VIRTUAL REALITY in Psychology - 267 references from PsycLIT® till 9/99 (Part 1: 1 to 99)
Record 1 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Cibersexo: Vigencia del psicoanalisis en nuestra cultura. /
Cybersex: Validity of psychoanalysis in our culture.
AU: Bichi,-Estela-L.; Rubinstein,-Ricardo-A.
SO: Revista-de-Psicoanalisis. 1998 Jul-Sep; Vol 55(3): 715-726
IS: 0034-8740
PY: 1998
LA: Spanish
AB: Notes the continuing validity of psychoanalysis in the new
realities, such as virtual reality, created by today's
technological advances, providing new modes of expression
for old pathologies, such as cybersex. The authors
illustrate their theme with a clinical case involving a 28
-yr old man, whose inability to have a successful
relationship with a woman had led him to playing sex games
with his computer. The virtual reality of cybersex, where
every step is programmed and predictable, deprives the
subject of the richness and creativity of a real
relationship with the other, with all its uncertainties
and unpredictabilities. The malaise of today's virtual
reality leads only to new pathological modes of
expression. The authors show how in analysis the patient
is gradually enabled to elaborate the Thanatotic character
of his activities. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: cultural relevance of psychoanalysis, 28 yr old male in
virtual cybersex relationship
Record 2 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Relationship between postural control and motion sickness
in healthy subjects.
AU: Owen,-Natalie; Leadbetter,-Antony-Graham; Yardley,-Lucy
AF: U London, University Coll London, Dept of Psychology,
London, England UK
SO: Brain-Research-Bulletin. 1998 Nov; Vol 47(5): 471-474
IS: 0361-9230
PY: 1998
LA: English
AB: Examined the relationship between reported susceptibility
to motion sickness (MSK), anxious personality, and
postural control. Postural stability was assessed in 34
healthy adults standing with eyes open, with eyes closed,
and while viewing a disorienting virtual reality display.
The measures were repeated with vibration of the calf
muscles to distort somatosensory feedback from the legs.
Susceptibility to MSK and anxious personality were
evaluated by questionnaire. Greater postural instability
was correlated with susceptibility to MSK. MSK
susceptibility correlated most strongly with increased
sway when visual and somatosensory feedback was absent or
distorted. Anxiety was correlated with reported
susceptibility to MSK but not with postural stability.
Deficient perceptual motor responses to disorienting
conditions may contribute to MSK susceptibility. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: reported susceptibility to motion sickness and anxious
personality and postural control, 22-47 yr olds
Record 3 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Musei e nuove tecnologie: dov'e il problema? / Museums and
new technology: Where is the problem?
AU: Antinucci,-Francesco
AF: CNR, Istituto di Psicologia, Rome, Italy
SO: Sistemi-Intelligenti. 1998 Aug; Vol 10(2): 281-306
IS: 1120-9550
PY: 1998
LA: Italian
AB: Discusses the conditions of the museum applications of
computer technology and the World Wide Web. Museum
organization, imitative factors in technological
information presentations, the transition from
reproduction to production, the museum as a display, and
museum communication theory are examined. (0 ref) ((c)
1999 APA/PsycINFO, all rights reserved)
KP: museum applications of computer technology and world wide
web
Record 4 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Musei virtuali, Internet e domanda di beni culturali. /
Virtual museums, the Internet, and the demand for cultural
goods.
AU: Micelli,-Stefano; Legrenzi,-Paolo; Moretti,-Andrea
AF: U degli Studi di Udine, Dipartimento di Scienze Economiche,
Udine, Italy
SO: Sistemi-Intelligenti. 1998 Aug; Vol 10(2): 245-267
IS: 1120-9550
PY: 1998
LA: Italian
AB: Describes the strategic transformation of museum functions
by Internet technology. The cognitive aspects of cultural
service, the role of artificial intelligence in virtual
culture, the quality of virtual museums (VMs), the
development of 3 VMs (the Museum of the History of Science
in Florence, the Los Angeles County Museum, and the
Salomon Guggenheim Foundation), and the economic bases of
VMs are discussed. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: strategic transformation of museum functions by Internet
technology and virtual museums
Record 5 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Il museo virtuale: comunicazione e metafore. / The virtual
museum: Communication and metaphor.
AU: Forte,-Maurizio; Franzoni,-Margherita
AF: CNR-ITABC, Istituto di Tecnologie Applicate ai Beni
Culturali, Rome, Italy
SO: Sistemi-Intelligenti. 1998 Aug; Vol 10(2): 193-239
IS: 1120-9550
PY: 1998
LA: Italian
AB: Discusses the notion of virtual museums (VMs) and the
presentation of museum information on line. Communication
processes, specific museum communication, the use of
multimedia technological information by museums, the role
of the Archeological Museum of Verucchio as a combined
representation of a real museum and a VM, research on VM
resources, computer graphics used in Web museums, "virtual
tours," and public involvement in VMs are examined. ((c)
1999 APA/PsycINFO, all rights reserved)
KP: virtual museums and information on line
Record 6 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Considerazioni riguardo il presente ed il futuro dei musei
virtuali. / Considerations on the present and the future
of virtual museums.
AU: Ronchi,-Alfredo-M.
AF: Politecnico di Milano, Dipartimento ISET-MMedia Group,
Milan, Italy
SO: Sistemi-Intelligenti. 1998 Aug; Vol 10(2): 159-191
IS: 1120-9550
PY: 1998
LA: Italian
AB: Discusses the culturally beneficial uses of computer
technology worldwide, with emphasis on museum
applications. Computer graphics, morphing, virtual 3
-dimensional reconstructions, virtual reality modeling
language, computer interfaces used to represent cultural
contents, the evolution of the Internet and the World Wide
Web, and the MEDICI Framework in the European Union are
examined. (0 ref) ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: culturally beneficial uses of computer technology and
virtual museum applications
Record 7 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Bisexuals making out with cyborgs: Politics, pleasure,
con/fusion.
AU: Kaloski,-Ann
AF: U York, Ctr for Women's Studies, York, England UK
SO: Journal-of-Gay,-Lesbian,-and-Bisexual-Identity. 1997 Jan;
Vol 2(1): 47-64
IS: 1083-8147
PY: 1997
LA: English
AB: This article considers the appeal of the figure of the
cyborg for bisexuals, offering bisexual readings of both
Donna Haraway's A Cyborg Manifesto (1991), and of the
cyborg self created within text-based virtual reality. The
writer argues that understanding bisexuality as part of a
web of meanings and material realities can lead to a new
political awareness, and suggests ways to make some of
these connections. Through her analysis, she emphasizes
the role of technology in creating and developing
contemporary bisexuality. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: bisexual perspective on cyborg figures and role of
technology in developing contemporary bisexuality
Record 8 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: A multiple microphone recording technique for the
generation of virtual acoustic images.
AU: Kahana,-Yuvi; Nelson,-Philip-A.; Kirkeby,-Ole; Hamada,-Hareo
AF: Southampton U, Inst of Sound and Vibration Research,
Southampton, England UK
SO: Journal-of-the-Acoustical-Society-of-America. 1999 Mar; Vol
105(3): 1503-1516
IS: 0001-4966
PY: 1999
LA: English
AB: Investigated a recording technique based on multichannel
digital signal processing. The results were obtained by
calculating with inverse filters by using a classical
model of the scattered sound field around a rigid sphere.
This model was also used to calculate the sound field
around the sphere when the input to the sources were
filtered. Physical measurements were undertaken in order
to validate the theoretical sphere model, and subjective
measurements were carried out in an anechoic environment
to check whether listeners could discriminate reversals.
Ten listeners localized the perceived angle of the
recorded signal. These results were compared with
localization of real sources with the stimuli being speech
and one-third octave band signals. Results show that the
measured acoustical characteristics of the sphere in the
frequency and time domains were very similar to the
theoretical model. The subjective measurements show that
the system can deal successfully with the problem of
reversals, thus reproducing the original recorded signals
all around a a single listener. It is argued that the
system is also robust with respect to head movements--the
virtual acoustic images do not disappear and the
localization ability improves when the listeners use small
head rotations. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: multichannel digital signal processing in multiple
microphone recording technique for reversals in virtual
acoustic image generation and localization, listeners
Record 9 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Ataxia following exposure to a virtual environment.
AU: Kolasinski,-Eugenia-M.; Gilson,-Richard-D.
AF: US Military Academy, Dept of Behavioral Sciences and
Leadership, West Point, NY, USA
SO: Aviation,-Space,-and-Environmental-Medicine. 1999 Mar; Vol
70(3, Sect 1): 264-269
IS: 0095-6562
PY: 1999
LA: English
AB: Virtual environment (VE) technology has many promising
applications in a variety of areas that may likely lead to
widespread use as technology progresses and cost
decreases. Recent research has demonstrated that simulator
sickness, a well-established effect of simulator exposure,
can occur with VE exposure as well. Because ataxia
(postural unsteadiness) is known to occur following
simulator exposure, it might also occur following VE
exposure. A PC-based VE system was used to investigate the
occurrence of ataxic decrements in postural stability
following a 20-min exposure to a commercially available
game. Ss were 20 male and 20 female undergraduate
students. Postural stability was assessed using a
sensitive, reliable measure of stance involving the
velocity of head movement sway along the y-axis. Data on
the occurrence of simulator sickness were also collected.
Results show that ataxic decrements in postural stability
were not found although simulator sickness did occur.
Conclusions: Several possible factors possibly involved in
the lack of ataxia are considered and discussed. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: ataxia and simulator sickness after exposure to virtual
environment, 19-46 yr old college students
Record 10 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual nature: The future effects of information
technology on our relationship to nature.
AU: Levi,-Daniel; Kocher,-Sara
AF: California Polytechnic State U, Psychology and Human
Development Dept, San Luis Obispo, CA, USA
SO: Environment-and-Behavior. 1999 Mar; Vol 31(2): 203-226
IS: 0013-9165
PY: 1999
LA: English
AB: Examined the effects of simulated environments (virtual
nature) on attitudes toward and experiences of real nature
areas. Three studies which collected data using
questionnaires were administered to 87 college students.
Results of the 1st study show that people would be
interested in owning a virtual nature system and have a
variety of expected uses for it. The 2nd study shows that
the commercial media's presentation of nature tends to
cause people to devalue their emotional experience of
local natural areas. The 3rd study shows that 1 of the
effects of simulated nature experiences is to increase
support for the preservation of national parks and
forests, but it decreases support for the acquisition and
preservation of local natural areas. Overall, these
results suggest some of the dangers of the increasing use
of information technology to simulate environments for
people to experience. Widespread use of virtual nature
could reduce support for the preservation of local natural
environments, and these environments play a key role in
the global ecology. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: virtual reality nature areas, attitudes toward and
experiences of real nature areas, college students
Record 11 of 267 in PsycLIT 1996-1999/06
DT: Authored-Book; Book
TI: Why we feel: The science of human emotions.
AU: Johnston,-Victor-S.
CA: New Mexico State U, Las Cruces, NM, USA
PB: Reading, MA, USA: Almquist and Wiksell. (1999). ix, 210 pp.
PY: 1999
LA: English
AB: The book explores the origin and purpose of human emotions.
It proposes that feelings have evolved, in accordance with
the theory of evolution through natural selection, to
ensure the survival of our genes. A view of the human
experience is argued in which humans live in a kind of
virtual reality, shaped by millions of years of evolution
and often at odds with the actual environment, in which
feelings impose a structure on an otherwise silent,
tasteless, colorless, and meaningless world. Conscious
experiences, such as sensations and feelings, are proposed
to be nothing more than evolved illusions generated within
biological brains. It argues that sensory feelings are not
properties of molecules or events in the external world,
but are evolved adaptive illusions of a conscious mind.
Complex emotions are argued to help monitor the social
relationships of humans including feelings evolved as
"omens" for reproductive success. The implications of the
relationship between emotions and biological survival for
human creativity, innovation, and free will are discussed.
((c) 1999 APA/PsycINFO, all rights reserved)
KP: human emotions and theory of evolution through natural
selection
Record 12 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Treating fear of flying with virtual reality exposure
therapy.
AU: Klein,-Richard-A.
AF: The Phobia Ctr, Beachwood, OH, USA
BK: VandeCreek, Leon (Ed); Jackson, Thomas L. (Ed); et-al.
(1999). Innovations in clinical practice: A source book,
Vol. 17. (pp. 449-465). Sarasota, FL, USA: Professional
Resource Press/Professional Resource Exchange, Inc. x, 512
pp.SEE BOOK
PY: 1999
LA: English
AB: (from the book) Fear of flying is a fairly common disorder,
affecting 10% to 20% of the population. Virtual reality
exposure therapy is one of the newest treatments for fear
of flying. This approach makes use of computer technology
to create a virtual reality of flying for the patient.
This chapter discusses this latest technological
advance.
(from the chapter) Topics include: review of the
literature on treatment of fear of flying; fear of flying
virtual reality exposure therapy (rationale, what is
virtual reality); virtual reality for treatment protocol
(pretreatment assessment, virtual reality exposure
treatment, posttreatment assessment); and case studies.
((c) 1999 APA/PsycINFO, all rights reserved)
KP: virtual reality exposure therapy, patients with fear of
flying
Record 13 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Innovations in clinical practice: A source book, Vol. 17.
