Publications
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Barker, Sarah Alicia; Miles-Novelo, Andreas J; Rizzo, Albert; Tuma, Regina M
Efficacy of Virtual Reality–Based Mindfulness Interventions: Systematic Review and Meta-Analysis Journal Article
In: JMIR XR Spatial Comput, vol. 3, pp. e90003–e90003, 2026, ISSN: 2818-3045.
@article{barker_efficacy_2026,
title = {Efficacy of Virtual Reality–Based Mindfulness Interventions: Systematic Review and Meta-Analysis},
author = {Sarah Alicia Barker and Andreas J Miles-Novelo and Albert Rizzo and Regina M Tuma},
url = {https://xr.jmir.org/2026/1/e90003},
doi = {10.2196/90003},
issn = {2818-3045},
year = {2026},
date = {2026-06-01},
urldate = {2026-07-09},
journal = {JMIR XR Spatial Comput},
volume = {3},
pages = {e90003–e90003},
abstract = {Background: Virtual reality–based mindfulness interventions (VRbMIs) increasingly populate studies as scalable tools for
stress and emotion regulation. However, findings across psychological outcomes are heterogeneous, and methodological
variation in intervention design, outcome measurement, and reporting practices limits cross-study comparability and cumulative synthesis.
Objective: A PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020–compliant systematic
review and meta-analysis was conducted to evaluate the psychological effects of VRbMIs published between 2023 and 2025,
examining methodological quality and outcome consistency across diverse study designs.
Methods: A PRISMA 2020–compliant systematic search was conducted across PubMed, PsycINFO, Scopus, Semantic
Scholar, and CORE from January 2023 to April 2025. Eligible studies included quantitative VRbMIs reporting psychological
outcomes. We assessed risk of bias using the Mixed Methods Appraisal Tool and conducted random-effects meta-analyses
using Hedges g where data were sufficient.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
stress and emotion regulation. However, findings across psychological outcomes are heterogeneous, and methodological
variation in intervention design, outcome measurement, and reporting practices limits cross-study comparability and cumulative synthesis.
Objective: A PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020–compliant systematic
review and meta-analysis was conducted to evaluate the psychological effects of VRbMIs published between 2023 and 2025,
examining methodological quality and outcome consistency across diverse study designs.
Methods: A PRISMA 2020–compliant systematic search was conducted across PubMed, PsycINFO, Scopus, Semantic
Scholar, and CORE from January 2023 to April 2025. Eligible studies included quantitative VRbMIs reporting psychological
outcomes. We assessed risk of bias using the Mixed Methods Appraisal Tool and conducted random-effects meta-analyses
using Hedges g where data were sufficient.
Melnychenko, Olga
HUMAN CAPITAL IN UKRAINE: PROBLEMS OF RECOVERY AND DEVELOPMENT (THE EDUCOLOGICAL ASPECTS) Journal Article
In: Continuing Professional Education Theory and Practice, pp. 7, 2026, ISSN: 1609-8595, 2412-0774.
@article{melnychenko_human_2026,
title = {HUMAN CAPITAL IN UKRAINE: PROBLEMS OF RECOVERY AND DEVELOPMENT (THE EDUCOLOGICAL ASPECTS)},
author = {Olga Melnychenko},
url = {https://npo.kubg.edu.ua/article/view/354893},
doi = {10.28925/2412-0774.2026.1.1},
issn = {1609-8595, 2412-0774},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
journal = {Continuing Professional Education Theory and Practice},
pages = {7},
abstract = {The article examines the theoretical and practical foundations of human capital recovery as one of the key factors ensuring the economic and social development of Ukraine and highlights the role of education in this process. In the context of profound socio-economic transformations caused by the war, mass emigration, demographic losses, and the crisis of social institutions, the renewal and development of human capital have become issues of strategic importance. The author emphasizes that the loss of qualified professionals, forced migration, declining quality of education and healthcare, growing psychological exhaustion of the population, and the overall deterioration of the demographic situation significantly reduce the state’s capacity to respond effectively to emerging challenges and to sustain and renew human capital. The article argues that human capital should not be viewed solely as an economic category but rather as a multidimensional phenomenon that encompasses social, cultural, institutional, and value-based components. The relationship between the quality of human capital and the resilience of the entire social system at national, regional, and local community levels is analyzed. Given the contemporary challenges faced by Ukraine in wartime conditions, it is crucial to identify mechanisms that would enable the integration of human development policy into the national development strategy through a dedicated programme for the recovery and development of human capital in Ukraine. A comprehensive approach to human capital recovery is proposed, including investment in education and healthcare, support for migrants and internally displaced persons, the strengthening of civic responsibility and social cohesion, as well as the development and implementation of a social housing construction programme, which is considered essential for encouraging the return of Ukrainians from abroad. The role of education in the renewal and development of the country’s human capital is substantiated. Particular emphasis is placed on the need for synergy between educational, economic, and social public policies, the development of retraining programmes, the implementation of inclusive educational approaches, and the strengthening of cooperation between universities and the business sector. The article concludes that the recovery of human capital should become a key priority of state policy in the context of Ukraine’s post-war reconstruction. Such an approach will contribute not only to economic growth but also to strengthening societal resilience, preserving social cohesion, and ensuring the effective renewal and sustainable development of human capital.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Liu, Ruying; Becerik-Gerber, Burcin; Lucas, Gale M.
In: International Journal of Human–Computer Interaction, pp. 1–20, 2026, ISSN: 1044-7318, 1532-7590.
@article{liu_technology_2026,
title = {Technology Acceptance in High-Stakes Serious Games: Extending Technology Acceptance Model (TAM) with Affective and Experiential Predictors in Active Shooter Preparedness},
author = {Ruying Liu and Burcin Becerik-Gerber and Gale M. Lucas},
url = {https://www.tandfonline.com/doi/full/10.1080/10447318.2026.2635682},
doi = {10.1080/10447318.2026.2635682},
issn = {1044-7318, 1532-7590},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
journal = {International Journal of Human–Computer Interaction},
pages = {1–20},
abstract = {Active shooter incidents (ASIs) represent extreme threats to public safety. Virtual reality (VR) serious games offer promising training potential, but user acceptance in high-stakes and emotionally intense contexts is underexplored. This study extends the Technology Acceptance Model (TAM) by incorporating affective (perceived enjoyment) and experiential (self-reported engagement) factors. Using a desktop-based VR ASI preparedness simulation with 50 healthcare workers, we tested the extended TAM model. Core TAM relationships hold for ease of use and usefulness, but enjoyment and engagement play distinct roles. Enjoyment strongly predicted adoption, fully mediating the effect of ease of use and partially mediating usefulness. It was associated with high-arousal positive emotions(e.g., inspiration, pride, enthusiasm), reflecting eudaimonic states rather than hedonic fun. Engagement also significantly promoted adoption, though with weaker mediation effects. These findings extend TAM to high-stakes serious games and suggest that effective design should cultivate meaningful enjoyment and engagement without undermining scenario seriousness.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Bodner, Ehud; Vol, Ilan; Bar-Natan, Dotan; Rizzo, Albert; Mikulincer, Mario; Maidenbaum, Shachar
Development and adaptation of virtual reality tools for PTSD and place-attachment treatment in Israel after the October 7th attacks Journal Article
In: Front. Virtual Real., vol. 7, pp. 1693453, 2026, ISSN: 2673-4192.
@article{bodner_development_2026,
title = {Development and adaptation of virtual reality tools for PTSD and place-attachment treatment in Israel after the October 7th attacks},
author = {Ehud Bodner and Ilan Vol and Dotan Bar-Natan and Albert Rizzo and Mario Mikulincer and Shachar Maidenbaum},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2026.1693453/full},
doi = {10.3389/frvir.2026.1693453},
issn = {2673-4192},
year = {2026},
date = {2026-03-01},
urldate = {2026-05-21},
journal = {Front. Virtual Real.},
volume = {7},
pages = {1693453},
abstract = {The October 7 attacks caused significant psychological trauma among Israeli soldiers and civilians. Virtual reality (VR) has shown promise in PTSD treatment, particularly through BraveMind, a validated Prolonged Exposure (PE) VR system developed for U.S. veterans. This formative study examined how existing VR tools can be adapted to the Israeli context and extended beyond exposure to include place-attachment-based therapy for displaced civilians. Seven experienced clinicians participated in a focus-group evaluation of two systems: the original U.S.-based BraveMind and a newly developed place-attachment VR prototype (Re-PAVeR). Participants individually experienced brief VR exposures and completed questionnaires assessing presence, user experience, and perceived clinical utility, followed by a structured group discussion. Clinicians reported a strong sense of presence and positive attitudes toward VR-based interventions. They emphasized the importance of cultural, geographical, and operational adaptations to reflect Israeli combat and civilian trauma and highlighted the potential of attachment-based VR environments for addressing grief and loss among evacuees. Based on extensive prior validation of BraveMind and the present expert feedback, the findings support further development and contextual adaptation of VR-based interventions for PTSD treatment in Israel.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Bai, Yuyin; Luo, Yange; Goh, Crystal C W; Rui, Cuiziyi; Gao, Rui; Wu, Yingying; Jiang, Zhongmei; Lu, Lifeng; Rizzo, Albert “Skip”; Bi, Bo
In: J Med Internet Res, vol. 27, pp. e76673–e76673, 2025, ISSN: 1438-8871.
@article{bai_relationships_2025-1,
title = {Relationships Between Parent Ratings of Attention-Deficit/Hyperactivity Disorder Behaviors and the Virtual Reality Attention Tracker in School-Aged Children: Cross-Sectional Study},
author = {Yuyin Bai and Yange Luo and Crystal C W Goh and Cuiziyi Rui and Rui Gao and Yingying Wu and Zhongmei Jiang and Lifeng Lu and Albert “Skip” Rizzo and Bo Bi},
url = {https://www.jmir.org/2025/1/e76673},
doi = {10.2196/76673},
issn = {1438-8871},
year = {2025},
date = {2025-10-01},
urldate = {2026-07-06},
journal = {J Med Internet Res},
volume = {27},
pages = {e76673–e76673},
abstract = {Abstract
Background
Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
Objective
This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners’ Parent Rating Scale–Revised (CPRS-48).
