VIRTUAL ENVIRONMENTS
IN CLINICAL PSYCHOLOGY AND NEUROSCIENCE
Methods and techniques in advances patient-therapist interaction
NOW indexed by PsycLIT® and MedLine (as "Studies in Health Technology and Informatics", 58)
(C) IOS PRESS 1998, 1999, 2000 |
Edited by: G.
RIVA B.
WIEDERHOLD E.
MOLINARI INDEX
|
Scientific discovery is a
form of problem solving,
and
the processes whereby science is carried on
can be explained in the terms that have been used
to explain the processes of problem solving.
Simon, 1966
We are entering the second wave of virtual reality (VR) applications in medicine. Surgical simulations and training, three-dimensional anatomy, and the new field of real-time three- dimensional physiological imaging are some of the more notable uses and applications of VR in the first wave in clinical medicine. Because first wave applications required and continue to require significant computing power, many of the Silicon Graphics and workstation-based technologies were well-suited to meet these demands. Until recently, the application of VR technology in mental health was severely limited by the lack of inexpensive, easy-to-maintain and easy-to-use personal-computer (PC) based systems. The very expensive and high- powered computational systems are out of the reach of most practicing mental health professionals. The development of PC-based VR platforms with more user-friendly programming software is helping to launch this great second wave.
Two
successful areas of VR application in psychology include
treatment of specific phobias (such as fear of heights, fear of
flying, fear of driving, fear of public speaking, and
claustrophobia, etc.) and neuro-psychological evaluation and
testing. Well over one hundred publications from at least fifteen
centers around the world addressing these two areas are in the
literature. Early results seem to indicate that virtual
environments are not only effective but have multiple advantages
over conventional therapies in the treatment of specific phobias.
In addition it seems to make intuitive sense that this
application will work. Before a wider acceptance of this new
technology occurs however it is crucial that clinical trials and
comparison of outcomes are published and are evaluated by
peer-reviewed groups.
Neuro-psychological
evaluation and testing is another area that can easily be
transitioned to a virtual environment. Again, multiple advantages
seen by performing these tasks in virtual environments are
suggested. Clearly the three-dimensional testing would seem a
better predictor of function in our three-dimensional world.
Smaller numbers of studies are seen in a
much wider area of mental health testing, evaluation, and
delivery as demonstrated by the excellent work in this current
volume. It is now the time to continue exploring additional
applications of this exciting technology.
Several
barriers remain however. The PC-based system, while inexpensive
and easy-to-use, still suffers from a lack of flexibility and
capabilities necessary to individualize environments for each
patient. There is a question as to whether the admittedly more
cartoonish graphics have wide acceptance by patients. On the
other hand, in those circumstances the clinical skills of the
therapist remain the most important factor in the successful use
of VR systems. It is clear that building new and additional
virtual environments is important so therapists will continue to
investigate applying these in their day-to-day clinical practice.
Possible
scenarios for success could involve multi-disciplinary teams of
engineers, computer programmers, and therapists working in
concert to attack specific clinical problems. Information on
advances in VR technology must be made available to the mental
health community in a format that is easy-to-understand and
invites participation. For example, an inexpensive system that
would allow the therapist and patient to enter the VR world
together provides a basis for a number of interesting potential
therapeutic interactions.
It is
important that the technical-oriented members of the team
understand the aims, requirements, and scope of the therapeutic
intervention so they may effectively bringadvanced computing
tools that specifically address the problem. Future potential
applications of VR are really only limited by the imaginations of
talented individuals. The second wave is expanding rapidly, and
the international community has already provided the basis upon
which continued growth and development will occur. It is hoped
that by bringing together this community of experts further
stimulation of interest from granting agencies is accelerated.
Mark, D.
Wiederhold, M.D., Ph.D.
Editor-in-Chief
CyberPsychology and Behavior
La Jolla, CA, USA
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This volume represents the work of a distinguished international group of investigators who are pushing the frontiers of using virtual reality (VR) in the diagnosis and treatment of mental health disorders. Many aspects of psychology and psychiatry are represented as well as neuro-psychology, neuro-physiology, occupational and physical therapy, and rehabilitation medicine. The integration of these disciplines into a multimodal approach for improving the delivery of mental health care services offers exciting possibilities for the future.
The main goal
of the volume is to provide rationales for virtual realitys
applicability in these fields. We reviewed the relevant
literature regarding theoretical and pragmatic issues for these
applications, and provided a description of ongoing work
developed worldwide. The topics directly involve critical issues
for clinicians, designers and users, and are presented with
scientific competence with suggestions for actual use.
To create successful health care applications with today's virtual environments, we must begin by asking: what are they good at? This book offers an answer to its possible readers - physicians, psychologists and health care providers - by presenting an overview of the current research in this field. Infact the book, whose idea comes from the work made within the EC funded Virtual Reality Environments for Psycho-neuro-physiological Assessment and Rehabilitation VREPAR - projects, (HC 1053 - HC 1055 - http://www.psicologia.net), is a collection of chapters from researchers who have pioneered the ideas and the technology associated with virtual reality. More in particular, the book discusses the clinical principles, human factors, and technological issues associated with the use of virtual reality for assessment and treatment.
Obviously, the technical characteristics of virtual environments change very rapidly; but what will not change is the user of a virtual environment. Thus, to ensure that the contents of this book are not quickly updated, all the contributors did a great effort to identify possible constraints in the use of VR technology and to indicate how they can be faced and solved. The key issue was to integrate knowledge of clinical therapy and neuro-psychological principles related to human factors into the design of virtual environments.