AU: VandeCreek,-Leon (Ed); Jackson,-Thomas-L. (Ed)
AF: Wright State U, School of Professional Psychology, Celina,
OH, USA
PB: Sarasota, FL, USA: Professional Resource Press/Professional
Resource Exchange, Inc. (1999). x, 512 pp.
PY: 1999
LA: English
AB: (from the introduction) As in previous volumes,
"Innovations in Clinical Practice: A Source Book" (Volume
17) is organized into 5 sections that reflect the
diversity of contributions to the series. The first
section, "Clinical Issues and Applications" deals
primarily with therapeutic concerns. The second section
addresses "Practice Management and Professional
Development." This section is included because of the
increasing number of clinicians who work independently and
require a source of information on practice management and
professional development issues. The third section
includes assessment "Instruments and Office Forms." The
assessment instruments are primarily informal and designed
to assist clinicians in collecting information about
clients. The fourth section on "Community Interventions"
reflects our view that mental health practitioners have
much to offer in the community beyond traditional clinical
services. This material is intended for those interested
in mental health consultation, education, prevention, and
expanding their services to reach new and broader
populations. The fifth section, "selected topics,"
includes a variety of contributions that do not fit neatly
into one of the other sections. Three client handouts are
included in this section. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: clinical issues and applications and practice management
and professional development and instruments and office
forms and community interventions and other topics in
clinical practice, resource for clinicians
Record 14 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Evolution and development of modular control architectures
for 1D locomotion in six-legged animats.
AU: Kodjabachian,-Jerome; Meyer,-Jean-Arcady
AF: U Pierre et Marie Curie, OASIS-LIPG, Paris, France
SO: Connection-Science:-Journal-of-Neural-Computing,-Artificial
-Intelligence-and-Cognitive-Research. 1998 Dec; Vol 10(3
-4): 211-237
IS: 0954-0091
PY: 1998
LA: English
AB: An evolutionary approach is used to design neural control
architectures for virtual six-legged animats. Using a
geometry-oriented variation of the cellular encoding
scheme and syntactic constraints that reduce the size of
the genetic search space, the developmental programs of
straight locomotion controllers are first evolved. One
such controller is then included as the first module in a
larger architecture, in which a second neural module is
evolved and develops connections to the first one, so as
to set locomotion on or off according to sustained or
instantaneous external control signals. Such an
incremental approach should prove useful to the automatic
design of relatively complex control architectures that
might, in particular, implement some cognitive abilities
over and above mere stimulus-response mechanisms. ((c)
1999 APA/PsycINFO, all rights reserved)(journal abstract)
KP: evolution and development of neural control architectures
for 1D locomotion, virtual six-legged animats
Record 15 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The effects of maps on navigation and search strategies in
very-large-scale virtual environments.
AU: Ruddle,-Roy-A.; Payne,-Stephen-J.; Jones,-Dylan-M.
AF: Cardiff U, School of Psychology, Cardiff, England UK
SO: Journal-of-Experimental-Psychology:-Applied. 1999 Mar; Vol
5(1): 54-75
IS: 1076-898X
PY: 1999
LA: English
AB: Participants used maps and other navigational aids to
search desktop (nonimmersive) virtual environments (VEs)
for objects that were small and not visible on a global
map that showed the whole of a VE and its major
topological features. Overall, participants searched most
efficiently when they simultaneously used both the global
map and a local map that showed their immediate
surroundings and the objects' positions. However, after
repeated searching, the global map on its own became
equally effective. When participants used the local map on
its own, their spatial knowledge developed in a manner
that was previously associated with learning from a within
-environment perspective rather than a survey perspective.
Implications for the use of maps as aids for VE navigation
are discussed. ((c) 1999 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: local and global maps and other aids, navigation and search
strategies in very-large-scale virtual environments, 18-39
yr olds
Record 16 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: A virtual robot to model the use of regenerated legs in a
web-building spider.
AU: Krink,-Thiemo; Vollrath,-Fritz
AF: U Aarhus, Dept of Zoology, Aarhus, Denmark
SO: Animal-Behaviour. 1999 Jan; Vol 57(1): 223-232
IS: 0003-3472
PY: 1999
LA: English
AB: The garden cross orb-spider shows behavioural responses to
leg loss and regeneration that are reflected in the
geometry of the web's capture spiral. The authors created
a virtual spider robot that mimicked the web construction
behaviour of thus handicapped real spiders. This approach
was used to test the correctness and consistency of
hypotheses about orb web construction. The behaviour of
the virtual robot was implemented in a rule-based system
supervising behaviour patterns that communicated with the
robot's sensors and motors. By building the typical web of
a nonhandicapped spider, the authors' first model failed
and led to new observations on real spiders. The authors
realized that in addition to leg position, leg posture
could also be of importance. Now simulated webs, like the
real webs of handicapped spiders, had significantly more
gaps in successive spiral turns compared with webs of
nonhandicapped spiders. Moreover, webs built by the
improved virtual spiders intercepted prey as well as the
digitized real webs. However, the main factors that
affected web interception frequency were prey size, size
of capture area and individual variance; having a
regenerated leg, surprisingly, was relatively unimportant
for this trait. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: virtual robot to model use of regenerated legs, web
-building spiders
Record 17 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Robot predators in virtual ecologies: The importance of
memory in mimicry studies.
AU: Speed,-Michael-P.
AF: Liverpool Hope University Coll, Environmental and
Biological Studies, Liverpool, England UK
SO: Animal-Behaviour. 1999 Jan; Vol 57(1): 203-213
IS: 0003-3472
PY: 1999
LA: English
AB: A means of investigating gains and losses to prey caused by
mimicry is through mathematical or computer constructs
which represent and explore limited aspects of mimicry
situations. Such studies use virtual predators which are
usually simple automata "robots" that vary virtual attack
rates on virtual insect prey. In this paper the author
considers the effect of variations in predator memory and
learning on mimicry dynamics. When there is mimicry
between unequally noxious prey, the way that memory is
modelled is shown to be crucial. If forgetting rates are
fixed, an increase in the density of the least defended
prey produces monotonic gains or losses in protection.
However, if forgetting rate is inversely related to degree
of noxiousness of the prey then attack rates initially
rise with the density of the least defended prey, reach a
cusp and then fall. The author carried out 3 studies based
around the R. E. Owen and A. R. G. Owen (1984) predator, 2
using Owen and Owen's equation, and the 3rd using a
computer simulation. Findings show that the generation of
this highly unconventional up-down result appears to be
independent of variations in learning rate. This work
shows how sensitive the predictions of virtual predators
may be to relatively small changes in behavioural rules.
((c) 1999 APA/PsycINFO, all rights reserved)
KP: robot predators in virtual ecologies and the importance of
memory in mimicry studies, replication and extension of R.
E. Owen and A. R. G. Owen's effect
Record 18 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The specificity of memory enhancement during interaction
with a virtual environment.
AU: Brooks,-Barbara-M.; Attree,-Elizabeth-A.; Rose,-F.-David;
Clifford,-Brian-R.; Leadbetter,-Anthony-G.
AF: U East London, Dept of Psychology, London, England UK
SO: Memory. 1999 Jan; Vol 7(1): 65-78
IS: 0965-8211
PY: 1999
LA: English
AB: Two experiments with a total of 52 university students
investigated differences between active and passive
participation in a computer-generated virtual environment
in terms of spatial memory, object memory, and object
location memory. It was found that active participants,
who controlled their movements in the virtual environment
using a joystick, recalled the spatial layout of the
virtual environment better than did passive participants,
who merely watched the active participants' progress.
Conversely, there were no significant differences between
the active and passive participants' recall or recognition
of the virtual objects, nor in their recall of the correct
locations of objects in the virtual environment. These
findings are discussed in terms of subject-performed task
research and the specificity of memory enhancement in
virtual environments. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: passivity vs joystick use in virtual environment, spatial
memory vs object memory vs object location memory, college
students
Record 19 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Perspectives: Introductory psychology.
AU: Freberg,-Laura (Ed)
AF: California Polytechnic State U, San Luis Obispo, CA, USA
PB: Boulder, CO, USA: Beacon House. (1998). xxii, 196 pp.
PY: 1998
LA: English
AB: (from the preface) This volume of readings is intended to
reflect the richness and relevance of modern psychology.
The readings were chosen with 2 criteria in mind: first,
the reading needed to illustrate some important
psychological principle; second, the topic had to be of
potential interest to the introductory psychology student.
((c) 1999 APA/PsycINFO, all rights reserved)
KP: introductory readings in psychology
Record 20 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: VR experience with neurological patients: Basic
cost/benefit issues.
AU: Pugnetti,-Luigi; Mendozzi,-Laura; Barbieri,-Elena; Motta,
-Achille
AF: Don Gnocchi Foundation, Scientific Inst S. Maria Nascente,
Milan, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 243-248). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) The future of virtual reality (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. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: cost-benefit issues in virtual-reality neurological and
other clinical and mental-health applications
Record 21 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual environments in brain damage rehabilitation: A
rationale from basic neuroscience.
AU: Rose,-F.-D.; Attree,-E.-A.; Brooks,-B.-M.; Johnson,-D.-A.
AF: U East London, Dept of Psychology, London, England UK
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 233-242). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) There is 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 3 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. This
chapter explores 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 as well as
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. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: virtual-reality environmental enrichment applications in
brain-damage rehabilitation
Record 22 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Uses of virtual reality in clinical training: Developing
the spatial skills of children with mobility impairments.
AU: Stanton,-Danaee; Foreman,-Nigel; Wilson,-Paul-N.
AF: U Reading, Dept of Psychology, Reading, England UK
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 219-232). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Reviews 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 3-dimensional computer simulations transfers to their
real equivalents. Four experiments are described that
examined VR use by disabled children (n = 7, 8, 24, and 8;
mean ages 12.3, 12.0, 10.5, and 14.3 yrs, respectively).
It is concluded 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. Results are discussed in relation
to the potential future benefits of VR in special-needs
education and training. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: transfer of virtual-reality spatial layouts to real
-environment equivalents, mobility and navigation, disabled
children and adolescents
Record 23 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality in paraplegia: A VR-enhanced orthopaedic
appliance for walking and rehabilitation.
AU: Riva,-Giuseppe
AF: Istituto Auxologico Italiano, Applied Technology for Neuro
-Psychology Lab, Verbania, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 209-218). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Spinal cord injuries (SCIs) severely
disrupt normal patterns of interaction with the
environment. Opportunities for active interaction are
inevitably diminished due to motor or sensory impairment,
and 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 (female, aged 26 yrs). ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual-reality-enhanced orthopedic appliance for walking,
female 26 yr old with paraplegia
Record 24 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Gait and Parkinson's disease: A conceptual model for an
augmented-reality based therapeutic device.
AU: Riess,-Thomas-J.
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 200-208). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Presents an augmented-reality based
therapeutic device designed to overcome gait problems
associated with Parkinson's 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. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: augmented-reality based therapeutic device for correcting
kinesia paradoxa in parkinsonian gait pathology
Record 25 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality in neuroscience: A survey.
AU: Riva,-Giuseppe
AF: Istituto Auxologico Italiano, Applied Technology for Neuro
-Psychology Lab, Verbania, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 191-199). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: virtual-reality neuroscience applications
Record 26 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: The potential relevance of attachment theory in assessing
relatedness with virtual humans.
AU: Alessi,-Norman-E.; Huang,-Milton-P.
AF: U Michigan, Dept of Psychiatry, Ann Arbor, MI, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 180-187). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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. The present authors 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. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: attachment theory applied to virtual reality analog of
human relatedness and emotion
Record 27 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality in psychotherapy: The MYTHSEEKER software.
AU: Rogers-II,-McCagie-Brooks
AF: MYTHSEEKER Inst, Eagle Rock, CA, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 170-179). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the 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 analogs 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. The authors
outline the methodology and technology used to realize
these operations. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: psychotherapeutic and diagnostic applications of virtual
-reality based MYTHSEEKER software, clients
Record 28 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Current uses of virtual reality for children with
disabilities.
AU: McComas,-Joan; Pivik,-Jayne; Laflamme,-Marc
AF: U Ottawa, Rehabilitation Sciences Virtual Reality Lab,
Ottawa, ON, Canada
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 161-169). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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 chapter 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 child's 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 that 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. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: virtual-reality treatment and training and quality-of-life
uses, children with disabilities
Record 29 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Personal stories within virtual environments: Creating
three experiences in cancer information software.
AU: Greene,-Darcy-Drew
AF: Michigan State U, School of Journalism, Communication
Technology Lab, East Lansing, MI, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 151-160). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Virtual environments can create a
relaxed mood, increasing a patient's 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 3 CD-ROMs
containing cancer information--Breast Cancer Lighthouse,
Easing Cancer Pain, and Cancer Prevention Park--embody
personal stories and medical information in virtual
environments. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: virtual-reality based personal-story creation for learning
of medical information, cancer patients
Record 30 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality for palliative medicine.
AU: Oyama,-Hiroshi
AF: National Cancer Center Hosp, Medical Virtual Reality
Development Lab, Tokyo, Japan
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 140-150). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Describes advanced virtual reality (VR)
research for palliative medicine at the National Cancer
Center Hospital in Japan. The technology of VR offers
several advantages in the field of medicine because it
enables the practice of 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 patient's living
conditions and to treat the psychological problems and/or
stress of cancer patients. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: virtual-reality palliative-medicine applications
Record 31 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: A VR based therapy for the treatment of impotence and
premature ejaculation.
