across%22+&ots=Ej8M4iuPfb&sig=Ad6Z3DPSwN3qA2gMDKWPe1YTPhg},
year = {2016},
date = {2016-04-01},
journal = {Medicine Meets Virtual Reality 22: NextMed/MMVR22},
volume = {220},
pages = {316–322},
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. Results from of sample of service members (SMs) who were interviewed before and after a deployment to Afghanistan indicate that SMs reveal more PTSD symptoms to the VH than they report on the Post Deployment Health Assessment. Pre/Post deployment facial expression analysis indicated more sad expressions and few happy expressions at post deployment.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
TALBOT, Thomas B.; KALISCH, Nicolai; CHRISTOFFERSEN, Kelly; LUCAS, Gale; FORBELL, Eric
Natural Language Understanding Performance & Use Considerations in Virtual Medical Encounters. Journal Article
In: Medicine Meets Virtual Reality 22: NextMed/MMVR22, vol. 220, pp. 407–413, 2016.
@article{talbot_natural_2016,
title = {Natural Language Understanding Performance & Use Considerations in Virtual Medical Encounters.},
author = {Thomas B. TALBOT and Nicolai KALISCH and Kelly CHRISTOFFERSEN and Gale LUCAS and Eric FORBELL},
url = {http://books.google.com/books?hl=en&lr=&id=sLgtDAAAQBAJ&oi=fnd&pg=PA407&dq=%22through+regular+web+browsers+and+is+capable+of+multiple+types+of%22+%22practice+targeting+diagnostic+interviews.+A+natural+language+interview%22+%22narrative+statement+based+upon+dialog+context.+The+dialog+manager%27s%22+&ots=Ej8L8hxLlb&sig=GMnqEb5n7CB9x1lWE4gfe5_4n8o},
doi = {10.3233/978-1-61499-625-5-407},
year = {2016},
date = {2016-04-01},
journal = {Medicine Meets Virtual Reality 22: NextMed/MMVR22},
volume = {220},
pages = {407–413},
abstract = {A virtual standardized patient (VSP) prototype was tested for natural language understanding (NLU) performance. The conversational VSP was evaluated in a controlled 61 subject study over four repetitions of a patient case. The prototype achieved more than 92% appropriate response rate from naïve users on their first attempt and results were stable by their fourth case repetition. This level of performance exceeds prior efforts and is at a level comparable of accuracy as seen in human conversational patient training, with caveats. This level of performance was possible due to the use of a unified medical taxonomy underpinning that allows virtual patient language training to be applied to all cases in our system as opposed to benefiting a single patient case.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Krum, David M.; Kang, Sin-Hwa; Phan, Thai; Dukes, Lauren Cairco; Bolas, Mark
Head Mounted Projection for Enhanced Gaze in Social Interactions Proceedings Article
In: 2016 IEEE Virtual Reality (VR), pp. 209–210, IEEE, Greenville, SC, 2016.
@inproceedings{krum_head_2016,
title = {Head Mounted Projection for Enhanced Gaze in Social Interactions},
author = {David M. Krum and Sin-Hwa Kang and Thai Phan and Lauren Cairco Dukes and Mark Bolas},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7504727},
doi = {10.1109/VR.2016.7504727},
year = {2016},
date = {2016-03-01},
booktitle = {2016 IEEE Virtual Reality (VR)},
pages = {209–210},
publisher = {IEEE},
address = {Greenville, SC},
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. This could cause 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 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. 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}
}
Rizzo, Albert; Talbot, Thomas
Virtual Reality Standardized Patients for Clinical Training Book Section
In: The Digital Patient, pp. 255–272, John Wiley & Sons, Inc, Hoboken, NJ, 2016, ISBN: 978-1-118-95278-8 978-1-118-95275-7.
@incollection{rizzo_virtual_2016,
title = {Virtual Reality Standardized Patients for Clinical Training},
author = {Albert Rizzo and Thomas Talbot},
url = {http://doi.wiley.com/10.1002/9781118952788.ch18},
isbn = {978-1-118-95278-8 978-1-118-95275-7},
year = {2016},
date = {2016-01-01},
booktitle = {The Digital Patient},
pages = {255–272},
publisher = {John Wiley & Sons, Inc},
address = {Hoboken, NJ},
abstract = {There are several quite distinct educational approaches that are all called a virtual patient. It includes case presentations, interactive patient scenarios, virtual patient games, human standardized patients (HSPs), high-fidelity software simulations, high-fidelity manikins, and virtual human (VH) conversational agents. VH conversations are possible that include an avatar that responds to pre-selected choices; such an interview is called a structured encounter. Most VSPs attempted to date have been on traditional computers. With the increased prevalence of mobile devices, it is logical to consider the migration of VSP technology to phones and tablets. Future distant recognition (DSR) systems will require a high level of individual speaker discrimination and will likely adopt microphone array-based acoustic beam forming technology. Future success may no longer be rate-limited by the pace of technology, but by the creativity and innovation of educators who will create compelling VSP experiences and curricula.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Venek, Verena; Scherer, Stefan; Morency, Louis-Philippe; Rizzo, Albert; Pestian, John
Adolescent Suicidal Risk Assessment in Clinician-Patient Interaction Journal Article
In: IEEE Transactions on Affective Computing, vol. PP, no. 99, 2016, ISSN: 1949-3045.