Methods
A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Results
VRAT shows several correlations with the SNAP-IV subscales and the CPRS-48 subscales. Participants with higher SNAP-IV inattention and hyperactivity scores exhibited lower VRAT attention and motion performance index scores (all
P
<.001). For the CPRS-48, significant correlations were noted with conduct problems, learning problems, psychosomatic problems, impulsivity-hyperactivity, and attention index, particularly with the attention performance and motion performance indexes (all
P
<.05). Gender differences were significant in attention and hyperactivity measures of the SNAP-IV and CPRS-48, while only latency showed gender differences in the VRAT. In addition, the receiver operating characteristic analysis indicated that the key performance metrics of VRAT showed moderate discriminatory power, with area under the curve values varying from 0.56 to 0.74.
Conclusions
This study highlights the potential of virtual reality–based assessments such as the VRAT in ADHD diagnostics, providing an innovative approach to evaluating attention in a more immersive and ecologically valid setting. However, given the modest correlation with parent rating scales, it suggests that a combination of objective and subjective assessment tools would provide the most accurate and comprehensive ADHD diagnosis.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Background
Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
Objective
This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners’ Parent Rating Scale–Revised (CPRS-48).
Methods
A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Results
VRAT shows several correlations with the SNAP-IV subscales and the CPRS-48 subscales. Participants with higher SNAP-IV inattention and hyperactivity scores exhibited lower VRAT attention and motion performance index scores (all
P
<.001). For the CPRS-48, significant correlations were noted with conduct problems, learning problems, psychosomatic problems, impulsivity-hyperactivity, and attention index, particularly with the attention performance and motion performance indexes (all
P
<.05). Gender differences were significant in attention and hyperactivity measures of the SNAP-IV and CPRS-48, while only latency showed gender differences in the VRAT. In addition, the receiver operating characteristic analysis indicated that the key performance metrics of VRAT showed moderate discriminatory power, with area under the curve values varying from 0.56 to 0.74.
Conclusions
This study highlights the potential of virtual reality–based assessments such as the VRAT in ADHD diagnostics, providing an innovative approach to evaluating attention in a more immersive and ecologically valid setting. However, given the modest correlation with parent rating scales, it suggests that a combination of objective and subjective assessment tools would provide the most accurate and comprehensive ADHD diagnosis.
Bai, Yuyin; Luo, Yange; Goh, Crystal C. W.; Rui, Cuiziyi; Gao, Rui; Wu, Yingying; Jiang, Zhongmei; Lu, Lifeng; Rizzo, Albert Skip; Bi, Bo
In: J Med Internet Res, vol. 27, pp. e76673, 2025, ISSN: 1438-8871.
@article{bai_relationships_2025,
title = {Relationships Between Parent Ratings of Attention-Deficit/Hyperactivity Disorder Behaviors and the Virtual Reality Attention Tracker in School-Aged Children: Cross-Sectional Study},
author = {Yuyin Bai and Yange Luo and Crystal C. W. Goh and Cuiziyi Rui and Rui Gao and Yingying Wu and Zhongmei Jiang and Lifeng Lu and Albert Skip Rizzo and Bo Bi},
doi = {10.2196/76673},
issn = {1438-8871},
year = {2025},
date = {2025-10-01},
journal = {J Med Internet Res},
volume = {27},
pages = {e76673},
abstract = {BACKGROUND: Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
OBJECTIVE: This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners' Parent Rating Scale-Revised (CPRS-48).
METHODS: A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
OBJECTIVE: This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners' Parent Rating Scale-Revised (CPRS-48).
METHODS: A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Johansen, Truls; Matre, Martin; Løvstad, Marianne; Olsen, Alexander; Lund, Anne; Martinsen, Anne-Catrine Trægde; Becker, Frank; Brunborg, Cathrine; Rizzo, Albert; Spikman, Jacoba M.; Neumann, Dawn; Ponsford, Jennie; Tornås, Sveinung
In: Archives of Physical Medicine and Rehabilitation, pp. S0003999325008019, 2025, ISSN: 00039993.
@article{johansen_virtual_2025,
title = {Virtual reality in training of sustained attention, processing speed, and working memory after traumatic brain injury: a randomized controlled trial},
author = {Truls Johansen and Martin Matre and Marianne Løvstad and Alexander Olsen and Anne Lund and Anne-Catrine Trægde Martinsen and Frank Becker and Cathrine Brunborg and Albert Rizzo and Jacoba M. Spikman and Dawn Neumann and Jennie Ponsford and Sveinung Tornås},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0003999325008019},
doi = {10.1016/j.apmr.2025.07.005},
issn = {00039993},
year = {2025},
date = {2025-07-01},
urldate = {2025-08-19},
journal = {Archives of Physical Medicine and Rehabilitation},
pages = {S0003999325008019},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Liu, Ruying; Becerik-Gerber, Burçin; Lucas, Gale M.
Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning Miscellaneous
2025, (arXiv:2503.05719 [cs]).
@misc{liu_investigating_2025,
title = {Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning},
author = {Ruying Liu and Burçin Becerik-Gerber and Gale M. Lucas},
url = {http://arxiv.org/abs/2503.05719},
doi = {10.48550/arXiv.2503.05719},
year = {2025},
date = {2025-02-01},
urldate = {2025-03-18},
publisher = {arXiv},
abstract = {This study bridges the knowledge gap on how personal factors affect building occupants' responses in active shooter situations by applying interpretable machine learning methods to data from 107 participants. The personal factors studied are training methods, prior training experience, sense of direction, and gender. The response performance measurements consist of decisions (run, hide, multiple), vulnerability (corresponding to the time a participant is visible to a shooter), and pre-evacuation time. The results indicate that the propensity to run significantly determines overall response strategies, overshadowing vulnerability, and pre-evacuation time. The training method is a critical factor where VR-based training leads to better responses than video-based training. A better sense of direction and previous training experience are correlated with a greater propensity to run and less vulnerability. Gender slightly influences decisions and vulnerability but significantly impacts pre-evacuation time, with females evacuating slower, potentially due to higher risk perception. This study underscores the importance of personal factors in shaping responses to active shooter incidents.},
note = {arXiv:2503.05719 [cs]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Zhu, Xin; Su, Zhenghui; Gratch, Jonathan; Culbertson, Heather
How Visualizing Touch Can Transform Perceptions of Intensity, Realism, and Emotion? Book Section
In: Kajimoto, Hiroyuki; Lopes, Pedro; Pacchierotti, Claudio; Basdogan, Cagatay; Gori, Monica; Lemaire-Semail, Betty; Marchal, Maud (Ed.): Haptics: Understanding Touch; Technology and Systems; Applications and Interaction, vol. 14768, pp. 194–207, Springer Nature Switzerland, Cham, 2024, ISBN: 978-3-031-70057-6 978-3-031-70058-3, (Series Title: Lecture Notes in Computer Science).
@incollection{kajimoto_how_2024,
title = {How Visualizing Touch Can Transform Perceptions of Intensity, Realism, and Emotion?},
author = {Xin Zhu and Zhenghui Su and Jonathan Gratch and Heather Culbertson},
editor = {Hiroyuki Kajimoto and Pedro Lopes and Claudio Pacchierotti and Cagatay Basdogan and Monica Gori and Betty Lemaire-Semail and Maud Marchal},
url = {https://link.springer.com/10.1007/978-3-031-70058-3_16},
doi = {10.1007/978-3-031-70058-3_16},
isbn = {978-3-031-70057-6 978-3-031-70058-3},
year = {2024},
date = {2024-11-01},
urldate = {2024-12-05},
booktitle = {Haptics: Understanding Touch; Technology and Systems; Applications and Interaction},
volume = {14768},
pages = {194–207},
publisher = {Springer Nature Switzerland},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Aris, Timothy; Ustun, Volkan; Kumar, Rajay
Training Reinforcement Learning Agents to React to an Ambush for Military Simulations Journal Article
In: FLAIRS, vol. 37, 2024, ISSN: 2334-0762.
@article{aris_training_2024,
title = {Training Reinforcement Learning Agents to React to an Ambush for Military Simulations},
author = {Timothy Aris and Volkan Ustun and Rajay Kumar},
url = {https://journals.flvc.org/FLAIRS/article/view/135578},
doi = {10.32473/flairs.37.1.135578},
issn = {2334-0762},
year = {2024},
date = {2024-05-01},
urldate = {2024-08-13},
journal = {FLAIRS},
volume = {37},
abstract = {There is a need for realistic Opposing Forces (OPFOR)behavior in military training simulations. Current trainingsimulations generally only have simple, non-adaptivebehaviors, requiring human instructors to play the role ofOPFOR in any complicated scenario. This poster addressesthis need by focusing on a specific scenario: trainingreinforcement learning agents to react to an ambush. Itproposes a novel way to check for occlusion algorithmically.It shows vector fields showing the agent’s actions throughthe course of a training run. It shows that a single agentswitching between multiple goals is possible, at least in asimplified environment. Such an approach could reduce theneed to develop different agents for different scenarios.Finally, it shows a competent agent trained on a simplifiedReact to Ambush scenario, demonstrating the plausibility ofa scaled-up version.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert Skip; Hartholt, Arno; Mozgai, Sharon
Settling the Score: Virtual Reality as a Tool to Enhance Trauma-Focused Therapy for PTSD Book Section
In: Rich, Grant J.; Kumar, V. K.; Farley, Frank H. (Ed.): Handbook of Media Psychology, pp. 187–213, Springer Nature Switzerland, Cham, 2024, ISBN: 978-3-031-56536-6 978-3-031-56537-3.
@incollection{rich_settling_2024,
title = {Settling the Score: Virtual Reality as a Tool to Enhance Trauma-Focused Therapy for PTSD},
author = {Albert Skip Rizzo and Arno Hartholt and Sharon Mozgai},
editor = {Grant J. Rich and V. K. Kumar and Frank H. Farley},
url = {https://link.springer.com/10.1007/978-3-031-56537-3_14},
doi = {10.1007/978-3-031-56537-3_14},
isbn = {978-3-031-56536-6 978-3-031-56537-3},
year = {2024},
date = {2024-04-01},
urldate = {2024-06-18},
booktitle = {Handbook of Media Psychology},
pages = {187–213},
publisher = {Springer Nature Switzerland},
address = {Cham},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Rodrigues, Patrick B.; Becerik-Gerber, Burcin; Soibelman, Lucio; Lucas, Gale M.; Roll, Shawn C.