AU: Optale,-Gabriele; Munari,-Adriano; Nasta,-Alberto; Pianon,
-Carlo; Verde,-Jole-Baldaro; Viggiano,-Giuseppe
AF: Association for Research in Sexology, Venice, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 136-139). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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 the authors
obtained scarce results 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, they 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 of 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. Complete
-postive response was obtained in 35 of 66 21-75 yr olds,
with partial-positive response in 11 others. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual-reality based treatment of impotence and premature
ejaculation, 21-75 yr old males with sexual dysfunction
Record 32 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Experiential cognitive therapy: A VR based approach for the
assessment and treatment of eating disorders.
AU: Riva,-Giuseppe; Bacchetta,-Monica; Baruffi,-Margherita;
Rinaldi,-Silvia; Molinari,-Enrico
AF: Istituto Auxologico Italiano, Applied Technology for Neuro
-Psychology Lab, Verbania, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 120-135). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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 3 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
cognitive-behavioral therapy to virtual reality (VR)
sessions. In particular, using VR, ECT is able to address
both body experience disturbances 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-yr-old female anorectic patient. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual-reality based experiential cognitive therapy and
eating disorder assessment and treatment, female 22 yr old
anorectic patient
Record 33 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality therapy: An effective treatment for phobias.
AU: North,-Max-M.; North,-Sarah-M.; Coble,-Joseph-R.
AF: Clark Atlanta U, Virtual Reality Technology Lab, Atlanta,
GA, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 112-119). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the 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 imagining scenes
and/or are too phobic to experience real situations. The
idea of using virtual reality technology to combat
psychological disorders was conceived within the Human
-Computer Interaction Group at Clark Atlanta University in
November, 1992. Since then, the authors have successfully
conducted pilot experiments in the use of virtual reality
technologies for treating 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. Results of these
experiments are described in this chapter. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual reality therapy treatment effectiveness, adults
with specific phobias
Record 34 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: From toy to tool: The development of immersive virtual
reality environments for psychotherapy of specific phobias.
AU: Bullinger,-Alex-H.; Roessler,-Andreas; Mueller-Spahn,-Franz
AF: U Basel, Dept of Clinical Psychiatry, Competence Ctr
Communications, Basel, Switzerland
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 103-111). Amsterdam,
Netherlands Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Virtual Reality (VR) entered the mental
health field some years ago. While VR technology itself
has been available for more than 10 yrs, there is still
uncertainty among researchers and users as to whether VR
will one day fulfill all its promises. This chapter
provides an overview of the implementation of VR
technology in the authors' mental health research facility
in Basel, Switzerland. The development of 2 applications,
for use with claustrophobic and acrophobic patients,
respectively, 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 the present authors
are concerned, the development of the technology for use
within the mental health sector has merely just begun. As
today's 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. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: development of immersive virtual reality environments for
specific phobia psychotherapy
Record 35 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual environments special needs and evaluative methods.
AU: Brown,-D.-J.; Standen,-P.-J.; Cobb,-S.-V.
AF: U Nottingham, Dept of Manufacturing Engineering and
Operations Management, Virtual Reality Applications
Research Team, Nottingham, England UK
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 91-102). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Presents an overview of the development
of the Learning in Virtual Environments programme, carried
out in special education over 4 yrs. 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 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 in special education and of its attributes in
the context of contemporary educational theory. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: development of Learning in Virtual Environments program, 15
-19 yr old special education students and their teachers
Record 36 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Possibility of virtual reality for mental care.
AU: Ohsuga,-Mieko; Oyama,-Hiroshi
AF: Mitsubishi Electric Corp, Advanced Technology RandD Ctr,
Amagasaki, Japan
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 82-90). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Discusses the possibility of applying
virtual reality (VR) techniques to mental health care. 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, e.g., other patients, friends, family members,
medical doctors, and social workers. A basic study and
trials to evaluate a VR system developed by the authors,
called the "Bedside Wellness System," provide evidence for
the effectiveness of this approach. Future research tasks
are also discussed. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: Bedside Wellness System and other virtual-reality mental
health care applications, male 30-35 yr olds
Record 37 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality: A new clinical setting lab.
AU: Botella,-C.; Perpina,-C.; Banos,-R.-M.; Garcia-Palacios,-A.
AF: U Jaume I, Castellon, Spain
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 73-81). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Virtual reality (VR) is, mainly, a
mental experience that makes the user believe that s/he
"is there," present in the virtual world. With this new
tool, the user is no longer a mere observer of what is
happening on a screen but "feels" immersed in that world
and participates in it, in spite of the fact that it
consists of spaces and objects that exist only in the
memory of the computer and in the user's mind. This
chapter analyzes the relationship between VR and
psychology and the impact VR can have in one of its
applied disciplines, clinical psychology. In this
application environment, VR becomes a tool that can
generate useful models for psychology (both normal and
abnormal), as a research context for clinical psychology;
as a "realistic" laboratory for the study of behaviors,
emotions, and thoughts; and a new means of developing
psychological treatments. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: virtual-reality clinical psychology research applications
Record 38 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality and imaginative techniques in clinical
psychology.
AU: Vincelli,-Francesco; Molinari,-Enrico
AF: Istituto Auxologico Italiano, Lab di Ricerche Psicologiche,
Verbania, Italy
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 67-72). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: virtual reality and imaginative techniques in clinical
psychology
Record 39 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Current limitations into the application of virtual reality
to mental health research.
AU: Huang,-Milton-P.; Alessi,-Norman-E.
AF: U Michigan, Dept of Pschiatry, Ann Arbor, MI, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 63-66). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Virtual-reality 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. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual-reality mental-health research applications
Record 40 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: The effects of immersiveness on physiology.
AU: Wiederhold,-Brenda-K.; Davis,-Renee; Wiederhold,-Mark-D.
AF: California School of Professional Psychology, Ctr for
Advanced Multimedia Psychotherapy, San Diego, CA, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 52-60). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) The effects of varying levels of
immersion in virtual reality environments on participant's
heart rate, respiration rate, peripheral skin temperature,
and skin resistance levels were examined. Subjective
reports of presence were also noted. Participants (a total
of 5 adults) were presented with a virtual environment of
an airplane flight both as seen from a 2-dimensional
computer screen and as seen from within a head-mounted
display. Ss were randomly assigned to different order of
conditions presented, but all Ss received both conditions.
Differences between the non-phobics' physiological
responses and the phobic's response when placed in a
virtual environment related to the phobia were noted. Also
noted were changes in physiology based on degree of
immersion. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: immersion in virtual-reality environments, HR and
respiration rate and peripheral skin temperature and skin
resistance levels, adults
Record 41 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: An investigation into factors influencing immersion in
interactive virtual reality environments.
AU: Bangay,-Shaun; Preston,-Louise
AF: Rhodes U, Dept of Computer Science, Grahamstown, South
Africa
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 43-51). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) 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 was measured, as was
the degree of simulator sickness resulting form a virtual
roller coaster, in a study with a total of 346 6-64 yr
olds. Analysis of the results indicates 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. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: factors influencing immersion in interactive virtual
-reality environments, 6-64 yr olds
Record 42 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Basic issues in the use of virtual environments for mental
health applications.
AU: Rizzo,-Albert-A.; Wiederhold,-Mark; Buckwalter,-J.-Galen
AF: U Southern California, Andrus Gerontology Ctr, Los Angeles,
CA, USA
BK: Riva, G. (Ed); Wiederhold, B. K. (Ed); et-al. (1998).
Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction. Studies in health technology and
informatics, Vol. 58. (pp. 21-42). Amsterdam, Netherlands
Antilles: IOS Press. xi, 249 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Basic theoretical and pragmatic issues
must be considered for virtual environments (VE) to be
efficiently developed in the areas of clinical psychology
and neuropsychology. Few controlled studies have applied
VE technology to clinical populations; however, some work
has emerged that can begin to provide a foundation for
guiding future VE research efforts. Although much of this
work does not involve the use of fully immersive head
-mounted displays (HMDs), studies reporting PC-based
flatscreen approaches are providing valuable information
necessary for the reasonable and measured development of
VE mental-health applications. This review focuses on
basic issues seen by the authors as important for the
development of both HMD and non-HMD VE applications for
clinical psychology, neuropsychological assessment, and
cognitive rehabilitation. These issues are discussed in
terms of decision-making for choosing to develop 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. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: development of virtual-environment mental-health
applications
Record 43 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Virtual environments in clinical psychology and
neuroscience: Methods and techniques in advanced patient
-therapist interaction.
AU: Riva,-G. (Ed); Wiederhold,-B.-K. (Ed); Molinari,-E. (Ed)
AF: Istituto Auxologico Italiano, Applied Technology for Neuro
-Psychology Lab, Verbania, Italy
PB: Amsterdam, Netherlands Antilles: IOS Press. (1998). xi, 249
pp.
SE: Studies in health technology and informatics, Vol. 58.
IS: 0926-9630
PY: 1998
LA: English
AB: (from the introduction) This book integrates knowledge of
clinical therapy and neuropsychological principles related
to human factors into the design of virtual reality (VR)
environments. The 1st section describes the technology of
VR and outlines the related human issues, including mental
-health uses of VR, influences on immersion in VR
environments, and how immersion and presence affect
physiology. The 2nd section provides examples of how VR is
being used in the area of clinical assessment and therapy.
Topics include current limitations in the application of
VR to mental health research; possible links between VR
and imaginative techniques; attachment theory as it
applies to virtual humans; the use of VR for children with
disabilities; VR-based treatment of phobias, eating
disorders, and sexual dysfunction; quality-of-life
enhancement for cancer patients; and VR environments for
expression and exploration of personal myth. The final
section, devoted to VR applications in neuroscience,
includes a rationale for using VR in neurological
rehabilitation, an evaluation of an augmented-reality
device for use with Parkinson's disease patients, a review
of how mobility-impaired children transfer skills from
virtual environments to the real world, and basic
cost/benefit issues of VR applications. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: virtual-reality environments and methods and technology
applied to clinical psychology and neuroscience
Record 44 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Demanding life situations simulated by virtual reality:
Psychometric verification of "Subjective Emotional Balance
Questionnaire".
AU: Babik,-Martin
AF: Slovak Academy of Sciences, Inst of Social Sciences,
Kosice, Slovak Republic
SO: Studia-Psychologica. 1998; Vol 40(4): 357-360
IS: 0039-3320
PY: 1998
LA: English
AB: Examined the psychometric properties of the Subjective
Emotional Balance Questionnaire (DEP-36; J. Kozeny, 1993)
which is a method used to demonstrate the efficacy of
virtual reality (VR) or mixed reality (touching real
objects which Ss also saw in VR). It was hypothesized that
the experience stimulated by VR would correspond to the
experiences of real life gained in similar situations and
the information gained this way will be relevant. The
internal structure of the DEP-36 involved checking on the
data of 166 females and 50 males (aged 21-24 yrs). Results
of the factor analysis confirm the extraction of 2
factors: positive and negative experience. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: psychometric verification and validity of Subjective
Emotional Balance Questionnaire, simulation of demanding
life situations by virtual reality, 21-24 yr olds
Record 45 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Physical ergonomics of virtual environment use.
AU: Nichols,-Sarah
AF: U Nottingham, Dept of Manufacturing Engineering and
Operations Management, Virtual Reality Applications
Research Team, Nottingham, England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 79-90
IS: 0003-6870
PY: 1999
LA: English
AB: This paper describes an investigation of the types of
problems that may be experienced by Virtual Reality (VR)
users. Initial concerns have been voiced about various
issues concerning the design of VR equipment, particularly
that physical ergonomics of head-mounted displays (HMDs)
and hand-held input devices, and the problems associated
with display resolution and lags. This study investigated
a number of VR users' perceptions of the types of physical
ergonomics issues that they were aware of when
participating in a number of different virtual
environments (VEs), using different VR systems. Several
different methods were employed, including questionnaires,
body mapping, user observation and interviews. Issues
highlighted as either causing participants discomfort or
interfering with their experience of the VE were:
discomfort from static posture requirements, general
discomfort from wearing the HMD, difficulty becoming
accustomed to 3D hand held input devices, dissatisfaction
with deficits in the visual display and fear of getting
'tangled' in connecting cables. The implications of these
findings for developers, implementers and users of VR are
discussed. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: physical ergonomics and awareness of problems in design for
virtual reality usage, users with head-mounted displays
and hand-held input devices
Record 46 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Developing visual systems and exposure to virtual reality
and stereo displays: Some concerns and speculations about
the demands on accommodation and vergence.
AU: Rushton,-Simon-K.; Riddell,-Patricia-M.
