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Swartout, William; Artstein, Ron; Forbell, Eric; Foutz, Susan; Lane, H. Chad; Lange, Belinda; Morie, Jacquelyn; Noren, Dan; Rizzo, Albert; Traum, David
Virtual Humans for Learning Journal Article
In: AI magazine; Special issue on Intelligent Learning Technologies, vol. 34, no. 4, pp. 13–30, 2013.
@article{swartout_virtual_2013,
title = {Virtual Humans for Learning},
author = {William Swartout and Ron Artstein and Eric Forbell and Susan Foutz and H. Chad Lane and Belinda Lange and Jacquelyn Morie and Dan Noren and Albert Rizzo and David Traum},
url = {http://www.aaai.org/ojs/index.php/aimagazine/article/view/2487},
doi = {10.1609/aimag.v34i4.2487},
year = {2013},
date = {2013-01-01},
journal = {AI magazine; Special issue on Intelligent Learning Technologies},
volume = {34},
number = {4},
pages = {13–30},
abstract = {Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Gahm, Gregory; Reger, Greg; Ingram, Mary V.; Reger, Mark; Rizzo, Albert
A Multisite, Randomized Clinical Trial of Virtual Reality and Prolonged Exposure Therapy for Active Duty Soldiers with PTSD Technical Report
no. A611975, 2012.
@techreport{gahm_multisite_2012,
title = {A Multisite, Randomized Clinical Trial of Virtual Reality and Prolonged Exposure Therapy for Active Duty Soldiers with PTSD},
author = {Gregory Gahm and Greg Reger and Mary V. Ingram and Mark Reger and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Multisite,%20Randomized%20Clinical%20Trial%20of%20Virtual%20Reality%20and%20Prolonged%20Exposure%20Therapy%20for%20Active%20Duty%20Soldiers%20with%20PTSD.pdf},
year = {2012},
date = {2012-12-01},
number = {A611975},
abstract = {This randomized, single blind study extends recruitment to an additional active duty site (Womack Army Medical Center at Ft Bragg) in support of a previously funded clinical trial to evaluate the efficacy of virtual reality exposure therapy (VRET) and prolonged exposure therapy (PE) with a waitlist (WL) group in the treatment of posttraumatic stress disorder (PTSD) in active duty (AD) Soldiers with combat-related trauma. During the first year, the study team developed the infrastructure to implement the trial including personnel recruitment, hiring, and initial training, process development to identify, screen, and enroll participants, and research protocol development and approval by IRB s. During the second year hiring of clinical staff and training of the study team was completed. Recruitment and enrollment commenced.},
keywords = {},
pubstate = {published},
tppubtype = {techreport}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
Designing Useful Virtual Standardized Patient Encounters Proceedings Article
In: Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), Orlando, FL, 2012.
@inproceedings{talbot_designing_2012,
title = {Designing Useful Virtual Standardized Patient Encounters},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20Useful%20Virtual%20Standardized%20Patient%20Encounters.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)},
address = {Orlando, FL},
abstract = {Developers and educators have explored many different ways to create “Virtual Patients” as a method to simulate a patient encounter. Some of these attempts have been educationally useful, yet no approach taken to date has satisfac- torily replicated the Patient-Doctor encounter in a way that can be generalized nor have the best developments to date been readily author-able by regular medical educators. The best simulator to date is the human standardized patient actor, which has considerable disadvantages. The manner in which a virtual standardized patient can be de- signed requires a breakdown of the clinical encounter into components and a strategic approach to simulating each phase. These components are compared to find the optimal approach for each part of the medical encounter. The paper proposes a blend of an artificially intelligent statistical matching dialogue system with multiple choice state machine-based sub-conversations as a way in which one may richly simulate the interview and counseling phases of the clinical encounter. Also elucidated are the steps necessary for educator author-ability and approaches that will extract rich, objective assessment data. If such integration proves to be successful, the result will be a rich conversa- tional clinical simulation that closely approximates Patient-Doctor encounters.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Leaman, Suzanne; Rothbaum, Barbara O.; Difede, JoAnn; Cukor, Judith; Gerardi, Maryrose; Rizzo, Albert
Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD Book Section
In: Handbook of Military Social Work, John Wiley & Sons, Inc., Hoboken, NJ, 2012.