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The book is divided in three main sections comprising 24 chapters overall: Technology and Human Issues in Virtual Reality, Virtual Reality in Clinical Psychology and Virtual Reality in Neuroscience:
What is Virtual Reality? Virtual
reality is a new technology that alters the way
individuals interact with computers. In fact, it can be
defined as a set of computer technologies which, when
combined, provide an interface to a computer-generated
world. In particular it provides such a convincing
interface that the user believes he is actually in a
three dimensional computer-generated world. A virtual
environment is a virtual reality application that lets
users navigate and interact with a three-dimensional,
computer generated (and computer-maintained) environment
in real time. Riva, 1997 |
The introduction of patients to
virtual reality environments, for assessment, therapy or
rehabilitation, raises particular safety and ethical
issues. Patients exposed to virtual reality environments
for assessment and rehabilitation may have disabilities
which increase their susceptibility to certain
side-effects. Special precautions therefore need to be
taken to ensure the safety and effectiveness of such
virtual reality applications. Lewis & Griffin, 1997 |
The first section of the book contains four chapters that
discuss the technology of VR and the related human issues: Gobbetti & Scateni present a survey of
the field of VR, covering both technical and practical issues. Rizzo, Wiederhold, & Buckwalter
provide some thought-provoking issues to consider in using
virtual reality in mental health and Bangay
& Preston study the influences on immersion in VR
environments. Finally, Wiederhold, Davis,
& Wiederhold evaluate how immersion and presence effect
physiology.
Virtual Reality: Past, Present and Future - E. Gobbetti, R. Scateni
Basic Issues in the Use of Virtual Environments for Mental Health Applications - A. A. Rizzo, M. Wiederhold, J. G. Buckwalter
An Investigation into Factors influencing Immersion in Interactive Virtual Reality Environments - S. Bangay, L. Preston
The
Effects of Immersiveness on Physiology - B. K. Wiederhold, R. Davis, M. D.
Wiederhold
Virtual Reality Therapy (VRT) may
be utilized to overcome some of the difficulties inherent
in the traditional treatment of phobias. VRT, like
current imaginal and in vivo modalities, can generate
stimuli that could be utilized in desensitization
therapy. Like systematic desensitization therapy, VRT can
provide stimuli for patients who have difficulty in
imagining scenes and/or are too phobic to experience real
situations. Unlike in vivo systematic desensitization,
VRT can be performed within the privacy of a room, thus
avoiding public embarrassment and violation of patient
confidentiality. VRT can generate stimuli of much greater
magnitude than standard in vivo techniques. Since VRT is
under patient control, it appears safer than in vivo
desensitization and at the same time more realistic than
imaginal desensitization. Finally, VRT adds the advantage
of greater efficiency and economy in delivering the
equivalent of in vivo systematic desensitization within
the therapist's office. North, North & Coble, 1997 |
The second section of the book provides examples of how
virtual reality is being used in the area of clinical assessment
and therapy. Huang & Alessi discuss
the current limitations in the application of VR to mental health
research. Vincelli & Molinari
outline the possible links between VR and imaginative techniques.
Botella, Perpina, Banos, &
Garcia-Palacios analyze VR and its applications in clinical
psychology, and Alessi & Huang
assess attachment theory as it applies to virtual humans. McComas, Pivik, & LaFlamme study the
use of virtual reality for children with varied disabilities. Brown, Standen, & Cobb also detail a
special education VR environment for learning disabled children.
Two chapters, one by North, North, &
Coble and one by Bullinger, Roessler,
& Mueller-Spahn outline the use of virtual environments
in the treatment of phobias. Riva,
Bacchetta, Baruffi, Rinaldi & Molinari present the
Experiential Cognitive Therapy, a VR based treatment for eating
disorders, and Optale, Munari, Nasta,
Pianon, Baldaro Verde & Viggiano, present the results
coming from their VR based therapy for the treatment of impotence
and premature ejaculation. The last part of this section contains
three chapters that assess the possibility of using virtual
reality to enhance the quality of life in patents with cancer. Greene discusses three CD-Rom interactive
software programs available for persons with cancer. Two
articles, one by Oyama and one by Ohsuga & Oyama detail the
Bedside Wellness System for cancer patients and
discuss how this works with existing palliative care techniques. Rogers also details VR environments which
may be used to allow clients personal expression and exploration
of personal myth.