AF: U Edinburgh, Dept of Psychology, Edinburgh, Scotland UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 69-78
IS: 0003-6870
PY: 1999
LA: English
AB: Little is known about the developmental plasticity of the
vergence and accommodative systems, an important issue
since abnormalities can lead to visual problems, e.g.
strabismus. One way of artificially altering the links
between accommodation and vergence is to vary the stimulus
to vergence while fixing the accommodative stimulus, as is
found in virtual reality (VR) displays. While it would be
of interest to study developmental plasticity in this
situation, since many children are exposed to games
machines which use this arrangement, no studies to date
have tackled this issue. There is, however, some
indication that long-term VR viewing in adults can lead to
visual problems. It seems important to determine the
safety of these systems for the developing human visual
system before they come into common use. In this paper,
adaptation of the accommodation and vergence systems and
the effect of VR viewing in adults are discussed. The
sparse literature on adaptation in children is then
reviewed, and suggestions made for approaches that would
enhance our knowledge of plasticity of accommodation and
vergence in children. ((c) 1999 APA/PsycINFO, all rights
reserved)
KP: vergence and accommodation demands in development of visual
systems and exposure to virtual reality and stereo
displays, adults and children, implications for visual
problems
Record 47 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Oculomotor changes within virtual environments.
AU: Howarth,-Peter-Alan
AF: Loughborough U, Dept of Human Sciences, Visual Ergonomics
Research Group, Loughborough, England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 59-67
IS: 0003-6870
PY: 1999
LA: English
AB: This paper discusses the physiological oculomotor changes
which might be expected to occur during immersion in a
virtual environment while wearing a head mounted display
(HMD). To do so, it first examines the stimulus presented
to the eyes and then considers how this stimulus could
affect the visual system. Ss were 19-56 yr olds.
Theoretical analysis and empirical results from the use of
3 different HMDs point toward the same conclusion, that in
this context a mismatch between the instrument interocular
distance (IOD) and the user's interpupillary distance is
of little concern, unlike the mismatch between the
instrument IOD and the interscreen distance. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: physiological oculomotor changes during immersion in
virtual environment, 19-56 yr olds wearing head mounted
displays
Record 48 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Measurement of postural stability before and after
immersion in a virtual environment.
AU: Cobb,-Susan-Valerie-Gray
AF: U Nottingham, Dept of Manufacturing Engineering and
Operations Management, Virtual Reality Applications
Research Team, Nottingham, England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 47-57
IS: 0003-6870
PY: 1999
LA: English
AB: Research into the effects of simulators has led to
suggestions that postural instability occurring after
immersion in a virtual reality virtual environment (VR/VE)
may have direct implications for the safety of
postimmersion activities such as driving or operating
machinery. However, experimental studies have highlighted
a lack of standardization in the postural stability
measurement techniques applied and subsequent
inconsistencies in the results obtained. An experiment
with 40 college students was conducted to evaluate the use
of static, dynamic and posturographic postural stability
measures in determining the effect of participation in an
interactive VE for 20 min. Results demonstrate differences
in the sensitivity of postural stability measurement
techniques and variations in inter- and intra-individual
responses to measures. VE immersion was found to produce
postural instability only when measured using a
posturographic technique under normal stance static
posture, and then only mildly and not long-lasting. No
associations were found between reported symptoms of
simulator sickness and postural stability with postural
stability measures. This paper discusses issues relating
to postural stability measurement and the implications for
evaluation of virtual environment effects. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: postural stability measurement before and after immersion
in virtual reality/virtual environment, college students,
implications for safety activities in driving or operating
machinery
Record 49 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The nauseogenicity of two methods of navigating within a
virtual environment.
AU: Howarth,-P.-A.; Finch,-M.
AF: Loughborough U, Dept of Human Sciences, Visual Ergonomics
Research Group, Loughborough, England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 39-45
IS: 0003-6870
PY: 1999
LA: English
AB: This study compared the nauseogenicity of two different
strategies for exploring virtual environments while
wearing an immersive head-mounted display. First, the head
was kept still and movement was achieved solely by
manipulating a hand-control. Second, the subject was free
(and encouraged) to move his or her head when exploring
the virtual world. Fourteen Ss (aged 18-42 yrs) completed
both of the 20 min trials, three further Ss withdrew from
the study after one trial. Ss reported increases in
adverse symptoms when using each strategy and, for the
group as a whole, nausea increased steadily during each
immersion period. However, significantly larger changes
were reported when the head moved than when it was still,
as predicted from sensory conflict theory. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: nauseogenicity of methods of exploring virtual environments
while keeping head still or moving, 18-42 yr olds wearing
immersive head-mounted display
Record 50 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Motion sickness and proprioceptive aftereffects following
virtual environment exposure.
AU: Stanney,-Kay-M.; Kennedy,-Robert-S.; Drexler,-Julie-M.;
Harm,-Deborah-L.
AF: U Central Florida, Dept of Industrial Engineering and
Management Systems, Orlando, FL, USA
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 27-38
IS: 0003-6870
PY: 1999
LA: English
AB: To study the potential aftereffects of virtual environments
(VE), tests of visually guided behavior and felt limb
position (pointing with eyes open and closed) along with
self-reports of motion sickness were administered before
and after 30 min exposure of 34 Ss. When postdiscomfort
was compared to a prebaseline, the Ss reported more
sickness afterward. The change in felt limb position
resulted in Ss pointing higher and slightly to the left,
although the latter difference was not statistically
significant. When findings from a second study using a
different VE system were compared, they essentially
replicated the results of the first study with higher
sickness afterward and postpointing errors were also up
and to the left. While alternative explanations (e.g.,
learning, fatigue, boredom, habituation) of these outcomes
cannot be ruled out, the consistency of the posteffects on
felt limb position changes in the two VE implies that
these recalibrations may linger once interaction with the
VE has concluded, rendering users potentially
physiologically maladapted for the real world when they
return. This suggests there may be safety concerns
following VE exposures until preexposure functioning has
been regained. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: motion sickness and proprioceptive aftereffects of virtual
environment exposure
Record 51 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: VRUSE--a computerised diagnostic tool: For usability
evaluation of virtual/synthetic environment systems.
AU: Kalawsky,-Roy-S.
AF: Loughborough U, Advanced VR Research Ctr, Loughborough,
England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 11-25
IS: 0003-6870
PY: 1999
LA: English
AB: A special questionnaire (VRUSE) has been designed to
measure the usability of a VR system according to the
attitude and perception of its users. Important aspects of
VR systems were carefully derived to produce key usability
factors for the questionnaire. Unlike questionnaires
designed for generic interfaces VRUSE is specifically
designed to cater for evaluating virtual environments,
being a diagnostic tool providing a wealth of information
about a user's viewpoint of the interface. VRUSE can be
used to great effect with other evaluation techniques to
pinpoint problematical areas of a VR interface. Other
applications include bench-marking of competitor VR
systems. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: design and use of VRUSE questionnaire in evaluation of
attitudes and perceptions of virtual reality system usage
and interface
Record 52 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual environments applications and applied ergonomics.
AU: Wilson,-John-R.
AF: U Nottingham, Dept of Manufacturing Engineering and
Operations Management, Virtual Reality Applications
Research Team, Nottingham, England UK
SO: Applied-Ergonomics. 1999 Feb; Vol 30(1): 3-9
IS: 0003-6870
PY: 1999
LA: English
AB: The usability of virtual environments has attracted
considerable efforts from ergonomists. Work has included
studies of the side or after effects of participation in a
virtual environment (VE) as well as the appropriateness of
the Virtual Reality hardware and software interfaces and
the understanding of factors which determine participant
performance. Equally important for applied ergonomics is
to understand how best to specify, build, implement and
evaluate virtual environment solutions to everyday
industrial, commercial, educational and medical problems.
The potential value of ergonomics applied to virtual
environments, and vice versa, are discussed. Two
particular instances of VE development relevant to applied
ergonomics are described--structured development and
evaluation of industrial training and participatory
redesign of workplaces. This paper is one of a number of
contributions to a special issue on ergonomics in the
study and use of virtual environments. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: participation in and usability of virtual environments and
applied ergonomics and design, adults
Record 53 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Route learning in a case of amnesia: A preliminary
investigation into the efficacy of training in a virtual
environment.
AU: Brooks,-Barbara-M.; McNeil,-Jane-E.; Rose,-F.-David;
Greenwood,-Richard-J.; Attree,-Elizabeth-A.; Leadbetter,
-Antony-G.
AF: U East London, Dept of Psychology, London, England UK
SO: Neuropsychological-Rehabilitation. 1999 Jan; Vol 9(1): 63-76
IS: 0960-2011
PY: 1999
LA: English
AB: A 53-yr-old female patient with anterograde amnesia was
trained in route finding around a hospital rehabilitation
unit using a detailed computer-generated non-immersive 3D
virtual environment based on the real unit. Prior to the
training, she was unable to perform 10 simple routes
around the real unit, all involving locations which she
visited regularly. She was tested at weekly intervals on
these same 10 routes around the real unit during the
course of the study. Her first course of training involved
practising two of the 10 routes in the virtual environment
for 15 minutes each weekday. After 3 weeks' training, she
successfully performed these two routes in the real unit
and she retained her knowledge of these routes for the
remainder of the study, despite not receiving any further
training on these routes. For her second course of
training, two more of the original 10 routes were chosen,
one of which she practised in the virtual environment and
one in the real unit. Within two weeks, she had learned
the route practised in the virtual environment, ((c) 1999
APA/PsycINFO, all rights reserved)
KP: training in route learning using computer-generated 3D
virtual environment, 53 yr old female patient with
anterograde amnesia
Record 54 of 267 in PsycLIT 1996-1999/06
DT: Authored-Book; Book
TI: Visual intelligence: How we create what we see.
AU: Hoffman,-Donald-D.
AF: U California, Irvine, CA, USA
PB: New York, NY, USA: W. W. Norton and Co, Inc. (1998). xv,
294 pp.
PY: 1998
LA: English
AB: (from the jacket) We have long known about IQ, and yet
there is another fundamental dimension of intelligence
that shapes our experience, engages roughly half the
brain's cortex, and largely goes unnoticed: our visual
intelligence. Far from being a passive recorder of a pre
-existing world, the eye actively constructs every aspect
of our visual experience--from the strut of a peacock to
the nuances of light in a forest at dusk. /// Cognitive
scientist D. Hoffman presents the scientific evidence for
vision's constructive powers, and in so doing he unveils a
grammar of vision--a set of rules that govern our
perception of line, color, form, depth, and motion.
Hoffman also describes the loss of these constructive
powers in patients who have suffered devastating
impairments: the artist who can no longer see or dream in
color; the woman who, having lost her perception of
motion, can no longer cross the street; the man who,
unable to believe what he sees, declares his father an
imposter. Finally, Hoffman explores the spinoffs of visual
intelligence in the arts and technology, from the dynamics
of film special effects to the visual worlds of virtual
reality. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: construction of visual intelligence
Record 55 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Selective sparing of topographical memory.
AU: Maguire,-Eleanor-A.; Cipolotti,-Lisa
AF: National Hosp for Neurology and Neurosurgery, London,
England UK
SO: Journal-of-Neurology,-Neurosurgery-and-Psychiatry. 1998
Dec; Vol 65(6): 903-909
IS: 0022-3050
PY: 1998
LA: English
AB: Reports the case of a 61-yr-old female with Pick's disease
involving predominantly the left temporal lobe, who has
been studied over a 5-yr period. The S presented with a
grave impairment of both verbal and nonverbal memory
functions. Nonverbal memory deficits included profound
impairments on recognition of unfamiliar faces and recall
of abstract designs. Visual recognition memory performance
for unknown buildings, landscapes, and outdoor scenes was
preserved. The S's ability to recall familiar routes and
to learn new ones through a complex virtual reality town
was also entirely normal. Findings imply that
topographical memory and nonverbal memory are subserved by
separable neural systems. ((c) 1999 APA/PsycINFO, all
rights reserved)
KP: impaired verbal and nonverbal memory with spared
topographical memory, 61 yr old female with Pick's disease
Record 56 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Six studies of out-of-body experiences.
AU: Tart,-Charles-T.
AF: Inst of Transpersonal Psychology, Palo Alto, CA, USA
SO: Journal-of-Near-Death-Studies. 1998 Win; Vol 17(2): 73-99
IS: 0891-4494
PY: 1998
LA: English
AB: Because of confusion between science and scientism, many
people react negatively to the idea of scientific
investigation of near-death experiences (NDEs), but
genuine science can contribute a great deal to
understanding NDEs and helping experiencers integrate
their experiences with everyday life. After noting how
scientific investigation of certain parapsychological
phenomena has established a wider worldview that must take
NDEs seriously, this paper reviews 6 studies of a basic
component of the NDE, the out-of-body experience (OBE).
Three of these studies found distinctive physiological
correlates of OBEs in the 2 talented persons investigated,
and 1 found strong evidence for veridical, paranormal
perception of the OBE location. The studies using hypnosis
to try to produce OBEs demonstrated the complexity of a
simple model that a person's mind is actually at an out-of
-body location vs merely hallucinating being out, and
require us to look at how even our perception of being in
our bodies is actually a complex simulation, a
biopsychological virtual reality. ((c) 1999 APA/PsycINFO,
all rights reserved)
KP: review of 6 studies of out-of-body experiences during near
-death experience
Record 57 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Contributions of proprioception to navigation in virtual
environments.
AU: Grant,-Stuart-C.; Magee,-Lochlan-E.