@incollection{leaman_virtual_2012,
title = {Virtual Reality Exposure Therapy: A Treatment Manual for Combat Related PTSD},
author = {Suzanne Leaman and Barbara O. Rothbaum and JoAnn Difede and Judith Cukor and Maryrose Gerardi and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Exposure%20Therapy-%20A%20Treatment%20Manual%20for%20Combat%20Related%20PTSD.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {Handbook of Military Social Work},
publisher = {John Wiley & Sons, Inc.},
address = {Hoboken, NJ},
abstract = {Posttraumatic stress disorder (PTSD) is a chronic condition that occurs in a significant minority of persons who experience life-threatening traumatic events. It is characterized by reexperiencing, avoidance, and hyperarousal symptoms (American Psychiatric Association, 1994). PTSD has been estimated to affect up to 18% of returning Operation Iraqi Freedom (OIF) Veterans (Hoge et al., 2004). In addition to the specific conditions in Iraq and Afghanistan, an unprecedented number are now surviving serious wounds (Blimes, 2007). The stigma of treatment often prevents service members (SMs) and veterans from seeking help (Hoge et al., 2004), so finding an acceptable form of treatment for military personnel is a priority. The current generation of military personnel may be more comfortable participating in a virtual reality treatment approach than in traditional talk therapy, as they are likely familiar with gaming and training simulation technology. This chapter provides information on the development of and research on virtual reality (VR) as well as the application of VR to mental health treatments, including a protocol of virtual reality exposure (VRE) utilizing a virtual Iraq/Afghanistan system for combat-related PTSD.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Yeh, Shih-Ching; Tsai, Chia-Fen; Fan, Yao-Chung; Liu, Pin-Chun; Rizzo, Albert
An Innovative ADHD Assessment System Using Virtual Reality Proceedings Article
In: IEEE EMBS Conference on Biomedical Engineering and Sciences, pp. 78–83, IEEE, Langkawi, Malaysia, 2012.
@inproceedings{yeh_innovative_2012,
title = {An Innovative ADHD Assessment System Using Virtual Reality},
author = {Shih-Ching Yeh and Chia-Fen Tsai and Yao-Chung Fan and Pin-Chun Liu and Albert Rizzo},
url = {http://ict.usc.edu/pubs/An%20innovative%20ADHD%20assessment%20system%20using%20virtual%20reality.pdf},
year = {2012},
date = {2012-12-01},
booktitle = {IEEE EMBS Conference on Biomedical Engineering and Sciences},
pages = {78–83},
publisher = {IEEE},
address = {Langkawi, Malaysia},
series = {IEEE EMBS Conference on Biomedical Engineering and Sciences},
abstract = {Attention Deficit Hyperactivity Disorder (ADHD) has a prevalence of about 5% and may cause inferiority complex, personality disorders, interpersonal impediment, and even anti-social behaviors in affected children if not treated early. In the past, the diagnosis of ADHD patients mainly depended on paper tests or behavior scales. However, such tests are usually time-consuming and their application suffers from constraints of external conditions in terms of test content and test type. Through the application of VR technology including head mounted display(HMD), game technology and sensors, this study develops and constructs an interactive panoramic virtual classroom scenario in which a blackboard embedded with listening test, CPT test, executive test, and visual memory test specially designed for attention and executive functions is incorporated; moreover, this study also develops a new assessment & diagnosis system based on children's performance, behavior & reaction in the above-mentioned four tests through an enormous and systematic design of a battery of visual & auditory distractions of different intensity levels, durations, and sequence. The system developed in this study is used to carry out a pilot trial on healthy volunteers and its functionalities are confirmed by the test results.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Forbell, Eric; Lange, Belinda; Buckwalter, John Galen; Williams, Josh; Sagae, Kenji; Traum, David
In: Healing War Trauma: A Handbook of Creative Approaches, pp. 238–250, Routledge, 2012.