Current Limitations into the Application of Virtual Reality to Mental Health Research - M. P. Huang, N. E. Alessi
Virtual Reality and Imaginative Techniques in Clinical Psychology - F. Vincelli, E. Molinari
Virtual Reality: a New Clinical Setting Lab. - C. Botella, C. Perpiñá, R. M. Baños, A. García-Palacios
Possibility of Virtual Reality for Mental Care - M. Ohsuga, H. Oyama
Virtual Environments Special Needs and Evaluative Methods - D.J. Brown, P.J. Standen, S.V.Cobb
From Toy to Tool: the Development of Immersive Virtual Reality Environments for Psychotherapy of Specific Phobias - A. H. Bullinger, A. Roessler, F. Mueller-Spahn
Virtual Reality Therapy: An Effective Treatment for Phobias - M. M. North, S. M. North, J. R. Coble
Experiential Cognitive Therapy: a VR Based Approach for the Assessment and Treatment of Eating Disorders - G. Riva, M. Bacchetta, M. Baruffi, S. Rinaldi, E. Molinari
A VR Based Therapy for the Treatment of Impotence and Premature Ejaculation - G. Optale, A. Munari, A. Nasta, C. Pianon, J. Baldaro Verde, G. Viggiano
Virtual Reality for Palliative Medicine - H. Oyama
Personal Stories within Virtual Environments: Creating three Experiences in Cancer Information Software - D. Drew Greene
Current Uses of Virtual Reality for Children with Disabilities - J. McComas, J. Pivik, M. Laflamme
Virtual Reality in Psychotherapy: the Mythseeker Software - M. B. Rogers, II
The Potential Relevance of Attachment Theory in Assessing Relatedness with Virtual Humans - N. E. Alessi, M. P. Huang
VR offers the potential to develop
human testing and training environments that allow for
the precise control of complex stimulus presentations in
which human cognitive and functional performance can be
accurately assessed and rehabilitated. However, basic
feasibility issues need to be addressed in order for this
technology to be reasonably and efficiently applied to
the neuro-psychological assessment and cognitive
rehabilitation of persons with acquired brain injury and
neurological disorders. Rizzo & Buckwalther, 1997 |
Within the area of assistive
technology, one of the developments which holds
particular promise for the field of neurological
rehabilitation is the computer technology underlying
virtual environments. The value of the technology of virtual environments in this context is that it allows us to immerse people with brain damage in relatively realistic interactive environments which, because of their patterns of impairment, would otherwise be unavailable to them. Rose, Attree & Brooks, 1997 |
In the final section, devoted to VR applications in
Neuroscience, Riva highlights the uses
of virtual reality in several neuroscience applications while Rose, Attree, Brooks, & Johnson
provide a rationale for using virtual environments in
neurological rehabilitation. Reiss
evaluates an augmented-reality device for use with Parkinson's
patients while Stanton, Foreman, &
Wilson provide a review of how children with mobility
impairments may transfer skills from virtual environments to the
real world. Finally, Pugnetti, Mendozzi,
Barbieri & Motta, starting from their personal experience
in the field, analyze the basic cost/benefit issues of VR
applications, while Riva describes a
VR- enhanced orthopaedic appliance to be used in stroke
disorders' rehabilitation.
Virtual Reality in Neuroscience: a Survey - G. Riva
Gait and Parkinsons Disease: a Conceptual Model for an Augmented-Reality Based Therapeutic Device - T. J. Riess
Virtual Reality in Paraplegia: a VR-Enhanced Orthopaedic Appliance for Walking and Rehabilitation - G. Riva
Uses of Virtual Reality in Clinical Training: Developing the Spatial Skills of Children with Mobility Impairments - D. Stanton, N. Foreman, P. N. Wilson
Virtual Environments in Brain Damage Rehabilitation: A Rationale from Basic Neuroscience - F. D. Rose, E. A. Attree, B. M. Brooks, D. A.Johnson
VR
Experience with Neurological Patients: Basic Cost/Benefit Issues - L. Pugnetti, L. Mendozzi,
E. Barbieri, A. Motta
ENRICO
GOBBETTI, RICCARDO SCATENI
CRS4
- Center for Advanced Studies, Research and Development
in Sardinia
Cagliari, Italy
Abstract:
This report provides a short survey of the field of
virtual reality,
highlighting application domains, technological
requirements, and currently available
solutions. The report is organized as follows: section 1
presents the background and
motivation of virtual environment research and identifies
typical application domain,
section 2 discusses the characteristics a virtual reality
system must have in order to
exploit the perceptual and spatial skills of users,
section 3 surveys current
input/output devices for virtual reality, section 4
surveys current software approaches
to support the creation of virtual reality systems, and
section 5 summarizes the
report.
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ALBERT
A. RIZZO (1),
MARK WIEDERHOLD (2),
GALEN BUCKWALTER (1)
(1) Andrus Gerontology
Center
University of Southern California, Los Angeles, CA, USA
(2) Scripps Clinic
La Jolla, CA, USA
Abstract: In order for
Virtual Environments (VE) to be efficiently developed in
the areas
of clinical psychology and neuropsychology, a number of
basic theoretical and pragmatic
issues need to be considered. The current status of
VEs in these fields, while provocative,
is limited by the small number of controlled studies that
have been reported which apply
this technology to clinical populations. This is to be
expected considering its relatively
recent development, expense, and the lack of familiarity
with the technology by
mainstream researchers in these fields. In spite of this,
some work has emerged which can
begin to provide a basic foundation of knowledge which
could be useful for guiding future
research efforts. Although much of the work does not
involve the use of fully immersive
head mounted displays (HMDs), studies reporting
PC-based flatscreen approaches are
providing valuable information on issues necessary for
the reasonable and measured
development of VE/mental health applications. In light of
this, the following review will
focus on basic issues that we see as important for the
development of both HMD and non-
HMD VE applications for clinical psychology,
neuropsychological assessment, and
cognitive rehabilitation. These basic issues are
discussed in terms of decision-making for
choosing to develop and apply a VE for a mental health
application. The chapter covers
the issues involved with choosing a VE approach over
already existing methods, deciding
on the fit between a VE approach and the
clinical population, level of presence,
navigation factors, side effects, generalization, and
general methodological and data
analysis concerns.
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SHAUN BANGAY, LOUISE
PRESTON
Department of
Computer Science
Rhodes University
Grahamstown, South Africa
Abstract: Two
interactive virtual reality environments were used to
identify factors that
may affect, or be affected by, the degree of immersion in
a virtual world. In particular,
the level of stress in a swimming with
dolphins simulation is measured, as is the
degree of simulator sickness resulting form a virtual
roller coaster.
Analysis of the results indicates that a relationship
between the degree of immersion and
the following factors: excitement, comfort, quality and
age. The following factors are
found to depend on the degree of immersion: simulator
sickness, control, excitement and
desire to repeat the experience.
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BRENDA
K. WIEDERHOLD (1)
RENEE DAVIS (2)
MARK D. WIEDERHOLD (3)
(1)Center
for Advanced Multimedia Psychotherapy
California School of Professional Psychology
San Diego, CA, USA
(2) California School of Professional Psychology
San Diego, CA, USA
(3) Scripps Clinic Medical Group, Inc.