Virtual Environment for Studying the Effects of Operational and Environmental Sounds on Teleoperated Demolition Proceedings Article
In: Computing in Civil Engineering 2023, pp. 54–61, American Society of Civil Engineers, Corvallis, Oregon, 2024, ISBN: 978-0-7844-8523-1.
@inproceedings{rodrigues_virtual_2024,
title = {Virtual Environment for Studying the Effects of Operational and Environmental Sounds on Teleoperated Demolition},
author = {Patrick B. Rodrigues and Burcin Becerik-Gerber and Lucio Soibelman and Gale M. Lucas and Shawn C. Roll},
url = {https://ascelibrary.org/doi/10.1061/9780784485231.007},
doi = {10.1061/9780784485231.007},
isbn = {978-0-7844-8523-1},
year = {2024},
date = {2024-01-01},
urldate = {2024-04-16},
booktitle = {Computing in Civil Engineering 2023},
pages = {54–61},
publisher = {American Society of Civil Engineers},
address = {Corvallis, Oregon},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Liu, Ruying; Becerik-Gerber, Burçin; Lucas, Gale M.; Busta, Kelly
Development of a VR Training Platform for Active Shooter Incident Preparedness in Healthcare Environments via a Stakeholder-Engaged Process Proceedings Article
In: Computing in Civil Engineering 2023, pp. 45–53, American Society of Civil Engineers, Corvallis, Oregon, 2024, ISBN: 978-0-7844-8523-1.
@inproceedings{liu_development_2024,
title = {Development of a VR Training Platform for Active Shooter Incident Preparedness in Healthcare Environments via a Stakeholder-Engaged Process},
author = {Ruying Liu and Burçin Becerik-Gerber and Gale M. Lucas and Kelly Busta},
url = {https://ascelibrary.org/doi/10.1061/9780784485231.006},
doi = {10.1061/9780784485231.006},
isbn = {978-0-7844-8523-1},
year = {2024},
date = {2024-01-01},
urldate = {2024-04-16},
booktitle = {Computing in Civil Engineering 2023},
pages = {45–53},
publisher = {American Society of Civil Engineers},
address = {Corvallis, Oregon},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Junghaenel, Doerte U.; Schneider, Stefan; Lucas, Gale; Boberg, Jill; Weinstein, Faye M.; Richeimer, Steven H.; Stone, Arthur A.; Lumley, Mark A.
In: Psychosom Med, vol. 85, no. 7, pp. 627–638, 2023, ISSN: 1534-7796, 0033-3174.
@article{junghaenel_virtual_2023,
title = {Virtual Human–Delivered Interviews for Patients With Chronic Pain: Feasibility, Acceptability, and a Pilot Randomized Trial of Standard Medical, Psychosocial, and Educational Interviews},
author = {Doerte U. Junghaenel and Stefan Schneider and Gale Lucas and Jill Boberg and Faye M. Weinstein and Steven H. Richeimer and Arthur A. Stone and Mark A. Lumley},
url = {https://journals.lww.com/10.1097/PSY.0000000000001228},
doi = {10.1097/PSY.0000000000001228},
issn = {1534-7796, 0033-3174},
year = {2023},
date = {2023-09-01},
urldate = {2024-07-11},
journal = {Psychosom Med},
volume = {85},
number = {7},
pages = {627–638},
abstract = {ABSTRACT
Objective
Seminal advances in virtual human (VH) technology have introduced highly interactive, computer-animated VH interviewers. Their utility for aiding in chronic pain care is unknown. We developed three interactive telehealth VH interviews—a
standard
pain-focused, a
psychosocial
risk factor, and a pain psychology and neuroscience
educational
interview. We then conducted a preliminary investigation of their feasibility, acceptability, and efficacy. We also experimentally compared a human and a computer-generated VH voice.
Methods
Patients (
N = 94},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Objective
Seminal advances in virtual human (VH) technology have introduced highly interactive, computer-animated VH interviewers. Their utility for aiding in chronic pain care is unknown. We developed three interactive telehealth VH interviews—a
standard
pain-focused, a
psychosocial
risk factor, and a pain psychology and neuroscience
educational
interview. We then conducted a preliminary investigation of their feasibility, acceptability, and efficacy. We also experimentally compared a human and a computer-generated VH voice.
Methods
Patients (
N = 94
Mozgai, Sharon; Rizzo, Albert A; Hartholt, Arno
Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application Proceedings Article
In: 2023.
@inproceedings{mozgai_persuasive_2023,
title = {Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application},
author = {Sharon Mozgai and Albert A Rizzo and Arno Hartholt},
year = {2023},
date = {2023-01-01},
abstract = {We are demoing Battle Buddy, an mHealth application designed to support access to physical and mental wellness content as well as safety planning for U.S. military veterans. This virtual human interface will collect multimodal data through passive sensors native to popular wearables (e.g., Apple Watch) and deliver adaptive multimedia content specifically tailored to the user in the interdependent domains of physical, cognitive, and emotional health. Battle Buddy can deliver health interventions matched to the individual user via novel adaptive logic-based algorithms while employing various behavior change techniques (e.g., goal-setting, barrier identification, rewards, modeling, etc.). All interactions were specifically designed to engage and motivate by employing the persuasive strategies of (1) personalization, (2) self-monitoring, (3) tunneling, (4) suggestion, and (5) expertise.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Schweitzer, Julie B.; Rizzo, Albert “Skip”
Virtual Reality and ADHD: Clinical Assessment and Treatment in the Metaverse Journal Article
In: The ADHD Report, vol. 30, no. 3, pp. 1–9, 2022, ISSN: 1065-8025.
@article{schweitzer_virtual_2022,
title = {Virtual Reality and ADHD: Clinical Assessment and Treatment in the Metaverse},
author = {Julie B. Schweitzer and Albert “Skip” Rizzo},
url = {https://guilfordjournals.com/doi/abs/10.1521/adhd.2022.30.3.1},
doi = {10.1521/adhd.2022.30.3.1},
issn = {1065-8025},
year = {2022},
date = {2022-05-01},
urldate = {2022-09-13},
journal = {The ADHD Report},
volume = {30},
number = {3},
pages = {1–9},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Adami, Pooya; Rodrigues, Patrick B.; Woods, Peter J.; Becerik-Gerber, Burcin; Soibelman, Lucio; Copur-Gencturk, Yasemin; Lucas, Gale
Impact of VR-Based Training on Human–Robot Interaction for Remote Operating Construction Robots Journal Article
In: J. Comput. Civ. Eng., vol. 36, no. 3, pp. 04022006, 2022, ISSN: 0887-3801, 1943-5487.
@article{adami_impact_2022,
title = {Impact of VR-Based Training on Human–Robot Interaction for Remote Operating Construction Robots},
author = {Pooya Adami and Patrick B. Rodrigues and Peter J. Woods and Burcin Becerik-Gerber and Lucio Soibelman and Yasemin Copur-Gencturk and Gale Lucas},
url = {https://ascelibrary.org/doi/10.1061/%28ASCE%29CP.1943-5487.0001016},
doi = {10.1061/(ASCE)CP.1943-5487.0001016},
issn = {0887-3801, 1943-5487},
year = {2022},
date = {2022-05-01},
urldate = {2022-09-23},
journal = {J. Comput. Civ. Eng.},
volume = {36},
number = {3},
pages = {04022006},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Davis, Matt; Nye, Benjamin; Sinatra, Gale; Swartout, William; Sjӧberg, Molly; Porter, Molly; Nelson, David; Kennedy, Alana; Herrick, Imogen; Weeks, Danaan DeNeve; Lindsey, Emily
Designing scientifically-grounded paleoart for augmented reality at La Brea Tar Pits Journal Article
In: Palaeontolgia Electronica, 2022, ISSN: 19353952, 10948074.
@article{davis_designing_2022,
title = {Designing scientifically-grounded paleoart for augmented reality at La Brea Tar Pits},
author = {Matt Davis and Benjamin Nye and Gale Sinatra and William Swartout and Molly Sjӧberg and Molly Porter and David Nelson and Alana Kennedy and Imogen Herrick and Danaan DeNeve Weeks and Emily Lindsey},
url = {https://palaeo-electronica.org/content/2022/3524-la-brea-tar-pits-paleoart},
doi = {10.26879/1191},
issn = {19353952, 10948074},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-15},
journal = {Palaeontolgia Electronica},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Stokes, Jared D.; Rizzo, Albert; Geng, Joy J.; Schweitzer, Julie B.
Measuring Attentional Distraction in Children With ADHD Using Virtual Reality Technology With Eye-Tracking Journal Article
In: Frontiers in Virtual Reality, vol. 3, 2022, ISSN: 2673-4192.
@article{stokes_measuring_2022,
title = {Measuring Attentional Distraction in Children With ADHD Using Virtual Reality Technology With Eye-Tracking},
author = {Jared D. Stokes and Albert Rizzo and Joy J. Geng and Julie B. Schweitzer},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.855895},
issn = {2673-4192},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-13},
journal = {Frontiers in Virtual Reality},
volume = {3},
abstract = {Objective: Distractions inordinately impair attention in children with Attention-Deficit Hyperactivity Disorder (ADHD) but examining this behavior under real-life conditions poses a challenge for researchers and clinicians. Virtual reality (VR) technologies may mitigate the limitations of traditional laboratory methods by providing a more ecologically relevant experience. The use of eye-tracking measures to assess attentional functioning in a VR context in ADHD is novel. In this proof of principle project, we evaluate the temporal dynamics of distraction via eye-tracking measures in a VR classroom setting with 20 children diagnosed with ADHD between 8 and 12 years of age.Method: We recorded continuous eye movements while participants performed math, Stroop, and continuous performance test (CPT) tasks with a series of “real-world” classroom distractors presented. We analyzed the impact of the distractors on rates of on-task performance and on-task, eye-gaze (i.e., looking at a classroom whiteboard) versus off-task eye-gaze (i.e., looking away from the whiteboard).Results: We found that while children did not always look at distractors themselves for long periods of time, the presence of a distractor disrupted on-task gaze at task-relevant whiteboard stimuli and lowered rates of task performance. This suggests that children with attention deficits may have a hard time returning to tasks once those tasks are interrupted, even if the distractor itself does not hold attention. Eye-tracking measures within the VR context can reveal rich information about attentional disruption.Conclusions: Leveraging virtual reality technology in combination with eye-tracking measures is well-suited to advance the understanding of mechanisms underlying attentional impairment in naturalistic settings. Assessment within these immersive and well-controlled simulated environments provides new options for increasing our understanding of distractibility and its potential impact on the development of interventions for children with ADHD.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas Brett; Chinara, Chinmay
Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations Proceedings Article
In: 2022.