@incollection{rizzo_simcoach_2012,
title = {SimCoach: An Online Intelligent Virtual Agent System for Breaking Down Barriers to Care for Service Members and Veterans},
author = {Albert Rizzo and Eric Forbell and Belinda Lange and John Galen Buckwalter and Josh Williams and Kenji Sagae and David Traum},
url = {http://ict.usc.edu/pubs/SimCoach-%20An%20Online%20Intelligent%20Virtual%20Agent%20System%20for%20Breaking%20Down%20Barriers%20to%20Care%20for%20Service%20Members%20and%20Veterans.pdf},
year = {2012},
date = {2012-11-01},
booktitle = {Healing War Trauma: A Handbook of Creative Approaches},
pages = {238–250},
publisher = {Routledge},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; Buckwalter, John Galen; John, Bruce Sheffield; Newman, Brad; Parsons, Thomas D.; Kenny, Patrick G.; Williams, Josh
In: Medicine Meets Virtual Reality, vol. 19, pp. 379–385, 2012.
@article{rizzo_strive_2012,
title = {STRIVE: Stress Resilience in Virtual Environments: A Pre-Deployment VR System for Training Emotional Coping Skills and Assessing Chronic and Acute Stress Responses},
author = {Albert Rizzo and John Galen Buckwalter and Bruce Sheffield John and Brad Newman and Thomas D. Parsons and Patrick G. Kenny and Josh Williams},
url = {http://ict.usc.edu/pubs/STRIVE-%20Stress%20Resilience%20in%20Virtual%20Environments-%20A%20Pre-Deployment%20VR%20System%20for%20Training%20Emotional%20Coping%20Skills%20and%20Assessing%20Chronic%20and%20Acute%20Stress%20Responses.pdf},
year = {2012},
date = {2012-09-01},
journal = {Medicine Meets Virtual Reality},
volume = {19},
pages = {379–385},
abstract = {The incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel is creating a significant healthcare challenge. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive Virtual Reality (VR). Initial outcomes from open clinical trials have been positive and fully randomized controlled trials are currently in progress to further validate this approach. Based on our research group's initial positive outcomes using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, we have begun development in a similar VR-based approach to deliver stress resilience training with military service members prior to their initial deployment. The Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing Virtual Iraq/Afghanistan exposure therapy system) that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach for training a range of psychoeducational and cognitive-behavioral emotional coping strategies believed to enhance stress resilience. The STRIVE project aims to present this approach to service members prior to deployment as part of a program designed to better prepare military personnel for the types of emotional challenges that are inherent in the combat environment. During these virtual training experiences users are monitored physiologically as part of a larger investigation into the biomarkers of the stress response. One such construct, Allostatic Load, is being directly investigated via physiological and neuro-hormonal analysis from specimen collections taken immediately before and after engagement in the STRIVE virtual experience.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rizzo, Albert; Courtney, Chris; Dawson, Michael E.
Psychophysiology to Assess Impact of Varying Levels of Simulation Fidelity in a Threat Environment Journal Article
In: Advances in Human-Computer Interaction, vol. 2012, 2012.