@article{venek_adolescent_2016,
title = {Adolescent Suicidal Risk Assessment in Clinician-Patient Interaction},
author = {Verena Venek and Stefan Scherer and Louis-Philippe Morency and Albert Rizzo and John Pestian},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7384418},
doi = {10.1109/TAFFC.2016.2518665},
issn = {1949-3045},
year = {2016},
date = {2016-01-01},
journal = {IEEE Transactions on Affective Computing},
volume = {PP},
number = {99},
abstract = {Youth suicide is a major public health problem. It is the third leading cause of death in the United States for ages 13 through 18. Many adolescents that face suicidal thoughts or make a suicide plan never seek professional care or help. Within this work, we evaluate both verbal and nonverbal responses to a five-item ubiquitous questionnaire to identify and assess suicidal risk of adolescents. We utilize a machine learning approach to identify suicidal from non-suicidal speech as well as characterize adolescents that repeatedly attempted suicide in the past. Our findings investigate both verbal and nonverbal behavior information of the face-to-face clinician-patient interaction. We investigate 60 audio-recorded dyadic clinician-patient interviews of 30 suicidal (13 repeaters and 17 non-repeaters) and 30 non-suicidal adolescents. The interaction between clinician and adolescents is statistically analyzed to reveal differences between suicidal vs. non-suicidal adolescents and to investigate suicidal repeaters’ behaviors in comparison to suicidal non-repeaters. By using a hierarchical classifier we were able to show that the verbal responses to the ubiquitous questions sections of the interviews were useful to discriminate suicidal and non-suicidal patients. However, to additionally classify suicidal repeaters and suicidal non-repeaters more information especially nonverbal information is required.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Cukor, Judith; Gerardi, Maryrose; Alley, Stephanie; Reist, Christopher; Roy, Michael; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert
Virtual Reality Exposure Therapy for Combat-Related PTSD Book Section
In: Posttraumatic Stress Disorder and Related Diseases in Combat Veterans, pp. 69–83, Springer International Publishing, Cham, Switzerland, 2016, ISBN: 978-3-319-22984-3 978-3-319-22985-0.
@incollection{cukor_virtual_2016,
title = {Virtual Reality Exposure Therapy for Combat-Related PTSD},
author = {Judith Cukor and Maryrose Gerardi and Stephanie Alley and Christopher Reist and Michael Roy and Barbara O. Rothbaum and JoAnn Difede and Albert Rizzo},
url = {http://link.springer.com/10.1007/978-3-319-22985-0_7},
isbn = {978-3-319-22984-3 978-3-319-22985-0},
year = {2016},
date = {2016-01-01},
booktitle = {Posttraumatic Stress Disorder and Related Diseases in Combat Veterans},
pages = {69–83},
publisher = {Springer International Publishing},
address = {Cham, Switzerland},
abstract = {War is perhaps one of the most challenging situations that a human being can experience. The physical, emotional, cognitive, and psychological demands of a combat environment place enormous stress on even the best-prepared military personnel. Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning Operation Enduring Freedom/Operation Iraqi Freedom (OEF/OIF) military personnel is significant. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD that leverage the unique features available with virtual reality (VR) technology. VR-delivered exposure therapy for PTSD is currently being used to treat combatand terrorist attack-related PTSD with initial reports of positive outcomes. This chapter presents a brief overview and rationale for the use of VR exposure for combat-related PTSD and describes the Virtual Iraq/Afghanistan exposure therapy system. This includes a short review of the previous literature, a description of the system components and the treatment protocol, and a case presentation. VR offers an alternative format for delivering exposure-based therapies for PTSD that may appeal to certain service members and veterans who grew up “digital” and who might be inclined to seek treatment in this fashion.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Scherer, Stefan; Lucas, Gale M.; Gratch, Jonathan; Rizzo, Albert Skip; Morency, Louis-Philippe
Self-reported symptoms of depression and PTSD are associated with reduced vowel space in screening interviews Journal Article
In: IEEE Transactions on Affective Computing, vol. 7, no. 1, pp. 59–73, 2016, ISSN: 1949-3045.
@article{scherer_self-reported_2016,
title = {Self-reported symptoms of depression and PTSD are associated with reduced vowel space in screening interviews},
author = {Stefan Scherer and Gale M. Lucas and Jonathan Gratch and Albert Skip Rizzo and Louis-Philippe Morency},
url = {http://ieeexplore.ieee.org/document/7117386/?arnumber=7117386},
doi = {10.1109/TAFFC.2015.2440264},
issn = {1949-3045},
year = {2016},
date = {2016-01-01},
journal = {IEEE Transactions on Affective Computing},
volume = {7},
number = {1},
pages = {59–73},
abstract = {Reduced frequency range in vowel production is a well documented speech characteristic of individuals’ with psychological and neurological disorders. Affective disorders such as depression and post-traumatic stress disorder (PTSD) are known to influence motor control and in particular speech production. The assessment and documentation of reduced vowel space and reduced expressivity often either rely on subjective assessments or on analysis of speech under constrained laboratory conditions (e.g.sustained vowel production, reading tasks). These constraints render the analysis of such measures expensive and impractical. Within this work, we investigate an automatic unsupervised machine learning based approach to assess a speaker’s vowel space. Our experiments are based on recordings of 253 individuals. Symptoms of depression and PTSD are assessed using standard self-assessment questionnaires and their cut-off scores. The experiments show a significantly reduced vowel space in subjects that scored positively on the questionnaires. We show the measure’s statistical robustness against varying demographics of individuals and articulation rate. The reduced vowel space for subjects with symptoms of depression can be explained by the common condition of psychomotor retardation influencing articulation and motor control. These findings could potentially support treatment of affective disorders, like depression and PTSD in the future.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Pynadath, David V.; Wang, Ning; Merchant, Chirag
Toward Acquiring a Human Behavior Model of Competition vs. Cooperation Proceedings Article
In: Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2015, National Training and Simulation Association, Orlando, Florida, 2015.