La Jolla, CA, USA
Abstract:
The effects of varying levels of immersion in virtual
reality environments on
participants heart rate, respiration rate,
peripheral skin temperature, and skin resistance
levels were examined. Subjective reports of presence were
also noted. Participants were
presented with a virtual environment of an airplane
flight both as seen from a two-
dimensional computer screen and as seen from within a
head-mounted display. Subjects
were randomly assigned to different order of conditions
presented, but all subjects
received both conditions. Differences between the
non-phobics physiological responses
and the phobics response when placed in a virtual
environment related to the phobia
were noted. Also noted were changes in physiology based
on degree of immersion.
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MILTON P. HUANG, NORMAN E. ALESSI
University of
Michigan Department of Psychiatry
Ann Arbor, MI, USA
Abstract:
Virtual Reality (VR) environments have significant
potential as a tool
in mental health research, but are limited by technical
factors and by mental health
research factors. Technical difficulties include cost and
complexity of virtual
environment creation. Mental health research difficulties
include current
inadequacy of standards to specify needed details for
virtual environment design.
Technical difficulties are disappearing with
technological advances, but the mental
health research difficulties will take a concerted effort
to overcome. Some of this
effort will need to be directed at the formation of
collaborative projects and
standards for how such collaborations should proceed.
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FRANCESCO
VINCELLI (1)
ENRICO MOLINARI (1-2)
(1)
Laboratorio di Ricerche Psicologiche
Istituto Auxologico Italiano, Verbania, Italy
(2)Dipartimento di Psicologia
Università Cattolica del Sacro Cuore, Milan, Italy
Abstract:
The great potential offered by Virtual Reality (VR)
derives prevalently from
the central role, in psychotherapy, occupied by the
imagination and by memory. These
two elements, which are fundamental in the life of every
one of us, present absolute and
relative limits to individual potential. Thanks to
virtual experiences, it is possible to
transcend these limits. The re-created world may at times
be more vivid and real than
the one that most subjects are able to describe through
their own imagination and
through their own memory. This chapter focuses on
imaginative techniques to find new
ways of applications in therapy. In particular the
chapter analyses in which way VR can
be used to improve the efficacy of current techniques. VR
produces a change with
respect to the traditional relationship between client
and therapist. The new
configuration of this relationship is based on the
awareness of being more skilled in the
difficult operations of recovery of past experiences,
through the memory, and of
foreseeing of future experiences, through the
imagination. At the same time, the subject
undergoing treatment perceives the advantage of being
able to re-create and use a real
experiential world within the walls of the clinical
office of his own therapist.
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C.
BOTELLA (1)
C. PERPIÑÁ (2)
R. M. BAÑOS (2)
A. GARCÍA-PALACIOS (1)
(1)
Universitat Jaume I, Spain
(2) University of Valencia, Spain
Abstract.
Virtual Reality (VR) is a new technology halfway between
television and
computer. It constitutes another step in the evolution of
our use of a tool that allows us
to see, to hear and to feel in a world created
graphically in three dimensions, and to
interact with it. VR is, mainly, a mental experience
which makes the user believe that
he is there, that he is present in the
virtual world. With this new tool, the user is no
longer a mere observer of that which is happening on a
screen, but he feels that he is
immersed in that world and participates in it, in spite
of the fact that they are spaces and
objects that only exist in the memory of the computer and
in the users mind.
This chapter seeks to carry out different reflections at
different levels. First, we will
analyze the relationships between VR and Psychology, one
of the disciplines that has
made more efforts in order to understand how we obtain
knowledge from the world and
from ourselves. We will also analyze the impact VR can
have in one of the applied
disciplines of Psychology, which is Clinical Psychology.
With regard to this application
environment, VR becomes a tool which can generate useful
models for Psychology
(both normal and abnormal), and it is offered as a
research context for Clinical
Psychology; as a realistic laboratory where
we can study behaviours, emotions,
thoughts, etc.; and a new means to develop psychological
treatments.
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MIEKO OHSUGA (1)
HIROSHI OYAMA (2)
(1)
Mitsubishi Electric Corp. Advanced Technology R&D
Center
Tsukaguchi-Honmachi, Amagasaki, Hyogo, JAPAN
(2)National Cancer Center Hospital
Tsukiji, Chuo-ku, Tokyo, JAPAN
Abstract:
The possibility of applying Virtual Reality (VR)
techniques to the mental care
of patients is discussed in this chapter. VR technology
holds much promise for
providing supportive activities and promoting cooperation
among caregivers.
Interactivity with media may give the feeling of control
to patients and thus provide a
greater joy than passively watching television. Immersion
in VR is expected to reduce
pain and relieve anxieties for a while. Some kinds of VR
content would make patients
relaxed or encourage them in their fight against disease.
Moreover, networked VR could
offer a virtual space where patients meet, communicate,
organize activities, and share
experiences with other people - other patients, friends,
family members, medical
doctors, social workers, and so on. A basic study and
trials to evaluate our developed
VR system, called the Bedside Wellness
System, provide evidence for the
effectiveness of this approach. Future research tasks are
also discussed.
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D.J.
BROWN (1)
P.J. STANDEN (2)
S.V.COBB (1)
(1)
VIRART, Virtual Reality Applications Research Team
Department of Manufacturing Engineering and
Operations Management
University of Nottingham, UK
(2)Department of Learning Disabilities
University of Nottingham Medical School, UK
Abstract:
This paper presents an overview of the development of the
Learning in
Virtual Environments programme (LIVE), carried out in
special education over the
last four years. It is more precisely a project
chronology, so that the reader can
sense the historical development of the programme rather
than giving emphasis to
any one particular feature or breakthrough, which are
covered in other papers and
available through the authors.