@inproceedings{brett_talbot_open_2022,
title = {Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations},
author = {Thomas Brett Talbot and Chinmay Chinara},
url = {https://openaccess.cms-conferences.org/#/publications/book/978-1-958651-26-1/article/978-1-958651-26-1_0},
doi = {10.54941/ahfe1002054},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-13},
abstract = {Mixed (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more naturalistic interactions for combat medic training for the military, we have developed an open-source toolkit that enables direct hand controlled responsive interactions that is sensor independent and can function with depth sensing cameras, webcams or sensory gloves. From this research and review of current literature, we have discerned several best approaches for hand-based human computer interactions which provide intuitive, responsive, useful, and low frustration experiences for VR users. The center of an effective gesture system is a universal hand model that can map to inputs from several different kinds of sensors rather than depending on a specific commercial product. Parts of the hand are effectors in simulation space with a physics-based model. Therefore, translational and rotational forces from the hands will impact physical objects in VR which varies based on the mass of the virtual objects. We incorporate computer code w/ objects, calling them “Smart Objects”, which allows such objects to have movement properties and collision detection for expected manipulation. Examples of smart objects include scissors, a ball, a turning knob, a moving lever, or a human figure with moving limbs. Articulation points contain collision detectors and code to assist in expected hand actions. We include a library of more than 40 Smart Objects in the toolkit. Thus, is it possible to throw a ball, hit that ball with a bat, cut a bandage, turn on a ventilator or to lift and inspect a human arm.We mediate the interaction of the hands with virtual objects. Hands often violate the rules of a virtual world simply by passing through objects. One must interpret user intent. This can be achieved by introducing stickiness of the hands to objects. If the human’s hands overshoot an object, we place the hand onto that object’s surface unless the hand passes the object by a significant distance. We also make hands and fingers contact an object according to the object’s contours and do not allow fingers to sink into the interior of an object. Haptics, or a sense of physical resistance and tactile sensation from contacting physical objects is a supremely difficult technical challenge and is an expensive pursuit. Our approach ignores true haptics, but we have experimented with an alternative approach, called audio tactile synesthesia where we substitute the sensation of touch for that of sound. The idea is to associate parts of each hand with a tone of a specific frequency upon contacting objects. The attack rate of the sound envelope varies with the velocity of contact and hardness of the object being ‘touched’. Such sounds can feel softer or harder depending on the nature of ‘touch’ being experienced. This substitution technique can provide tactile feedback through indirect, yet still naturalistic means. The artificial intelligence (AI) technique to determine discrete hand gestures and motions within the physical space is a special form of AI called Long Short Term Memory (LSTM). LSTM allows much faster and flexible recognition than other machine learning approaches. LSTM is particularly effective with points in motion. Latency of recognition is very low. In addition to LSTM, we employ other synthetic vision & object recognition AI to the discrimination of real-world objects. This allows for methods to conduct virtual simulations. For example, it is possible to pick up a virtual syringe and inject a medication into a virtual patient through hand motions. We track the hand points to contact with the virtual syringe. We also detect when the hand is compressing the syringe plunger. We could also use virtual medications & instruments on human actors or manikins, not just on virtual objects. With object recognition AI, we can place a syringe on a tray in the physical world. The human user can pick up the syringe and use it on a virtual patient. Thus, we are able to blend physical and virtual simulation together seamlessly in a highly intuitive and naturalistic manner.The techniques and technologies explained here represent a baseline capability whereby interacting in mixed and virtual reality can now be much more natural and intuitive than it has ever been. We have now passed a threshold where we can do away with game controllers and magnetic trackers for VR. This advancement will contribute to greater adoption of VR solutions. To foster this, our team has committed to freely sharing these technologies for all purposes and at no cost as an open-source tool. We encourage the scientific, research, educational and medical communities to adopt these resources and determine their effectiveness and utilize these tools and practices to grow the body of useful VR applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Filter
2026
Barker, Sarah Alicia; Miles-Novelo, Andreas J; Rizzo, Albert; Tuma, Regina M
Efficacy of Virtual Reality–Based Mindfulness Interventions: Systematic Review and Meta-Analysis Journal Article
In: JMIR XR Spatial Comput, vol. 3, pp. e90003–e90003, 2026, ISSN: 2818-3045.
Abstract | Links | BibTeX | Tags: VR
@article{barker_efficacy_2026,
title = {Efficacy of Virtual Reality–Based Mindfulness Interventions: Systematic Review and Meta-Analysis},
author = {Sarah Alicia Barker and Andreas J Miles-Novelo and Albert Rizzo and Regina M Tuma},
url = {https://xr.jmir.org/2026/1/e90003},
doi = {10.2196/90003},
issn = {2818-3045},
year = {2026},
date = {2026-06-01},
urldate = {2026-07-09},
journal = {JMIR XR Spatial Comput},
volume = {3},
pages = {e90003–e90003},
abstract = {Background: Virtual reality–based mindfulness interventions (VRbMIs) increasingly populate studies as scalable tools for
stress and emotion regulation. However, findings across psychological outcomes are heterogeneous, and methodological
variation in intervention design, outcome measurement, and reporting practices limits cross-study comparability and cumulative synthesis.
Objective: A PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020–compliant systematic
review and meta-analysis was conducted to evaluate the psychological effects of VRbMIs published between 2023 and 2025,
examining methodological quality and outcome consistency across diverse study designs.
Methods: A PRISMA 2020–compliant systematic search was conducted across PubMed, PsycINFO, Scopus, Semantic
Scholar, and CORE from January 2023 to April 2025. Eligible studies included quantitative VRbMIs reporting psychological
outcomes. We assessed risk of bias using the Mixed Methods Appraisal Tool and conducted random-effects meta-analyses
using Hedges g where data were sufficient.},
keywords = {VR},
pubstate = {published},
tppubtype = {article}
}
stress and emotion regulation. However, findings across psychological outcomes are heterogeneous, and methodological
variation in intervention design, outcome measurement, and reporting practices limits cross-study comparability and cumulative synthesis.
Objective: A PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020–compliant systematic
review and meta-analysis was conducted to evaluate the psychological effects of VRbMIs published between 2023 and 2025,
examining methodological quality and outcome consistency across diverse study designs.
Methods: A PRISMA 2020–compliant systematic search was conducted across PubMed, PsycINFO, Scopus, Semantic
Scholar, and CORE from January 2023 to April 2025. Eligible studies included quantitative VRbMIs reporting psychological
outcomes. We assessed risk of bias using the Mixed Methods Appraisal Tool and conducted random-effects meta-analyses
using Hedges g where data were sufficient.
Melnychenko, Olga
HUMAN CAPITAL IN UKRAINE: PROBLEMS OF RECOVERY AND DEVELOPMENT (THE EDUCOLOGICAL ASPECTS) Journal Article
In: Continuing Professional Education Theory and Practice, pp. 7, 2026, ISSN: 1609-8595, 2412-0774.
Abstract | Links | BibTeX | Tags: MedVR, VR
@article{melnychenko_human_2026,
title = {HUMAN CAPITAL IN UKRAINE: PROBLEMS OF RECOVERY AND DEVELOPMENT (THE EDUCOLOGICAL ASPECTS)},
author = {Olga Melnychenko},
url = {https://npo.kubg.edu.ua/article/view/354893},
doi = {10.28925/2412-0774.2026.1.1},
issn = {1609-8595, 2412-0774},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
journal = {Continuing Professional Education Theory and Practice},
pages = {7},
abstract = {The article examines the theoretical and practical foundations of human capital recovery as one of the key factors ensuring the economic and social development of Ukraine and highlights the role of education in this process. In the context of profound socio-economic transformations caused by the war, mass emigration, demographic losses, and the crisis of social institutions, the renewal and development of human capital have become issues of strategic importance. The author emphasizes that the loss of qualified professionals, forced migration, declining quality of education and healthcare, growing psychological exhaustion of the population, and the overall deterioration of the demographic situation significantly reduce the state’s capacity to respond effectively to emerging challenges and to sustain and renew human capital. The article argues that human capital should not be viewed solely as an economic category but rather as a multidimensional phenomenon that encompasses social, cultural, institutional, and value-based components. The relationship between the quality of human capital and the resilience of the entire social system at national, regional, and local community levels is analyzed. Given the contemporary challenges faced by Ukraine in wartime conditions, it is crucial to identify mechanisms that would enable the integration of human development policy into the national development strategy through a dedicated programme for the recovery and development of human capital in Ukraine. A comprehensive approach to human capital recovery is proposed, including investment in education and healthcare, support for migrants and internally displaced persons, the strengthening of civic responsibility and social cohesion, as well as the development and implementation of a social housing construction programme, which is considered essential for encouraging the return of Ukrainians from abroad. The role of education in the renewal and development of the country’s human capital is substantiated. Particular emphasis is placed on the need for synergy between educational, economic, and social public policies, the development of retraining programmes, the implementation of inclusive educational approaches, and the strengthening of cooperation between universities and the business sector. The article concludes that the recovery of human capital should become a key priority of state policy in the context of Ukraine’s post-war reconstruction. Such an approach will contribute not only to economic growth but also to strengthening societal resilience, preserving social cohesion, and ensuring the effective renewal and sustainable development of human capital.},
keywords = {MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Liu, Ruying; Becerik-Gerber, Burcin; Lucas, Gale M.
In: International Journal of Human–Computer Interaction, pp. 1–20, 2026, ISSN: 1044-7318, 1532-7590.