@article{parsons_psychophysiology_2012,
title = {Psychophysiology to Assess Impact of Varying Levels of Simulation Fidelity in a Threat Environment},
author = {Thomas D. Parsons and Albert Rizzo and Chris Courtney and Michael E. Dawson},
url = {http://ict.usc.edu/pubs/Psychophysiology%20to%20Assess%20Impact%20of%20Varying%20Levels%20of%20Simulation%20Fidelity%20in%20a%20Threat%20Environment.pdf},
doi = {10.1155/2012/831959},
year = {2012},
date = {2012-09-01},
journal = {Advances in Human-Computer Interaction},
volume = {2012},
abstract = {There are many virtual environments found in the serious game community that simulate real world scenarios. There is a broad range of fidelity and experimental controls among these serious games. An important component to most evaluations is the extent to which level of fidelity impacts the persons immersed in the serious game. While a great deal of virtual environment and serious game research has assessed the subjective state or feeling of the participant (e.g., the participant’s sense of presence) through the use of questionnaires, the current study examines participant experience by examining psychophysiological responses of participants to their surroundings. The primary goal in this study was evaluative: will a virtual environment with arousing contents result in increased sensory arousal if it is presented in a highly immersive configuration? A secondary goal of this study was to investigate the utility of our environment to offer varying levels of stimulus threat to impact the user’s experience of the virtual environment. Increased simulation fidelity in an arousing environment resulted in faster heart rates and increased startle eyeblink amplitudes, suggesting that higher fidelity scenarios had great efficacy related to sensory arousal.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen
Using Virtual Reality for Clinical Assessment and Intervention Book Section
In: Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice, 2012.
@incollection{rizzo_using_2012,
title = {Using Virtual Reality for Clinical Assessment and Intervention},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20Reality%20for%20Clinical%20Assessment%20and%20Intervention.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {Handbook of Technology in Psychology, Psychiatry, and Neurology: Theory, Research, and Practice},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rizzo, Albert; John, Bruce Sheffield; Williams, Josh; Newman, Brad; Koenig, Sebastian; Lange, Belinda; Buckwalter, John Galen
Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality Journal Article
In: International Conference on Disability, Virtual Reality and Associated Technologies, 2012.
@article{rizzo_stress_2012,
title = {Stress resilience in virtual environments: training combat relevant emotional coping skills using virtual reality},
author = {Albert Rizzo and Bruce Sheffield John and Josh Williams and Brad Newman and Sebastian Koenig and Belinda Lange and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Stress%20resilience%20in%20virtual%20environments-%20training%20combat%20relevant%20emotional%20coping%20skills%20using%20virtual%20reality.pdf},
year = {2012},
date = {2012-09-01},
journal = {International Conference on Disability, Virtual Reality and Associated Technologies},
abstract = {The incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel has created a significant behavioral healthcare challenge. This has served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive Virtual Reality (VR). Initial outcomes from open clinical trials have been positive and fully randomized controlled trials are currently in progress to further investigate the efficacy of this approach. Inspired by the initial success of this research using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, our group has begun developing a similar VR-based approach to deliver stress resilience training with military service members prior to their initial deployment. The STress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing Virtual Iraq/Afghanistan PTSD exposure therapy system) that are part of a multi-episode interactive narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach for delivering psychoeducational material, stress management techniques and cognitive-behavioral emotional coping strategies believed to enhance stress resilience. The STRIVE project aims to present this approach to service members prior to deployment as part of a program designed to better prepare military personnel for the types of emotional challenges that are inherent in the combat environment. During these virtual training experiences users are monitored physiologically as part of a larger investigation into the biomarkers of the stress response. One such construct, Allostatic Load, is being directly investigated via physiological and neuro-hormonal analysis from specimen collections taken immediately before and after engagement in the STRIVE virtual experience. This paper describes the development and evaluation of the Virtual Iraq/Afghanistan Exposure Therapy system and then details its current transition into the STRIVE tool for pre-deployment stress resilience training. We hypothesize that VR stress resilience training with service members in this format will better prepare them for the emotional stress of a combat deployment and could subsequently reduce the later incidence of PTSD and other psychosocial health conditions.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Kang, Sin-Hwa; Rizzo, Albert; Gratch, Jonathan
Understanding the Nonverbal Behavior of Socially Anxious People during Intimate Self-disclosure Proceedings Article
In: The 11th International Conference on Intelligent Virtual Agents (IVA), Santa Cruz, CA, 2012.