The project conception in a special school in Nottingham
is followed by a
description of the development of experiential and
communicational virtual
learning environments. These are followed, in turn, by
the results of our testing
programmes which show that experience gained in a virtual
environment can
transfer to the real world and that their use can
encourage self-directed activity in
students with severe learning difficulties. Also included
is a discussion of the role
of virtual learning environments (VLEs) in special
education and of its attributes
in the context of contemporary educational theory.
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ALEX
H. BULLINGER (1)
ANDREAS ROESSLER (2)
FRANZ MUELLER-SPAHN (3)
(1)
Competence Center Communications,
University of Basel, Department of Clinical Psychiatry,
Basel, Switzerland
(2) Competence Center Virtual Reality
Fraunhofer Institute for Labor Economy and Organisation
(IAO), Stuttgart, Germany
(3) Department of Clinical Psychiatry
University of Basel, Basel, Switzerland
Abstract:
Virtual Reality (VR) entered the mental health field some
years ago. While
the technology itself has been available for more than
ten years now, there is still a
certain amount of uncertainty among researchers and users
as to whether VR will one
day fulfill all its promises.
In this chapter we are giving an overview of the
implementation of the technology in
our mental health research facility in Basel,
Switzerland. The development of two
applications for use with claustrophobic and acrophobic
patients perspectively serves
just as an example within this context. Some may say, the
chapter is too much based
on technical considerations. Strictly speaking, VR is
pure technology, even knowing
that this special form of technology has sensory,
psychological and even philosophical
implications not known from other human computer
interfaces so far. As far as we are
concerned, the development of the technology for use
within the mental health sector
has merely just begun. As todays mostly used
immersive output devices (Head-
mounted Displays, shutter glasses) do not have a
satisfactory resolution, do restrict
movements and prevent multi-user-capabilities, there will
be a soar of mental health
applications the day some or at least the most important
of these obstacles have been
overcome.
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MAX M.
NORTH, SARAH M. NORTH, JOSEPH R. COBLE
Virtual
Reality Technology Laboratory
Clark Atlanta University, Atlanta, Georgia, USA
Abstract:
Behavioral therapy techniques for treating phobias often
includes graded
exposure of the patient to anxiety-producing stimuli
(Systematic Desensitization).
However, in utilizing systematic desensitization,
research reviews demonstrate that
many patients appear to have difficulty in applying
imaginative techniques.
This chapter describes the Virtual Reality Therapy (VRT),
a new therapeutical
approach that can be used to overcome some of the
difficulties inherent in the
traditional treatment of phobias. VRT, like current
imaginal and in vivo
modalities, can generate stimuli that could be utilized
in desensitization therapy.
Like systematic desensitization therapy, VRT can provide
stimuli for patients who
have difficulty in imagining scenes and/or are too phobic
to experience real
situations.
As far as we know, the idea of using virtual reality
technology to combat
psychological disorders was first conceived within the
Human-Computer
Interaction Group at Clark Atlanta University in November
1992. Since then, we
have successfully conducted the first known pilot
experiments in the use of virtual
reality technologies in the treatment of specific
phobias: fear of flying, fear of
heights, fear of being in certain situations (such as a
dark barn, an enclosed bridge
over a river, and in the presence of an animal [a black
cat] in a dark room), and fear
of public speaking. The results of these experiments are
described.
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GIUSEPPE RIVA (1-4)
MONICA BACCHETTA (1)
MARGHERITA BARUFFI (1)
SILVIA RINALDI (2)
ENRICO MOLINARI (3-4)
(1)
Applied Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, Verbania, Italy
(2) Servizio di Psicologia Clinica
Istituto Auxologico Italiano, Verbania, Italy
(3) Laboratorio di Ricerche Psicologiche
Istituto Auxologico Italiano, Verbania, Italy
(4)Dipartimento di Psicologia
Università Cattolica del Sacro Cuore, Milan, Italy
Abstract.
Even if there has been significant progress in research
on eating disorders,
little empirical work has been done yet to specify the
content of clinical guidelines and
to validate their efficacy in treatment. In particular
there are at least three themes that
are somehow neglected by current guidelines: body
experience disturbances, motivation
for change and the integration between the different
approaches used.
This chapter details the characteristics of the
Experiential Cognitive Therapy (ECT), an
integrated approach ranging from cogni t i ve-behavioral
therapy to virt ual realit y (VR)
sessions. In particular, using VR, ECT is able to address
both body experience dis turbances
and motivation for change. In the chapter a description
of all the phases of this approach
are offered by using an actual clinical case: a 22-year
old female anorectic patient.
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GABRIELE OPTALE (1)
ADRIANO MUNARI (2)
ALBERTO NASTA (2)
CARLO PIANON (2)
JOLE BALDARO VERDE (3)
GIUSEPPE VIGGIANO (2)
(1)
Member of the Association for Research in Sexology,
Venice, Italy
(2) Public Hospital, Venice-Mestre, Italy
(3) University of Genoa, Genoa, Italy
Abstract:
The use of psycho-dynamic psychotherapy integrating
virtual reality
(VR) dealt with in this study on the treatment of
erection dysfunctions and premature
ejaculation started several years ago, after having seen
the scarce results we obtained
using exclusively a psycho-dynamic approach (accompanied
by pre-recorded sound
and music). Considering the particular way that
full-immersion VR involves the
subject who experiences it, we hypothesized that better
results could be obtained
during therapy for these sexual disorders and in
particular regarding the nature of
erection dysfunction, commonly referred to as impotence
a persistent or recurrent
inability to attain, or to maintain until completion of
the sexual activity, an adequate
erection. The plan for therapy consisted of 12
hour-long sessions over a 25-week
period, and the methods involved the use of a VR helmet,
joystick and miniature
television screens that projected specially-designed
CD-ROM programs on
psychological development.
