VIRTUAL REALITY in Psychology - 267 references from PsycLIT® till 9/99 (Part 2: 100 to 199)
Record 100 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality for the treatment of body image
disturbances.
AU: Riva,-Giuseppe; Melis,-Luca
AF: Istituto Auxologico Italiano, Applied Technology for
Psychology Lab, Verbania, 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. 95
-111). Amsterdam, Netherlands Antilles: IOS Press. xiii,
209 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter describes the
characteristics and preliminary evaluation of The Virtual
Environment for Body Image Modification (VEBIM), a set of
tasks aimed at treating body image disturbances and body
dissatisfaction associated with eating disorders. Two
methods are commonly used to treat body dissatisfaction:
(1) a cognitive-behavioural therapy to influence patients'
feelings of dissatisfaction; (2) a visual/motorial therapy
with the aim of influencing the level of bodily awareness.
VEBIM tries to integrate these 2 therapeutic approaches
within an immersive virtual environment. This choice not
only makes it possible to intervene simultaneously on all
of the forms of bodily representations, but also to use
the psycho-physiological effects provoked on the body by
the virtual experience for therapeutic purposes. The
chapter, together with the description of the VEBIM
theoretical approach, also presents a study on 2
preliminary samples (71 normal Ss, uncontrolled study; 48
normal Ss, controlled study) to test its efficacy. Results
indicate a reduction in the body dissatisfaction of the Ss
after the virtual experience. Further, a lack of side
effects and simulation sickness confirms the possibility
of using virtual environments for therapeutic purposes.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: characteristics and evaluation of Virtual Environment for
Body Image Modification for treatment of body image
disturbances and body dissatisfaction, adults
Record 101 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality for the palliative care of cancer.
AU: Oyama,-Hiroshi
AF: National Cancer Ctr Hosp, Medical Virtual Reality
Development Lab, 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. 87-94).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter reports on the development
of a virtual reality (VR) system to provide cancer
patients with emotional support and to encourage them to
assume an active life against cancer, since patients with
an active lifestyle survive longer than those with a
passive lifestyle. A possible explanation for this latter
fact is that psychological stimulation may also activate
the endocrine and immune systems. Both systems may be able
to rapidly repair tissue damaged by cancer and change the
characteristics of cancer itself. Although microelectrical
analysis and molecular and genetic analyses are rapidly
solving the riddles of the relationship between the brain
and thought, the authors think that their VR research for
palliative medicine may also play an important role with
regard to the development of new tools for treatment and
support. /// VR technology may also be used to help
patients accept their disease. The authors plan to develop
a new type of counseling system in medical cyberspace to
provide mental care. It can also be used for group therapy
or humor therapy to reduce loneliness. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: use of virtual reality system for palliative care, patients
with cancer
Record 102 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality for the treatment of autism.
AU: Strickland,-Dorothy
AF: Stetson U, Dept of Computer Science, DeLand, FL, 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. 81-86).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Autism and attention disorders involve
abnormal stimulus responses to the external world. Virtual
reality offers the potential to regulate an artificial
computer environment to better match the expectations and
needs of children with these problems. Features useful in
mastering interaction with the real world and which are
attainable with virtual reality include controllable input
stimuli, modification for generalization, safer learning
situation, a primarily visual/auditory world,
individualized treatment, preferred computer interactions,
and body and head trackers. The research described in this
chapter as well as numerous studies going on around the
world indicate that this regulating effect may be of value
in helping these individuals learn to better react to
their real world. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: virtual reality as treatment and learning aid, children
with autism or attention deficit disorders
Record 103 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality as assessment tool in psychology.
AU: Riva,-Giuseppe
AF: Istituto Auxologico Italiano, Applied Technology for
Psychology Lab, Verbania, 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. 71-79).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SSEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter describes the context of
current psychological assessment and underlines possible
advantages of a virtual reality based assessment tool. The
chapter also details the characteristics of BIVRS, Body
Image Virtual Reality Scale, an assessment tool designed
to assess cognitive and affective components of body
image. It consists of a non-immersive 3D graphical
interface through which the patient is able to choose
between 9 figures which vary in size from underweight to
overweight. Ss are asked to choose the figures that they
think reflect their current and their ideal body sizes.
The discrepancy between the 2 measures is an indication of
their level of dissatisfaction. /// The software was
developed in 2 architectures, the first (A) running on a
single user desktop computer equipped with a standard
virtual reality development software and the second (B)
split into a server (B1) accessible via Internet and
actually running the same virtual ambient as in (A) and a
VRML (Virtual Reality Modeling Language) client (B2) so
that anyone can access the application. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: virtual reality as psychological assessment tool and
characteristics of Body Image Virtual Reality Scale for
assessment of cognitive and affective components of body
image
Record 104 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality therapy: An effective treatment for
psychological disorders.
AU: North,-Max-M.; North,-Sarah-M.; Coble,-Joseph-R.
AF: Clark Atlanta U, Virtual Reality Technology Lab, Atlanta,
GA, 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. 59-70).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter describes 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 and other psychological
disorders. VRT, like current imaginal and in vivo
modalities, can generate stimuli that could be utilized in
desensitization therapy. Like systematic desensitization
therapy, VRT can provide stimuli for patients who have
difficulty in imagining scenes and/or are too phobic to
experience real situations. Unlike in vivo systematic
desensitization, VRT can be performed within the privacy
of a room. VRT can generate stimuli of much greater
magnitude than standard in vivo techniques. Since VRT is
under patient control, it appears safer and at the same
time more realistic than imaginal desensitization.
Finally, VRT adds the advantage of greater efficiency and
economy in delivering the equivalent of in vivo systematic
desensitization within the therapist's office. /// The
chapter also describes how to use VRT in the treatment of
specific phobias: fear of flying, fear of heights, fear of
being in certain situations, and fear of public speaking.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: use of virtual reality therapy in systematic
desensitization, patients with phobias and other
psychological disorders
Record 105 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Human factors consideration in clinical applications of
virtual reality.
AU: Lewis,-Christopher-H.; Griffin,-Michael-J.
AF: U Southampton, Inst of Sound and Vibration Research, Human
Factors Research Unit, Southampton, 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. 35-56).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Virtual reality environments have many
potential applications in medicine, including surgical
training, tele-operated robotic surgery, assessment and
rehabilitation of behavioural and neurological disorders,
and diagnosis, therapy and rehabilitation of physical
disabilities. Although there is much potential for the use
of immersive virtual reality environments in clinical
applications, there are problems which could limit their
ultimate usability. This chapter identifies side-effects
which have been reported during or following exposures to
simulators and virtual reality environments, and factors
(user, system, and task characteristics) which are likely
to affect the incidence of these side-effects. These
factors need to be considered in the design of clinical
applications in order to minimise undesirable
consequences. Suggestions are made for the establishment
of protocols for monitoring and controlling exposures of
patients in virtual reality applications for assessment
and rehabilitation. A need is identified for more
fundamental research so as to improve understanding of the
interaction between different factors influencing side
-effects. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: side effects and human factor considerations in patient
exposure to and design of virtual reality environments for
assessment and rehabilitation
Record 106 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual reality for health care: A survey.
AU: Moline,-Judi
AF: US Dept of Commerce, National Inst of Standards and
Technology, Information Technology Lab, Gaithersburg, MD,
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. 3-34).
Amsterdam, Netherlands Antilles: IOS Press. xiii, 209
pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This chapter surveys the state of the
art in applications of virtual environments and related
technologies for health care. Applications of virtual
environments in 7 health care-related areas are described:
surgical procedures, medical therapy, preventive medicine
and patient education, medical education and training,
medical database visualization, skill enhancement and
rehabilitation, and design of health-care facilities. The
chapter also addresses the value added of current
applications of virtual environments and related
technologies, summarizes some problems and limitations,
and describes tools now under development. To date, such
applications have improved the quality of health care, and
in the future they will result in substantial cost
savings. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: applications of virtual environments and related
technologies in health care
Record 107 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Virtual reality in neuro-psycho-physiology: Cognitive,
clinical and methodological issues in assessment and
rehabilitation.
AU: Riva,-Giuseppe (Ed)
AF: Istituto Auxologico Italiano, Applied Technology for
Psychology Lab, Milan, Italy
PB: Amsterdam, Netherlands Antilles: IOS Press. (1997). xiii,
209 pp.
SE: Studies in health technology and informatics.
PY: 1997
LA: English
AB: (from the publicity materials) This book is a collection of
chapters from researchers who have pioneered the ideas and
the technology associated with virtual reality. In
particular, the book discusses the clinical principles,
human factors, and technological issues associated with
the use of virtual reality for assessment and treatment in
neuro-psycho-physiology. It is hoped that the contents of
the book will stimulate additional research on cognitive
and human factors related to the virtual experience and on
how best to use virtual environments in neurology. ((c)
1998 APA/PsycINFO, all rights reserved)
KP: clinical and human factors and technological issues in use
of virtual reality for assessment and rehabilitation of
neurological and psychological and physiological disorders
Record 108 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Plenitude and alienation: The subject of virtual reality.