@inproceedings{kang_understanding_2012,
title = {Understanding the Nonverbal Behavior of Socially Anxious People during Intimate Self-disclosure},
author = {Sin-Hwa Kang and Albert Rizzo and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/Understanding%20the%20Nonverbal%20Behavior%20of%20Socially%20Anxious%20People%20during%20Intimate%20Self-disclosure.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {The 11th International Conference on Intelligent Virtual Agents (IVA)},
address = {Santa Cruz, CA},
abstract = {This study explores the types of nonverbal behavior exhibited by socially anxious users over the course of an interview with virtual agent counselors that talked about themselves. The counselors provided self-disclosure using human back stories or computer back stories. The video data was collected from a previous study. We defined nine types of nonverbal behavior to investigate the associations between the types of nonverbal behavior and users’ anxiety levels. The results of preliminary data analysis show that five features out of the nine features are positively correlated with different levels of users’ anxiety in the “computer back stories” condition. These five types of nonverbal behavior are gaze aversion, moving arms and hands, constant rocking, shaking a head, and fidgeting arms and hands. There are no significant relationships between the kinds of nonverbal behavior and users’ anxiety levels in the “human back stories” condition.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Carlozzi, Noelle E.; Gade, Venkata; Rizzo, Albert; Tulsky, David S.
Using Virtual Reality Driving Simulators in Persons with Spinal Cord Injury: Three screen display versus head mounted display Journal Article
In: Disability and Rehabilitation: Assistive Technology, 2012.
@article{carlozzi_using_2012,
title = {Using Virtual Reality Driving Simulators in Persons with Spinal Cord Injury: Three screen display versus head mounted display},
author = {Noelle E. Carlozzi and Venkata Gade and Albert Rizzo and David S. Tulsky},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20Reality%20Driving%20Simulators%20in%20Persons%20with%20Spinal%20Cord%20Injury-%20Three%20screen%20display%20versus%20head%20mounted%20display.pdf},
year = {2012},
date = {2012-07-01},
journal = {Disability and Rehabilitation: Assistive Technology},
abstract = {Purpose: Virtual reality (VR) is a relatively new technology that is currently utilized in a wide variety of settings to test and train individuals in specialized skills. This study examines methods for improving driver retraining protocols for persons with spinal cord injury (SCI). Method: We compared a VR driving simulator, under two different display conditions, a head mounted display (HMD) and a three screen display (TSD) to identify the best method for retraining driving skills following SCI. Results: Although there was minimal evidence for driving performance difficulties in the HMD condition relative to the TSD condition (e.g. greater number of times for being off course and longer stopping latencies for the HMD condition), rates of simulator sickness did not differ between display conditions. Conclusions: Taken together, findings suggest that both the HMD and the TSD are reasonable simulator options for driver retraining in SCI.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas; Sagae, Kenji; John, Bruce Sheffield; Rizzo, Albert
In: International Journal of Gaming and Computer-Mediated Simulations, vol. 4, no. 3, pp. 1–19, 2012.
@article{talbot_sorting_2012,
title = {Sorting Out the Virtual Patient: How to Exploit Artificial Intelligence, Game Technology and Sound Educational Practices to Create Engaging Role-Playing Simulations},
author = {Thomas Talbot and Kenji Sagae and Bruce Sheffield John and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Sorting%20Out%20the%20Virtual%20Patient-%20How%20to%20Exploit%20Artificial%20Intelligence,%20Game%20Technology%20and%20Sound%20Educational%20Practices%20to%20Create%20Engaging%20Role-Playing%20Simulations.pdf},
year = {2012},
date = {2012-07-01},
journal = {International Journal of Gaming and Computer-Mediated Simulations},
volume = {4},
number = {3},
pages = {1–19},
abstract = {Since Dr. Howard Browns (1964) introduced the human standardized patient in 1963, there have been attempts to game a computer-based simulacrum of a patient encounter; the first being a heart attack simulation using the online PLATO system (Bitzer, 1966). With the now ubiquitous use of computers in medicine, interest and effor have expanded in the area of Virtual Patients (VPs). One problem in trying to understand VPs is that there are several quite distinct educational approaches that are all called a 'virtual patient.' This article is not a general review of virtual patients as current reviews of excellent quality exist (Poulton & Balasubramanian, 2011; Cook & Triola, 2009). Also, research that demonstrates the efficacy of virtual patients is ample (Triola, et al., 2006). This article assesses the different kinds of things the authors call "virtual patients", which are often mutually exclusive approaches, then analyzes their interaction structure or 'game-play', and considers the best use scenarios for that design strategy. This article also explores dialogue-based conversational agents as virtual patients and the technology approaches over the course of a medical encounter and recommend th eoptimal technology for the type of encounter desired.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Morbini, Fabrizio; Forbell, Eric; DeVault, David; Sagae, Kenji; Traum, David; Rizzo, Albert
A Mixed-Initiative Conversational Dialogue System for Healthcare Proceedings Article
In: SIGdial, Seoul, South Korea, 2012.