Abstract | Links | BibTeX | Tags: ARO, DTIC?, VR
@article{liu_technology_2026,
title = {Technology Acceptance in High-Stakes Serious Games: Extending Technology Acceptance Model (TAM) with Affective and Experiential Predictors in Active Shooter Preparedness},
author = {Ruying Liu and Burcin Becerik-Gerber and Gale M. Lucas},
url = {https://www.tandfonline.com/doi/full/10.1080/10447318.2026.2635682},
doi = {10.1080/10447318.2026.2635682},
issn = {1044-7318, 1532-7590},
year = {2026},
date = {2026-03-01},
urldate = {2026-06-18},
journal = {International Journal of Human–Computer Interaction},
pages = {1–20},
abstract = {Active shooter incidents (ASIs) represent extreme threats to public safety. Virtual reality (VR) serious games offer promising training potential, but user acceptance in high-stakes and emotionally intense contexts is underexplored. This study extends the Technology Acceptance Model (TAM) by incorporating affective (perceived enjoyment) and experiential (self-reported engagement) factors. Using a desktop-based VR ASI preparedness simulation with 50 healthcare workers, we tested the extended TAM model. Core TAM relationships hold for ease of use and usefulness, but enjoyment and engagement play distinct roles. Enjoyment strongly predicted adoption, fully mediating the effect of ease of use and partially mediating usefulness. It was associated with high-arousal positive emotions(e.g., inspiration, pride, enthusiasm), reflecting eudaimonic states rather than hedonic fun. Engagement also significantly promoted adoption, though with weaker mediation effects. These findings extend TAM to high-stakes serious games and suggest that effective design should cultivate meaningful enjoyment and engagement without undermining scenario seriousness.},
keywords = {ARO, DTIC?, VR},
pubstate = {published},
tppubtype = {article}
}
Bodner, Ehud; Vol, Ilan; Bar-Natan, Dotan; Rizzo, Albert; Mikulincer, Mario; Maidenbaum, Shachar
Development and adaptation of virtual reality tools for PTSD and place-attachment treatment in Israel after the October 7th attacks Journal Article
In: Front. Virtual Real., vol. 7, pp. 1693453, 2026, ISSN: 2673-4192.
Abstract | Links | BibTeX | Tags: MedVR, VR
@article{bodner_development_2026,
title = {Development and adaptation of virtual reality tools for PTSD and place-attachment treatment in Israel after the October 7th attacks},
author = {Ehud Bodner and Ilan Vol and Dotan Bar-Natan and Albert Rizzo and Mario Mikulincer and Shachar Maidenbaum},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2026.1693453/full},
doi = {10.3389/frvir.2026.1693453},
issn = {2673-4192},
year = {2026},
date = {2026-03-01},
urldate = {2026-05-21},
journal = {Front. Virtual Real.},
volume = {7},
pages = {1693453},
abstract = {The October 7 attacks caused significant psychological trauma among Israeli soldiers and civilians. Virtual reality (VR) has shown promise in PTSD treatment, particularly through BraveMind, a validated Prolonged Exposure (PE) VR system developed for U.S. veterans. This formative study examined how existing VR tools can be adapted to the Israeli context and extended beyond exposure to include place-attachment-based therapy for displaced civilians. Seven experienced clinicians participated in a focus-group evaluation of two systems: the original U.S.-based BraveMind and a newly developed place-attachment VR prototype (Re-PAVeR). Participants individually experienced brief VR exposures and completed questionnaires assessing presence, user experience, and perceived clinical utility, followed by a structured group discussion. Clinicians reported a strong sense of presence and positive attitudes toward VR-based interventions. They emphasized the importance of cultural, geographical, and operational adaptations to reflect Israeli combat and civilian trauma and highlighted the potential of attachment-based VR environments for addressing grief and loss among evacuees. Based on extensive prior validation of BraveMind and the present expert feedback, the findings support further development and contextual adaptation of VR-based interventions for PTSD treatment in Israel.},
keywords = {MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
2025
Bai, Yuyin; Luo, Yange; Goh, Crystal C W; Rui, Cuiziyi; Gao, Rui; Wu, Yingying; Jiang, Zhongmei; Lu, Lifeng; Rizzo, Albert “Skip”; Bi, Bo
In: J Med Internet Res, vol. 27, pp. e76673–e76673, 2025, ISSN: 1438-8871.
Abstract | Links | BibTeX | Tags: VR
@article{bai_relationships_2025-1,
title = {Relationships Between Parent Ratings of Attention-Deficit/Hyperactivity Disorder Behaviors and the Virtual Reality Attention Tracker in School-Aged Children: Cross-Sectional Study},
author = {Yuyin Bai and Yange Luo and Crystal C W Goh and Cuiziyi Rui and Rui Gao and Yingying Wu and Zhongmei Jiang and Lifeng Lu and Albert “Skip” Rizzo and Bo Bi},
url = {https://www.jmir.org/2025/1/e76673},
doi = {10.2196/76673},
issn = {1438-8871},
year = {2025},
date = {2025-10-01},
urldate = {2026-07-06},
journal = {J Med Internet Res},
volume = {27},
pages = {e76673–e76673},
abstract = {Abstract
Background
Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
Objective
This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners’ Parent Rating Scale–Revised (CPRS-48).
Methods
A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Results
VRAT shows several correlations with the SNAP-IV subscales and the CPRS-48 subscales. Participants with higher SNAP-IV inattention and hyperactivity scores exhibited lower VRAT attention and motion performance index scores (all
P
<.001). For the CPRS-48, significant correlations were noted with conduct problems, learning problems, psychosomatic problems, impulsivity-hyperactivity, and attention index, particularly with the attention performance and motion performance indexes (all
P
<.05). Gender differences were significant in attention and hyperactivity measures of the SNAP-IV and CPRS-48, while only latency showed gender differences in the VRAT. In addition, the receiver operating characteristic analysis indicated that the key performance metrics of VRAT showed moderate discriminatory power, with area under the curve values varying from 0.56 to 0.74.
Conclusions
This study highlights the potential of virtual reality–based assessments such as the VRAT in ADHD diagnostics, providing an innovative approach to evaluating attention in a more immersive and ecologically valid setting. However, given the modest correlation with parent rating scales, it suggests that a combination of objective and subjective assessment tools would provide the most accurate and comprehensive ADHD diagnosis.},
keywords = {VR},
pubstate = {published},
tppubtype = {article}
}
Background
Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
Objective
This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners’ Parent Rating Scale–Revised (CPRS-48).
Methods
A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Results
VRAT shows several correlations with the SNAP-IV subscales and the CPRS-48 subscales. Participants with higher SNAP-IV inattention and hyperactivity scores exhibited lower VRAT attention and motion performance index scores (all
P
<.001). For the CPRS-48, significant correlations were noted with conduct problems, learning problems, psychosomatic problems, impulsivity-hyperactivity, and attention index, particularly with the attention performance and motion performance indexes (all
P
<.05). Gender differences were significant in attention and hyperactivity measures of the SNAP-IV and CPRS-48, while only latency showed gender differences in the VRAT. In addition, the receiver operating characteristic analysis indicated that the key performance metrics of VRAT showed moderate discriminatory power, with area under the curve values varying from 0.56 to 0.74.
Conclusions
This study highlights the potential of virtual reality–based assessments such as the VRAT in ADHD diagnostics, providing an innovative approach to evaluating attention in a more immersive and ecologically valid setting. However, given the modest correlation with parent rating scales, it suggests that a combination of objective and subjective assessment tools would provide the most accurate and comprehensive ADHD diagnosis.
Bai, Yuyin; Luo, Yange; Goh, Crystal C. W.; Rui, Cuiziyi; Gao, Rui; Wu, Yingying; Jiang, Zhongmei; Lu, Lifeng; Rizzo, Albert Skip; Bi, Bo
In: J Med Internet Res, vol. 27, pp. e76673, 2025, ISSN: 1438-8871.
Abstract | Links | BibTeX | Tags: MedVR, VR
@article{bai_relationships_2025,
title = {Relationships Between Parent Ratings of Attention-Deficit/Hyperactivity Disorder Behaviors and the Virtual Reality Attention Tracker in School-Aged Children: Cross-Sectional Study},
author = {Yuyin Bai and Yange Luo and Crystal C. W. Goh and Cuiziyi Rui and Rui Gao and Yingying Wu and Zhongmei Jiang and Lifeng Lu and Albert Skip Rizzo and Bo Bi},
doi = {10.2196/76673},
issn = {1438-8871},
year = {2025},
date = {2025-10-01},
journal = {J Med Internet Res},
volume = {27},
pages = {e76673},
abstract = {BACKGROUND: Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
OBJECTIVE: This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners' Parent Rating Scale-Revised (CPRS-48).
METHODS: A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.},
keywords = {MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
OBJECTIVE: This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners' Parent Rating Scale-Revised (CPRS-48).
METHODS: A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
Johansen, Truls; Matre, Martin; Løvstad, Marianne; Olsen, Alexander; Lund, Anne; Martinsen, Anne-Catrine Trægde; Becker, Frank; Brunborg, Cathrine; Rizzo, Albert; Spikman, Jacoba M.; Neumann, Dawn; Ponsford, Jennie; Tornås, Sveinung
In: Archives of Physical Medicine and Rehabilitation, pp. S0003999325008019, 2025, ISSN: 00039993.
Links | BibTeX | Tags: MedVR, VR
@article{johansen_virtual_2025,
title = {Virtual reality in training of sustained attention, processing speed, and working memory after traumatic brain injury: a randomized controlled trial},
author = {Truls Johansen and Martin Matre and Marianne Løvstad and Alexander Olsen and Anne Lund and Anne-Catrine Trægde Martinsen and Frank Becker and Cathrine Brunborg and Albert Rizzo and Jacoba M. Spikman and Dawn Neumann and Jennie Ponsford and Sveinung Tornås},
url = {https://linkinghub.elsevier.com/retrieve/pii/S0003999325008019},
doi = {10.1016/j.apmr.2025.07.005},
issn = {00039993},
year = {2025},
date = {2025-07-01},
urldate = {2025-08-19},
journal = {Archives of Physical Medicine and Rehabilitation},
pages = {S0003999325008019},
keywords = {MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Liu, Ruying; Becerik-Gerber, Burçin; Lucas, Gale M.
Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning Miscellaneous
2025, (arXiv:2503.05719 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Social Simulation, VR
@misc{liu_investigating_2025,
title = {Investigating Role of Personal Factors in Shaping Responses to Active Shooter Incident using Machine Learning},
author = {Ruying Liu and Burçin Becerik-Gerber and Gale M. Lucas},
url = {http://arxiv.org/abs/2503.05719},
doi = {10.48550/arXiv.2503.05719},
year = {2025},
date = {2025-02-01},
urldate = {2025-03-18},
publisher = {arXiv},
abstract = {This study bridges the knowledge gap on how personal factors affect building occupants' responses in active shooter situations by applying interpretable machine learning methods to data from 107 participants. The personal factors studied are training methods, prior training experience, sense of direction, and gender. The response performance measurements consist of decisions (run, hide, multiple), vulnerability (corresponding to the time a participant is visible to a shooter), and pre-evacuation time. The results indicate that the propensity to run significantly determines overall response strategies, overshadowing vulnerability, and pre-evacuation time. The training method is a critical factor where VR-based training leads to better responses than video-based training. A better sense of direction and previous training experience are correlated with a greater propensity to run and less vulnerability. Gender slightly influences decisions and vulnerability but significantly impacts pre-evacuation time, with females evacuating slower, potentially due to higher risk perception. This study underscores the importance of personal factors in shaping responses to active shooter incidents.},
note = {arXiv:2503.05719 [cs]},
keywords = {DTIC, Social Simulation, VR},
pubstate = {published},
tppubtype = {misc}
}
2024
Zhu, Xin; Su, Zhenghui; Gratch, Jonathan; Culbertson, Heather
How Visualizing Touch Can Transform Perceptions of Intensity, Realism, and Emotion? Book Section
In: Kajimoto, Hiroyuki; Lopes, Pedro; Pacchierotti, Claudio; Basdogan, Cagatay; Gori, Monica; Lemaire-Semail, Betty; Marchal, Maud (Ed.): Haptics: Understanding Touch; Technology and Systems; Applications and Interaction, vol. 14768, pp. 194–207, Springer Nature Switzerland, Cham, 2024, ISBN: 978-3-031-70057-6 978-3-031-70058-3, (Series Title: Lecture Notes in Computer Science).
@incollection{kajimoto_how_2024,
title = {How Visualizing Touch Can Transform Perceptions of Intensity, Realism, and Emotion?},
author = {Xin Zhu and Zhenghui Su and Jonathan Gratch and Heather Culbertson},
editor = {Hiroyuki Kajimoto and Pedro Lopes and Claudio Pacchierotti and Cagatay Basdogan and Monica Gori and Betty Lemaire-Semail and Maud Marchal},
url = {https://link.springer.com/10.1007/978-3-031-70058-3_16},
doi = {10.1007/978-3-031-70058-3_16},
isbn = {978-3-031-70057-6 978-3-031-70058-3},
year = {2024},
date = {2024-11-01},
urldate = {2024-12-05},
booktitle = {Haptics: Understanding Touch; Technology and Systems; Applications and Interaction},
volume = {14768},
pages = {194–207},
publisher = {Springer Nature Switzerland},
address = {Cham},
note = {Series Title: Lecture Notes in Computer Science},
keywords = {VR},
pubstate = {published},
tppubtype = {incollection}
}
Aris, Timothy; Ustun, Volkan; Kumar, Rajay
Training Reinforcement Learning Agents to React to an Ambush for Military Simulations Journal Article
In: FLAIRS, vol. 37, 2024, ISSN: 2334-0762.
Abstract | Links | BibTeX | Tags: Simulation, VR
@article{aris_training_2024,
title = {Training Reinforcement Learning Agents to React to an Ambush for Military Simulations},
author = {Timothy Aris and Volkan Ustun and Rajay Kumar},
url = {https://journals.flvc.org/FLAIRS/article/view/135578},
doi = {10.32473/flairs.37.1.135578},
issn = {2334-0762},
year = {2024},
date = {2024-05-01},
urldate = {2024-08-13},
journal = {FLAIRS},
volume = {37},
abstract = {There is a need for realistic Opposing Forces (OPFOR)behavior in military training simulations. Current trainingsimulations generally only have simple, non-adaptivebehaviors, requiring human instructors to play the role ofOPFOR in any complicated scenario. This poster addressesthis need by focusing on a specific scenario: trainingreinforcement learning agents to react to an ambush. Itproposes a novel way to check for occlusion algorithmically.It shows vector fields showing the agent’s actions throughthe course of a training run. It shows that a single agentswitching between multiple goals is possible, at least in asimplified environment. Such an approach could reduce theneed to develop different agents for different scenarios.Finally, it shows a competent agent trained on a simplifiedReact to Ambush scenario, demonstrating the plausibility ofa scaled-up version.},
keywords = {Simulation, VR},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert Skip; Hartholt, Arno; Mozgai, Sharon
Settling the Score: Virtual Reality as a Tool to Enhance Trauma-Focused Therapy for PTSD Book Section
In: Rich, Grant J.; Kumar, V. K.; Farley, Frank H. (Ed.): Handbook of Media Psychology, pp. 187–213, Springer Nature Switzerland, Cham, 2024, ISBN: 978-3-031-56536-6 978-3-031-56537-3.
Links | BibTeX | Tags: DTIC, MedVR, Simulation, VR
@incollection{rich_settling_2024,
title = {Settling the Score: Virtual Reality as a Tool to Enhance Trauma-Focused Therapy for PTSD},
author = {Albert Skip Rizzo and Arno Hartholt and Sharon Mozgai},
editor = {Grant J. Rich and V. K. Kumar and Frank H. Farley},
url = {https://link.springer.com/10.1007/978-3-031-56537-3_14},
doi = {10.1007/978-3-031-56537-3_14},
isbn = {978-3-031-56536-6 978-3-031-56537-3},
year = {2024},
date = {2024-04-01},
urldate = {2024-06-18},
booktitle = {Handbook of Media Psychology},
pages = {187–213},
publisher = {Springer Nature Switzerland},
address = {Cham},
keywords = {DTIC, MedVR, Simulation, VR},
pubstate = {published},
tppubtype = {incollection}
}
Rodrigues, Patrick B.; Becerik-Gerber, Burcin; Soibelman, Lucio; Lucas, Gale M.; Roll, Shawn C.
Virtual Environment for Studying the Effects of Operational and Environmental Sounds on Teleoperated Demolition Proceedings Article
In: Computing in Civil Engineering 2023, pp. 54–61, American Society of Civil Engineers, Corvallis, Oregon, 2024, ISBN: 978-0-7844-8523-1.
Links | BibTeX | Tags: DTIC, Virtual Humans, VR
@inproceedings{rodrigues_virtual_2024,
title = {Virtual Environment for Studying the Effects of Operational and Environmental Sounds on Teleoperated Demolition},
author = {Patrick B. Rodrigues and Burcin Becerik-Gerber and Lucio Soibelman and Gale M. Lucas and Shawn C. Roll},
url = {https://ascelibrary.org/doi/10.1061/9780784485231.007},
doi = {10.1061/9780784485231.007},
isbn = {978-0-7844-8523-1},
year = {2024},
date = {2024-01-01},
urldate = {2024-04-16},
booktitle = {Computing in Civil Engineering 2023},
pages = {54–61},
publisher = {American Society of Civil Engineers},
address = {Corvallis, Oregon},
keywords = {DTIC, Virtual Humans, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Liu, Ruying; Becerik-Gerber, Burçin; Lucas, Gale M.; Busta, Kelly
Development of a VR Training Platform for Active Shooter Incident Preparedness in Healthcare Environments via a Stakeholder-Engaged Process Proceedings Article
In: Computing in Civil Engineering 2023, pp. 45–53, American Society of Civil Engineers, Corvallis, Oregon, 2024, ISBN: 978-0-7844-8523-1.
Links | BibTeX | Tags: DTIC, Virtual Humans, VR
@inproceedings{liu_development_2024,
title = {Development of a VR Training Platform for Active Shooter Incident Preparedness in Healthcare Environments via a Stakeholder-Engaged Process},
author = {Ruying Liu and Burçin Becerik-Gerber and Gale M. Lucas and Kelly Busta},
url = {https://ascelibrary.org/doi/10.1061/9780784485231.006},
doi = {10.1061/9780784485231.006},
isbn = {978-0-7844-8523-1},
year = {2024},
date = {2024-01-01},
urldate = {2024-04-16},
booktitle = {Computing in Civil Engineering 2023},
pages = {45–53},
publisher = {American Society of Civil Engineers},
address = {Corvallis, Oregon},
keywords = {DTIC, Virtual Humans, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2023
Junghaenel, Doerte U.; Schneider, Stefan; Lucas, Gale; Boberg, Jill; Weinstein, Faye M.; Richeimer, Steven H.; Stone, Arthur A.; Lumley, Mark A.
In: Psychosom Med, vol. 85, no. 7, pp. 627–638, 2023, ISSN: 1534-7796, 0033-3174.
Abstract | Links | BibTeX | Tags: MedVR, VR
@article{junghaenel_virtual_2023,
title = {Virtual Human–Delivered Interviews for Patients With Chronic Pain: Feasibility, Acceptability, and a Pilot Randomized Trial of Standard Medical, Psychosocial, and Educational Interviews},
author = {Doerte U. Junghaenel and Stefan Schneider and Gale Lucas and Jill Boberg and Faye M. Weinstein and Steven H. Richeimer and Arthur A. Stone and Mark A. Lumley},
url = {https://journals.lww.com/10.1097/PSY.0000000000001228},
doi = {10.1097/PSY.0000000000001228},
issn = {1534-7796, 0033-3174},
year = {2023},
date = {2023-09-01},
urldate = {2024-07-11},
journal = {Psychosom Med},
volume = {85},
number = {7},
pages = {627–638},
abstract = {ABSTRACT
Objective
Seminal advances in virtual human (VH) technology have introduced highly interactive, computer-animated VH interviewers. Their utility for aiding in chronic pain care is unknown. We developed three interactive telehealth VH interviews—a
standard
pain-focused, a
psychosocial
risk factor, and a pain psychology and neuroscience
educational
interview. We then conducted a preliminary investigation of their feasibility, acceptability, and efficacy. We also experimentally compared a human and a computer-generated VH voice.
Methods
Patients (
N = 94},
keywords = {MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Objective
Seminal advances in virtual human (VH) technology have introduced highly interactive, computer-animated VH interviewers. Their utility for aiding in chronic pain care is unknown. We developed three interactive telehealth VH interviews—a
standard
pain-focused, a
psychosocial
risk factor, and a pain psychology and neuroscience
educational
interview. We then conducted a preliminary investigation of their feasibility, acceptability, and efficacy. We also experimentally compared a human and a computer-generated VH voice.
Methods
Patients (
N = 94
Mozgai, Sharon; Rizzo, Albert A; Hartholt, Arno
Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application Proceedings Article
In: 2023.