AU: Cooper,-Simon
AF: Monash U, Ctr for Comparative Literature and Cultural
Studies, VIC, Australia
BK: Holmes, David (Ed); et-al. (1997). Virtual politics:
Identity and community in cyberspace. Politics and
culture. (pp. 93-106). London, England UK: Sage
Publications, Inc. vii, 248 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Though the technology of virtual reality
(VR) has not developed to the point where it will mark a
new stage in human evolution, the burgeoning claims for
its potential has not subsided. I argue that VR does not
constitute, as many of its proponents hope, a radical
break with present modes of being. Rather, the discourse
surrounding VR can be seen to foreground many of the
ideologies underpinning the present social formation of
late capitalism. In claiming this, I take up R. Markley's
suggestion that '[c]yberspace is already marked by
competing values about reality and subjectivity, by
previous political struggles to naturalize and resist
particular constructions of reality.' In particular, VR
seems to be an ideal medium for articulating the anxieties
and fantasies of the postmodern subject--especially the
desire for mastery through which the subject is the
absolute point of reference for, and creator of, its own
experiences. How the technology of VR promotes this type
of ego-logical subjecthood is my main focus. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: role of technology in promotion of ego subjecthood in
virtual reality
Record 109 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Beyond being digital: Representations and virtual
corporeality.
AU: Green,-Nicola
AF: U Canterbury, Dept of Sociology, Christchurch, New Zealand
BK: Holmes, David (Ed); et-al. (1997). Virtual politics:
Identity and community in cyberspace. Politics and
culture. (pp. 59-78). London, England UK: Sage
Publications, Inc. vii, 248 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Debates on virtual systems have been
framed through questions about the form and representation
of digital bodies. Critical attention needs to be paid not
only to how bodies are signified in digital worlds, but
also to the social constitution of virtual embodiment.
This entails examining how digital representations of
bodies are conceived, not only in their 'production' but
also in the ways they are taken up and their meanings
negotiated and renegotiated by those who use the
technologies. I argue that individuals construct
understandings of their embodied states in encounters with
the physical elements of virtual reality systems. I
explore both the representational content of embodiment in
a specific digital microworld and how that world is
achieved through the simulation of embodied social
interaction and the negotiation of bodies in commodified
human/technological systems. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: construction of representational content and virtual
corporeality of digital bodies and simulation of embodied
social interaction in human/technological systems
Record 110 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Virtual politics: Identity and community in cyberspace.
AU: Holmes,-David (Ed)
AF: Griffith U, Gold Coast, QLD, Australia
PB: London, England UK: Sage Publications, Inc. (1997). vii,
248 pp.
SE: Politics and culture.
PY: 1997
LA: English
AB: (from the cover) Virtual Politics is a critical overview of
the new--digital--body politic, with new technologies
framing the discussion of key themes in social theory.
This book shows how these new technologies are altering
the nature of identity and agency, the relation of self to
other, and the structure of community and political
representation. /// The principal theme of this book is
that electronically and digitally simulated environments
offer an important metaphor for understanding social
relations. This volume focuses on how virtual realities
effectively extend space, time and the body; and shows how
technologies such as the motor car and environments such
as the cinema and the shopping mall prefigure cyberspace.
This book examines the loss of political identity and
agency in cyberspace and identifies a disembodied consumer
in anonymous control of a simulated reality. This book
will be of interest for students of sociology, social
theory and cultural studies. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: virtual politics as metaphor for understanding and
extension of social relations and identity and community
in cyberspace
Record 111 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Transfer of spatial information from a virtual to a real
environment.
AU: Wilson,-Paul-N.; Foreman,-Nigel; Tlauka,-Michael
AF: U Leicester, Dept of Psychology, Leicester, England UK
SO: Human-Factors. 1997 Dec; Vol 39(4): 526-531
IS: 0018-7208
PY: 1997
LA: English
AB: 48 16-26 yr olds explored either a real multistory building
or a to-scale computer simulation of the same building.
Following exploration, their knowledge of the spatial
properties of the environment was assessed. Ss in a
control group were asked to complete the same assessment
tasks without the opportunity to explore either the real
building or the computer simulation. Spatial knowledge was
assessed using 4 measures: pointing to objects not
directly visible from the test site, Euclidean distance
estimates, route distance estimates, and drawings of the
building. Transfer of learning from the simulation to the
real environment was evident. Pointing to objects not
visible from the test site proved to be the most sensitive
measure; mapdrawing accuracy was very similar to pointing
accuracy. However, some other measures did not distinguish
the estimates of control Ss from the Ss that explored the
real building. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: virtual vs real environment, transfer of spatial
information, 16-26 yr olds
Record 112 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Real and virtual borders in the Poggendorff illusion.
AU: Westheimer,-Gerald; Wehrhahn,-Christian
AF: U California, Div of Neurobiology, Berkeley, CA, Berkeley,
CA, USA
SO: Perception. 1997; Vol 26(12): 1495-1501
IS: 0301-0066
PY: 1997
LA: English
AB: The strength of the Poggendorff illusion has been
determined by a nulling method for the classical as well
as other configurations of the central inducing region.
Compared to a uniform field, an inducing rectangle with
very low contrast produces a marked illusion, which
saturates at a Michelson contrast of about 0.1. In this
experiment, the authors measured the strength of the
Poggendorff illusion with 2 kinds of changes:
Parametrically with border contrast and with inducing
patterns outlined by a variety of real & illusory
contours. The Ss were 4 undergraduates and 2 other adults.
With virtual borders of the Kanizsa type, there is a weak
illusion and this effect is attenuated when the "pacman"
sectors are occluded. Texture borders without luminance
contrast induce a stronger illusion. These results are
discussed in relation to earlier data for contrast
dependence of Vernier acuity and for the orientation
discrimination and tilt illusion with real and virtual
borders. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: border contrast and patterns in real and virtual borders,
strength of Poggendorff illusion, adults
Record 113 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Actualisation du passe, virtualite de l'avenir. / Turning
past into present, virtual reality of the future.
AU: Perron-Borelli,-Michele
SO: Revue-Francaise-de-Psychanalyse. 1997; Vol 61(5, Spec.
Issue): 1749-1756
IS: 0035-2942
PY: 1997
LA: French
AB: Notes that the present time of the analysis makes it
possible to turn past into present, thereby making the
past real, or "actual." Psychoanalysis deals with the
analysand's past: based on repetition, which is the vector
of transference, psychoanalysis's goal is the recollection
of the analysand's personal history and its
reconstruction. Yet psychoanalysis is also turned toward
the future, since its therapeutic goal is the improvement
of the analysand's psychic functioning to achieve a better
future. The author applies different temporal parameters
to the phenomenon of "actualization" of the past. By
virtue of its processual character, the transformation of
the past into the present in the analytic session opens
virtualities of change vectorized toward the future.
(English, German, Spanish & Italian abstract) ((c) 1998
APA/PsycINFO, all rights reserved)
KP: transformation of past into present in psychoanalytic
session
Record 114 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Modifications of body-image induced by virtual reality.
AU: Riva,-Guiseppe
AF: Centro Auxologico Italiano, Applied Technology for
Neuropsychology Lab, Verbania, Italy
SO: Perceptual-and-Motor-Skills. 1998 Feb; Vol 86(1): 163-170
IS: 0031-5125
PY: 1998
LA: English
AB: Two direct and specific approaches are usually used in the
treatment of a disturbed body image: a
cognitive/behavioral therapy to influence a patient's
feelings of dissatisfaction and a visuomotor therapy to
influence bodily awareness. In this study, the author
developed a virtual reality environment integrating the 2
approaches and tested its efficacy on a nonclinical sample
of 24 women. Before and after a 10-min virtual experience
all the Ss made ratings on the Figure Rating Scale and the
Continuous Drawing Rating Scale. Analysis showed a
significant reduction in body dissatisfaction without any
major side effect. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: combined cognitive/behavioral and visuomotor virtual
reality therapy for modification of body image, adult
females
Record 115 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Variabili cognitive e percettive implicate in un'esperienza
di realta virtuale. / Perception and cognition in virtual
reality.
AU: Cioffi,-Giuseppina
AF: U degli Studi di Sassari, Facolta di Lettere e Filosofia,
Dipartimento di Economia, Sassari, Italy
SO: Ricerche-di-Psicologia. 1997; Vol 21(2): 69-97
IS: 0391-6081
PY: 1997
LA: Italian
AB: Studied perceptual and cognitive information processing of
90 young adults who interacted with graphic computer
designed worlds, known as artificial or virtual worlds, in
which the Ss lived an experience as a reality. Ss
interacted with the objects of an entertainment experience
of virtual reality, named Legend Quest. The goal of the
study was to analyze (1) perceptual organization in the
virtual world and in reentry into the real world, (2)
operative and cognitive behavior deriving from the virtual
interaction, and (3) the emotional reactions and the body
perceptions and representations caused by virtual reality.
((c) 1998 APA/PsycINFO, all rights reserved)
KP: perceptual organization and cognitive information
processing and emotional and physical reactions during
and/vs after virtual reality experience, 18-27 yr olds
Record 116 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Knowing where things are: Parahippocampal involvement in
encoding object relations in virtual large-scale space.
AU: Maguire,-Eleanor-A.; Frith,-C.-D.; Burgess,-N.; Donnett,-J.
-G.; O'Keefe,-J.