AF: Defence and Civil Inst of Environmental Medicine, North
York, ON, Canada
SO: Human-Factors. 1998 Sep; Vol 40(3): 489-497
IS: 0018-7208
PY: 1998
LA: English
AB: Users immersed in virtual environments (VEs) are prone to
disorientation and have difficulty transferring spatial
knowledge to the real world. A single experiment
investigated the contribution of inadequate proprioception
to this problem by providing participants with interfaces
to a virtual environment that either did (a walking
interface) or did not (a joystick) afford proprioceptive
feedback similar to that obtained during real walking. The
2 groups explored a large, complex building using a low
-resolution head-mounted display. Later, their navigational
abilities within the actual building were compared with
those of control groups who either studied a map of the
building, walked through the real building, or received no
prior training. The walking interface conveyed no benefit
on an orientation task performed during training in the
VE, but it did benefit participants when they tried to
find objects in the real world. Actual or potential
applications include simulations of environments that are
normally explored on foot but cannot be readily visited,
such as infantry battlefields and facilities contaminated
with chemical, biological, or radiological materials. ((c)
1999 APA/PsycINFO, all rights reserved)(journal abstract)
KP: virtual-environment walking interface with vs without
proprioceptive feedback, spatial navigation ability, 16 yr
olds and older
Record 58 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Nonvisually guided locomotion to a previously viewed target
in real and virtual environments.
AU: Witmer,-Bob-G.; Sadowski,-Wallace-J. Jr.
AF: US Army Research Inst for the Behavioral and Social
Sciences, Orlando, FL, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 478-488
IS: 0018-7208
PY: 1998
LA: English
AB: Comparing human performance in a virtual environment (VE)
with performance in the real world can provide clues about
which aspects of VE technology require improvement. Using
a technique previously shown to measure real-world
distance judgments accurately, we compared performance in
a real-world environment with performance in a virtual
model of that environment. The technique required
participants to walk without vision to a target after
viewing it for 10 s. VE distance judgments averaged 85% of
the target distance, whereas real-world judgments averaged
92%. The magnitude of the relative errors in the VE was
twice that in the real world, indicating that the VE
degraded distance judgments. Our analysis suggests that VE
performance deficits result either from poor binocular
disparity cues or from distortion of pictorial depth cues.
Actual or potential applications of this research include
the development of virtual environments for training and
the design of visual displays for virtual simulations.
((c) 1999 APA/PsycINFO, all rights reserved)(journal
abstract)
KP: viewing of target in real-world and/vs virtual
environments, accuracy of traversed-distance judgments in
blind walks to target, 18-35 yr olds
Record 59 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The influence of body movement on subjective presence in
virtual environments.
AU: Slater,-Mel; Steed,-Anthony; McCarthy,-John; Maringelli,
-Francesco
AF: U London, University Coll, Dept of Computer Science,
London, England UK
SO: Human-Factors. 1998 Sep; Vol 40(3): 469-477
IS: 0018-7208
PY: 1998
LA: English
AB: We describe an experiment to assess the influence of body
movements on presence in a virtual environment. In the
experiment 20 participants were to walk through a virtual
field of trees and count the trees with diseased leaves. A
2 * 2 between-subjects design was used to assess the
influence of two factors on presence: tree height
variation and task complexity. The field with greater
variation in tree height required participants to bend
down and look up more than in the lower variation tree
height field. In the higher complexity task participants
were told to remember the distribution of diseased trees
in the field as well as to count them. The results showed
a significant positive association between reported
presence and the amount of body movement--in particular,
head yaw--and the extent to which participants bent down
and stood up. There was also a strong interaction effect
between task complexity and gender: Women in the more
-complex task reported a much lower sense of presence than
in the simpler task. For applications in which presence is
an important requirement, the research in this paper
suggests that presence will be increased when interaction
techniques are employed that permit the user to engage in
whole-body movement. ((c) 1999 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: body movement and task complexity, subjective presence in
virtual environment, adults
Record 60 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Aurally and visually guided visual search in a virtual
environment.
AU: Flanagan,-Patrick; McAnally,-Ken-I.; Martin,-Russell-L.;
Meehan,-James-W.; Oldfield,-Simon-R.
AF: Deakin U, School of Psychology, Geelong, VIC, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 461-468
IS: 0018-7208
PY: 1998
LA: English
AB: We investigated the time participants took to perform a
visual search task for targets outside the visual field of
view using a helmet-mounted display. We also measured the
effectiveness of visual and auditory cues to target
location. The auditory stimuli used to cue location were
noise bursts previously recorded from the ear canals of
the participants and were either presented briefly at the
beginning of a trial or continually updated to compensate
for head movements. The visual cue was a dynamic arrow
that indicated the direction and angular distance from the
instantaneous head position to the target. Both visual and
auditory spatial cues reduced search time dramatically,
compared with unaided search. The updating audio cue was
more effective than the transient audio cue and was as
effective as the visual cue in reducing search time. These
data show that both spatial auditory and visual cues can
markedly improve visual search performance. Potential
applications for this research include highly visual
environments, such as aviation, where there is risk of
overloading the visual modality with information. ((c)
1999 APA/PsycINFO, all rights reserved)(journal abstract)
KP: visual and/vs auditory spatial cues from helmet-mounted
display, visual search time in virtual environment, 22-47
yr olds
Record 61 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Effects of localized auditory information on visual target
detection performance using a helmet-mounted display.
AU: Nelson,-W.-Todd; Hettinger,-Lawrence-J.; Cunningham,-James
-A.; Brickman,-Bart-J.; Haas,-Michael-W.; McKinley,-Richard
-L.
AF: US Air Force Research Lab, Wright-Patterson Air Force Base,
Dayton, OH, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 452-460
IS: 0018-7208
PY: 1998
LA: English
AB: An experiment was conducted to evaluate the effects of
localized auditory information on visual target detection
performance. Visual targets were presented on either a
wide field-of-view dome display or a helmet-mounted
display and were accompanied by either localized,
nonlocalized, or no auditory information. The addition of
localized auditory information resulted in significant
increases in target detection performance and significant
reductions in workload ratings as compared with conditions
in which auditory information was either nonlocalized or
absent. Qualitative and quantitative analyses of
participants' head motions revealed that the addition of
localized auditory information resulted in extremely
efficient and consistent search strategies. Implications
for the development and design of multisensory virtual
environments are discussed. Actual or potential
applications of this research include the use of spatial
auditory displays to augment visual information presented
in helmet-mounted displays, thereby leading to increases
in performance efficiency, reductions in physical and
mental workload, and enhanced spatial awareness of objects
in the environment. ((c) 1999 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: auditory localization in domed vs helmet-mounted spatial
auditory displays, visual target detection, 19-25 yr olds,
multisensory virtual-environment design implications
Record 62 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Frame of reference effects on scientific visualization
subtasks.
AU: McCormick,-Edward-P.; Wickens,-Christopher-D.; Banks,
-Rachel; Yeh,-Michelle
AF: US Air Force, Brooks Air Force Base, San Antonio, TX, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 443-451
IS: 0018-7208
PY: 1998
LA: English
AB: Performance measures for 3 frames of reference (full
exocentric, full egocentric, and tethered) were contrasted
across 4 different scientific visualization subtasks:
search, travel, local judgment support, and global
judgment support. Participants were instructed to locate
and follow a designated path through 15 simple virtual
environments and to answer simple questions about that
environment. Each participant completed 5 trials in every
frame of reference condition (exocentric, egocentric, and
tethered). The results revealed that frames of reference
that utilize egocentric or tethered viewpoints support
better travel performance, especially when nearing the
target. However, the exocentric frame of reference
supported better performance in the search subtasks and in
the local and global judgment subtasks. Actual or
potential applications of this research include proper
uses of virtual reality to support certain scientific
visualization subtasks. ((c) 1999 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: exocentric vs egocentric vs tethered frames of reference,
search and travel and local- and global-judgment
scientific visualization subtask performance, college
students
Record 63 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Manipulation performance in interactive virtual
environments.
AU: Werkhoven,-Peter-J.; Groen,-Joris
AF: TNO Human Factors Research Inst, Soesterberg, Netherlands
SO: Human-Factors. 1998 Sep; Vol 40(3): 432-442
IS: 0018-7208
PY: 1998
LA: English
AB: We studied manipulation performance in virtual environments
using two types of controllers: virtual hand control and
three-dimensional (3D) mouse/cursor control. These
manipulation methods were tested under monoscopic and
stereoscopic viewing conditions. Participants were asked
to discriminate, grasp, pitch, roll, and position virtual
objects. Speed and accuracy of manipulation tasks were
measured. Virtual hand control proved to be significantly
faster and more accurate than 3D mouse cursor control.
Participants made more head movements in the virtual hand
condition than in the mouse-cursor condition. Further, it
was shown that the speed and accuracy of manipulations are
much improved under stereoscopic viewing conditions.
Actual or potential applications of this research include
virtual training environments (assembly, maintenance,
etc.), virtual prototyping, teleoperations, and so forth.
((c) 1999 APA/PsycINFO, all rights reserved)(journal
abstract)
KP: virtual hand control vs 3-D mouse-cursor control and
monoscopic vs stereoscopic viewing, virtual object
grasping and turning and positioning speed and accuracy
and O head movement, 17-25 yr olds
Record 64 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Localization of virtual objects in the near visual field.
AU: Ellis,-Stephen-R.; Menges,-Brian-M.
AF: NASA Ames Research Ctr, Moffett Field, CA, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 415-431
IS: 0018-7208
PY: 1998
LA: English
AB: We examined errors in the localization of nearby virtual
objects presented via see-through helmet-mounted displays
as a function of viewing conditions and scene content in
four experiments using a total of 38 participants.
Monocular, biocular, and stereoscopic presentation of the
virtual objects, accommodation (required focus),
participants' age, and the position of physical surfaces
were examined. Nearby physical surfaces were found to
introduce localization errors that differ depending on the
other experimental factors. These errors apparently arise
from the occlusion of the physical background by the
optically superimposed virtual objects, but they are
modified by participants' accommodative competence and
specific viewing conditions. The apparent physical size
and transparency of the virtual objects and physical
surfaces, respectively, are influenced by their relative
position when superimposed. The design implications of the
findings are discussed in a concluding section. Head
-mounted displays of virtual objects are currently being
evaluated as aids for mechanical assembly and equipment
maintenance. Other applications include telesurgery,
surgical planning, telerobotics, and visualization aids
for robotic programming. ((c) 1999 APA/PsycINFO, all
rights reserved)(journal abstract)
KP: virtual object presentation and viewing surface conditions
in head-mounted see-through display, object localization
in near visual field, 15-47 yr old Os
Record 65 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Effects of variation in system responsiveness on user
performance in virtual environments.
AU: Watson,-Benjamin; Walker,-Neff; Ribarsky,-William;
Spaulding,-Victoria
AF: U Alberta, Dept of Computing, Edmonton, AB, Canada
SO: Human-Factors. 1998 Sep; Vol 40(3): 403-414
IS: 0018-7208
PY: 1998
LA: English
AB: System responsiveness (SR) is defined as the elapsed time
until a system responds to user control. SR fluctuates
over time, so it must be described statistically with mean
(MSR) and standard deviation (SDSR). In this paper, we
examine SR in virtual environments (VEs), outlining its
components and methods of experimental measurement and
manipulation. Three studies of MSR and SDSR effects on
performance of grasp and placement tasks are then
presented. The studies used within-subjects designs with
11, 12, and 10 participants, respectively. Results showed
that SDSR affected performance only if it was above 82 ms.
Placement required more frequent visual feedback and was
more sensitive to SR. We infer that VE designers need not
tightly control SDSR and may wish to vary SR control based
on required visual feedback frequency. These results may
be used to improve the human-computer interface in a wide
range of interactive graphical applications, including
scientific visualization, training, mental health, and
entertainment. ((c) 1999 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: mean vs standard-deviation system responsiveness, grasp and
placement task performance in virtual environments,
college students
Record 66 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Empirical models based on free-modulus magnitude estimation
of perceived presence in virtual environments.
AU: Snow,-Michael-P.; Williges,-Robert-C.
AF: US Air Force Research Lab, Wright-Patterson Air Force Base,
Dayton, OH, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 386-402
IS: 0018-7208
PY: 1998
LA: English
AB: Three studies tested free-modulus magnitude estimation as a
measure of perceived presence in virtual environments
(VEs) and modeled the 1st- and 2nd-order effects of 11 VE
system parameters on perceived presence across 5 subtasks.
Sequential experimentation techniques were used to build 4
empirical models using polynomial regression. An
integrated empirical model of data combined across 2
experiments demonstrated that all significant factors had
a positive effect on perceived presence. Three of these
parameters--field of view, sound, and head tracking--had
almost 3 times as much influence on presence than the
other 4 significant parameters, which were visual display
resolution, texture mapping, stereopsis, and scene update
rate. Sequential experimentation was an efficient tool for
building empirical models of perceived presence, but the
subjective nature of this phenomenon and individual
differences made data bridging across sequential studies
problematic. It was concluded that magnitude estimation is
a useful measure of perceived presence, and the resulting
polynomial regression models can be used to facilitate VE
system design decisions. This research has broad
application in the selection and design of VE system
components and overall design of VE systems. ((c) 1999
APA/PsycINFO, all rights reserved)
KP: polynomial regression models of free-modulus magnitude
estimation as measure of perceived presence in virtual
environments, 16-42 yr olds
Record 67 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Telepresence.
AU: Draper,-John-V.; Kaber,-David-B.; Usher,-John-M.