@inproceedings{morbini_mixed-initiative_2012,
title = {A Mixed-Initiative Conversational Dialogue System for Healthcare},
author = {Fabrizio Morbini and Eric Forbell and David DeVault and Kenji Sagae and David Traum and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Mixed-Initiative%20Conversational%20Dialogue%20System%20for%20Healthcare.pdf},
year = {2012},
date = {2012-07-01},
booktitle = {SIGdial},
address = {Seoul, South Korea},
abstract = {We present a mixed initiative conversational dialogue system designed to address primarily mental health care concerns related to military deployment. It is supported by a new information-state based dialogue manager, FLoReS (Forward-Looking, Reward Seeking dialogue manager), that allows both advanced, flexible, mixed initiative interaction, and efficient policy creation by domain experts. To easily reach its target population this dialogue system is accessible as a web application.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
McLay, Robert N.; Graap, Ken; Spira, James; Perlman, Karen; Johnston, Scott; Rothbaum, Barbara O.; Difede, JoAnn; Deal, William; Oliver, David; Baird, Alicia; Bordnick, Patrick; Spitalnick, Josh; Pyne, Jeffrey M.; Rizzo, Albert
In: Military Medicine, vol. 177, pp. 635–642, 2012.
@article{mclay_development_2012,
title = {Development and Testing of Virtual Reality Exposure Therapy for Post Traumatic Stress Disorder in Active Duty Service Members who Served in Iraq and Afghanistan},
author = {Robert N. McLay and Ken Graap and James Spira and Karen Perlman and Scott Johnston and Barbara O. Rothbaum and JoAnn Difede and William Deal and David Oliver and Alicia Baird and Patrick Bordnick and Josh Spitalnick and Jeffrey M. Pyne and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20and%20Testing%20of%20Virtual%20Reality%20Exposure%20Therapy%20for%20Post%20Traumatic%20Stress%20Disorder%20in%20Active%20Duty%20Service%20Members%20who%20Served%20in%20Iraq%20and%20Afghanistan.pdf},
year = {2012},
date = {2012-06-01},
journal = {Military Medicine},
volume = {177},
pages = {635–642},
abstract = {This study was an open-label, single-group, treatment-development project aimed at developing and testing a method for applying virtual reality exposure therapy (VRET) to active duty service members diagnosed with combat PTSD. 42 service members with PTSD were enrolled, and 20 participants completed treatment. The PTSD Checklist - Military version, Patient Health Questionnaire-9 for depression, and the Beck Anxiety Inventory were used as outcome measures. Of those who completed post-treatment assessment, 75% had experienced at least a 50% reduction in PTSD symptoms and no longer met DSM-IV criteria for PTSD at post treatment. Average PSTD scores decreased by 50.4%, depression scores by 46.6%, and anxiety scores by 36%. Intention-to-treat analyses showed that statistically significant improvements in PTSD, depression, and anxiety occurred over the course of treatment and were maintained at follow up. There were no adverse events associated with VRET treatment. This study provides preliminary support for the use of VRET in combat-related PTSD. Further study will be needed to determine the wider utility of the method and to determine if it offers advantages over other established PTSD treatment modalities.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Chang, Chien-Yen; Lange, Belinda; Zhang, Mi; Koenig, Sebastian; Requejo, Phil; Somboon, Noom; Sawchuk, Alexander A.; Rizzo, Albert
Towards Pervasive Physical Rehabilitation Using Microsoft Kinect Proceedings Article
In: The 6th International Conference on Pervasive Computing Technologies for Healthcare, San Diego, CA, 2012.