AF: U London, Inst of Neurology, Wellcome Dept of Cognitive
Neurology, London, England UK
SO: Journal-of-Cognitive-Neuroscience. 1998 Jan; Vol 10(1): 61
-76
IS: 0898-929X
PY: 1998
LA: English
AB: Examined the neural substrates of the topographical memory
acquisition process when environmental landmarks were more
specifically identifiable. Using positron emission
tomography (PET), the authors measured regional cerebral
blood flow changes while 11 normal Ss (aged 21-37 yrs)
explored and learned in a virtual reality environment. One
experiment involved an environment containing salient
objects and textures that could be used to discriminate
different rooms. Another experiment involved a plain empty
environment in which rooms were distinguishable only by
their shape. Learning in both cases activated a network of
bilateral occipital, medial parietal, and occipitotemporal
regions. The presence of salient objects and textures in
an environment additionally resulted in increased activity
in the right parahippocampal gyrus. This region was not
activated during exploration of the empty environment.
These findings suggest that encoding of salient objects
into a representation of large-scale space is a critical
factor in instigating parahippocampal involvement in
topographical memory formation in humans and accords with
previous studies implicating parahippocampal areas in the
encoding of object location. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: role of parahippocampus in topographical memory acquisition
process, 21-37 yr olds, England
Record 117 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Consciousness and neural cognizers: A review of some recent
approaches.
AU: Browne,-Chris; Evans,-Richard; Sales,-Nick; Aleksander,-Igor
SO: Neural-Networks. 1997 Oct; Vol 10(7): 1303-1316
IS: 0893-6080
PY: 1997
LA: English
AB: Reviews 3 recent approaches to the study of consciousness
or mind, including a neurally based theory of artificial
consciousness (I. Aleksander, 1995, 1996); a philosophy of
mind based on cognitive acts (J. Searle, 1992); and a
theory of human development based on a redescription of
learned competences (A. Clark and A. Karmiloff-Smith,
1993). The review's constructivist approach is based on
the fundamental postulate that posits an automata theory
in which the state variables have neural learning
properties, and neural states which contribute to
consciousness must be created through a process of iconic
learning. Learned state space representations of knowledge
are described, taken from work using a system to explore
and name objects in a virtual environment called
kitchenworld. The tasks represented concern bottom-level,
sensory-motor processing, based on the view that cognition
arises through a process of redescription of lower level
representations into higher level ones. The task of
building a single neural architecture with an internally
driven rediscriptive mechanism is outlined, showing how a
neural system might build up a set of hierarchical,
flexible representations in a number of domains. An
appendix summarizes the artificial consciousness
framework. ((c) 1998 APA/Correctn, all rights reserved)
KP: artificial consciousness framework and neural automata
theory of consciousness and neural network models of mind
and virtual environments
Record 118 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality and cognitive rehabilitation: A brief
review of the future.
AU: Rizzo,-Albert-A.; Buckwalter,-J.-Galen; Neumann,-Ulrich
AF: U Southern California, Alzheimer's Disease Research Ctr,
Los Angeles, CA, USA
SO: Journal-of-Head-Trauma-Rehabilitation. 1997 Dec; Vol 12(6):
1-15
IS: 0885-9701
PY: 1997
LA: English
AB: A uniquely suited match exists in virtual reality's (VR's)
application to cognitive assessment and rehabilitation. VR
offers the potential to develop human testing and training
environments that allow for the precise control of complex
stimulus presentations in which human cognitive and
functional performance can be accurately assessed and
rehabilitated. However, basic feasibility issues need to
be addressed for this technology to be reasonably and
efficiently applied to the cognitive rehabilitation (CR)
of persons with acquired brain injury and neurological
disorders. This article presents a brief introduction to
the concepts of VR, as well as a rationale for the VR-CR
connection. Basic theoretical and pragmatic issues for
this application are discussed and a review of relevant
work that has been done, or is currently in progress, is
presented along with recommendations for future
investigation in this area. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: virtual reality and cognitive rehabilitation, people with
acquired brain injury and neurological disorders
Record 119 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Effects of virtual reality-enhanced exercise equipment on
adherence and exercise-induced feeling states.
AU: Annesi,-James-J.; Mazas,-Jose
AF: Club at Woodbridge Health and Fitness Ctr, Woodbridge, NJ,
USA
SO: Perceptual-and-Motor-Skills. 1997 Dec; Vol 85(3, Pt 1): 835
-344
IS: 0031-5125
PY: 1997
LA: English
AB: Tested the effectiveness of virtual reality-enhanced
cardiovascular exercise equipment for increasing adherence
to exercise and attendance at a private fitness center
among 39 new clients (aged 21-60 yrs). Attendance was
significantly higher in the virtual reality-enhanced
condition than in the conditions without virtual reality
over the 14-wk period. Adherence was also highest (83.33%)
in the virtual-reality bicycle group. Postexercise
feelings of positive engagement, revitalization,
tranquility, and physical exhaustion, as measured by the
Exercise-induced Feeling Inventory, did not differ among
groups. Contrary to previous findings, Self-motivation
Inventory scores were not associated with either
attendance or adherence. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: virtual reality-enhanced cardiovascular exercise equipment,
adherence to exercise and attendance at fitness center and
exercise-induced feeling states, 21-60 yr olds
Record 120 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Explorations in virtual reality: Absorption, cognition and
altered state of consciousness.
AU: Glickson,-Joseph; Avnon,-Michal
AF: Bar-Ilan U, Dept of Criminology, Ramat Gan, Israel
SO: Imagination,-Cognition-and-Personality. 1997; Vol 17(2):
141-151
IS: 0276-2366
PY: 1997
LA: English
AB: Investigated whether Virtual Reality (VR) has the potential
to be a research tool for studying consciousness and
cognition. 12 23-30 yr olds participated in 2 sessions of
a VR game, located in a VR arcade. Both individual
differences in absorption (leading to varying degrees of
interaction and experience in VR), and the specific
cognitive set with which the participant enters the VR
(instructions emphasizing either introspective
sensitization or metaphoric-symbolic cognition) were
considered. High absorption was found to predispose Ss to
experience an altered state of consciousness. Furthermore,
this susceptibility was moderated by the cognitive set
employed. Unfortunately, the particular VR game was rather
violent, and tended to make Ss "turn off" the focus on
their own subjective experience. ((c) 1998 APA/PsycINFO,
all rights reserved)
KP: use of virtual reality game for research on consciousness
and cognition, 23-30 yr olds, conference presentation
Record 121 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The psychology of cyberspace: A socio-cognitive framework
to computer-mediated communication.
AU: Riva,-Giuseppe; Galimberti,-Carlo
AF: Istituto Auxologico Italiano, Applied Technology for
Psychology Lab, Verbania, Italy
SO: New-Ideas-in-Psychology. 1997 Aug; Vol 15(2): 141-158
IS: 0732-118X
PY: 1997
LA: English
AB: The authors outline a framework for the study of computer
-mediated communication defining three psychosocial roots
by which the subjectivity of user is constructed:
networked reality, virtual conversation, and identity
construction. This has resulted in new ways of describing
cyberspace, the virtual space inhabited by electronic
network users. Community, for persons interacting in a
technological environment, is shifting from culture
defining mass media to that of a proliferation of media as
alternative sources of mediated experience. In fact, the
key feature of cyberspace is interaction, from which a new
sense of self and community can be built. The authors also
consider some implication of this approach for current
research in communication studies, 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. ((c)
1998 APA/PsycINFO, all rights reserved)
KP: psychosocial aspects of networked reality and virtual
conversation and identity construction in computer
-mediated communication and interpersonal interactions and
"community" in cyberspace
Record 122 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Head orientation and binaural depth perception.
AU: Simpson,-Peter-J.; Nation,-Keith-J.
AF: U Surrey, Guildford, England UK
BK: Harris, Don (Ed); et-al. (1997). Engineering psychology and
cognitive ergonomics, Vol. 2: Job design and product
design. (pp. 285-291). Aldershot, England UK: Ashgate
Publishing Co. xiv, 474 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) This study investigates how direction of
gaze, varied by changing head orientation relative to a
sound source, effects the estimation of the distance of
the sound source. The stimulus materials, consisting of
single words, were recorded binaurally using a dummy head
in a small reverberant room. Ss were 6 undergraduate
students. /// The results show that Ss' distance
estimation for a transient sound stimulus is accurate up
to 5 meters. Overall, performance was not effected by head
orientation. There was some evidence which suggested that
Ss' overestimated distance when the head 'faced' the sound
source and underestimated the distance when the head was
turned away from the source. The results suggest that
adding binaural information to computer generated visual
information, for example in virtual reality systems, can
overcome problems of distance scaling in space perception
and enhance the perception of location and depth. ((c)
1998 APA/PsycINFO, all rights reserved)
KP: head orientation, estimation of binaural depth perception,
adults
Record 123 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Use of virtual reality computing in spatial learning
research.
AU: Wilson,-Paul-N.
AF: U Leicester, Dept of Psychology, Leicester, England UK
BK: Foreman, Nigel (Ed); Gillet, Raphael (Ed); et-al. (1997). A
handbook of spatial research paradigms and methodologies,
Vol. 1: Spatial cognition in the child and adult. (pp.
181-206). Hove, England UK: Psychology Press/Erlbaum (Uk)
Taylor & Francis. vii, 215 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) The first section in this chapter
explains what is understood by the term "virtual reality,"
(VR) and briefly discusses the relationship between
reality and VR from a psychological perspective. The
origin and development of VR technology is outlined, and
several ways in which virtual environments can be
presented are described. Currently available software and
hardware are introduced, and some limitations of the
technology are discussed. /// The second section
introduces the potential benefits of using virtual
environments as a tool for spatial learning research.