Abstract | BibTeX | Tags: Virtual Humans, VR
@inproceedings{mozgai_persuasive_2023,
title = {Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application},
author = {Sharon Mozgai and Albert A Rizzo and Arno Hartholt},
year = {2023},
date = {2023-01-01},
abstract = {We are demoing Battle Buddy, an mHealth application designed to support access to physical and mental wellness content as well as safety planning for U.S. military veterans. This virtual human interface will collect multimodal data through passive sensors native to popular wearables (e.g., Apple Watch) and deliver adaptive multimedia content specifically tailored to the user in the interdependent domains of physical, cognitive, and emotional health. Battle Buddy can deliver health interventions matched to the individual user via novel adaptive logic-based algorithms while employing various behavior change techniques (e.g., goal-setting, barrier identification, rewards, modeling, etc.). All interactions were specifically designed to engage and motivate by employing the persuasive strategies of (1) personalization, (2) self-monitoring, (3) tunneling, (4) suggestion, and (5) expertise.},
keywords = {Virtual Humans, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Schweitzer, Julie B.; Rizzo, Albert “Skip”
Virtual Reality and ADHD: Clinical Assessment and Treatment in the Metaverse Journal Article
In: The ADHD Report, vol. 30, no. 3, pp. 1–9, 2022, ISSN: 1065-8025.
Links | BibTeX | Tags: DTIC, MedVR, VR
@article{schweitzer_virtual_2022,
title = {Virtual Reality and ADHD: Clinical Assessment and Treatment in the Metaverse},
author = {Julie B. Schweitzer and Albert “Skip” Rizzo},
url = {https://guilfordjournals.com/doi/abs/10.1521/adhd.2022.30.3.1},
doi = {10.1521/adhd.2022.30.3.1},
issn = {1065-8025},
year = {2022},
date = {2022-05-01},
urldate = {2022-09-13},
journal = {The ADHD Report},
volume = {30},
number = {3},
pages = {1–9},
keywords = {DTIC, MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Adami, Pooya; Rodrigues, Patrick B.; Woods, Peter J.; Becerik-Gerber, Burcin; Soibelman, Lucio; Copur-Gencturk, Yasemin; Lucas, Gale
Impact of VR-Based Training on Human–Robot Interaction for Remote Operating Construction Robots Journal Article
In: J. Comput. Civ. Eng., vol. 36, no. 3, pp. 04022006, 2022, ISSN: 0887-3801, 1943-5487.
Links | BibTeX | Tags: DTIC, UARC, Virtual Humans, VR
@article{adami_impact_2022,
title = {Impact of VR-Based Training on Human–Robot Interaction for Remote Operating Construction Robots},
author = {Pooya Adami and Patrick B. Rodrigues and Peter J. Woods and Burcin Becerik-Gerber and Lucio Soibelman and Yasemin Copur-Gencturk and Gale Lucas},
url = {https://ascelibrary.org/doi/10.1061/%28ASCE%29CP.1943-5487.0001016},
doi = {10.1061/(ASCE)CP.1943-5487.0001016},
issn = {0887-3801, 1943-5487},
year = {2022},
date = {2022-05-01},
urldate = {2022-09-23},
journal = {J. Comput. Civ. Eng.},
volume = {36},
number = {3},
pages = {04022006},
keywords = {DTIC, UARC, Virtual Humans, VR},
pubstate = {published},
tppubtype = {article}
}
Davis, Matt; Nye, Benjamin; Sinatra, Gale; Swartout, William; Sjӧberg, Molly; Porter, Molly; Nelson, David; Kennedy, Alana; Herrick, Imogen; Weeks, Danaan DeNeve; Lindsey, Emily
Designing scientifically-grounded paleoart for augmented reality at La Brea Tar Pits Journal Article
In: Palaeontolgia Electronica, 2022, ISSN: 19353952, 10948074.
Links | BibTeX | Tags: AR, DTIC, MxR, VR
@article{davis_designing_2022,
title = {Designing scientifically-grounded paleoart for augmented reality at La Brea Tar Pits},
author = {Matt Davis and Benjamin Nye and Gale Sinatra and William Swartout and Molly Sjӧberg and Molly Porter and David Nelson and Alana Kennedy and Imogen Herrick and Danaan DeNeve Weeks and Emily Lindsey},
url = {https://palaeo-electronica.org/content/2022/3524-la-brea-tar-pits-paleoart},
doi = {10.26879/1191},
issn = {19353952, 10948074},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-15},
journal = {Palaeontolgia Electronica},
keywords = {AR, DTIC, MxR, VR},
pubstate = {published},
tppubtype = {article}
}
Stokes, Jared D.; Rizzo, Albert; Geng, Joy J.; Schweitzer, Julie B.
Measuring Attentional Distraction in Children With ADHD Using Virtual Reality Technology With Eye-Tracking Journal Article
In: Frontiers in Virtual Reality, vol. 3, 2022, ISSN: 2673-4192.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, VR
@article{stokes_measuring_2022,
title = {Measuring Attentional Distraction in Children With ADHD Using Virtual Reality Technology With Eye-Tracking},
author = {Jared D. Stokes and Albert Rizzo and Joy J. Geng and Julie B. Schweitzer},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.855895},
issn = {2673-4192},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-13},
journal = {Frontiers in Virtual Reality},
volume = {3},
abstract = {Objective: Distractions inordinately impair attention in children with Attention-Deficit Hyperactivity Disorder (ADHD) but examining this behavior under real-life conditions poses a challenge for researchers and clinicians. Virtual reality (VR) technologies may mitigate the limitations of traditional laboratory methods by providing a more ecologically relevant experience. The use of eye-tracking measures to assess attentional functioning in a VR context in ADHD is novel. In this proof of principle project, we evaluate the temporal dynamics of distraction via eye-tracking measures in a VR classroom setting with 20 children diagnosed with ADHD between 8 and 12 years of age.Method: We recorded continuous eye movements while participants performed math, Stroop, and continuous performance test (CPT) tasks with a series of “real-world” classroom distractors presented. We analyzed the impact of the distractors on rates of on-task performance and on-task, eye-gaze (i.e., looking at a classroom whiteboard) versus off-task eye-gaze (i.e., looking away from the whiteboard).Results: We found that while children did not always look at distractors themselves for long periods of time, the presence of a distractor disrupted on-task gaze at task-relevant whiteboard stimuli and lowered rates of task performance. This suggests that children with attention deficits may have a hard time returning to tasks once those tasks are interrupted, even if the distractor itself does not hold attention. Eye-tracking measures within the VR context can reveal rich information about attentional disruption.Conclusions: Leveraging virtual reality technology in combination with eye-tracking measures is well-suited to advance the understanding of mechanisms underlying attentional impairment in naturalistic settings. Assessment within these immersive and well-controlled simulated environments provides new options for increasing our understanding of distractibility and its potential impact on the development of interventions for children with ADHD.},
keywords = {DTIC, MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Talbot, Thomas Brett; Chinara, Chinmay
Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations Proceedings Article
In: 2022.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, MR, VR
@inproceedings{brett_talbot_open_2022,
title = {Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations},
author = {Thomas Brett Talbot and Chinmay Chinara},
url = {https://openaccess.cms-conferences.org/#/publications/book/978-1-958651-26-1/article/978-1-958651-26-1_0},
doi = {10.54941/ahfe1002054},
year = {2022},
date = {2022-01-01},
urldate = {2022-09-13},
abstract = {Mixed (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more naturalistic interactions for combat medic training for the military, we have developed an open-source toolkit that enables direct hand controlled responsive interactions that is sensor independent and can function with depth sensing cameras, webcams or sensory gloves. From this research and review of current literature, we have discerned several best approaches for hand-based human computer interactions which provide intuitive, responsive, useful, and low frustration experiences for VR users. The center of an effective gesture system is a universal hand model that can map to inputs from several different kinds of sensors rather than depending on a specific commercial product. Parts of the hand are effectors in simulation space with a physics-based model. Therefore, translational and rotational forces from the hands will impact physical objects in VR which varies based on the mass of the virtual objects. We incorporate computer code w/ objects, calling them “Smart Objects”, which allows such objects to have movement properties and collision detection for expected manipulation. Examples of smart objects include scissors, a ball, a turning knob, a moving lever, or a human figure with moving limbs. Articulation points contain collision detectors and code to assist in expected hand actions. We include a library of more than 40 Smart Objects in the toolkit. Thus, is it possible to throw a ball, hit that ball with a bat, cut a bandage, turn on a ventilator or to lift and inspect a human arm.We mediate the interaction of the hands with virtual objects. Hands often violate the rules of a virtual world simply by passing through objects. One must interpret user intent. This can be achieved by introducing stickiness of the hands to objects. If the human’s hands overshoot an object, we place the hand onto that object’s surface unless the hand passes the object by a significant distance. We also make hands and fingers contact an object according to the object’s contours and do not allow fingers to sink into the interior of an object. Haptics, or a sense of physical resistance and tactile sensation from contacting physical objects is a supremely difficult technical challenge and is an expensive pursuit. Our approach ignores true haptics, but we have experimented with an alternative approach, called audio tactile synesthesia where we substitute the sensation of touch for that of sound. The idea is to associate parts of each hand with a tone of a specific frequency upon contacting objects. The attack rate of the sound envelope varies with the velocity of contact and hardness of the object being ‘touched’. Such sounds can feel softer or harder depending on the nature of ‘touch’ being experienced. This substitution technique can provide tactile feedback through indirect, yet still naturalistic means. The artificial intelligence (AI) technique to determine discrete hand gestures and motions within the physical space is a special form of AI called Long Short Term Memory (LSTM). LSTM allows much faster and flexible recognition than other machine learning approaches. LSTM is particularly effective with points in motion. Latency of recognition is very low. In addition to LSTM, we employ other synthetic vision & object recognition AI to the discrimination of real-world objects. This allows for methods to conduct virtual simulations. For example, it is possible to pick up a virtual syringe and inject a medication into a virtual patient through hand motions. We track the hand points to contact with the virtual syringe. We also detect when the hand is compressing the syringe plunger. We could also use virtual medications & instruments on human actors or manikins, not just on virtual objects. With object recognition AI, we can place a syringe on a tray in the physical world. The human user can pick up the syringe and use it on a virtual patient. Thus, we are able to blend physical and virtual simulation together seamlessly in a highly intuitive and naturalistic manner.The techniques and technologies explained here represent a baseline capability whereby interacting in mixed and virtual reality can now be much more natural and intuitive than it has ever been. We have now passed a threshold where we can do away with game controllers and magnetic trackers for VR. This advancement will contribute to greater adoption of VR solutions. To foster this, our team has committed to freely sharing these technologies for all purposes and at no cost as an open-source tool. We encourage the scientific, research, educational and medical communities to adopt these resources and determine their effectiveness and utilize these tools and practices to grow the body of useful VR applications.},
keywords = {DTIC, MedVR, MR, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Ionescu, Alina; Daele, Tom Van; Rizzo, Albert; Blair, Carolyn; Best, Paul
360° Videos for Immersive Mental Health Interventions: a Systematic Review Journal Article
In: J. technol. behav. sci., vol. 6, no. 4, pp. 631–651, 2021, ISSN: 2366-5963.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, VR
@article{ionescu_360_2021,
title = {360° Videos for Immersive Mental Health Interventions: a Systematic Review},
author = {Alina Ionescu and Tom Van Daele and Albert Rizzo and Carolyn Blair and Paul Best},
url = {https://doi.org/10.1007/s41347-021-00221-7},
doi = {10.1007/s41347-021-00221-7},
issn = {2366-5963},
year = {2021},
date = {2021-12-01},
urldate = {2022-09-13},
journal = {J. technol. behav. sci.},
volume = {6},
number = {4},
pages = {631–651},
abstract = {Virtual reality is increasingly recognized as a powerful method for clinical interventions in the mental health field, but has yet to achieve mainstream adoption in routine mental healthcare settings. A similar, yet slightly different technology, immersive 360° videos might have the potential to cover this gap, by requiring both lower costs and less technical skills to construct and operate such virtual environments. This systematic review therefore aims to identify, evaluate, and summarize mental health interventions using immersive 360° videos to support an understanding of their implementation in daily clinical practice. The quality of the 14 selected studies was evaluated using a critical appraisal tool, addressing populations with clinical levels of psychopathological symptoms, somatic conditions associated with psychological implications, and other at-risk groups. Immersive 360° videos successfully increased users’ feelings of presence, given their realistic features, and therefore yielded positive outcomes in clinical interventions where presence is considered as an essential precondition. Because the technical skills required to create immersive 360° video footage are fairly limited, most of the interventions using this approach have been created by mental health researchers or clinicians themselves. Immersive 360° videos are still in an early phase of implementation as a tool for clinical interventions for mental health, resulting in high heterogeneity in focus, procedures, and research designs. An important next step for making use of this technology may therefore involve the creation of standardized procedures, as a means to increase the quality of research and evidence-based interventions.},
keywords = {DTIC, MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Mozgai, Sharon; Leeds, Andrew; Kwok, David; Fast, Ed; Rizzo, Albert Skip; Hartholt, Arno
Building BRAVEMIND Vietnam: User-Centered Design for Virtual Reality Exposure Therapy Proceedings Article
In: 2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pp. 247–250, 2021.
