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