@inproceedings{chang_towards_2012,
title = {Towards Pervasive Physical Rehabilitation Using Microsoft Kinect},
author = {Chien-Yen Chang and Belinda Lange and Mi Zhang and Sebastian Koenig and Phil Requejo and Noom Somboon and Alexander A. Sawchuk and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Towards%20Pervasive%20Physical%20Rehabilitation%20Using%20Microsoft%20Kinect.pdf},
year = {2012},
date = {2012-05-01},
booktitle = {The 6th International Conference on Pervasive Computing Technologies for Healthcare},
address = {San Diego, CA},
abstract = {The use of Virtual Reality technology for developing tools for rehabilitation has attracted significant interest in the physical therapy arena. This paper presents a comparison of motion tracking performance between the low-cost Microsoft Kinect and the high fidelity OptiTrack optical system. Data is collected on six upper limb motor tasks that have been incorporated into a game-based rehabilitation application. The experiment results show that Kinect can achieve competitive motion tracking performance as OptiTrack and provide “pervasive” accessibility that enables patients to take rehabilitation treatment in clinic and home environment.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnel, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert
Designing informed game-bases rehabilitation tasks leveraging advances in virtual reality Journal Article
In: Disability and Rehabilitation, 2012.
@article{lange_designing_2012,
title = {Designing informed game-bases rehabilitation tasks leveraging advances in virtual reality},
author = {Belinda Lange and Sebastian Koenig and Chien-Yen Chang and Eric McConnel and Evan Suma and Mark Bolas and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Designing%20informed%20game-bases%20rehabilitation%20tasks%20leveraging%20advances%20in%20virtual%20reality.pdf},
year = {2012},
date = {2012-04-01},
journal = {Disability and Rehabilitation},
abstract = {This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Key messages and implications: Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in- home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. Conclusion: The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for “good” interactive rehabilitation tasks could radically improve users’ access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Courtney, Chris; Rizzo, Albert; Armstrong, Christina; Edwards, Joseph; Reger, Greg
Virtual Reality Paced Serial Assessment Test for Neuropsychological Assessment of a Military Cohort Journal Article
In: Medicine Meets Virtual Reality, vol. 19, 2012.
@article{parsons_virtual_2012,
title = {Virtual Reality Paced Serial Assessment Test for Neuropsychological Assessment of a Military Cohort},
author = {Thomas D. Parsons and Chris Courtney and Albert Rizzo and Christina Armstrong and Joseph Edwards and Greg Reger},
url = {http://ict.usc.edu/pubs/Virtual%20Reality%20Paced%20Serial%20Assessment%20Test%20for%20Neuropsychological%20Assessment%20of%20a%20Military%20Cohort.pdf},
year = {2012},
date = {2012-01-01},
journal = {Medicine Meets Virtual Reality},
volume = {19},
abstract = {The assessment and treatment of traumatic brain injury (TBI) has become a difficult challenge for the DoD medical health system. Clinical neuropsychologists are being asked to make statements regarding a soldier's functional skills, ability to return to active duty, and competence in tasks of community living. Given the increasing prevalence of blast injuries to the head, and the fact that many brain injuries may have no external marker of injury, there is need for researching innovative assessment methods in detecting blast-related brain injury. To address these issues, two virtual reality-based Paced Auditory/Visual Serial Addition Tests (PA/VSAT) were developed that involve the participant being immersed in a Virtual Middle Eastern City as serial addition stimuli are presented. This study is an initial validation of the VRPASAT and VRPVSAT as assessments of neurocognitive functioning. When compared to the paper-and-pencil version of the test, as well as the Automated Neuropsychological Assessment Metrics, the VRPASAT and VRPVSAT appear to have enhanced capacity for providing an indication of a participant's performance while immersed in a military relevant simulation.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Bioulac, Stephanie; Lallemand, Stephanie; Rizzo, Albert; Philip, Pierre; Fabrigoule, Colette; Bouvard, Manuel Pierre
Impact of time on task on ADHD patient's performances in a virtual classroom Journal Article
In: European Journal of Paediatric Neurology, 2012.