Three areas of research into VR are discussed: learning
and disability, the importance of physical and
psychological activity in VR use, and memory processes in
virtual and real environments. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: virtual reality technology in spatial learning research
Record 124 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: A handbook of spatial research paradigms and methodologies,
Vol. 1: Spatial cognition in the child and adult.
AU: Foreman,-Nigel (Ed); Gillet,-Raphael (Ed)
AF: U Leicester, Dept of Psychology, Leicester, England UK
PB: Hove, England UK: Psychology Press/Erlbaum (Uk) Taylor and
Francis. (1997). vii, 215 pp.
PY: 1997
LA: English
AB: (from the cover) This volume is concerned with the
developing infant, child, and adult, and their use of
spatial representations to search among multiple spatial
locations, make spatial judgments, and find their way from
place to place in laboratory environments, built
environments and in virtual reality simulations. The
contributing authors to this volume are international
authorities who describe and review the major paradigms
used in their research areas. ((c) 1998 APA/PsycINFO, all
rights reserved)
KP: research paradigms and methodologies for spatial cognition,
adults and children and infants, handbook
Record 125 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Cognitive analysis, design and programming: Next generation
OO paradigm.
AU: Scandura,-Joseph-M.
AF: U Pennsylvania, Merge Research Inst, Narbeth, PA, USA
SO: Journal-of-Structural-Learning-and-Intelligent-Systems.
1997; Vol 13(1): 25-52
IS: 1027-1015
PY: 1997
LA: English
AB: Describes evolution, characteristics, implementation, and
applications of the cognitive object-oriented (OO)
approach to software design and programming. The cognitive
OO (COO) paradigm, based directly on real world semantics,
offers a representation of reality where actions play as
important a role as objects. Together with existing
Flexsys (an integrated software engineering application)
simulation technology, the COO paradigm allows modeling of
real world behavior more directly and fully than the
standard object-oriented approach, and (unlike traditional
structured design) testing/debugging of models as they are
designed. Also, it directly supports abstract input-output
operations as well as objects, can be implemented in C++
and other OO languages, and supports code reuse. The
essence of the COO paradigm involves modeling system
behavior successively from the highest levels of
abstraction, with artificial barriers between high and low
level design and programming eliminated. The major
difference between this paradigm and traditional
structural (cognitive task) analysis is that the latter
requires parallel refinement of both processes and data,
while the process refinement of the COO paradigm imposes
parallel requirements on virtual data. ((c) 1998
APA/PsycINFO, all rights reserved)
KP: characteristics and comparison to cognitive analysis in
object-oriented approach, cognitive object-oriented
paradigm for software design and programing that models
real-world behavior
Record 126 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Graphics design on the Web.
AU: Wiebe,-Eric-C.; Howe,-Julie-E.
AF: North Carolina State U, NC, USA
BK: Forsythe, Chris (Ed); Grose, Eric (Ed); et-al. (1998).
Human factors and Web development. (pp. 225-239). Mahwah,
NJ, USA: Lawrence Erlbaum Associates, Inc., Publishers.
ix, 280 pp.SEE BOOK
PY: 1998
LA: English
AB: (from the chapter) This chapter provides an overview of
perceptual and cognitive aspects of some overarching human
factors issues involved with the design and use of
graphics on the Web. Theoretical points are also paired
with a discussion of how they might apply to specific
application areas on the Web. The goal is to go beyond
strictly computational performance and aesthetic issues
and look at issues pertaining directly to visual
perfomance: how to improve the speed, accuracy, and
usability of communicating graphic information. /// Topics
discussed in this chapter are: research issues on
perceptual elements (cognitive elements, task-design
interaction, Web issues, common Web graphic techniques,
scientific and technical data representation, virtual
reality techniques, graphics representing information
structure). ((c) 1998 APA/PsycINFO, all rights reserved)
KP: perceptual and cognitive aspects of human factors issues in
design and use of graphics for Web sites
Record 127 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: A cybernautical perspective on impulsivity and addiction.
AU: Clark,-J.-Maxwell
AF: Simon Fraser U, Dept of Psychology, Burnaby, BC, Canada
BK: Webster, Christopher D. (Ed); Jackson, Margaret A. (Ed); et
-al. (1997). Impulsivity: Theory, assessment, and
treatment. (pp. 82-91). New York, NY, USA: The Guilford
Press. xvii, 462 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) The computer interface, "cyberspace,"
and now "virtual reality," (VR) are part of the vanguard
of innovative technologies that are rapidly
revolutionizing the structure of human social
organization. The emancipatory potential of this new
technology is considerable and is a subject of fervent
global discourse. These technologies stand to give rise to
a new breed on nonconformity--one that is distinctly
anonymous, indirect, and seductive. This chapter focuses
on an aspect of VR that is currently a hotbed of
discussion and a most likely candidate for behaviors such
as impulsivity and addiction. This aspect is "virtual
sex." After considering the effects of the development of
technology upon both the individual and humanity, the
chapter considers the prospects of virtual addiction
posited by virtual sex. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: impact of technology on individuals and humanity and
prospects for impulsivity and addiction posited by virtual
reality and virtual sex
Record 128 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Aber brennt Paris wirklich? Unsicherheitsaengste und
normales Chaos der Liebe. / Is Paris really burning?
(Anxieties of uncertainty and the normal chaos of love).
AU: Barale,-Francesco
SO: Jahrbuch-der-Psychoanalyse. 1997; Vol 38: 9-21
IS: 0075-2363
PY: 1997
LA: German
AB: Discusses 4 aspects of today's sexuality: the gender
crisis, the spread of sexual perversions and their
cultural visibility, the changes in sexual morality, and 1
of the recent discoveries in biology, i.e., assisted
procreation. Psychoanalysts and patients are confronted
with a crisis in the old system of norms, with images of
shared sexuality and gender and with a "loss of center".
Postmodern "performing" bodies, the bodies of the perverse
solution, move in a "virtual reality." The new sexuality,
however, appears to have possibilities besides destructive
aspects. Psychoanalysts can confront the turbulence by
striking a balance between Eros and Thanatos, to keep
chaos, ambivalence, "de- construction" and the negative at
bay. (English abstract) ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: crisis in systems of norms concerning aspects of sexuality
of today, patients and analysts
Record 129 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Organizing in cyberspace: The virtual link.
AU: Sotto,-Richard
AF: U Stockholm, Dept of Business Administration, Stockholm,
Sweden
SO: Scandinavian-Journal-of-Management. 1996 Mar; Vol 12(1): 25
-40
IS: 0956-5221
PY: 1996
LA: English
AB: This article presents and discusses some aspects of the
impact of information technology (IT) upon organizational
action. Its point of departure is to challenge the now
emergent understanding of this subject according to which
IT, while essentially considered from the vantage point of
its instrumental value, induces radical changes in this
area of human conduct. Consequently, it attempts to
sustain the view that IT introduces an incremental process
of transferring of current representations of organizing
previously detained by human actors, to IT machines. This
transposition does not annul human organizational
enactment, but does not leave it untouched either. Rather,
it opens and closes many different avenues. The author
maintains that this transfer tends to alter the quality of
what makes up an organizational relationship, and examines
what constitutes this relation (i.e., the organizational
link). In conclusion, it is suggested that IT, with regard
to the human enactment of organizational representations,
may develop to a point where it will substitute for the
human modes of organizing rather than merely simulating
them. At this point, organizational relations will acquire
the virtual quality inherent to the locus of IT (i.e., to
cyberspace). ((c) 1998 APA/PsycINFO, all rights reserved)
KP: information technology and impact on organizational
behavior, implications for virtual reality
Record 130 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Using virtual reality technology in organizational behavior
research.
AU: Pierce,-Charles-A.; Aguinis,-Herman
AF: Montana State U, Dept of Psychology, Bozeman, MT, USA
SO: Journal-of-Organizational-Behavior. 1997 Sep; Vol 18(5):
407-410
IS: 0894-3796
PY: 1997
LA: English
AB: Conventional research methodologies that use written
vignettes to present stimuli have been criticized as
lacking in realism. We propose the use of highly immersive
virtual reality (VR) technology to overcome limitations of
written vignettes and other traditional methodologies. We
also illustrate how VR technology can be effectively used
to investigate various topics in organizational behavior
and industrial/organizational psychology. ((c) 1998
APA/PsycINFO, all rights reserved)(journal abstract)
KP: virtual reality technology to illustrate vignettes and in
organizational behavior and industrial psychology
Record 131 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Future research in group support systems: Needs, some
questions and possible directions.
AU: Nunamaker,-Jay-F. Jr.
AF: U Arizona, Management Information Systems and Computer
Science, Ctr for the Management of Information, Tucson,
AZ, USA
SO: International-Journal-of-Human-Computer-Studies. 1997 Sep;
Vol 47(3): 357-385
IS: 1071-5819
PY: 1997
LA: English
AB: Discusses group support systems (GSS), a set of techniques,
software, and technology designed to focus and enhance the
communication, deliberations, and decision making of
groups, and the future of GSS research. Teams that use GSS
become more productive, often reducing their labor costs
and the time required to complete a project. Group
processes are complex and involve much more than
discussion and information sharing. GSS offers the
structured processes that are missing from other computer
based collaborative support systems and that are necessary
for facilitating decision making, generating and
prioritizing alternatives, building consensus, and
establishing a plan, thereby avoiding two problems (lack
of focus and lack of convergence) of unstructured
interactions. Other topics include issues in applying GSS
in organizational settings, keys to successful distributed
collaboration, and the potential contributions of virtual
reality. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: structured decision making processes in computer based
collaborative group support systems, future research
applications
Record 132 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual environments and ergonomics: Needs and
opportunities.