Download the full text (PDF file: 117 Kb)
HIROSHI OYAMA
Medical
Virtual Reality Development Lab
National Cancer Center Hospital
5-1-1, Tsukiji, Chuo-ku, 104 Tokyo, Japan
Abstract:
The technology of virtual reality (VR) offers several
advantages in the
field of medicine because it enables us to practice
medical procedures repeatedly,
and can provide a variety of experiences by using virtual
organs in different
patients. It also aids in learning about a clinical
procedure and facilitates objective
evaluation by a supervisor.
In the field of clinical oncology, a virtual environment
can be useful for simulating
surgery, diagnosing cancer invasion, obtaining informed
consent or enhancing
patient education, and for clinical communication using
network-based VR. This
technology can also be used to improve a patients
living conditions and to treat the
psychological problems and/or stress of cancer patients.
In the present chapter
advanced VR research for palliative medicine at the
National Cancer Center
Hospital Japan is described and discussed.
Download the full text (PDF file: 391 Kb)
DARCY
DREW GREENE
Communication
Technology Laboratory
School of Journalism, Michigan State University
East Lansing, MI, USA
Abstract:
Virtual environments can create a relaxed mood,
increasing a patients receptivity to
learning. Personal stories and an individual approach to
the content, rather than abstract facts,
make the CD-generated experience vivid and informative.
With the user in control, selecting
content and interacting constantly with the program, the
virtual experience is more meaningful
than the one created by simply retrieving information.
This chapter explains how three CD-ROMs
containing cancer information - Breast Cancer Lighthouse,
Easing Cancer Pain and Cancer
Prevention Park - embody personal stories and medical
information in virtual environments.
Download the full text (PDF file: 269 Kb)
JOAN
MCCOMAS, JAYNE PIVIK, MARC LAFLAMME
Rehabilitation
Sciences Virtual Reality Lab,
University of Ottawa, Ottawa, Ontario, Canada
Abs
tract: Technological advances, including the use of
virtual reality, have contributed
enormously to improving the treatment, training, and
quality of life of children with
disabilities. This paper describes the advantages of VR
for children with disabilities, how
VR can minimize the effects of a disability, the role of
VR in training and skills
enhancement, and how social participation and the
childs quality of life may be improved
through the use of VR.
Examples from published literature and Internet sites are
given of current and completed
projects which focus on improving the lives of children
with disabilities. The research
describing the efficacy of knowledge and skills transfer
from a virtual environment to the
real world are examined in relation to children with
disabilities. Finally, the current
limitations and future directions of VR for children with
disabilities are considered.
Download the full text (PDF file: 120 Kb)
MCCAGIE
BROOKS ROGERS, II
The
MYTHSEEKER Institute
Eagle Rock, California, USA
Abstract:
This chapter outlines the use in psychotherapy and
medical diagnosis of an
intelligent software system that helps clients to explore
Personal Myth within virtual
reality environments. Patented MYTHSEEKER software will
allow clients to work with
mythic analogues of lifeshapes and aspirations. This can
help to focus therapy directions,
find ways to participate with the person's world, and
allow a kind of personal expression not
previously possible. The software phases of assessment,
facilitation, and enaction are
described by which the client is assisted to explore
systems of mythology or spirituality
(called Depth Systems) that are traditional, ancient or
newly-arising. The client builds a
Personal Depth System representing Personal Myth, based
on experiencing other Depth
Systems, which can itself be experienced in the virtual
environment This paper outlines
our methodology and technology to realize these
operations. Space limitations prevent
further description in the present chapter of MYTHSEEKER
software technology or
psychotherapy scenarios of involvement.
Download the full text (PDF file: 120 Kb)
NORMAN E. ALESSI, MILTON
P. HUANG
University
of Michigan Department of Psychiatry
East Medical Center Drive
Ann Arbor, Michigan, USA
Abstract.
Primary efforts to create virtual humans have been in the
production of
computer generated ergonomically correct objects that
look like humans. Although
there has been concern with essential human factors,
absent are the metrics of human
relatedness, or the ability to assess the degree to which
a virtual human elicits human
emotions. We discuss the potential application of
attachment theory as a context for
the development of such an assessment paradigm, and
specifically the application of
the Ainsworth Strange Situation in the evaluation of a
Virtual Mom. Virtual
relatedness fidelity is discussed as a macrometric to
define relatedness that would
occur with virtual humans. Potential lessons learned are
discussed as they apply to
the selection of those to develop the model, and its
impact on the introduction of
virtual humans into clinical psychiatry and psychology.
Download the full text (PDF file: 107 Kb)
GIUSEPPE RIVA
Applied
Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, IRCCS
Verbania, Italy
Abstract:
Some research projects have begun to test the possibility
of using Virtual
Environments (VEs) for research in neuroscience,
neurosurgery and for the study and
rehabilitation of human cognitive and functional
activities. In fact, VEs let users
navigate and interact with computer-generated 3-D
environments in real time,
allowing for the control of complex stimulus
presentations. VEs enable the
neuroscientist to present a wide variety of controlled
stimuli and to measure and
monitor a wide variety of responses made by the user.
This paper highlights recent and ongoing research related
to the applications of VEs in
the neuroscience arena. In particular it focuses on the
European and US applications in
this field.
Download the full text (PDF file: 100K)
THOMAS
J. RIESS
176
Morningside Dr.
San Anselmo, CA, USA
Abstract.