@inproceedings{pynadath_toward_2015,
title = {Toward Acquiring a Human Behavior Model of Competition vs. Cooperation},
author = {David V. Pynadath and Ning Wang and Chirag Merchant},
url = {http://www.iitsecdocs.com/search},
year = {2015},
date = {2015-12-01},
booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2015},
publisher = {National Training and Simulation Association},
address = {Orlando, Florida},
abstract = {One of the challenges in modeling human behavior is accurately capturing the conditions under which people will behave selfishly or selflessly. Researchers have been unable to craft purely cooperative (or competitive) scenarios without significant numbers of subjects displaying unintended selfish (or selfless) behavior (e.g., Rapoport & Chammah, 1965). In this work, rather than try to further isolate competitive vs. cooperative behavior, we instead construct an experimental setting that deliberately includes both, in a way that fits within an operational simulation model. Using PsychSim, a multiagent social simulation framework with both Theory of Mind and decision theory, we have implemented an online resource allocation game called “Team of Rivals”, where four players seek to defeat a common enemy. The players have individual pools of resources which they can allocate toward that common goal. In addition to their progress toward this common goal, the players also receive individual feedback, in terms of the number of resources they own and have won from the enemy. By giving the players both an explicit cooperative goal and implicit feedback on potential competitive goals, we give them room to behave anywhere on the spectrum between these two extremes. Furthermore, by moving away from the more common two-player laboratory settings (e.g., Prisoner’s Dilemma), we can observe differential behavior across the richer space of possible interpersonal relationships. We discuss the design of the game that allows us to observe and analyze these relationships from human behavior data acquired through this game. We then describe decision-theoretic agents that can simulate hypothesized variations on human behavior. Finally, we present results of a preliminary playtest of the testbed and discuss the gathered data.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Feng, Andrew W.; Leuski, Anton; Casas, Dan; Shapiro, Ari
The Effect of An Animated Virtual Character on Mobile Chat Interactions Book Section
In: Proceedings of the 3rd International Conference on Human-Agent Interaction, pp. 105–112, ACM, Daegu, Korea, 2015, ISBN: 978-1-4503-3527-0.
@incollection{kang_effect_2015,
title = {The Effect of An Animated Virtual Character on Mobile Chat Interactions},
author = {Sin-Hwa Kang and Andrew W. Feng and Anton Leuski and Dan Casas and Ari Shapiro},
url = {http://dl.acm.org/citation.cfm?id=2814957},
isbn = {978-1-4503-3527-0},
year = {2015},
date = {2015-10-01},
booktitle = {Proceedings of the 3rd International Conference on Human-Agent Interaction},
pages = {105–112},
publisher = {ACM},
address = {Daegu, Korea},
abstract = {This study explores presentation techniques for a 3D animated 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 no image or a static image of a virtual character as opposed to the animated visage of a virtual human capable of displaying appropriate nonverbal behavior. We further investigate users’ responses to the animated character’s gaze aversion which displayed the character’s act of looking away from users and was presented as a listening behavior. The findings of our study demonstrate that people tend to engage in conversation more by talking for a longer amount of time when they interact with a 3D animated virtual human that averts its gaze, compared to an animated virtual human that does not avert its gaze, a static image of a virtual character, or an audio-only interface.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Kang, Sin-Hwa; Krum, David M.; Phan, Thai; Bolas, Mark
"Hi, It's Me Again!": Virtual Coaches over Mobile Video Proceedings Article
In: Proceedings of the 3rd International Conference on Human-Agent Interaction, pp. 183–186, ACM, Daegu, Korea, 2015, ISBN: 978-1-4503-3527-0.
@inproceedings{kang_hi_2015,
title = {"Hi, It's Me Again!": Virtual Coaches over Mobile Video},
author = {Sin-Hwa Kang and David M. Krum and Thai Phan and Mark Bolas},
url = {http://dl.acm.org/citation.cfm?id=2814970},
isbn = {978-1-4503-3527-0},
year = {2015},
date = {2015-10-01},
booktitle = {Proceedings of the 3rd International Conference on Human-Agent Interaction},
pages = {183–186},
publisher = {ACM},
address = {Daegu, Korea},
abstract = {We believe that virtual humans presented over video chat services, such as Skype via smartphones, can be an effective way to deliver innovative applications where social interactions are important, such as counseling and coaching. We hypothesize that the context of a smartphone communication channel, i.e. how a virtual human is presented within a smartphone app, and indeed, the nature of that app, can profoundly affect how a real human perceives the virtual human. We have built an apparatus that allows virtual humans to initiate, receive, and interact over video calls using Skype or any similar service. With this platform, we are examining effective designs and social implications of virtual humans that interact over mobile video. The current study examines a relationship involving repeated counseling-style interactions with a virtual human, leveraging the virtual human’s ability to call and interact with a real human on multiple occasions over a period of time. The results and implications of this preliminary study suggest that repeated interactions may improve perceived social characteristics of the virtual human.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert "Skip"; Shilling, Russell; Forbell, Eric; Scherer, Stefan; Gratch, Jonathan; Morency, Louis-Philippe
Autonomous Virtual Human Agents for Healthcare Information Support and Clinical Interviewing Book Section
In: pp. 53–79, Elsevier, Inc., Philadelphia, PA, 2015, ISBN: 978-0-12-420248-1.
@incollection{rizzo_autonomous_2015,
title = {Autonomous Virtual Human Agents for Healthcare Information Support and Clinical Interviewing},
author = {Albert "Skip" Rizzo and Russell Shilling and Eric Forbell and Stefan Scherer and Jonathan Gratch and Louis-Philippe Morency},
url = {http://www.sciencedirect.com/science/article/pii/B9780124202481000039},
isbn = {978-0-12-420248-1},
year = {2015},
date = {2015-10-01},
pages = {53–79},
publisher = {Elsevier, Inc.},
address = {Philadelphia, PA},
abstract = {Over the last 20 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the “birth” of intelligent virtual human (VH) agents. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable VHs that can engage real human users in a credible fashion. VHs can now be designed to perceive and act in a virtual world, engage in face-to-face spoken dialogues, and in some cases they are capable of exhibiting human-like emotional reactions. This chapter will detail our applications in this area where a virtual human can provide private online healthcare information and support (i.e., SimCoach) and where a VH can serve the role as a clinical interviewer (i.e., SimSensei).},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Stratou, Giota; Morency, Louis-Philippe; DeVault, David; Hartholt, Arno; Fast, Edward; Lhommet, Margaux; Lucas, Gale; Morbini, Fabrizio; Georgila, Kallirroi; Scherer, Stefan; Gratch, Jonathan; Stacy, Marcella; Traum, David; Rizzo, Albert
A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews Proceedings Article
In: Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on, pp. 787–789, IEEE, Xi'an, China, 2015.