Abstract | Links | BibTeX | Tags: DTIC, MedVR, VHTL, VR
@inproceedings{mozgai_building_2021,
title = {Building BRAVEMIND Vietnam: User-Centered Design for Virtual Reality Exposure Therapy},
author = {Sharon Mozgai and Andrew Leeds and David Kwok and Ed Fast and Albert Skip Rizzo and Arno Hartholt},
doi = {10.1109/AIVR52153.2021.00056},
year = {2021},
date = {2021-11-01},
booktitle = {2021 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)},
pages = {247–250},
abstract = {There has been a recent resurgence of Vietnam-era Veterans seeking Veteran Affairs (VA) services for post-traumatic stress disorder (PTSD). Multiple studies have reported positive outcomes using Virtual Reality Exposure Therapy (VRET) with Iraq/Afghanistan Veteran PTSD patients, but there have been fewer investigations into the acceptability and feasibility of VRET with older Veterans. We have extended an established VRET system, BRAVEMIND, to include Vietnam relevant content following a user-centered iterative design methodology. This paper will present the BRAVEMIND Vietnam VRET system, including setup, content, and technical architecture along with the findings of an initial focus group with Vietnam Veterans. These Veterans rated this system to be acceptable as a treatment tool for combat-related PTSD and provided valuable first-person accounts of their time in Vietnam to help guide the evolution of the VR content.},
keywords = {DTIC, MedVR, VHTL, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Adami, Pooya; Rodrigues, Patrick B.; Woods, Peter J.; Becerik-Gerber, Burcin; Soibelman, Lucio; Copur-Gencturk, Yasemin; Lucas, Gale
Effectiveness of VR-based training on improving construction workers’ knowledge, skills, and safety behavior in robotic teleoperation Journal Article
In: Advanced Engineering Informatics, vol. 50, pp. 101431, 2021, ISSN: 14740346.
Links | BibTeX | Tags: DTIC, Learning Sciences, UARC, VR
@article{adami_effectiveness_2021,
title = {Effectiveness of VR-based training on improving construction workers’ knowledge, skills, and safety behavior in robotic teleoperation},
author = {Pooya Adami and Patrick B. Rodrigues and Peter J. Woods and Burcin Becerik-Gerber and Lucio Soibelman and Yasemin Copur-Gencturk and Gale Lucas},
url = {https://linkinghub.elsevier.com/retrieve/pii/S147403462100183X},
doi = {10.1016/j.aei.2021.101431},
issn = {14740346},
year = {2021},
date = {2021-10-01},
urldate = {2022-09-26},
journal = {Advanced Engineering Informatics},
volume = {50},
pages = {101431},
keywords = {DTIC, Learning Sciences, UARC, VR},
pubstate = {published},
tppubtype = {article}
}
et al A Rizzo,
Normative Data for a Next Generation Virtual Classroom for Attention Assessment in Children with ADHD and Beyond! Proceedings Article
In: Proceedings of the 13th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT 2021), Serpa, Portugal, 2021.
Links | BibTeX | Tags: DTIC, MedVR, Virtual Humans, VR
@inproceedings{a_rizzo_et_al_normative_2021,
title = {Normative Data for a Next Generation Virtual Classroom for Attention Assessment in Children with ADHD and Beyond!},
author = {et al A Rizzo},
url = {http://studio.hei-lab.ulusofona.pt/archive/},
year = {2021},
date = {2021-09-01},
booktitle = {Proceedings of the 13th International Conference on Disability, Virtual Reality and Associated Technologies (ICDVRAT 2021)},
address = {Serpa, Portugal},
keywords = {DTIC, MedVR, Virtual Humans, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert “Skip”; Goodwin, Grace J.; Vito, Alyssa N. De; Bell, Joshua D.
Recent advances in virtual reality and psychology: Introduction to the special issue. Journal Article
In: Translational Issues in Psychological Science, vol. 7, no. 3, pp. 213–217, 2021, ISSN: 2332-2179, 2332-2136.
Links | BibTeX | Tags: DTIC, MedVR, VR
@article{rizzo_recent_2021,
title = {Recent advances in virtual reality and psychology: Introduction to the special issue.},
author = {Albert “Skip” Rizzo and Grace J. Goodwin and Alyssa N. De Vito and Joshua D. Bell},
url = {http://doi.apa.org/getdoi.cfm?doi=10.1037/tps0000316},
doi = {10.1037/tps0000316},
issn = {2332-2179, 2332-2136},
year = {2021},
date = {2021-09-01},
urldate = {2022-09-13},
journal = {Translational Issues in Psychological Science},
volume = {7},
number = {3},
pages = {213–217},
keywords = {DTIC, MedVR, VR},
pubstate = {published},
tppubtype = {article}
}
Bell, Benjamin; Bennett, Winston “Wink”; Kelsey, Elaine; Nye, Benjamin
Attention and Engagement in Virtual Environments: Measuring the Unobservable Proceedings Article
In: 2021.
Links | BibTeX | Tags: AR, DTIC, Machine Learning, UARC, VR
@inproceedings{bell_attention_2021,
title = {Attention and Engagement in Virtual Environments: Measuring the Unobservable},
author = {Benjamin Bell and Winston “Wink” Bennett and Elaine Kelsey and Benjamin Nye},
url = {https://www.xcdsystem.com/iitsec/proceedings/index.cfm?Year=2021&AbID=95758&CID=862#View},
year = {2021},
date = {2021-01-01},
keywords = {AR, DTIC, Machine Learning, UARC, VR},
pubstate = {published},
tppubtype = {inproceedings}
}
Awada, Mohamad; Zhu, Runhe; Becerik-Gerber, Burcin; Lucas, Gale; Southers, Erroll
An integrated emotional and physiological assessment for VR-based active shooter incident experiments Journal Article
In: Advanced Engineering Informatics, vol. 47, pp. 101227, 2021, ISSN: 14740346.
Links | BibTeX | Tags: DTIC, VR
@article{awada_integrated_2021,
title = {An integrated emotional and physiological assessment for VR-based active shooter incident experiments},
author = {Mohamad Awada and Runhe Zhu and Burcin Becerik-Gerber and Gale Lucas and Erroll Southers},
url = {https://linkinghub.elsevier.com/retrieve/pii/S1474034620301968},
doi = {10.1016/j.aei.2020.101227},
issn = {14740346},
year = {2021},
date = {2021-01-01},
urldate = {2022-10-24},
journal = {Advanced Engineering Informatics},
volume = {47},
pages = {101227},
keywords = {DTIC, VR},
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}
}
Mozgai, Sharon; Rizzo, Albert A; Hartholt, Arno
Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application Proceedings Article
In: 0000.
Abstract | BibTeX | Tags: Virtual Humans, VR
@inproceedings{mozgai_persuasive_nodate,
title = {Persuasive Technology for Suicide Prevention: A Virtual Human mHealth Application},
author = {Sharon Mozgai and Albert A Rizzo and Arno Hartholt},
abstract = {We are demoing Battle Buddy, an mHealth application designed to support access to physical and mental wellness content as well as safety planning for U.S. military veterans. This virtual human interface will collect multimodal data through passive sensors native to popular wearables (e.g., Apple Watch) and deliver adaptive multimedia content specifically tailored to the user in the interdependent domains of physical, cognitive, and emotional health. Battle Buddy can deliver health interventions matched to the individual user via novel adaptive logic-based algorithms while employing various behavior change techniques (e.g., goal-setting, barrier identification, rewards, modeling, etc.). All interactions were specifically designed to engage and motivate by employing the persuasive strategies of (1) personalization, (2) self-monitoring, (3) tunneling, (4) suggestion, and (5) expertise.},
keywords = {Virtual Humans, VR},
pubstate = {published},
tppubtype = {inproceedings}
}