AU: Wilson,-John-R.
AF: U Nottingham, Dept of Manufacturing Engineering and
Operations Management, Virtual Reality Applications
Research Team, Nottingham, England UK
SO: Ergonomics. 1997 Oct; Vol 40(10): 1057-1077
IS: 0014-0139
PY: 1997
LA: English
AB: In their possible application for ergonomics investigation,
and in the novel human-computer interaction issues
involved, virtual environments are an important area of
ergonomics concern. Ergonomics research issues in virtual
environments include multiple sensory channels,
participant representation, design and fit of head-mounted
displays, navigation and orientation, presence and
involvement, quality of pictorial scene, stereoscopic
displays, temporal constraints, and distributed
environments. Some research is also being done on the
possible adverse side effects from interacting with
virtual environments. The author gives an overview of
virtual environment attributes and capabilities and
proposes a framework for their specification, development
and evaluation. ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: application of ergonomics to human-computer interaction in
virtual reality environments and side effects on
participants
Record 133 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Dangerosite en psychiatrie: l'impasse de la prevention? /
Dangerous mental patients: Difficulty of prevention.
AU: Deumie,-L.
AF: Hotel-Dieu de Montreal, Departement de Psychiatrie, PQ,
Canada
SO: Annales-Medico-Psychologiques. 1995 Nov; Vol 153(9): 641-646
IS: 0003-4487
PY: 1995
LA: French
AB: Presents 2 case studies that illustrate potential dangers
in psychiatric practice. The case studies involve 2 young
men (aged 22 and 29 yrs) who are afraid of the violent
nature of their preoccupations and are looking to the
therapist for help and protection. The symptomatology
observed in these cases suggests that a dual diagnosis of
major depression and paranoid schizophrenia may signal a
need for evaluating the potential dangerousness of a
patient. The importance for research based on advanced
technologies (e.g., computer synthesis of biographical,
clinical and psychometric data; audiovisual simulation of
pathogenic situations; and virtual reality) is noted.
(English abstract) ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: violent nature of patient's preoccupations and need for
therapist to evaluate potential dangerousness, male 22 and
29 yr olds with major depression and paranoid
schizophrenia, case reports
Record 134 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Human-machine collaboration in robotics: Integrating
virtual tools with a collision avoidance concept using
conglomerates of spheres.
AU: Wang,-Collin; Ma,-Heng; Cannon,-David-J.
AF: Penn State U, Dept of Industrial and Manufacturing
Engineering, University Park, PA, USA
SO: Journal-of-Intelligent-and-Robotic-Systems. 1997 Apr; Vol
18(4): 367-397
IS: 0921-0296
PY: 1997
LA: English
AB: Describes how virtual tools that represent real robot end
-effectors are used in conjunction with a generalized
conglomerate-of-spheres approach to collision avoidance in
such a way that telerobotic trajectory planning is done
using simple gesture phrases such as "put that there while
avoiding that." An operator need not train for
telemanipulation, nor do robots need a priori knowledge of
operator intent and exhaustive algorithms for evaluating
detailed environment models. Humans and robots do what
each does best. 4 telerobotic stages were implemented to
demonstrate collaborative control between humans and
machines. In the 1st stage, virtual reality tools are
selected from a "toolbox" by the operator and these
virtual tools are computationally interwoven into the live
video scene with depth correlation. Stage 2 generates
standard joint-interpolated trajectories, and later
creates potential field trajectories. Stage 3 tests for
collisions with obstacles identified by the operator and
modeled as conglomerates of spheres. Stage 4 involves
automatic grasping (or cutting, etc.) once the robot
camera acquires a close-up view of the object during
approach. ((c) 1998 APA/PsycINFO, all rights reserved)
KP: human machine collaboration in robotics with virtual tools
and use of conglomerate of spheres approach to collision
avoidance, telerobotic trajectory planning with simple
gesture phrases
Record 135 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: De verdad se esta quemando Paris? (Augustias de
incertitumbre y caos normal del amor). / Is Paris really
burning? (Anxieties of uncertainty and the normal chaos of
love).
AU: Barale,-Francesco
SO: Revista-de-Psicoanalisis. 1996 Jul-Sep; Vol 53(3): 631-640
IS: 0034-8740
PY: 1996
LA: Spanish
AB: Discusses 4 aspects of today's sexuality: the gender
crisis, the spread of sexual perversions and their
cultural visibility, the changes in sexual morality, and
one of the recent discoveries in biology, i.e., assisted
procreation. Psychoanalysts and patients are confronted
with a crisis in the old system of norms, with images of
shared sexuality and gender and with a "loss of center".
Postmodern "performing" bodies, the bodies of the perverse
solution, move in a "virtual reality." The new sexuality
however, appears to have possibilities beside destructive
aspects. Psychoanalysts can confront the turbulence by
striking a balance between Eros and Thanatos, to keep
chaos, ambivalence, "deconstruction" and the negative at
bay. (English abstract) ((c) 1998 APA/PsycINFO, all rights
reserved)
KP: anxieties in confrontation of today's sexuality vs old
system of norms, psychoanalysts and patients
Record 136 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Auditory displays.
AU: Shinn-Cunningham,-Barbara; Lehnert,-Hilmar; Kramer,
-Gregory; Wenzel,-Elizabeth; et-al
AF: Massachusetts Inst of Technology, Research Lab of
Electronics, Cambridge, MA, USA
BK: Gilkey, Robert H. (Ed); Anderson, Timothy R. (Ed); et-al.
(1997). Binaural and spatial hearing in real and virtual
environments. (pp. 611-663). Mahwah, NJ, USA: Lawrence
Erlbaum Associates, Inc. xxii, 795 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Many factors must be considered in
designing spatial acoustic displays, including the
technology used to generate the sensory cues as well as
the perceptual factors that affect how much information is
received by the listener. After discussing auditory
displays in general, this chapter reviews the
psychophysical cues that affect auditory spatial
processing, including how acoustic cues can be influenced
by spatial cues from other modalities. Methods for
simulating acoustic spatial cues are then discussed,
followed by a more detailed examination of factors
affecting the design of a virtual environment (which
includes the dynamic simulation of acoustic spatial cues).
Finally some experimental results are presented that
address how human performance on auditory spatial tasks
may be limited by perceptual factors as well as by the
chosen method of display. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: psychophysical cues affecting auditory spatial processing
and design of and other issues in auditory displays and
their use in virtual environments
Record 137 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Advanced technologies in training: Intelligent tutoring
systems and virtual reality.
AU: Steele-Johnson,-Debra; Hyde,-Belinda-Gaye
AF: Wright State U, Dayton, OH, USA
BK: Quinones, Miguel A. (Ed); Ehrenstein, Addie (Ed); et-al.
(1997). Training for a rapidly changing workplace:
Applications of psychological research. (pp. 225-248).
Washington, DC, USA: American Psychological Association.
xii, 345 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the book) discuss 2 relatively new tools for training
[in areas of industry and the military], intelligent
tutoring, and virtual reality systems / describe initial
investigations of the promise and challenge for using
virtual reality / consider whether and why the immersion
possible with virtual reality may result in improved
learning and performance / describe the capabilities of
intelligent tutoring systems to recognize human error and
to diagnose specific areas in need of remediation in
relation to the promise [the authors] offer for more
efficient refresher training and practice of infrequently
used but important procedures, and, perhaps most
important, the implementation of remote learning via
network connections ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: virtual reality and intelligent tutoring systems for
improved learning and performance in job training,
application to industry and military training
Record 138 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Training for a rapidly changing workplace: Applications of
psychological research.
AU: Quinones,-Miguel-A. (Ed); Ehrenstein,-Addie (Ed)
AF: Rice U, Houston, TX, USA
PB: Washington, DC, USA: American Psychological Association.
(1997). xii, 345 pp.
PY: 1997
LA: English
AB: (from the cover) To achieve and maintain a competitive
edge, organization leaders have realized that they must
find the most effective training possible for their
workforce. They ask what kinds of training they need in
order to adapt to an uncertain future and to an ever
-changing and increasingly volatile workplace. . . .
Inspired by these emergent issues, "Training for a Rapidly
Changing Workplace: Applications of Psychological
Research" brings together researchers from the areas of
industrial-organizational, motivational, and cognitive
psychology, as well as human factors engineering, computer
science, and other related disciplines to study human
learning and its applications to training. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: application of psychological research and learning and
technology to training system design in rapidly changing
workplace
Record 139 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Punishing the persona: Correctional strategies for the
virtual offender.
AU: MacKinnon,-Richard-C.
AF: U Texas, Government Dept, Austin, TX, USA
BK: Jones, Steven G. (Ed); et-al. (1997). Virtual culture:
Identity and communication in cybersociety. (pp. 206-235).