@inproceedings{stratou_demonstration_2015,
title = {A Demonstration of the Perception System in SimSensei, a Virtual Human Application for Healthcare Interviews},
author = {Giota Stratou and Louis-Philippe Morency and David DeVault and Arno Hartholt and Edward Fast and Margaux Lhommet and Gale Lucas and Fabrizio Morbini and Kallirroi Georgila and Stefan Scherer and Jonathan Gratch and Marcella Stacy and David Traum and Albert Rizzo},
url = {http://ieeexplore.ieee.org/xpls/abs_all.jsp?arnumber=7344661},
doi = {10.1109/ACII.2015.7344661},
year = {2015},
date = {2015-09-01},
booktitle = {Affective Computing and Intelligent Interaction (ACII), 2015 International Conference on},
pages = {787–789},
publisher = {IEEE},
address = {Xi'an, China},
abstract = {We present the SimSensei system, a fully automatic virtual agent that conducts interviews to assess indicators of psychological distress. With this demo, we focus our attention on the perception part of the system, a multimodal framework which captures and analyzes user state behavior for both behavioral understanding and interactional purposes. We will demonstrate real-time user state sensing as a part of the SimSensei architecture and discuss how this technology enabled automatic analysis of behaviors related to psychological distress.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Filter
2006
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: DTIC, 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 = {DTIC, MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {inproceedings}
}
Braaten, Alyssa J.; Parsons, Thomas D.; McCue, Robert; Sellers, Alfred; Burns, William J.
In: International Journal of Neuroscience, vol. 116, pp. 1271–1293, 2006.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{braaten_neurocognitive_2006,
title = {Neurocognitive Differential Diagnosis of Dementing Diseases: Alzheimers Demntia, Vascular Dementia, Frontotemporal Dementia, and Major Depressive Disorder},
author = {Alyssa J. Braaten and Thomas D. Parsons and Robert McCue and Alfred Sellers and William J. Burns},
url = {http://ict.usc.edu/pubs/NEUROCOGNITIVE%20DIFFERENTIAL%20DIAGNOSIS%20OF%20DEMENTING%20DISEASES-%20ALZHEIMER%E2%80%99S%20DEMENTIA,%20VASCULAR%20DEMENTIA,%20FRONTOTEMPORAL%20DEMENTIA,%20AND%20MAJOR%20DEPRESSIVE%20DISORDER.pdf},
year = {2006},
date = {2006-01-01},
journal = {International Journal of Neuroscience},
volume = {116},
pages = {1271–1293},
abstract = {Similarities in presentation of Dementia of Alzheimer's Type, Vascular Dementia, Frontotemporal Dementia, and Major Depressive Disorder, pose differential diagnosis challenges. The current study identiï¬es speciï¬c neuropsychological patterns of scores for Dementia of Alzheimer's Type, Vascular Dementia, Frontotemporal Dementia, and Major Depressive Disorder. Neuropsychological domains directly assessed in the study included: immediate memory, delayed memory, confrontational naming, verbal fluency, attention, concentration, and executive functioning. The results reveal speciï¬c neuropsychological comparative proï¬les for Dementia of Alzheimer's Type, Vascular Dementia, Frontotemporal Dementia, and Major Depressive Disorder. The identiï¬cation of these proï¬les will assist in the differential diagnosis of these disorders and aid in patient treatment.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Woods, Steven Paul; Rippeth, Julie D.; Conover, Emily; Carey, Catherine L.; Parsons, Thomas D.; Tröster, Alexander I.
Statistical Power of Studies Examining the Cognitive Effects of Subthalamic Nucleus Deep Brain Stimulation in Parkinson's Disease Journal Article
In: The Clinical Neuropsychologist, vol. 20, pp. 27–38, 2006, ISSN: 1385-4046.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{woods_statistical_2006,
title = {Statistical Power of Studies Examining the Cognitive Effects of Subthalamic Nucleus Deep Brain Stimulation in Parkinson's Disease},
author = {Steven Paul Woods and Julie D. Rippeth and Emily Conover and Catherine L. Carey and Thomas D. Parsons and Alexander I. Tröster},
url = {http://ict.usc.edu/pubs/STATISTICAL%20POWER%20OF%20STUDIES%20EXAMINING%20THE%20COGNITIVE%20EFFECTS%20OF%20SUBTHALAMIC%20NUCLEUS%20DEEP%20BRAIN%20STIMULATION%20IN%20PARKINSON%E2%80%99S%20DISEASE.pdf},
doi = {10.1080/13854040500203290},
issn = {1385-4046},
year = {2006},
date = {2006-01-01},
journal = {The Clinical Neuropsychologist},
volume = {20},
pages = {27–38},
abstract = {It has been argued that neuropsychological studies generally possess adequate statistical power to detect large effect sizes. However, low statistical power is problematic in neuropsychological research involving clinical populations and novel interventions for which available sample sizes are often limited. One notable example of this problem is evident in the literature regarding the cognitive sequelae of deep brain stimulation (DBS) of the subthalamic nucleus (STN) in persons with Parkinson's disease (PD). In the current review, a post hoc estimate of the statistical power of 30 studies examining cognitive effects of STN DBS in PD revealed adequate power to detect substantial cognitive declines (i.e., very large effect sizes), but surprisingly low estimated power to detect cognitive changes associated with conventionally small, medium, and large effect sizes. Such wide spread Type II error risk in the STN DBS cognitive outcomes literature may affect the clinical decision-making process as concerns the possible risk of postsurgical cognitive morbidity, as well as conceptual inferences to be drawn regarding the role of the STN in higher-level cognitive functions. Statistical and methodological recommendations (e.g., meta-analysis) are offered to enhance the power of current and future studies examining the neuropsychological sequelae of STN DBS in PD.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Robertson, R. Kevin; Parsons, Thomas D.; Sidtis, John J.; Inman, Tina Hanlon; Robertson, Wendy T.; Hall, Colin D.; Price, Richard W.