@article{bioulac_impact_2012,
title = {Impact of time on task on ADHD patient's performances in a virtual classroom},
author = {Stephanie Bioulac and Stephanie Lallemand and Albert Rizzo and Pierre Philip and Colette Fabrigoule and Manuel Pierre Bouvard},
url = {http://ict.usc.edu/pubs/Impact%20of%20time%20on%20task%20on%20ADHD%20patient's%20performances%20in%20a%20virtual%20classroom.pdf},
doi = {10.1016/j.ejpn.2012.01.006},
year = {2012},
date = {2012-01-01},
journal = {European Journal of Paediatric Neurology},
abstract = {Background: Use of virtual reality tool is interesting for the evaluation of Attention Deficit/ Hyperactivity Disorder (ADHD) patients. The virtual environment offers the opportunity to administer controlled task like the typical neuropsychological tools, but in an environment much more like standard classroom. Previous studies showed that a virtual classroom was able to distinguish performances of children with and without ADHD, but the evolution of performances over time has not been explored. The aim of this work was to study time on task effects on performances of ADHD children compared to controls in a virtual classroom (VC). Methods: 36 boys aged from 7 to 10 years completed the virtual classroom task. We compared the performance of the children diagnosed with ADHD with those of the control children. We also compared attentional performances recorded in the virtual classroom with measures of the Continuous Performance Test (CPT II). Results: Our results showed that patients differ from control subjects in term of time effect on performances. If controls sustained performances over time in the virtual reality task, ADHD patients showed a significant performance decrement over time. Performances at the VC correlated with CPT II measures. Conclusion: ADHD children are vulnerable to a time on task effect on performances which could explain part of their difficulties. Virtual reality is a reliable method to test ADHD children ability to sustain performances over time.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Parsons, Thomas D.; Buckwalter, John Galen; Lange, Belinda; Kenny, Patrick G.
A New Generation of Intelligent Virtual Patients for Clinical Training Journal Article
In: American Behavioral Scientist, 2012.
@article{rizzo_new_2012,
title = {A New Generation of Intelligent Virtual Patients for Clinical Training},
author = {Albert Rizzo and Thomas D. Parsons and John Galen Buckwalter and Belinda Lange and Patrick G. Kenny},
url = {http://ict.usc.edu/pubs/A%20New%20Generation%20of%20Intelligent%20Virtual%20Patients%20for%20Clinical%20Training-ABS.pdf},
year = {2012},
date = {2012-01-01},
journal = {American Behavioral Scientist},
abstract = {Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Recent shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the “birth” of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual human representations can be designed to perceive and act in a 3D virtual world, engage in face-to-face spoken dialogues with real users (and other virtual humans) and in some cases, they are capable of exhibiting human-like emotional reactions. This paper will present a brief rationale and overview of their use in clinical training and then detail our work developing and evaluating artificially intelligent virtual humans for use as virtual standardized patients in clinical training with novice clinicians. We also discuss a new project that uses a virtual human as an online guide for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. While we believe that the use of virtual humans to serve the role of virtual therapists is still fraught with both technical and ethical concerns, we have had success in the initial creation of virtual humans that can credibly mimic the content and interaction of a patient with a clinical disorder for training purposes. As technical advances continue, this capability is expected to have a significant impact on how clinical training is conducted in psychology and medicine.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
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