London, England UK: Sage Publications, Inc. x, 262 pp.SEE
BOOK
PY: 1997
LA: English
AB: (from the chapter) what are "virtual crime" and "virtual
punishment" / intuitively, one knows the answers, but it
is necessary to situate the original questions in the
context or place where these crimes are allegedly
occurring and where proper punishments are to be dealt /
this leads to the more preliminary question "what is
cybersociety," for it is there where these phenomena are
presently under study / S. Jones (1995) coined the term to
describe the "new forms of community" and "social
formations" brought about by such "wonders of technology"
as computer-mediated communication (CMC) / cybersociety is
the emergence of community from a complex set of social
formations in a space enacted by mediating technology / in
the language of popular culture it is the society within
virtual reality (VR) or "cyberspace" /// the rogues'
gallery: K. Mitnick, Bungle, and J. Baker / corporal
punishment: punishing the body / non-corporal punishment /
punishing the person / punishing the persona: bodyless
offenders and virtual penalties ((c) 1997 APA/PsycINFO,
all rights reserved)
KP: correctional strategies for virtual offender on computer
-mediated communication systems
Record 140 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Imaging brain structure and function: Emerging
technologies in the neurosciences.
AU: Lester,-David-Simon (Ed); Felder,-Christian-C. (Ed); Lewis,
-E.-Neil (Ed)
AF: Food and Drug Administration, Ctr for Drug Evaluation and
Research, Laurel, MD, USA
PB: New York, NY, USA: New York Academy of Sciences. (1997).
xiii, 315 pp.
SE: Annals of the New York Academy of Sciences, Vol. 820.
IS: 0077-8923
PY: 1997
LA: English
AB: (from the chapter) This volume is based upon a meeting
entitled "Current and Emerging Techniques in Monitoring
Brain Structure and Function" held at the National Library
of Medicine on March 28-29, 1996. The plan of this
conference was 1st to present an overview of the present
-day approaches to and capabilities of monitoring changes
in brain structure and function. This was followed by 2
sessions: 1 on "cutting edge' technologies in the
neurosciences that could be applied to problems of
neuropathology and neurotoxicity, and the other on future
technologies that could be applied to the neurosciences.
The meeting was conceived to show neuroscientists and
biologists that imaging has wide implications that cross
both disciplines. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: overview of current and future approaches to and
capabilities of structural and functional brain imaging
and its applications in neuroscience and to neuropathology
and toxicity, conference proceedings
Record 141 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Constructions and reconstructions of self in virtual
reality: Playing in the MUDs.
AU: Turkle,-Sherry
AF: Massachusetts Inst of Technology, STS Program, Cambridge,
MA, USA
BK: Kiesler, Sara (Ed); et-al. (1997). Culture of the Internet.
(pp. 143-155). Mahwah, NJ, USA: Lawrence Erlbaum
Associates, Inc., Publishers. xvi, 463 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) There are over 300 multiuser games based
on at least 13 different kinds of software on the
international computer network known as the Internet. Here
the author uses the term "MUD" to refer to all the various
kinds. All provide worlds for social interaction in a
virtual space, worlds in which you can present yourself as
a "character," in which you can be anonymous, in which you
can play a role or roles as close or as far away from your
"real self" as you choose. In the MUDs, the projections
of self are engaged in a resolutely postmodern context.
Authorship is not only displaced from a solitary voice, it
is exploded. The self is not ony decentered but multiplied
without limit. There is an unparalleled opportunity to
play with one's identity and to "try out" new ones. MUDs
are a new environment for the construction and
reconstruction of self. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: construction and reconstruction of self in multiuser
virtual reality games on Internet, reprint
Record 142 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Mudding: Social phenomena in text-based virtual realities.
AU: Curtis,-Pavel
AF: Xerox PARC, Palo Alto, CA, USA
BK: Kiesler, Sara (Ed); et-al. (1997). Culture of the Internet.
(pp. 121-142). Mahwah, NJ, USA: Lawrence Erlbaum
Associates, Inc., Publishers. xvi, 463 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) A MUD (Multiuser Dungeon or sometimes
Multiuser Dimension) is a network-accessible
multiparticipant user-extensible virtual reality whose
user interface is entirely textual. Participants (usually
called players) have the appearance of being situated in
an artificially constructed place that also contains those
other players who are connected at the same time. Players
can communicate easily with each other in real time. This
virtual gathering place has many of the social attributes
of other places and many of the usual social mechanisms
operate there. Certain attributes of this virtual place,
however, tend to have significant effects on social
phenomena, leading to new mechanisms and modes of behavior
not usually seen IRL (in real life). In this chapter the
author relates experiences and observations from having
created and maintained a MUD for over a year. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: social phenomena in multi-user-interface text based virtual
realities
Record 143 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: From the couch to the keyboard: Psychotherapy in cyberspace.
AU: Binik,-Yitzchak-M.; Cantor,-James; Ochs,-Eric; Meana,-Marta
AF: McGill U, Dept of Psychology, Montreal, PQ, Canada
BK: Kiesler, Sara (Ed); et-al. (1997). Culture of the Internet.
(pp. 71-100). Mahwah, NJ, USA: Lawrence Erlbaum
Associates, Inc., Publishers. xvi, 463 pp.SEE BOOK
PY: 1997
LA: English
AB: (from the chapter) Reviews research on computerized
automated psychotherapy, computer-mediated therapy, and
computer-created virtual realities for therapy. The
authors discuss the different theoretical, practical, and
ethical issues that result from computer involvement in
the psychotherapeutic process. One central focus to the
discussion is the ability of computer technology to
support a therapeutic alliance. To the extent this is
possible, it is believed that computerized psychotherapy
will be successful therapeutically. Moreover, the attempts
to create suitable forms of computerized psychotherapy
will provide us with novel experimental opportunities to
investigate the necessary elements required in therapeutic
relationships. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: computer-automated and mediated psychotherapy and virtual
realities for psychotherapeutic processes on Internet,
literature review
Record 144 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Culture of the Internet.
AU: Kiesler,-Sara (Ed)
AF: Carnegie Mellon U, Dept of Social and Decision Sciences,
Pittsburgh, PA, USA
PB: Mahwah, NJ, USA: Lawrence Erlbaum Associates, Inc.,
Publishers. (1997). xvi, 463 pp.
PY: 1997
LA: English
AB: (from the preface) This volume is a compendium of essays
and research reports representing how researchers are
thinking about the social and cultural processes of
electronic communication. The chapters were selected to
represent a variety of fields, perspectives, and methods,
and together comprise an early gathering of social
psychological, sociological, and anthropological research
on electronic communication and the Internet. This book is
intended primarily for researchers and others who seek
exposure to diverse approaches to studying the "people"
side of electronic communication and the Internet. For
this audience, the book has 3 purposes: (a) to illustrate
how scientists are thinking about evolving social behavior
on the Internet, (b) to encourage research-based
contributions to current debates on design, applications,
and policies, and (c) to suggest, by example, how studies
of electronic communication can contribute to social
science itself. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: social science researcher approaches to social behavior
and cultural processes on the Internet
Record 145 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Commentary on high-performance computing and human vision
II: Virtual reality and eyeball tracking.
AU: Edwards,-Lynne-K.; Link,-Stephen-W.
AF: U Minnesota, Dept of Educational Psychology, Minneapolis,
MN, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1997
Feb; Vol 29(1): 66
IS: 0743-3808
PY: 1997
LA: English
AB: Comments on the articles by M. K. Kaiser and M. J. Montegut
(see record 84-28296) and J. B. Mulligan (see record 84
-25199). Kaiser and Montegut describe Mars the Movie and
illustrates the use of stereo resolution for producing
realistic vistas of the Mars surface. Mulligan offers the
real-time recording and analysis of eyeball-tracking data
as another example of human vision research which benefits
from high-performance computing. It is noted that the
visualization of scientific data that are not normally
visible can be greatly enhanced by understanding human
visual perception. The authors also suggest that currently
the bottleneck is not in the hardware but in the available
software to transform data efficiently. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: visualization of scientific data from Mars and tracking eye
movements through high-performance computing, commentary,
conference presentation
Record 146 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Commentary on high-performance computing and human vision
I: Perception of visual space.
AU: Yonas,-Albert
AF: U Minnesota, Inst of Child Development, Minneapolis, MN, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1997
Feb; Vol 29(1): 47
IS: 0743-3808
PY: 1997
LA: English
AB: Comments on the article by D. Kersten (see record 84-28330)
which demonstrates that changes in the shadow cast by an
object are sufficient to produce perception of that object
moving in depth, as well as on the article by J. E.
Cutting (see record 84-28293) which characterizes many of
the pictorial depth cues first described by Leonardo da
Vinci. The author agrees that in order to create effective
virtual reality displays, there is a need to understand
the sensitivity of human visual systems to these
perceptual cues. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: visual perception of environmental layout and 3-D computer
graphics and virtual reality, commentary, conference
presentation
Record 147 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: How the eye measures reality and virtual reality.
AU: Cutting,-James-E.