Timed Gait Test: Normative Data for the Assessment of the AIDS Dementia Complex Journal Article
In: Journal of Clinical and Experimental Neuropsychology, vol. 28, pp. 1053–1064, 2006, ISSN: 1380-3395.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{robertson_timed_2006,
title = {Timed Gait Test: Normative Data for the Assessment of the AIDS Dementia Complex},
author = {R. Kevin Robertson and Thomas D. Parsons and John J. Sidtis and Tina Hanlon Inman and Wendy T. Robertson and Colin D. Hall and Richard W. Price},
url = {http://ict.usc.edu/pubs/Timed%20Gait%20Test-%20Normative%20Data%20for%20the%20Assessment%20of%20the%20AIDS%20Dementia%20Complex.pdf},
doi = {10.1080/13803390500205684},
issn = {1380-3395},
year = {2006},
date = {2006-01-01},
journal = {Journal of Clinical and Experimental Neuropsychology},
volume = {28},
pages = {1053–1064},
abstract = {The Timed Gait test is a standardized procedure assessing motor dysfunction of lower extremities and gait abnormalities associated with AIDS dementia complex. Heretofore, interpretations of Timed Gait results have been hampered by the lack of normative data. We provide results on this test derived from 1,549 subjects (HIV-seronegatives (HIV-) and seropositives (HIV+) classified according to ADC stage). Timed Gait was found to be a useful screening and assessment tool for evaluating ADC and correlated with clinical ADC staging as well as more extensive structured neurological and neuropsychological evaluations. Analysis of covariance results (with age and education as covariates) revealed symptomatic HIV+(SX) and AIDS groups having significantly slower Timed Gait scores than those in the HIV– and asymptomatic HIV+(ASX) groups. The SX group obtained significantly slower timed gait scores than those in the AIDS group. There was a significant increase in Timed Gait scores with each increase in dementia staging with the HIV- subjects having the fastest mean Timed Gait scores and the HIV+ dementia stage 2+ having the slowest. These normative data should prove useful in both recognition of ADC and treatment response. Given its minimal training requirements, the Timed Gait would have utility in resource limited settings.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
2005
Morie, Jacquelyn; Iyer, Kumar; Luigi, Donat-Pierre; Williams, Josh; Dozois, Aimee; Rizzo, Albert
Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences Journal Article
In: Applied Psychophysiology and Biofeedback, vol. 30, no. 3, pp. 319–331, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, Virtual Worlds
@article{morie_development_2005,
title = {Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences},
author = {Jacquelyn Morie and Kumar Iyer and Donat-Pierre Luigi and Josh Williams and Aimee Dozois and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Data%20Management%20Tool%20for%20Investigating%20Multivariate%20Space%20and%20Free%20Will%20Experiences%20in%20Virtual%20Reality.pdf},
year = {2005},
date = {2005-09-01},
journal = {Applied Psychophysiology and Biofeedback},
volume = {30},
number = {3},
pages = {319–331},
abstract = {While achieving realism has been a main goal in making convincing virtual reality (VR) environments, just what constitutes realism is still a question situated firmly in the research domain. VR has become mature enough to be used in therapeutic applications such as clinical exposure therapy with some success. We now need detailed scientific investigations to better understand why VR works for these types of cases, and how it could work for other key applications such as training. Just as in real life, it appears that the factors will be complex and multi-variate, and this plethoric situation presents exceptional challenges to the VR researcher. We would not want to lessen VR’s ability to replicate real world conditions in order to more easily study it, however, for by doing so we may compromise the very qualities that comprise its effectiveness. What is really needed are more robust tools to instrument, organize, and visualize the complex data generated by measurements of participant experiences in a realistic virtual world. We describe here our first study in an ongoing program of effective virtual environment research, the types of data we are dealing with, and a specific tool we have been compelled to create that allows us some measure of control over this data. We call this tool Phloem, after the botanical channels that plants use to transport, support and store nutrients.},
keywords = {DTIC, MedVR, Virtual Worlds},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Kim, Gerard J.; Yeh, Shih-Ching; Thiebaux, Marcus; Hwang, Jayne; Buckwalter, John Galen
Development of a Benchmarking Scenario for Testing 3D User Interface Devices and Interaction Methods Proceedings Article
In: Proceedings of the 11th International Conference on Human Computer Interaction, Las Vegas, NV, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@inproceedings{rizzo_development_2005,
title = {Development of a Benchmarking Scenario for Testing 3D User Interface Devices and Interaction Methods},
author = {Albert Rizzo and Gerard J. Kim and Shih-Ching Yeh and Marcus Thiebaux and Jayne Hwang and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Benchmarking%20Scenario%20for%20Testing%203D%20User%20Interface%20Devices%20and%20Interaction%20Methods.pdf},
year = {2005},
date = {2005-07-01},
booktitle = {Proceedings of the 11th International Conference on Human Computer Interaction},
address = {Las Vegas, NV},
abstract = {To address a part of the challenge of testing and comparing various 3D user interface devices and methods, we are currently developing and testing a VR 3D User Interface benchmarking scenario. The approach outlined in this paper focuses on the capture of human interaction performance on object selection and manipulation tasks using standardized and scalable block configurations that allow for measurement of speed and efficiency with any interaction device or method. The block configurations that we are using as benchmarking stimuli are accompanied by a pure mental rotation visuospatial assessment test. This feature will allow researchers to test usersX existing spatial abilities and statistically parcel out the variability due to innate ability, from the actual hands-on performance metrics. This statistical approach could lead to a more pure analysis of the ergonomic features of interaction devices and methods separate from existing user abilities. An initial test was conducted at two sites using this benchmarking system to make comparisons between 3D/gesture-based and 2D/mouse-based interactions for 3D selection and manipulation. Our preliminary results demonstrated, as expected, that the 3D/gesture based method in general outperformed the 2D/mouse interface. As well there were statistically significant performance differences between different user groups when categorized by their sex, visuospatial ability and educational background.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Alpaslan, Z. Y.; Yeh, S. -C.; Rizzo, Albert; Sawchuk, Alexander A.