AF: Oak Ridge National Lab, Robotics and Process Systems Div,
Oak Ridge, TN, USA
SO: Human-Factors. 1998 Sep; Vol 40(3): 354-375
IS: 0018-7208
PY: 1998
LA: English
AB: Telepresence, the perception of presence within a
physically remote or simulated site, has been identified
as a design ideal for synthetic environments. However,
confusion exists within the literature about the precise
definition of telepresence. Furthermore, there is a need
for a plausible and parsimonious model of telepresence.
This paper identifies three types of telepresence extant
in the literature: simple telepresence, cybernetic
telepresence, and experiential telepresence. The third
definition is the most interesting. This paper reviews the
origins of experiential telepresence and the theoretical
approaches commonly used to explain it. One can term these
technological approaches, which emphasize the role of
control/display technology, and psychological approaches,
which identify experiential telepresence with known
psychological phenomena. Finally, the paper presents and
discusses an integrative approach to telepresence
featuring a structured attentional resource model. Actual
or potential applications of this research include the
design of future human-machine interfaces for teleoperated
robots and virtual reality systems. ((c) 1999
APA/PsycINFO, all rights reserved)(journal abstract)
KP: technological and/vs experiential-psychological approaches
to telepresence in synthetic environments and integrative
structured attentional resource model and human-machine
interface design applications
Record 68 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Computer-mediated communication: Identity and social
interaction in an electronic environment.
AU: Riva,-Giuseppe; Galimberti,-Carlo
AF: Istituto Auxologico Italiano, Applied Technology for Neuro
-Psychology Lab, Verbania, Italy
SO: Genetic,-Social,-and-General-Psychology-Monographs. 1998
Nov; Vol 124(4): 434-464
IS: 8756-7547
PY: 1998
LA: English
AB: Social scientists are increasingly interested in
understanding the characteristics of computer-mediated
communication and its effects on people, groups, and
organizations. The 1st effect of this influence is the
revolution in the metaphors used to describe
communication. In this article, these changes are
described. Then a framework is outlined for the study of
computer-mediated communication. The 3 psychosocial roots
of the process by which interaction between users is
constructed--networked reality, virtual conversation, and
identity construction--are discussed. The implications of
these changes for current research in communication
studies are also considered, with particular reference to
the role of context, the link between cognition and
interaction, and the use of interlocutory models as
paradigms of communicative interaction. Communication is
seen not only as a transfer of information, but also as
the activation of a psychosocial relationship, the process
by which interlocutors co-construct an area of reality.
((c) 1999 APA/PsycINFO, all rights reserved)
KP: networked reality and virtual conversation and identity
construction as psychosocial roots of computer mediated
communication
Record 69 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Placebo II: Psychiagenie et hypothese de l'organisation
cere-1brale. / Placebo II: Psychiagenia and the brain
organization.
AU: Godfroid,-I.-O.
AF: P. Psychiatry Research Group, Wilheries, Belgium
SO: Annales-Medico-Psychologiques. 1998 Feb; Vol 156(2): 108-114
IS: 0003-4487
PY: 1998
LA: French
AB: Reviews and discusses the hypotheses advanced to explain
placebo effects: conditioning, expectancy, reduction of
anxiety, endorphins mediation, virtual-reality brain
functioning. Presents psychiagenia, a new paradigm of
brain-mind relationships, and brain organization
hypotheses in relation to the placebo effect while
demonstrating the ability of this model to include earlier
theories as well as its potential to stimulate new
research. ((c) 1999 APA/PsycINFO, all rights reserved)
KP: psychiagenia and brain organization hypotheses of placebo
effect
Record 70 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Place learning in virtual space: Topographical relations as
one dimension of stimulus control.
AU: Jacobs,-W.-Jake; Thomas,-Kevin-G.-F.; Laurance,-Holly-E.;
Nadel,-Lynn
AF: U Arizona, Dept of Psychology, Tucson, AZ, USA
SO: Learning-and-Motivation. 1998 Aug; Vol 29(3): 288-308
IS: 0023-9690
PY: 1998
LA: English
AB: Three experiments using human participants examined a major
prediction derived from cognitive mapping theory of place
learning: In the absence of proximal cues, place
performance depends on relations among distal cues.
Experiments 1 and 2 showed that, after learning to find an
invisible target in computer-generated (C-G) space,
removing the full set of distal stimuli disrupted place
performance but removing subsets of distal stimuli did
not. These results demonstrate that the full array of
distal cues are critical to stimulus control of place
performance in this C-G space whereas individual stimuli
are not. Experiment 3 showed that, after learning to find
an invisible target in the same C-G space, changes in
topographical relations among the distal stimuli disrupted
place performance. As predicted by cognitive mapping
theory, the results suggest that participants use
relations among distal cues to guide place performance in
C-G space. In addition, the results support the assertion
that place learning in C-G space is comparable to both rat
and human place learning in mundane space. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: proximal and distal cues, cognitive mapping place
performance in virtual space, college students
Record 71 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The potential of web-based mapping and virtual reality
technologies for modelling urban environments.
AU: Doyle,-Simon; Dodge,-Martin; Smith,-Andy
AF: U College London, Ctr for Advanced Spatial Analysis,
London, England UK
SO: Computers,-Environment-and-Urban-Systems. 1998 Mar; Vol
22(2): 137-155
IS: 0198-9715
PY: 1998
LA: English
AB: Considers the potential of interactive mapping and virtual
reality technologies being developed on the World Wide Web
(WWW) for the visualisation, modelling and analysis of
urban environments. The WWW offers both an interface to,
and a delivery channel for, the built environment
information as well as being a medium for linking
distributed users. The authors are interested in
affordable "off-the-shelf" software that is relatively
easy to set-up and use and which requires standard PC
computing power preferable to a home user with a modem
link (i.e., not high-end graphics workstations). The
advantages and disadvantages which these technologies
offer are considered in terms of the level of realism and
interactivity available to the end user. Working examples
of these technologies which are being developed by the
authors are demonstrated and discussed throughout so as to
qualify this review. The paper also considers the
applications of these technologies in a range of contexts,
such as local planning, urban design, development control,
community participation, education and training. The
implications for a wide range of potential users (e.g.,
planners, infrastructure managers) are also discussed.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: potential of interactive mapping and virtual reality
technologies being developed on World Wide Web for
visualization and modeling and analysis of urban
environments
Record 72 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual chess: Meaning enhances users' sense of presence in
virtual environments.
AU: Hoffman,-Hunter-G.; Prothero,-Jerrold; Wells,-Maxwell-J.;
Groen,-Joris
AF: U Washington, Dept of Psychology, Human Interface
Technology Lab, Seattle, WA, USA
SO: International-Journal-of-Human-Computer-Interaction. 1998;
Vol 10(3): 251-263
IS: 1044-7318
PY: 1998
LA: English
AB: Presence refers to the sensation of going into a computer
-simulated environment. We investigated whether presence
and memory accuracy are affected by the meaningfulness of
the information encountered in the virtual environment
(VE). Non-chess players and three levels of chess players
studied meaningful and meaningless chess positions in VEs.
They rated the level of presence experienced in each and
took an old-new recognition memory test. Non-chess players
reported no difference in presence for meaningful compared
with meaningless positions, yet even weak chess players
reported feeling more present with meaningful compared
with meaningless positions. Thus, only modest levels of
expertise were needed to enhance presence. In contrast,
tournament-level chess-playing ability was required before
meaningful chess positions were remembered significantly
more accurately than meaningless chess positions.
Tournament players' memory accuracy was very high for
meaningful positions but was the same as non-chess players
for meaningless positions. Meaning did not significantly
influence memory accuracy for weak chess players. Our
memory results replicate and extend the findings of Chase
and Simon (1973). ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: meaningful information, sense of presence and memory
accuracy in computer-simulated environment, chess players
with various abilities vs non-chess players
Record 73 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Measuring the sense of presence and its relations to fear
of heights in virtual environments.
AU: Regenbrecht,-Holger-T.; Schubert,-Thomas-W.; Friedmann,
-Frank
AF: Bauhaus U, Dept of Architecture, Weimar, Germany
SO: International-Journal-of-Human-Computer-Interaction. 1998;
Vol 10(3): 233-249
IS: 1044-7318
PY: 1998
LA: English
AB: Describes a study in which a genuine effect of presence-
-the development of fear of virtual stimuli--was provoked.
Using a self-report questionnaire, the sense of presence
within this situation was measured. It was shown that fear
increased with higher presence. The method, which involved
37 test participants, was tested and validated with user
tests. A growing body of research in human-computer
interface design for virtual environments (VE)
concentrates on the problem of how to involve the user in
the VE. This effect, usually called immersion or the sense
of presence, has been the subject of much research
activity. This research focuses on the influence of
technical and technological parameters on the sense of
presence. One field in which a sense of presence is
necessary for the successful application of VEs is the
treatment of acrophobic patients. Our goals are to (a)
create a theory-based self-report measurement for presence
and (b) measure presence independently from specific
effects to validate the measurement. The anxiety resulting
from the confrontation with a virtual cliff is used to
validate the measurement of presence. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: measurement of sense of presence and relation to fear of
heights in virtual environments, participants
Record 74 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: A versatile stereoscopic visual display system for
vestibular and oculomotor research.
AU: Kramer,-Phillip-D.; Roberts,-Dale-C.; Shelhamer,-Mark; Zee,
-David-S.
AF: Johns Hopkins U, School of Medicine, Dept of Neurology,
Baltimore, MD, USA
SO: Journal-of-Vestibular-Research:-Equilibrium-and
-Orientation. 1998 Sep-Oct; Vol 8(5): 363-379
IS: 0957-4271
PY: 1998
LA: English
AB: Developed a versatile, low cost, stereoscopic visual
display system, using "virtual reality" (VR) technology.
The system can produce images for each eye that correspond
to targets at any virtual distance relative to the S. The
authors elicited smooth pursuit, "stare" optokinetic
nystagmus (OKN) and after-nystagmus (OKAN) vergence for
targets at various distances, and short-term adaptation of
the vestibulo-ocular reflex (VOR), using conventional
methods and the stereoscopic display. Pursuit, OKN, and
OKAN were comparable with both methods. When used with a
vestibular stimulus, VR induced appropriate adaptive
changes of the phase and gain of the angular VOR. In
addition, using the VR display system and a human linear
acceleration sled, the phase of the linear VOR was
adapted. The VR-based stimulus system not only offers an
alternative to more cumbersome means of stimulating the
visual system in vestibular experiments, it also can
produce visual stimuli that would otherwise be impractical
or impossible. The techniques provide images without the
latencies encountered in most VR systems. Its inherent
versatility allows it to be useful in several types of
experiments, and because it is software driven it can be
quickly adapted to provide a new stimulus. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: stereoscopic visual display system based on virtual reality
technology for use in vestibular and oculomotor research
Record 75 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Psychological factors in virtual classroom situations: A
pilot study for a model of learning through technological
devices.
AU: Papa,-Filomena; Perugini,-Marco; Spedaletti,-Sandra
AF: Fondazione Ugo Bordoni, Roma, Italy
SO: Behaviour-and-Information-Technology. 1998 Jul-Aug; Vol
17(4): 187-194
IS: 0144-929X
PY: 1998
LA: English
AB: Multimedia Communication Systems (MMCS) are particularly
promising for the realization of advanced virtual
classroom situations, in which people spatially
distributed can communicate in real time using text,
voice, sound, still and moving pictures. But there is
evidence that the availability of MMCS in a distance
learning situation does not ensure their use.
Psychological factors may be prominent barriers to the use
of MMCS. This study focuses on a new tool that has been
used at an Italian university: the distance learning
laboratory (DLL). The DLL has been used in an
investigation of the use of multimedia systems in virtual
classrooms. This paper describes a pilot study (realised
using the DLL) on the impact psychological variables can
have on performance in virtual classroom situations. The
researchers examined how the variables of positive
attitude and self efficacy affected the performance of 19
nursing students (average age of 26 yrs) in a virtual
classroom. The authors propose a Model of Learning through
Technological devices in a virtual classroom situation.
This model has been developed from previous research on
computer acceptance, attitudes, and social learning, and
from the outcomes of the pilot study. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: psychological factors and performance in virtual classroom
and use of multimedia communications systems, model of
learning through technological devices, nursing students
Record 76 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The influence of museum exhibit design on immersion and
psychological flow.
AU: Harvey,-Mark-L.; Loomis,-Ross-J.; Bell,-Paul-A.; Marino,
-Margaret
AF: U North Carolina, Asheville, NC, USA
SO: Environment-and-Behavior. 1998 Sep; Vol 30(5): 601-627
IS: 0013-9165
PY: 1998
LA: English
AB: Two studies were designed to investigate the role of
immersing design techniques in determining museum
visitors' experience. The three general categories of
potentially immersing design features investigated were
human factors information display design principle
features, features present in the virtual reality computer
environment, and features theorized to induce a sense of
immersion in visitors. Study 1 observed visitor behavior
in a museum hall at the Denver Museum of Natural History
(DMNH) before and after renovation. The study found that
after the design changes, visitors attended more to the
exhibits. Study 2, a post hoc survey analysis
complementing Study 1, discriminated which particular
design features were responsible for eliciting a high
degree of sensory contact from visitors. The survey was
administered to visitors at the DMNH after they had been
exposed to a specific exhibit space. The survey measured
visitors' sense of immersion, psychological flow and the
perceived presence and strength of different design
features. Analyses revealed that interactive components,
multisensory stimulation, and dynamic displays influenced
flow and immersion. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: immersing design features, attention to exhibits and
psychological flow and sense of immersion and perceived
presence and strength of design features, museum visitors
Record 77 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Gender encounters in a virtual community: Identity
formation and acceptance.