AF: Cornell U, Dept of Psychology, Ithaca, NY, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1997
Feb; Vol 29(1): 27-36
IS: 0743-3808
PY: 1997
LA: English
AB: Presents a framework for understanding human perception of
the cluttered layout (space), discusses the development of
representational art (psychophysics), and applies this
knowledge to virtual reality systems. Systems designers
must know how people perceive space in natural
environments, in photographs, and in cinema to create
virtual reality. Humans perceive the layout of a cluttered
natural environment through 9 or more sources of
information, each based on different assumptions. These
sources of information include occlusion, height in the
visual field, relative size, relative density, aerial
perspective, binocular disparities, accommodation,
convergence, and motion perspective. From these, personal
space, action space, and vista space, around a moving
observer, are postulated. These spaces are likely to be
affine in character, stretching and collapsing with
viewing conditions which will affect how a layout is
perceived. Movement, variation in environment, and
individual human differences will alter the function of
the different information sources and consequently alter
these spaces, as will the use of different lenses in
photography and different viewing ports in computer
graphics. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: visual perception of environmental layout and virtual
reality systems, conference presentation
Record 148 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Use of a virtual reality car-driving stressor in
cardiovascular reactivity research.
AU: Turner,-J.-Rick; Treiber,-Frank-A.; Davis,-Harry;
Rectanwald,-Joseph; Pipkin,-Walter; Strong,-William-B.
AF: Medical Coll of Georgia, Augusta, GA, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1997
Aug; Vol 29(3): 386-389
IS: 0743-3808
PY: 1997
LA: English
AB: Examined the possible merits of including a virtual reality
car-driving stressor in psychological research. The amount
and temporal stability of hemodynamic arousal, the impact
of the task of Ss' psychological reactions, and gender
differences in hemodynamic reactivity were assessed. 11
male Ss (aged 23-28 yrs) and 7 female Ss (aged 21-31 yrs)
completed a virtual reality car-driving stressor on 2
occasions several wks apart. Immediately before and
throughout task performance, blood pressure, cardiac
output, and total peripheral resistance were measured.
Reactivity scores were calculated for each parameter for
each S as the arithmetic difference between task level and
baseline level. The task elicited considerable hemodynamic
activation on each occasion of testing, as well as high
levels of self-reported task realism, engagement,
excitement, and nervousness. Correlation analyses of both
absolute and reactivity scores revealed evidence of test
-retest reliability. Findings suggest that this virtual
reality car-driving stressor may be a useful addition to
risk identification protocols. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: psychological reactions and amount and temporal stability
of hemodynamic reactivity, 23-28 yr old male vs 21-31 yr
old female college students, test of virtual reality car
-driving stressor
Record 149 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality, disability and rehabilitation.
AU: Wilson,-Paul-N.; Foreman,-Nigel; Stanton,-Danaee
AF: U Leicester, Dept of Psychology, Leicester, England UK
SO: Disability-and-Rehabilitation:-An-International
-Multidisciplinary-Journal. 1997 Jun; Vol 19(6): 213-220
IS: 0963-8288
PY: 1997
LA: English
AB: Virtual reality, or virtual environment computer
technology, generates simulated objects and events with
which people can interact. Existing and potential
applications for this technology in the field of
disability and rehabilitation are discussed. The main
benefits identified for disabled people are that they can
engage in a range of activities in a simulator relatively
free from the limitations imposed by their disability, and
they can do so in safety. Evidence that the knowledge and
skills acquired by disabled individuals in simulated
environments can transfer to the real world is presented.
In particular, spatial information and life skills learned
in a virtual environment have been shown to transfer to
the real world. Applications for visually impaired people
are discussed, and the potential for medical interventions
and the assessment and treatment of traumatic brain injury
are considered. Finally some current limitations of the
technology, and ethical concerns in relation to
disability, are discussed. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: existing and potential applications of virtual environment
computer technology, children and adults with visual
impairments and neurological damage and other disabilities
Record 150 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: L'esercizio della fantasia. / The exercise of fantasy.
AU: Carotenuto,-Aldo
AF: U degli Studi di Roma "La Sapienza", Italy
SO: Giornale-Storico-di-Psicologia-Dinamica. 1997 Jan; Vol
21(41): 7-25
IS: 0391-2515
PY: 1997
LA: Italian
AB: Explores the nature of fantasy literature and the
similarities between depth psychology and a fantasy text.
In connection with narrative fiction and analytic
discourse, the author notes that the deeper truth of both
modes of expression does not consist in the "photographic"
recording of an event or a dream; rather, it consists in
what it reveals of the unconscious roots of both
narratives and in the narrator's autobiographical material
they contain. Topics addressed include: similarities
between the literary genres of fantasy and science fiction
and psychoanalysis as journeys into the unknown; Freud's
insightful definition of imagination as a mental process
with its own logic and truth; creative function of the
imagination; fantasy as boundless virtual reality. ((c)
1997 APA/PsycINFO, all rights reserved)
KP: nature of fantasy literature and similarities with depth
psychology and psychoanalysis
Record 151 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Navigating buildings in "desk-top" virtual environments:
Experimental investigations using extended navigational
experience.
AU: Ruddle,-Roy-A.; Payne,-Stephen-J.; Jones,-Dylan-M.
AF: U Wales, School of Psychology, Cardiff, Wales UK
SO: Journal-of-Experimental-Psychology:-Applied. 1997 Jun; Vol
3(2): 143-159
IS: 1076-898X
PY: 1997
LA: English
AB: Participants learned the layout of large-scale "virtual
buildings" through extended navigational experience, using
"desk-top" (i.e., nonimmersive) virtual environments
(VEs). Experiment 1 recreated a study performed in a real
building (P. W. Thorndyke & B. Hayes-Roth, 1982). After
overcoming initial disorientation, participants ultimately
developed near-perfect route-finding abilities. Their
ability to judge directions and relative distances was
similar to that found with the real building. Two further
experiments investigated the effect of localized
landmarks. Colored patterns had no effect on participants'
route-finding accuracy. However, participants were more
accurate in their route finding when familiar objects were
used as landmarks than when no landmarks were used. The
implications of the findings for the design of VEs are
discussed. ((c) 1997 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: localized landmarks in large-scale virtual building,
development of spatial knowledge and route finding
ability, adults
Record 152 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Augmented feedback presented in a virtual environment
accelerates learning of a difficult motor task.
AU: Todorov,-Emanuel; Shadmehr,-Reza; Bizzi,-Emilio
AF: Massachusetts Inst of Technology, Cambridge, MA, USA
SO: Journal-of-Motor-Behavior. 1997 Jun; Vol 29(2): 147-158
IS: 0022-2895
PY: 1997
LA: English
AB: 42 volunteer students in Exp 1 and a new set of 21
recruited students in Exp 2 performed with a system that
was designed for teaching a difficult multijoint movement
in a table tennis environment. The system was a fairly
realistic computer animation of the environment and
included paddles for the teacher and S, as well as a
virtual ball. Each S attempted to learn a difficult shot
by matching the pattern of movements of the expert
teacher. Augmented feedback focused the attention of the S
on a minimum set of movement details that were most
relevant to the task; feedback was presented in a form
that required the least perceptual processing.
Effectiveness of training was determined by measuring
their performance in the real task. Ss who received the
virtual environment training performed significantly
better than Ss who received a comparable amount of real
-task practice or coaching. Kinematic analysis indicated
that practice with the expert's trajectory served as a
basis for performance on the real-world task and that the
movements executed after training were S-specific
modifications of the expert's trajectory. Practice with
this trajectory alone was not sufficient for transfer to
the real task, however, when a critical component of the
virtual environment was removed. ((c) 1997 APA/PsycINFO,
all rights reserved)
KP: augmented feedback focusing attention on minimum set of
movement details presented in virtual environment vs
coaching vs practice, learning and performance of table
tennis multijoint movement, students
Record 153 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Environmental knowledge is subserved by separable
dorsal/ventral neural areas.
AU: Aguirre,-Geoffrey-K.; D'Esposito,-Mark
AF: U Pennsylvania Medical Ctr, Dept of Neurology,
Philadelphia, PA, USA
SO: Journal-of-Neuroscience. 1997 Apr; Vol 17(7): 2512-2518
IS: 0270-6474
PY: 1997
LA: English
AB: Performed a functional magnetic resonance imaging (fMRI)
study of environmental knowledge with 4 right handed 18-27
yr olds to determine if components of psychologically
derived models of environmental representation are
realized as distinct functional, neuroanatomical regions.
During scanning, Ss made judgments regarding the
appearance and position of familiar locations within a
virtual reality environment. A direct comparison of the
the survey position and landmark appearance conditions
showed a dorsal/ventral dissociation in 3 of 4 Ss. These
results are discussed in the context of the observed forms
of topographical disorientation and are found to be in
good agreement with human lesion studies, and confirm that
environmental knowledge is not represented by a unitary
system but is functionally distributed across the
neocortex. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: imaging assessments of landmark and survey environmental
judgments realized as distinct functional neuroanatomical
regions, 18-27 yr olds
Record 154 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Modular decomposition in visuomotor learning.
AU: Ghahramani,-Zoubin; Wolpert,-Daniel-M.
AF: Massachusetts Inst of Technology, Dept of Brain and
Cognitive Sciences, Cambridge, MA, USA
SO: Nature. 1997 Mar; Vol 386(6623): 392-395
IS: 0028-0836
PY: 1997
LA: English
AB: Examined whether the human motor system uses a modular
decomposition strategy to learn the visuomotor map, the
relationship between visual inputs and motor outputs. A
learning paradigm was investigated in which the visual
feedback of the hand was perturbed during pointing
movements so that a single location in visual space was
remapped to 2 different hand positions depending on the
starting location of the movement. 32 Ss were exposed in a
virtual reality setup to 2 different visuomotor
perturbations. Despite the conflicting pairing between
visual and motor space, Ss learned the 2 starting-point
-dependent visuomotor mappings, and the generalization of
this learning to intermediate starting locations
demonstrated an interpolation of the 2 learned maps.