Quantitative Comparison of Interaction with Shutter Glasses and Autostereoscopic Displays Proceedings Article
In: Stereoscopic Displays and Virtual Reality Systems XII Symposium, San Jose, CA, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@inproceedings{alpaslan_quantitative_2005,
title = {Quantitative Comparison of Interaction with Shutter Glasses and Autostereoscopic Displays},
author = {Z. Y. Alpaslan and S. -C. Yeh and Albert Rizzo and Alexander A. Sawchuk},
url = {http://ict.usc.edu/pubs/Quantitative%20Comparison%20of%20Interaction%20with%20Shutter%20Glasses%20and%20Autostereoscopic%20Displays.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Stereoscopic Displays and Virtual Reality Systems XII Symposium},
address = {San Jose, CA},
abstract = {In this paper we describe experimental measurements and comparison of human interaction with three different types of stereo computer displays. We compare traditional shutter glasses-based viewing with three-dimensional (3D) autostereoscopic viewing on displays such as the Sharp LL-151-3D display and StereoGraphics SG 202 display. The method of interaction is a sphere-shaped "cyberprop" containing an Ascension Flock-of-Birds tracker that allows a user to manipulate objects by imparting the motion of the sphere to the virtual object. The tracking data is processed with OpenGL to manipulate objects in virtual 3D space, from which we synthesize two or more images as seen by virtual cameras observing them. We concentrate on the quantitative measurement and analysis of human performance for interactive object selection and manipulation tasks using standardized and scalable configurations of 3D block objects. The experiments use a series of progressively more complex block configurations that are rendered in stereo on various 3D displays. In general, performing the tasks using shutter glasses required less time as compared to using the autostereoscopic displays. While both male and female subjects performed almost equally fast with shutter glasses, male subjects performed better with the LL-151-3D display, while female subjects performed better with the SG202 display. Interestingly, users generally had a slightly higher efficiency in completing a task set using the two autostereoscopic displays as compared to the shutter glasses, although the differences for all users among the displays was relatively small. There was a preference for shutter glasses compared to autostereoscopic displays in the ease of performing tasks, and glasses were slightly preferred for overall image quality and stereo image quality. However, there was little difference in display preference in physical comfort and overall preference. We present some possible explanations of these results and point out the importance of the autostereoscopic "sweet spot" in relation to the user's head and body position.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Pair, Jarrell; McNerney, Peter J.; Eastlund, Ernie; Manson, Brian; Gratch, Jonathan; Hill, Randall W.; Swartout, William
Development of a VR Therapy Application for Iraq War Military Personnel with PTSD Book Section
In: Studies in Health Technology and Informatics, vol. 111, no. 13, pp. 407+413, 13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, Virtual Humans
@incollection{rizzo_development_2005-1,
title = {Development of a VR Therapy Application for Iraq War Military Personnel with PTSD},
author = {Albert Rizzo and Jarrell Pair and Peter J. McNerney and Ernie Eastlund and Brian Manson and Jonathan Gratch and Randall W. Hill and William Swartout},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20VR%20Therapy%20Application%20for%20Iraq%20War%20Veterans%20with%20PTSD.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Studies in Health Technology and Informatics},
volume = {111},
number = {13},
pages = {407+413},
address = {13th Annual Medicine Meets Virtual Reality Conference, Long Beach, CA},
series = {Medicine Meets Virtual Reality},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 returning Iraq War military personnel are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure therapy has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to specify the rationale, design and development of an Iraq War PTSD VR application that is being created from the virtual assets that were initially developed for theX-Box game entitled Full Spectrum Warrior which was inspired by a combat tactical training simulation, Full Spectrum Command.},
keywords = {DTIC, MedVR, Virtual Humans},
pubstate = {published},
tppubtype = {incollection}
}
Robertson, R. Kevin; Mielke, Jens; Appiah, Kuku; Hall, Colin D.; Price, Richard W.; Kumwenda, Johnstone; Kanyama, Cecelia; Amod, Farida; Marra, Christina; Taylor, Terrie; Lalloo, Umesh; Jelsma, Jennifer; Holding, Penny; Boivin, Michael; Birbeck, Gretchen; Nakasujja, Noeline; Sanne, Ian; Parsons, Thomas D.; Parente, Amanda; Tucker, Karen A.
Assessment of neuroAIDS in Africa Journal Article
In: Journal of NeuroVirology, vol. 11, no. S1, pp. 7–16, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{robertson_assessment_2005,
title = {Assessment of neuroAIDS in Africa},
author = {R. Kevin Robertson and Jens Mielke and Kuku Appiah and Colin D. Hall and Richard W. Price and Johnstone Kumwenda and Cecelia Kanyama and Farida Amod and Christina Marra and Terrie Taylor and Umesh Lalloo and Jennifer Jelsma and Penny Holding and Michael Boivin and Gretchen Birbeck and Noeline Nakasujja and Ian Sanne and Thomas D. Parsons and Amanda Parente and Karen A. Tucker},
url = {http://ict.usc.edu/pubs/Assessment%20of%20neuroAIDS%20in%20Africa.pdf},
year = {2005},
date = {2005-01-01},
journal = {Journal of NeuroVirology},
volume = {11},
number = {S1},
pages = {7–16},
abstract = {In June of 2004, the Center for AIDS Mental Health Research, National Institute of Mental Health sponsored a conference on the Assessment of NeuroAIDS in Africa, which was held in Blantrye, Malawai. The conference presentations summarized here highlight the need for research on NeuroAIDS in Africa and methods for assessing HIV-related neurological diseases (Robertson, 2004).},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Zaag, Cheryl; McGee, Jocelyn; Buckwalter, John Galen
Gender Differences and Cognition Among Older Adults Journal Article
In: Aging, Neuropsychology, and Cognition, vol. 12, pp. 78–88, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{parsons_gender_2005,
title = {Gender Differences and Cognition Among Older Adults},
author = {Thomas D. Parsons and Albert Rizzo and Cheryl Zaag and Jocelyn McGee and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Gender%20Differences%20and%20Cognition%20Among%20Older%20Adults.pdf},
year = {2005},
date = {2005-01-01},
journal = {Aging, Neuropsychology, and Cognition},
volume = {12},
pages = {78–88},
abstract = {The more replicated findings about gender difference in cognitive performance suggest female superiority on visuomotor speed and language ability and male superiority on mechanical and visuospatial tasks. Generally, group strengths found in the early school years become more established at adolescence and remain stable through adulthood. The current study tested whether the patterns established in the early years remained among 30 adult subjects. We also utilized a series of exploratory analyses to determine if observed gender differences were impacted by the covariance present between all cognitive tests. Results suggest that although the patterns established in the early years remain stable through time for males, the established patterns for females are altered with age. Our findings are compelling in supporting a male advantage on visuospatial tasks among older adults. These findings are discussed in terms of common variance between test instruments as a possible source of difference. Our finding that the gender effect tended to increase when common variance was controlled argues that this methodology may enhance the ability to detect domain specific effects.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Grote, Christopher L.; Parsons, Thomas D.