AU: Menon,-Goutham-M.
AF: U Texas, School of Social Work, Arlington, TX, USA
SO: Computers-in-Human-Services. 1998; Vol 15(1): 55-69
IS: 0740-445X
PY: 1998
LA: English
AB: Investigated how people make contact in a virtual world and
what patterns could be inferred through the handles
(names) that they use. The paper explores a Multi-User
Domain called "Multiple Worlds," a "community talker"
dealing with adult conversations on sexually explicit
topics. It gives an account of how people strike up
conversations under their new identities. It also
discusses the role gender plays in identity formation and
its subsequent acceptance by other members in that
community. Finally, the paper presents some issues for the
future study of cybercultures. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: identity formation and role of gender in virtual community
dealing with adult conversation on sexually explicit topics
Record 78 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Paris esta de fato em chamas? (Angustias de incerteza e
caos normal do amor). / Is Paris really burning?
(Uncertainty-induced anxieties and the normal chaos of
love).
AU: Barale,-Francesco
SO: Revista-Brasileira-de-Psicanalise. 1996; Vol 30(3): 571-578
IS: 0486-641X
PY: 1996
LA: Portuguese
AB: Discusses the relation between sexuality and contemporary
civilization, both in the grips of seemingly-unstoppable
transformation. From the normative, heterosexual values of
Freud's time to the chaos of today's return to what Freud
called (in a different context) "polymorphous perversity,"
every aspect of sexuality has become relative, indeed
"virtual." This virtual reality includes gender identity,
the unapologetic diffusion and cultural visibility of all
kinds of sexual perversion without any corresponding
increase on erotic happiness; and artificial reproduction
divorced from sexuality, with its oedipal reverberations.
The author advises psychoanalysts to avoid reacting to
these new developments with fundamentalist-style,
implicitly normative positions, remembering that it is all
part of the eternal Eros/Thanatos dialectics. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: psychoanalytic interpretation of relation between sexuality
and contemporary civilization and uncertainty-induced
anxieties and chaos of love
Record 79 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Looking into abnormal psychology: Contemporary readings.
AU: Lilienfeld,-Scott-O.
AF: Emory U, Dept of Psychology, Atlanta, GA, USA
PB: Pacific Grove, CA, USA: Brooks/Cole Publishing Co. (1998).
xii, 234 pp.
PY: 1998
LA: English
AB: (from the preface) The goals of this collection of readings
into abnormal psychology are (1) to introduce students to
a broad sampling of current topics and controversies in
abnormal psychology and (2) to expose students to
challenging issues in an accessible and user-friendly
fashion. Each sections is preceded by an introduction
summarizing each selection, a set of discussion questions
to accompany each article, and a list of suggestions for
further readings. /// This book is suitable as a
supplementary text for undergraduate abnormal psychology
or clinical psychology courses. This book is also
appropriate as a supplement for introductory psychology
courses in which abnormal psychology is accorded
substantial emphasis. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: current topics and controversial issues in abnormal
psychology and mental disorders and diagnosis and treatment
Record 80 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Aftereffects and sense of presence in virtual environments:
Formulation of a research and development agenda.
AU: Stanney,-Kay; Salvendy,-Gavriel
AF: U Central Florida, Coll of Engineering, Dept of Industrial
Engineering and Management Systems, Orlando, FL, USA
SO: International-Journal-of-Human-Computer-Interaction. 1998
Apr-Jun; Vol 10(2): 135-187
IS: 1044-7318
PY: 1998
LA: English
AB: This report represents a committee summary of the current
state of knowledge regarding aftereffects and sense of
presence in virtual environments (VEs). The work presented
in this article, and the proposed research agenda, are the
result of a special session that was set up in the
framework of the Seventh International Conference on Human
Computer Interaction. Recommendations were made by the
committee regarding research needs in aftereffects and
sense of presence, and, where possible, priorities were
suggested. The research needs were structured in terms of
the short, medium, and long term and, if followed, should
lead toward the effective use of VE technology. The 2 most
critical research issues identified were (1)
standardization and use of measurement approaches for
aftereffects and (2) identification and prioritization of
sensorimotor discordances that drive aftereffects.
Identification of aftereffects countermeasures (i.e.,
techniques to assist users in readily transitioning
between the real and virtual worlds), reduction of system
response latencies, and improvements in tracking
technology were also thought to be of critical importance.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: special session in Seventh International Conference on
Human Computer Interaction about knowledge regarding
aftereffects and sense of presence in virtual
environments, conference participants
Record 81 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality exposure therapy.
AU: Rothbaum,-Barbara-Olasov; Hodges,-Larry; Kooper,-Rob
AF: The Emory Clinic, Section of Psychiatry, Atlanta, GA, USA
SO: Journal-of-Psychotherapy-Practice-and-Research. 1997 Sum;
Vol 6(3): 219-226
IS: 1055-050X
PY: 1997
LA: English
AB: It has been proposed that virtual reality (VR) exposure may
be an alternative to standard in vivo exposure. VR
integrates real-time computer graphics, body tracking
devices, visual displays, and other sensory input devices
to immerse a participant in a computer-generated virtual
environment. VR exposure is potentially an efficient and
cost-effective treatment of anxiety disorders. VR exposure
therapy reduced the fear of heights in the first
controlled study of virtual reality in treatment of a
psychiatric disorder. A case example of a 19-yr-old with
acrophobia is presented which supports the efficacy of VR
exposure therapy for the fear of flying. The potential for
virtual reality exposure treatment for these and other
disorders is explored, and therapeutic issues surrounding
the delivery of VR exposure are discussed. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: use of virtual reality exposure therapy, patients with
anxiety disorders
Record 82 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Computers and representation: Organization in the virtual
world.
AU: Smith,-Warren
AF: Leicester U, Leicester, England UK
BK: Hassard, John (Ed); Holliday, Ruth (Ed); et-al. (1998).
Organization-representation: Work and organization in
popular culture. (pp. 229-245). London, England UK: Sage
Publications, Inc. xi, 271 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the book) Virtual reality technologies offer the
potential to produce simulated environments that create
the impression that we are in spaces other than those we
actually inhabit. The simulated environment may be a dark
dungeon in a role-playing game, a simulated building
design, or a shared space through which we transcend our
geographical separation, a "virtual organization" in which
we go about our daily business. What does it mean to
organize, or be organized, in this "virtual organization"?
This chapter suggests that virtual reality is actually a
supremely ordered representation of our apparently
disordered world. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: virtual reality representation of organization
Record 83 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Assistive technology and learning disabilities: Today's
realities and tomorrow's promises.
AU: Lewis,-Rena-B.
AF: San Diego State U, Dept of Special Education, San Diego,
CA, USA
SO: Journal-of-Learning-Disabilities. 1998 Jan-Feb; Vol 31(1):
16-26, 54
IS: 0022-2194
PY: 1998
LA: English
AB: Many forms of technology, both "high" and "low," can help
individuals with learning disabilities capitalize on their
strengths and bypass, or compensate for, their
disabilities. This article surveys the current status of
assistive technology for this population and reflects on
future promises and potential problems. In addition, a
model is presented for conceptualizing assistive
technology in terms of the types of barriers it helps
persons with disabilities to surmount. Several current
technologies are described and the research supporting
their effectiveness reviewed: word processing, computer
-based instruction in reading and other academic areas,
interactive videodisc interventions for math, and
technologies for daily life. In conclusion, three themes
related to the future success of assistive technology
applications are discussed: equity of access to
technology; ease of technology use; and emergent
technologies, such as virtual reality. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: futuristic perspective on current status of assistive
technology, persons with learning disabilities
Record 84 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Media ethnography in virtual space: Strategies, limits, and
possibilities.
AU: Lindlof,-Thomas-R.; Shatzer,-Milton-J.
AF: U Kentucky, School of Journalism and Telecommunications,
Lexington, KY, USA
SO: Journal-of-Broadcasting-and-Electronic-Media. 1998 Spr; Vol
42(2): 170-189
IS: 0883-8151
PY: 1998
LA: English
AB: Discusses strategies for studying a new cultural arena in
which aspects of embodiment and identity differ
significantly from traditional media reception. Four areas
of ethnographic engagement with virtual contexts are
considered: the nature and boundaries of virtual
community, the social presence of participation, social
strategies of entry and membership, and technical
utilities of data generation. Ethical issues and future
possibilities for research are also discussed. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: nature and boundaries of community and social presence of
participation and entry and membership strategies and data
generation in ethnographic media research in virtual space
Record 85 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Realidad virtual y tratamientos psicologicos. / Virtual
reality and psychological treatments.
AU: Botella,-C.; Banos,-R.-M.; Perpina,-C.; Ballester,-R.
AF: U Jaume I, Dept de Psicologia Basica, Clinica y
Psicobiologia, Spain
SO: Analisis-y-Modificacion-de-Conducta. 1998; Vol 24(93): 5-26
IS: 0211-7339
PY: 1998
LA: Spanish
AB: Discusses the uses, advantages, and limitations of virtual
reality (VR) as a therapeutic tool in the treatment of
psychological disorders. The function of VR as a protected
environment in which the patient can explore a feared
situation under conditions even more threatening than
those found in reality is examined. Data on the
effectiveness of VR in the treatment of phobias and fears,
posttraumatic stress disorder (PTSD), and eating disorders
and in rehabilitative environments are reviewed. (English
abstract) ((c) 1998 APA/PsycINFO, all rights reserved)
KP: uses and advantages and limitations of virtual reality as
therapeutic tool for treatment, patients with
psychological disorders
Record 86 of 267 in PsycLIT 1996-1999/06
DT: Authored-Book; Book
TI: Child's play: Myth, mimesis and make-believe.
AU: Goldman,-L.-R.
AF: U Queensland, Brisbane, QLD, Australia
PB: Oxford, England UK: Berg. (1998). xxi, 301 pp.
SE: Explorations in anthropology.
PY: 1998
LA: English
AB: (from the cover) Informed by theoretical approaches in the
anthropology of play, developmental and child psychology,
philosophy and phenomenology and drawing on ethnographic
data from Melanesia, the book analyzes the sources for
imitation, the kinds of identities and roles emulated, and
the structure of collaborative make-believe talk to reveal
the complex way in which children invoke their experiences
of the world and reinvent them as types of virtual
reality. Particular importance is placed on how the
figures of the ogre and trickster are articulated. The
author demonstrates that while the concept of imagination
has been the cornerstone of Western intellectual
traditions from Plato to postmodernism, models of child
fantasy play have always intruded into such theorizing
because of children's unique capacity to throw into relief
our understanding of the relationship between
representation and reality. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: anthropological approach to imitation and identities and
roles and structure of make believe talk and imagination
in play behavior, children
Record 87 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality treatment of claustrophobia: A case report.
AU: Botella,-C.; Banos,-R.-M.; Perpina,-C.; Villa,-H.; Alcaniz,
-M.; Rey,-A.
AF: U Jaume I, Dept de Psicologia Basica, Clinica y
Psicobiologia, Spain
SO: Behaviour-Research-and-Therapy. 1998 Feb; Vol 36(2): 239-246
IS: 0005-7967
PY: 1998
LA: English
AB: The efficacy of a treatment for claustrophobia using only
Virtual Reality (VR) exposure was examined. The S was a 43
-yr-old female who suffered from clinically significant
distress and impairment and sought psychological therapy.
Eight individual VR graded exposure sessions were
conducted. All self-report measures were reduced following
VR exposure and were maintained at 1 mo follow-up. The
necessity of a theoretical framework for this new medium
for exposure therapy is discussed. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: virtual reality treatment, 43 yr old female with
claustrophobia
Record 88 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Computer-aided treatments of mental health problems.
AU: Marks,-Isaac; Shaw,-Susan; Parkin,-Richard
AF: Bethlem-Maudsley Hosp, Inst of Psychiatry, London, England
UK
SO: Clinical-Psychology:-Science-and-Practice. 1998 Sum; Vol
5(2): 151-170
IS: 0969-5893
PY: 1998
LA: English
AB: Many research systems use computed clinical decisions to
aid the treatment of adults with mental health problems.
Such systems vary widely in the extent to which they meet
all a given patient's needs. Almost all are aids to, not
substitutes for, a therapist. Hardly any (a) do every
treatment task needed from initial screening to the end of
follow-up, (b) work 100% independent of contact with a
human clinician or technician, and (c) are widely
available and supported. Most systems use desk- or laptop
computers, some use handheld computers, and a few use
computer-driven phone interviews (interactive voice
response). Virtual reality work is embryonic. Computerized
systems to aid treatment have promising clinical outcomes
in phobic, panic, and obsessive-compulsive disorders,
nonsuicidal depression, and smoking cessation. Some of the
systems should soon be robust enough to ease the lives of
many patients, practitioners, and researchers. ((c) 1998
APA/PsycINFO, all rights reserved)(journal abstract)
KP: computer-aided treatments of mental health problems
Record 89 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Navigation in a "virtual" maze: Sex differences and
correlation with psychometric measures of spatial ability
in humans.
