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)

 

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(C) IOS PRESS

1998, 1999, 2000

Edited by:

G. RIVA
Istituto Auxologico Italiano, Milan, Italy

B. WIEDERHOLD
California School of Professional Psychology, San Diego (CA), USA

E. MOLINARI
Università Cattolica del sacro Cuore, Milan, Italy


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PREFACE

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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INTRODUCTION

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 reality’s 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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CONTENTS

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:

 

Section I: Technology and Human Issues in Virtual Reality

  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

 

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Section II: Virtual Reality in Clinical Psychology

  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

 

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Part III: Virtual Reality in Neuroscience

  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 Parkinson’s 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

 

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ABSTRACTS

 

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LIST OF CONTRIBUTORS

 

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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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