Threats to the Livelihood of the Forensic Neuropsychological Practice: Avoiding Ethical Misconduct Journal Article
In: Journal of Forensic Neuropsychology, vol. 4, no. 3, pp. 79–93, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{grote_threats_2005,
title = {Threats to the Livelihood of the Forensic Neuropsychological Practice: Avoiding Ethical Misconduct},
author = {Christopher L. Grote and Thomas D. Parsons},
url = {http://ict.usc.edu/pubs/Threats%20to%20the%20Livelihood%20of%20the%20Forensic%20Neuropsychological%20Practice-%20Avoiding%20Ethical%20Misconduct.pdf},
doi = {10.1300/J151v04n03_06},
year = {2005},
date = {2005-01-01},
journal = {Journal of Forensic Neuropsychology},
volume = {4},
number = {3},
pages = {79–93},
abstract = {We review six diverse issues that have the potential of devaluing our profession, in that ethical missteps could lead to the perception or reality that the work of forensic neuropsychologists is "for sale." By resisting temptations or overtures to engage in inappropriate conduct, such as attacking colleagues or failing to recognize how our own biases might influence our behavior or opinions, neuropsychologists strive to create a work product that enhances the reputation of our profession and makes a positive contribution to the public-at-large.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Klimchuck, Dean; Mitura, Roman; Bowerly, Todd; Buckwalter, John Galen; Kerns, Kim; Randall, Karherine; Adams, Rebecca; Finn, Paul; Tarnanas, Ioannis; Sirbu, Cristian; Ollendick, Thomas H.; Yeh, Shih-Ching
A Virtual Reality Scenario for All Seasons: The Virtual Classroom Proceedings Article
In: Proceedings of the 11th International Conference on Human Computer Interaction, Las Vegas, NV, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@inproceedings{rizzo_virtual_2005,
title = {A Virtual Reality Scenario for All Seasons: The Virtual Classroom},
author = {Albert Rizzo and Dean Klimchuck and Roman Mitura and Todd Bowerly and John Galen Buckwalter and Kim Kerns and Karherine Randall and Rebecca Adams and Paul Finn and Ioannis Tarnanas and Cristian Sirbu and Thomas H. Ollendick and Shih-Ching Yeh},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Scenario%20for%20All%20Seasons-%20The%20Virtual%20Classroom%20(HCI).pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human Computer Interaction},
address = {Las Vegas, NV},
abstract = {Rather than relying on costly physical mock-ups of functional assessment and rehabilitation environments, VR offers the option to produce and distribute identical "standard" environments. Within such digital assessment and rehabilitation scenarios, normative data can be accumulated for performance comparisons needed for assessment, diagnosis and for training purposes. As well, in this manner, reusable archetypic virtual environments constructed for one purpose, could also be applied for clinical applications addressing other purposes. This has now been done with the Virtual Classroom scenario. While originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children while in the presence of varying levels of distraction, the system is now finding use for other clinical targets. Such applications that are being developed and tested using the Virtual Classroom for other purposes include: 1. Expansion of the range of attention assessment tests (i.e., a _Stroop` Interference testing system for all ages). 2. A wide field of view system to study eye tracking under distracting conditions with ADHD children using an Elumens VisionStation®. 3. Development of the Virtual Classroom as a tool for anxiety assessment and graduated exposure therapy for children with Social Anxiety Disorder. 4. An extension to the class to include a maze of halls leading out of the school for an earthquake safety training application with persons with developmental and learning disabilities.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Morie, Jacquelyn; Williams, Josh; Pair, Jarrell; Buckwalter, John Galen
Human Emotional State and its Relevance for Military VR Training Proceedings Article
In: Proceedings of the 11th International Conference on Human-Computer Interaction, Las Vegas, NV, 2005.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, Virtual Humans, Virtual Worlds
@inproceedings{rizzo_human_2005,
title = {Human Emotional State and its Relevance for Military VR Training},
author = {Albert Rizzo and Jacquelyn Morie and Josh Williams and Jarrell Pair and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Human%20Emotional%20State%20and%20its%20Relevance%20for%20Military%20VR%20Training.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human-Computer Interaction},
address = {Las Vegas, NV},
abstract = {Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war," the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted under conditions that lack emotional engagement by the soldier. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. This approach to facilitating optimal training effectiveness is supported by a long history of learning theory research. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed, as can be seen in the devastating emotional difficulties that occur in some military personnel following combat. This is evidenced by the number of recent medical reports that suggest the incidence of "Vietnam-levels" of combat-related Post Traumatic Stress Disorder symptomatology in returning military personnel from the Iraq conflict. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues that are relevant to VR military applications. This paper will present the rationale and status of two ongoing VR research programs at the ICT that address sharply contrasting ends of the emotional spectrum relevant to the military: 1. The Sensory Environments Evaluation (SEE) Project is examining basic factors that underlie emotion as it occurs within VR training environments and how this could impact transfer of training, and 2. The Full Spectrum Warrior (FSW) Post Traumatic Stress Disorder Project which is currently in the process of converting the existing FSW combat tactical simulation training scenario (and X-Box game) into a VR treatment system for the conduct of graduated exposure therapy in Iraq war military personnel with Post Traumatic Stress Disorder.},
keywords = {DTIC, MedVR, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2004
Parsons, Thomas D.; Rizzo, Albert; Buckwalter, John Galen
Backpropagation and Regression: Comparative Utility for Neuropsychologists Journal Article