This chapter presents an augmented-reality based
therapeutic device designed to
overcome gait problems associated with Parkinsons
Disease (PD). A normal model of
gait is proposed followed by a model of Parkinsonian gait
with the goal of construction of
a gait enabling therapeutic device. The fundamental
underlying tenet of the model is that
vision pathology is responsible for the majority of
Parkinsonian gait pathology. The
basis for such a claim is the well documented phenomenon
known as Kinesia Paradoxa,
whereby in the presence of certain so-called visual cues
a PD subject can be transformed
from a totally immobile, helpless victim of this disease
into a near normal walking
individual. Several gait-enabling devices are also
described.
Download the full text (PDF file: 156K)
GIUSEPPE
RIVA
Applied
Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, IRCCS
Verbania, Italy
Abstract:
Spinal cord injuries (SCIs) have a profound physical,
social and emotional
cost to patients and their families. Obviously SCIs
severely disrupt normal patterns of
interaction with the environment. Firstly, the
opportunities for active interaction are
inevitably diminished due to motor or sensory impairment.
Moreover, such problems
may increase as the time since injury lengthens and the
patient becomes more
withdrawn and isolated in all spheres of activity.
However, advances in Information
Technology are providing new opportunities for
rehabilitation technology. These
advances are helping people to overcome the physical
limitations affecting their
mobility or their ability to hear, see or speak.
In this chapter an overview is given of the design issues
of a VR-enhanced
orthopaedic appliance to be used in SCI rehabilitation.
The basis for this approach is
that physical therapy and motivation are crucial for
maintaining flexibility and muscle
strength and for reorganizing the nervous system after
SCIs. First some design
considerations are described and an outline of aims which
the tool should pursue
given. Finally, the design issues are described focusing
both on the development of a
test-bed rehabilitation device and on the description of
a preliminary study detailing
the use of the device with a long-term SCI patient.
Download the full text (PDF file: 336K)
DANAË
STANTON (1)
NIGEL FOREMAN (2)
PAUL N. WILSON (2)
(1)
Dept. of Psychology, University of Reading, 3
Earley Gate, Whiteknights, Reading, UK
(2) Dept. of Psychology, University of Leicester
University Road, Leicester, UK
Abstract:
In this chapter we review some of the ways in which the
skills learned
in virtual environments (VEs) transfer to real
situations, and in particular how
information about the spatial layouts of virtual
buildings acquired from the
exploration of three-dimensional computer-simulations
transfers to their real
equivalents. Four experiments are briefly described which
examined VR use by
disabled children. We conclude that spatial information
of the kind required for
navigation transfers effectively from virtual to real
situations. Spatial skills in
disabled children showed progressive improvement with
repeated exploration of
virtual environments. The results are discussed in
relation to the potential future
benefits of VR in special needs education and training.
Download the full text (PDF file: 166 Kb)
F. D. ROSE, E. A. ATTREE,
B. M. BROOKS, D. A.JOHNSON
Department
of Psychology
University of East London, London, UK
Abstract.
The potential of virtual environments in assessment and
training of
cognitive function is a more than adequate reason for
their application to
neurorehabilitation. However, there is a more fundamental
justification, and one
which is firmly rooted in the neuroscience literature.
Over the last half century
there has been a wealth of published evidence that
enriching the environments of
laboratory rats stimulates neuroplastic change in the
cerebral cortex, enhances
learning and problem solving in normal rats and reduces
cognitive impairment in
brain damaged rats. Central to all three effects of
enrichment are the increased
levels of interaction with the physical environment
engendered by enrichment.
Placing humans who have damaged brains in virtual
environments is one way of
enhancing their levels of environmental interaction
which, because of cognitive
impairments and sensory and motor disabilities, is
otherwise difficult to achieve.
In this chapter we explore the potential of virtual
environments as enriched
environments within the rehabilitation regime. The
underlying assumption, that
interaction with a virtual environment is functionally
equivalent to interaction
with a real environment, is examined. Three lines of
relevant evidence are
reviewed, neuroimaging studies and psychophysiological
studies of people in
virtual environments and studies of transfer of training
from virtual to real tasks.
An agenda for future research in this area is proposed.
Download the full text (PDF file: 112 Kb)
LUIGI PUGNETTI (1)
LAURA MENDOZZI (1)
ELENA BARBIERI (1)
ACHILLE MOTTA (2)
(1)
Scientific Institute S. Maria Nascente, Don Gnocchi
Foundation
Milan, Italy
(2) Psychiatric Unit, Policlinico Città di
Monza
Monza, Italy
Abstract:
The future of VR applications for mental health is
currently regarded as
depending on the rational development of ideas and
systems. Criteria to guide this
development have been suggested that are both clear and
agreeable.
Their application, however, may not be easy at this
stage. While we may already be
able to predict costs of specific VR applications, a
period of more extensive clinical
research is needed in order to assess adequately any
benefit. In our still limited
experience, the development of VR applications to
increase the diagnostic sensitivity
of traditional tests to strategy application disorders is
worthwhile, but the uniqueness
of VR assets may make the adherence to some of the
proposed criteria somewhat
problematic.