AU: Moffat,-Scott-D.; Hampson,-Elizabeth; Hatzipantelis,-Maria
AF: U Western Ontario, Dept of Psychology, London, ON, Canada
SO: Evolution-and-Human-Behavior. 1998 Mar; Vol 19(2): 73-87
IS: 1090-5138
PY: 1998
LA: English
AB: Used computer-generated ("virtual") mazes to investigate
sex differences in the efficiency of spatial route
learning in humans. Correlations between maze performance
and traditional psychometric measures of spatial ability
also were examined. 40 male and 34 female university
students completed a total of 5 learning trials on each of
2 spatial mazes and completed a battery of spatial and
verbal cognitive tests. As well as demonstrating the
typical male advantage on psychometric measures of spatial
performance, robust sex differences favoring males were
found for both the time required to solve the mazes (d =
1.59) and the number of spatial memory errors committed (d
= 1.40). Highly significant positive correlations were
obtained between scores on the paper and pencil tests and
performance on the maze task. Results of the present study
are consistent with results from studies (e.g., I.
Silverman and M. Eals, 1992) in other mammalian species
suggesting a male advantage for spatial navigation through
a novel environment. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: virtual maze learning task performance and performance on
conventional psychometric measures of spatial ability,
male vs female college students
Record 90 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Knowing where and getting there: A human navigation network.
AU: Maguire,-Eleanor-A.; Burgess,-Neil; Donnett,-James-G.;
Frackowiak,-Richard-S.-J.; Frith,-Christopher-D.; O'Keefe,
-John
AF: U London, University Coll London, Wellcome Dept of
Cognitive Neurology, Inst of Neurology, London, England UK
SO: Science. 1998 May; Vol 280(5365): 921-924
IS: 0036-8075
PY: 1998
LA: English
AB: The neural basis of navigation by humans was investigated
with functional neuroimaging of brain activity during
navigation in a familiar, yet complex virtual reality
town. 10 healthy male Ss (mean age 36.5 yrs) participated
in the study. Activation of the right hippocampus was
strongly associated with knowing accurately where places
were located and navigating accurately between them.
Getting to those places quickly was strongly associated
with activation of the right caudate nucleus. These 2
right-side brain structures function in the context of
associated activity in right inferior parietal and
bilateral medial parietal regions that support egocentric
movement through the virtual town, and activity in other
left-side regions (hippocampus, frontal cortex) probably
involved in nonspatial aspects of navigation. Findings
outline a network of brain areas that support navigation
in humans and link the functions of these regions to
physiological observations in other mammals. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: brain activity during navigation in familiar and complex
virtual reality town, health male Ss
Record 91 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Compensation for the effects of time delay in a virtual
environment.
AU: Nelson,-W.-Todd; Hettinger,-Lawrence-J.; Haas,-Michael-W.;
Warm,-Joel-S.; Dember,-William-N.; Stoffregen,-Thomas-A.
AF: Wright-Patterson Air Force Base, Air Force Research Lab, USA
BK: Hoffman, Robert R. (Ed); Sherrick, Michael F. (Ed); et-al.
(1998). Viewing psychology as a whole: The integrative
science of William N. Dember. (pp. 579-601). Washington,
DC, USA: American Psychological Association. xviii, 704
pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) Addresses the negative effects of time
-delayed visual feedback on perceptual-motor performance in
virtual environments and describes the results of an
empirical evaluation designed to compared 2 methods of
compensating for these effects. The 1st method, termed the
algorithmic prediction method, derives from an engineering
perspective in which attempts are made to extrapolate used
input data into the future by the amount of time delay in
the system, thereby canceling the disruptive effects of
the delayed feedback. The 2nd method of compensation,
termed the perceptual adaptation method, is a behavioral
solution based on the recognition that humans possess a
remarkable capacity to adapt to perceptual modifications
of their environments. /// 20 adults participated in 3
experimental phases (preexposure, exposure, postexposure)
involving a head-slaved, dual-axis, pursuit-tracking task
using a helmet-mounted display. Results illustrate the
utility of the perceptual adaptation paradigm for
investigating the effects of spatiotemporal
rearrangements. When this tool is used in conjunction with
contemporary virtual environment technologies, scientists
are provided with a unique way of empirically assessing
the effect of perceptual adaptation. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: algorithmic prediction vs perceptual adaption as
compensators for negative effects of time delay in virtual
environment, adults
Record 92 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Binocular virtual reality displays: When problems do and
don't occur.
AU: Mon-Williams,-Mark; Wann,-John-P.
AF: U Queensland, Dept of Human Movement Studies, St Lucia,
QLD, Australia
SO: Human-Factors. 1998 Mar; Vol 40(1): 42-49
IS: 0018-7208
PY: 1998
LA: English
AB: It has been demonstrated that a stereoscopic virtual
reality system can cause deficits of binocular vision but
that a well-engineered bi-ocular (nonstereoscopic) display
can avoid causing stress to the visual system. The
stereoscopic depth information present in binocular
displays has been hypothesized to be a contributing factor
to visual stress. This study undertook research to
determine the effect of stereoscopic depth in virtual
reality displays on the visual system with 28 healthy
college students. Results show that stereoscopic depth did
not, per se, cause problems to binocular vision over short
(10-min) viewing periods. However, 10 min of viewing a
display that required constant ocular focus with changing
vergence eye movements was sufficient to cause deficits of
binocular vision. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: stereoscopic depth in virtual reality displays, effect on
binocular vision, college students
Record 93 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Hands-free navigation in VR environments by tracking the
head.
AU: Kang,-Sing-Bing
AF: Digital Equipment Corporation, Cambridge Research Lab,
Cambridge, MA, USA
SO: International-Journal-of-Human-Computer-Studies. 1998 Feb;
Vol 48(2): 247-266
IS: 1071-5819
PY: 1998
LA: English
AB: Describes an approach used to navigate virtual reality
environments by tracking the pose (translation and
orientation) of the user's face. The author contends that
this "handsfree" navigation is simple, intuitive and
unobtrusive, and requires only commercially available
products such as a camera and an image digitizer. The pose
of the face is determined by warping a reference face
image to minimize intensity difference between the warped
reference face image and the current face image. This is
more robust because all pixels in the face are used, in
contrast to detecting only selected facial features. In
addition, the proposed approach does not require a
geometric model of the face. The author firsts review the
most general global motion tracking, namely full 2
-dimensional perspective tracking. Two-dimensional motion
matrix decomposition into various motion parameters and
their extraction into head translation and orientation are
also described. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: head-tracking device for hands-free navigation in virtual
reality environments
Record 94 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality therapy of multiple sclerosis and spinal
cord injury: Design considerations for a haptic-visual
interface.
AU: Steffin,-Morris
AF: Swank MS Clinic and Foundation, Beaverton, OR, USA
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 185
-208). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Multiple sclerosis and spinal cord
injury patients can benefit by interaction with a haptic
-visual system to increase the accuracy of movements in
cases of spasticity, cerebellar tremor, and weakness. The
device described in this chapter would apply a
counterforce to constrain the upper extremity to a force
corridor, a region of force/velocity space, designed to
increase movement accuracy. Execution of movements with
counterforce assistance, under certain conditions improves
accuracy and should enable patients to develop enhanced
strategies for dealing with the movement disorders
resulting from their neurologic deficits. Generation of
appropriate force feedback requires dynamic adjustment of
feedback plant characteristics and integration of
visuospatial information in a virtual reality environment.
Sensory augmentation, including compensation for visual
and proprioceptive loss, can theoretically also be
achieved with this approach. The underlying principles in
the development of such a system are presented. Two
benefits would accrue to patients from the development of
such therapeutic techniques. In certain patients, actual
levels of functionality may improve. In most patients,
enhanced abilities and quality of life should be possible.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: design and development of virtual reality therapy system,
patients with multiple sclerosis or spinal cord injury
Record 95 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality in the assessment of neuromotor diseases:
Measurement of time response in real and virtual
environments.
AU: Rovetta,-Alberto; Lorini,-Flavio; Canina,-Maria-R.
AF: Politecnico di Milano, Dipartimento di Meccanica, Milan,
Italy
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 165
-184). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter deals with the design and
the development of a piece of equipment, called DDI
(Disease Detector), developed for the quantitative
analysis of neuromotor diseases. It measures the reaction
of a person, evaluating in the motion of one finger of the
hand the time response, the velocity of phalanxes, and the
force exerted from the finger against a button. The
conditions of motion are ballistic motion, controlled
motion guided by vision, controlled motion without vision,
and motion with a virtual reality modelization on the
computer screen. The system also performs the requirements
for medical applications and with its portability and
accordance to European norms for safety and quality,
represents a new step towards the possibility of
quantitative analysis of the performances of the human
hand, both of mechanical phenomena and electromyography of
neuromotor diseases, which provoke a decrease in upper and
lower limb action. Preliminary conclusions from a 1st
series of tests are that DDI seems to be suitable for
testing either the effectiveness of various types of
visual control or individual performances in manipulation.
A 1st therapeutic application is the rehabilitation of
people disabled on spinal cord activity because of
injuries. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: design and development of Disease Detector, assessment of
neuromotor diseases
Record 96 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual environments for the rehabilitation of disorders of
attention and movement.
AU: Wann,-John-P.; Rushton,-Simon-K.; Smyth,-Martin; Jones,
-David
AF: U Reading, Dept of Psychology, Reading, England UK
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 157
-164). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter seeks to define the role
that virtual environments may have in designing remedial
programmes for rehabilitation following stroke in the
areas of attentional retraining and the reacquisition of
perceptuo-motor skills. Principles for the structure of
guided learning are identified and emphasis placed on the
need to identify when and how virtual environments
technology can introduce added value to the therapy
situation. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: use of virtual environments for rehabilitation, patients
with attention and movement disorders following stroke
Record 97 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual environments in neuropsychological assessment and
rehabilitation.
AU: Rose,-F.-David; Attree,-Elizabeth-A.; Brooks,-Barbara-M.
AF: U East London, Dept of Psychology, London, England UK
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 147
-155). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) 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 (commonly known
as virtual reality). In this chapter, we describe the new
opportunities offered by virtual reality to pursue several
aspects of the rehabilitation process. The technology
underlying virtual environments allows us to temporarily
isolate a person from his or her normal sensory
environment and substitute for it a sensory environment
determined entirely by the computer programmer. In turn,
this allows the rehabilitation team to control precisely
the sensory inputs to the brain which a person with brain
damage will be exposed to. This ability may be used to
assess patients' responsiveness to categories of stimuli
or types of relationships between stimuli. Alternatively,
it may be used to "exercise" areas of the brain thought
not to be functioning at an optimal level. Potentially,
the use of virtual environments might be seen as bringing
the rehabilitation specialist closer to direct non
-invasive manipulation of brain processes than has been
possible before. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: use of virtual environments in neuropsychological
assessment and rehabilitation
Record 98 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality and cognitive assessment and
rehabilitation: The state of the art.
AU: Rizzo,-Albert-A.; Buckwalter,-J.-Galen
AF: U Southern California, Alzheimer's Disease Research Ctr,
Los Angeles, CA, USA
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 123
-145). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Virtual reality 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
neuropsychological assessment and cognitive rehabilitation
of persons with acquired brain injury and neurological
disorders. This chapter provides an introduction to the
basic concepts of neuropsychological assessment and
cognitive rehabilitation along with rationales for virtual
reality's applicability in these complementary fields. The
authors review the relevant literature regarding
theoretical and pragmatic issues for these applications,
and provide a description of their ongoing work developing
a mental rotation/spatial skills cognitive assessment and
training system. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: application of virtual reality technology in
neuropsychological assessment and cognitive
rehabilitation, patients with acquired brain injury or
neurological disorders
Record 99 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Development of a virtual sand box: An application of
virtual environment for psychological treatment.
AU: Hirose,-Michitaka; Kijima,-Ryugo; Shirakawa,-Kimiko; Nihei,
-Kenji
AF: U Tokyo, Faculty of Engineering, Dept of Mechano
-Informatics, Tokyo, Japan
BK: Riva, Giuseppe (Ed); et-al. (1997). Virtual reality in
neuro-psycho-physiology: Cognitive, clinical and
methodological issues in assessment and rehabilitation.
Studies in health technology and informatics. (pp. 113
-120). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) The sand box technique is a
psychotherapy technique that has been applied to diagnose
and treat patients with psychological and psychiatric
difficulties such as autism and neurosis. In this chapter,
the prototype application called "virtual sand box (VSB)"
was developed as a virtual environment to support this
technique. The VSB system enables Ss to create virtual
landscapes containing various objects and figures. The
system was implemented by using a graphics workstation, a
wide-view field display, and 3D input devices. Experiments
were conducted with over 40 elementary school and
university students, with and without psychological
problems, to check the effectiveness of using the VSB
system to aid therapists in treating patients with
psychological and/or psychiatric problems. Experimental
results show the advantages of applying virtual reality
technology to clinical medicine, particularly with respect
to the diagnosis and treatment of people with
psychological and psychiatric difficulties such as autism
and neurosis. Usability of the system is discussed. ((c)
1998 APA/PsycINFO, all rights reserved)
KP: virtual sand box technique for diagnosis and treatment,
patients with psychological or psychiatric disorders