In: Journal of Clinical and Experimental Neuropsychology, vol. 26, no. 1, pp. 95–104, 2004.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{parsons_backpropagation_2004,
title = {Backpropagation and Regression: Comparative Utility for Neuropsychologists},
author = {Thomas D. Parsons and Albert Rizzo and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Backpropagation%20and%20Regression-%20Comparative%20Utility%20for%20Neuropsychologists.pdf},
year = {2004},
date = {2004-01-01},
journal = {Journal of Clinical and Experimental Neuropsychology},
volume = {26},
number = {1},
pages = {95–104},
abstract = {The aim of this research was to compare the data analytic applicability of a backpropagated neural network with that of regression analysis. Thirty individuals between the ages of 64 and 86 (Mean age = 73.6; Mean years education = 15.4; % women = 50) participated in a study designed to validate a new test of spatial ability administered in virtual reality. As part of this project a standard neuropsychological battery was administered. Results from the multiple regression model (R2 = .21, p textbackslashtextbackslashtextbackslashtextbackslashtextless .28; Standard Error = 18.01) were compared with those of a backpropagated ANN (R2 = .39, p textbackslashtextbackslashtextbackslashtextbackslashtextless .02; Standard Error = 13.07). This 18% increase in prediction of a common neuropsychological problem demonstrated that an ANN has the potential to outperform a regression.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Larson, Peter; Kratz, Kris; Thiebaux, Marcus; Bluestein, Brendon; Buckwalter, John Galen; Rizzo, Albert
Sex differences in mental rotation and spatial rotation in a virtual environment Journal Article
In: Neuropsychologia, vol. 42, pp. 555–562, 2004.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{parsons_sex_2004,
title = {Sex differences in mental rotation and spatial rotation in a virtual environment},
author = {Thomas D. Parsons and Peter Larson and Kris Kratz and Marcus Thiebaux and Brendon Bluestein and John Galen Buckwalter and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sex%20differences%20in%20mental%20rotation%20and%20spatial%20rotation%20in%20a%20virtual%20environment.pdf},
doi = {10.1016/j.neuropsychologia.2003.08.014},
year = {2004},
date = {2004-01-01},
journal = {Neuropsychologia},
volume = {42},
pages = {555–562},
abstract = {The visuospatial ability referred to as mental rotation has been shown to produce one of the largest and most consistent sex differences, in favor of males, in the cognitive literature. The current study utilizes both a paper-and-pencil version of the mental rotations test (MRT) and a virtual environment for investigating rotational ability among 44 adult subjects. Results replicate sex differences traditionally seen on paper-and-pencil measures, while no sex effects were observed in the virtual environment. These ï¬ndings are discussed in terms of task demands and motor involvement. Sex differences were also seen in the patterns of correlations between rotation tasks and other neuropsychological measures. Current results suggest men may rely more on left hemisphere processing than women when engaged in rotational tasks. © 2003 Elsevier Ltd. All rights reserved.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Thompson, E.; Buckwalter, John Galen; Bluestein, Brendon
Pregnancy History and Cognition During and After Pregnancy Journal Article
In: International Journal of Neuroscience, vol. 114, pp. 1099–1110, 2004, ISSN: 0020-7454.
Abstract | Links | BibTeX | Tags: DTIC, MedVR
@article{parsons_pregnancy_2004,
title = {Pregnancy History and Cognition During and After Pregnancy},
author = {Thomas D. Parsons and E. Thompson and John Galen Buckwalter and Brendon Bluestein},
url = {http://ict.usc.edu/pubs/Pregnancy%20History%20and%20Cognition%20During%20and%20After%20Pregnancy.pdf},
doi = {10.1080/00207450490475544},
issn = {0020-7454},
year = {2004},
date = {2004-01-01},
journal = {International Journal of Neuroscience},
volume = {114},
pages = {1099–1110},
abstract = {An increasing body of literature confirms anecdotal reports that cognitive changes occur during pregnancy. This article assessed whether prior pregnancy, which alters a woman's subsequent hormonal environment, is associated with a specific cognitive profile during and after pregnancy. Seven primigravids and nine multigravids were compared, equivalent for age and education. No differences between groups were found during pregnancy. After delivery, multigravids performed better than primigravids on verbal memory tasks. After controlling for mood, a significant difference in verbal memory remained. A neuroadaptive mechanism may develop after first pregnancy that increases the ability to recover from some cognitive deficits after later pregnancies.},
keywords = {DTIC, MedVR},
pubstate = {published},
tppubtype = {article}
}
0000
Hartholt, Arno; Mozgai, Sharon
From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality Journal Article
In: pp. 35, 0000.
Abstract | BibTeX | Tags: DTIC, MedVR, Virtual Humans, VR
@article{hartholt_combat_nodate,
title = {From Combat to COVID-19 – Managing the Impact of Trauma Using Virtual Reality},
author = {Arno Hartholt and Sharon Mozgai},
pages = {35},
abstract = {Research has documented the efficacy of clinical applications that leverage Virtual Reality (VR) for assessment and treatment purposes across a wide range of domains, including pain, phobias, and posttraumatic stress disorder (PTSD). As the field of Clinical VR matures, it is important to review its origins and examine how these initial explorations have progressed, what gaps remain, and what opportunities the community can pursue. We do this by reflecting on our personal scientific journey against the backdrop of the field in general. In particular, this paper discusses how a clinical research program that was initially designed to deliver trauma-focused VR exposure therapy (VRET) for combat-related PTSD has been evolved to expand its impact and address a wider range of trauma sources. Such trauma sources include sexual trauma and the needs of first responders and healthcare professionals serving on the frontlines of the COVID-19 pandemic. We provide an overview of the field and its general trends, discuss the genesis of our research agenda and its current status, and summarize upcoming opportunities, together with common challenges and lessons learned.},
keywords = {DTIC, MedVR, Virtual Humans, VR},
pubstate = {published},
tppubtype = {article}
}