Download the full text (PDF file: 104 Kb)
Download the full text (PDF file: 66 Kb)
N. E. ALESSI, M. D.: University
of Michigan Department of Psychiatry
East Medical Center Drive, Ann Arbor, MI, USA
E. A. ATTREE, B. SC.:
Department of Psychology
University of East London, London, UK
M. BACCHETTA, M. S.: Applied
Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, Verbania, Italy
J. BALDARO VERDE, M.
S.:University of Genoa, Genoa, Italy
S. BANGAY, PH. D.: Department
of Computer Science
Rhodes University, Grahamstown, South Africa
R. M. BAÑOS, M. S.:University
of Valencia, Spain
E. BARBIERI, M. D.: Scientific
Institute S. Maria Nascente
Don Gnocchi Foundation, Milan, Italy
M. BARUFFI, M. S.: Applied
Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, Verbania, Italy
C. BOTELLA, M. S.: Universitat
Jaume I, Spain
B. M. BROOKS, PH. D.:
Department of Psychology
University of East London, London, UK
D.J. BROWN, PH. D.: Department
of Manufacturing Engineering and Operations Management
University of Nottingham, UK
J. G. BUCKWALTER, PH. D.:
Andrus Gerontology Center
University of Southern California, Los Angeles, CA, USA
A. H. BULLINGER, PH. D.:
Competence Center Communications
University of Basel, Departement of Clinical Psychiatry, Basel,
Switzerland
S.V.COBB, PH. D.: Department of
Manufacturing Engineering and Operations Management
University of Nottingham, UK
J. R. COBLE, Ph. D.: Virtual
Reality Technology Laboratory
Clark Atlanta University, Atlanta Georgia, USA
R. DAVIS, M. S.: California
School of Professional Psychology
San Diego, CA, USA
D. DREW GREENE, M. F. A.:
Communication Technology Laboratory
School of Journalism, Michigan State University, East Lansing,
MI, USA
N. FOREMAN, M. S.: Dept. of
Psychology
University of Leicester, University Road, Leicester, UK
E. GOBBETTI, PH. D.: CRS4
Center for Advanced Studies, Research and Development in Sardinia
A. GARCÍA-PALACIOS, M. S.:
Universitat Jaume I, Spain
M. P. HUANG, M. D.: University
of Michigan Department of Psychiatry
East Medical Center Drive, Ann Arbor, MI, USA
D. A. JOHNSON, B. SC.:
Department of Psychology
University of East London, London, UK
M. LAFLAMME, B. SC.:
Rehabilitation Sciences Virtual Reality Lab,
University of Ottawa, Ottawa, Ontario, Canada
J. MCCOMAS, PH. D.:
Rehabilitation Sciences Virtual Reality Lab,
University of Ottawa, Ottawa,Ontario, Canada
L. MENDOZZI, M. D.: Scientific
Institute S. Maria Nascente
Don Gnocchi Foundation, Milan, Italy
E. MOLINARI, PH. D.:
Dipartimento di Psicologia
UNIVERSITÀ CATTOLICA DEL SACRO CUORE, MILAN, ITALY
A. MOTTA, M. D.: Psychiatric
Unit
Policlinico Città di Monza, Monza, MI, Italy
F. MUELLER-SPAHN, PH. D.:
Departement of Clinical Psychiatry
University of Basel, Basel, Switzerland
A. MUNARI, M. D.:Public
Hospital, Venice-Mestre, Italy
A. NASTA, M. D.:Public
Hospital, Venice-Mestre, Italy
M. M. NORTH, PH. D.: Virtual
Reality Technology Laboratory
Clark Atlanta University, Atlanta Georgia, USA
S. M. NORTH, ED. D. : Virtual
Reality Technology Laboratory
Clark Atlanta University, Atlanta Georgia, USA
M. OHSUGA, DR. ENG.: Mitsubishi
Electric Corp. Advanced Technology R&D Center
Tsukaguchi-Honmachi, Amagasaki, Hyogo, Japan
G. OPTALE, M. D.:Member of the
Association for Research in Sexology, Venice, Italy
H. OYAMA, M. D.: Medical
Virtual Reality Development Lab
National Cancer Center Hospital, Tsukiji, Chuo-ku, Tokyo, Japan
C. PERPIÑÁ, M. S.: University
of Valencia, Spain
C. PIANON, M. D.: Public
Hospital, Venice-Mestre, Italy
J. PIVIK, M. A.: Rehabilitation
Sciences Virtual Reality Lab,
University of Ottawa, Ottawa, Ontario, Canada
L. PRESTON, PH. D.: Department
of Computer Science
Rhodes University, Grahamstown, South Africa
L. PUGNETTI, M. D.: Scientific
Institute S. Maria Nascente
Don Gnocchi Foundation, Milan, Italy
T. J. RIESS, San Anselmo, CA,
USA
S. RINALDI, M. D.: Servizio di
Psicologia Clinica
Istituto Auxologico Italiano, Verbania, Italy
G. RIVA, PH. D.: Applied
Technology for Neuro-Psychology Lab.
Istituto Auxologico Italiano, Verbania, Italy
A. A. RIZZO, PH. D.: Andrus
Gerontology Center
University of Southern California, Los Angeles, CA, USA
M. B. ROGERS II, M. A.: The
MYTHSEEKER Institute
Eagle Rock, California, USA
F. D. ROSE, PH. D.: Department
of Psychology
University of East London, London, UK
A. ROESSLER, PH. D.: Competence
Center Virtual Reality
Fraunhofer Institute for Labor Economy and Organisation (IAO),
Stuttgart, Germany
R. SCATENI, PH. D.: CRS4
Center for Advanced Studies, Research and Development in Sardinia
P.J. STANDEN, PH. D.:
Department of Learning Disabilities
University of Nottingham Medical School, UK
D. STANTON, M. S.: Dept. of
Psychology
University of Reading, Whiteknights, Reading, UK
G. VIGGIANO, M. D.:Public
Hospital, Venice-Mestre, Italy
F. VINCELLI, M. S.: Laboratorio
di Ricerche Psicologiche
Istituto Auxologico Italiano, Verbania, Italy
B. K. WIEDERHOLD, M. S., MBA:
Center for Advanced Multimedia Psychotherapy
California School of Professional Psychology, San Diego, CA, USA
M. WIEDERHOLD, M. D., PH. D.:
Scripps Clinic Medical Group
La Jolla, CA, USA
P. N. WILSON, Dept. of
Psychology
UNIVERSITY OF LEICESTER, UNIVERSITY ROAD, LEICESTER, UK
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