Results provide evidence that the brain may use a modular
decomposition strategy during learning. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: perturbation of visual feedback of hand, learning starting
point dependent visuomotor mappings, adults, implications
for brain's use of modular decomposition strategy, letter
Record 155 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality and tactile augmentation in the treatment
of spider phobia: A case report.
AU: Carlin,-Albert-S.; Hoffman,-Hunter-G.; Weghorst,-Suzanne
AF: U Washington, Psychiatry and Behavioral Sciences, Seattle,
WA, USA
SO: Behaviour-Research-and-Therapy. 1997 Feb; Vol 35(2): 153-158
IS: 0005-7967
PY: 1997
LA: English
AB: Presents a case report to demonstrate the efficacy of
immersive computer-generated virtual reality (VR) and
mixed reality (touching real objects which patients also
saw in VR) for the treatment of spider phobia. The subject
was a 37-yr-old female with severe and incapacitating fear
of spiders. 12 weekly 1-hr sessions were conducted over a
3 mo period. Outcome was assessed on measures of anxiety,
avoidance, and changes in behavior toward real spiders. VR
graded exposure therapy was successful for reducing fear
of spiders, providing converging evidence for a growing
literature showing the effectiveness of VR as a new medium
for exposure therapy. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: computer generated virtual reality and tactile exposure,
anxiety and avoidance and attitudes, 37 yr old female with
spider phobia, case report
Record 156 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The perception of spatial layout in real and virtual worlds.
AU: Arthur,-E.-J.; Hancock,-P.-A.; Chrysler,-S.-T.
AF: U Minnesota, Human Factors Engineering Lab, Minneapolis, USA
SO: Ergonomics. 1997 Jan; Vol 40(1): 69-77
IS: 0014-0139
PY: 1997
LA: English
AB: Evaluated the process of model development by examining 30
undergraduates' ability to reproduce a complex spatial
layout of objects. The layout consisted of 9 common
objects arranged on a flat plane. Objects could be viewed
in a free binocular virtual condition, a free binocular
real-world condition, and in a static monocular view of
the real world. The 1st 2 allowed active exploration of
the environment while the latter allowed the S only a
passive opportunity to observe from a single viewpoint.
Viewing conditions were a between-S variable with 10 Ss
randomly assigned to each condition. Results show the
static monocular condition was superior to both the active
virtual and real binocular conditions. Results for the
triadic comparisons show a significant interaction for
gender by viewing condition in which males were more
accurate than females. Results suggest that the situation
model resulting from interaction with a virtual
environment was indistinguishable from interaction with
real objects. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: perception and reproduction of spatial layout of objects in
virtual vs real-world viewing condition, male vs female
college students
Record 157 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality therapy for fear of flying.
AU: North,-Max-M.; North,-Sarah-M.; Coble,-Joseph-R.
SO: American-Journal-of-Psychiatry. 1997 Jan; Vol 154(1): 130
IS: 0002-953X
PY: 1997
LA: English
AB: Presents a case study of a 42 yr old male with a fear of
flying who was recruited for virtual reality therapy.
Using a helicopter simulation, the authors exposed the
patient to anxiety producing stimuli in progressively
challenging situations. The S's anxiety increased during
initial exposure to more challenging situations, and then
decreased as time in the situation was increased. This use
of virtual environment desensitization produced a
significant reduction in anxiety symptoms and an increased
ability for the patient to face phobic situations in the
real world. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: virtual reality therapy, 42 yr old male with fear of
flying, case report, letter
Record 158 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The parahippocampus subserves topographical learning in man.
AU: Aguirre,-Geoffrey-K.; Detre,-John-A.; Alsop,-David-C.;
D'Esposito,-Mark
AF: U Pennsylvania, Dept of Neurology, Philadelphia, PA, USA
SO: Cerebral-Cortex. 1996 Nov-Dec; Vol 6(6): 823-829
IS: 1047-3211
PY: 1996
LA: English
AB: Used functional magnetic resonance imaging (MRI) to
localize the neural substrates of human topographic
spatial learning within the human hippocampal system to
address the conflicting evidence on the regional function
of the medial-temporal lobes in rodents and primates. A
'virtual reality' environment was used to allow 9 24-34 yr
old right-handed males to engage in an allocentric
learning of a spatially extended place. During the
learning and recall of topographic information, medial
-temporal activity was confined to the para-hippocampal
gyri. This activity accords well with the lesion site
known to produce topographical disorientation in humans.
Activity was also observed in cortical areas known to
project to the parahippocampus and previously proposed to
contribute to a network subserving spatially guided
behavior. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: hippocampus and adjacent medial-temporal lobe structures,
topographical learning, 24-34 yr old right-handed males
Record 159 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Psychology, science fiction and postmodern space.
AU: Parker,-Ian
AF: Bolton Inst, Div of Psychology and Biology, Discourse Unit,
Bolton, England UK
SO: South-African-Journal-of-Psychology. 1996 Sep; Vol 26(3):
143-149
IS: 0081-2463
PY: 1996
LA: English
AB: Traces the development of postmodern spaces in psychology
and its wider culture through a consideration of new forms
of virtual reality represented in science fiction writing.
It is argued that discourse analysis combined with
psychoanalysis can be employed to comprehend changes in
culture which are anticipated and expressed in science
fiction. Psychoanalytic theory is used alongside discourse
analysis to read the film Total Recall and stories by
Philip K. Dick. The analytic device of the 'discursive
complex' is used to draw out patterns of meaning that
structure the text. It is argued that this form of
analysis is particularly appropriate to the subject
matter, and to the new forms of subjectivity that
necessarily escape the gaze of modern psychology. Virtual
reality understood by way of a psychoanalytic discourse
reading is able to make explicit the forms of subjectivity
that inhabit varieties of postmodern space. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: development of postmodern spaces in psychology and use of
discourse analysis and psychoanalysis to comprehend
changes in culture that are anticipated and expressed in
science fiction
Record 160 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Tiempo de encuentro: Regresion y cretividad en Winnicott. /
Meeting time: Regression and creativity in Winnicott.
AU: Romano,-Esther
SO: Revista-de-Psicoanalisis. 1996 Apr-Jun; Vol 53(2): 519-535
IS: 0034-8740
PY: 1996
LA: Spanish
AB: Discusses D.W. Winnicott's opposition to Freud's concept of
the death instinct. Freud's "death drive," which he
introduced in "Beyond the pleasure principle" (1920), and
maintained to the end of his work, never gained the
acceptance of his disciples and successors like his other
intellectual contributions did. It is still highly
controversial. Winnicott's positions on the death instinct
include: opposition to M.Klein's developments on primary
envy; importance of regression in dependence; the
analyst's emotionality as both obstacle and meeting point;
relevance of the application of Winnicott's concept of
transitionality to today's "virtual reality." Examples
from Winnicott's works, "Holding and Interpretation"
(1989) and "Notes on Play and Reality" (1972) are cited.
(English abstract) ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: D. W. Winnicott's perspective on and opposition to Freud's
concept of death instinct
Record 161 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Manejo da transferencia e da contratransferencia eroticas
na formacao do analista. / Handling of erotic transference
and countertransference in analytic training.
AU: Saad,-Ambrozina-Amalia-Coragem
SO: Revista-Brasileira-de-Psicanalise. 1996; Vol 30(4): 1223
-1230
IS: 0486-641X
PY: 1996
LA: Portuguese
AB: Discusses the difficulties and challenges encountered by
psychoanalytic candidates within a training institution,
from the viewpoint of a psychoanalytic candidate. The
author highlights the phenomenon of erotic transference
-countertransference in the relationships established
between analysts, supervisors, teachers, and candidates
-trainees. The transferential-countertransferential
relationship is communication between 2 unconscious
systems, ruled by intuition-empathy, especially in the
case of countertransference. In all these analytic
training situations, the training institution plays the
role of an oedipal 3d, forming a triangulation. Despite
all its negative, threatening aspects, an erotic
transference between a candidate and analyst or supervisor
is a "virtual" (like in virtual reality) love, which may
create an enriching analytic alliance between supervisor
and candidate. (English annote) ((c) 1997 APA/PsycINFO,
all rights reserved)
KP: phenomenon of erotic transference-countertransference in
relationships between analysts and supervisors and
teachers and candidates/trainees, conference presentation
Record 162 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Le deuil de soi-meme. / Mourning for oneself.
AU: David,-Christian
SO: Revue-Francaise-de-Psychanalyse. 1996 Jan-Mar; Vol 60(1):
15-32
IS: 0035-2942
PY: 1996
LA: French
AB: Explores the notion of mourning for oneself in everyday
life and in "ordinary" analysis. The object being mourned
here is oneself, not another, and is, of necessity,
experienced in advance, not in retrospect. Mourning for
oneself constitutes an endless task imposed on the psyche.
It is also a gradual task that become part of the slow
conquest of the ego by the id. The anxiety linked with the
inescapable, wrenching separation from existence,
genetically programmed in all humans, triggers this
constant (although possessing only virtual reality)
mourning process. To accept it means to simultaneously
integrate a larger truth and to strengthen the love of
life in everyone. (English, German, Spanish, & Italian
abstract) ((c) 1997 APA/PsycINFO, all rights reserved)
KP: mourning for oneself and acceptance of anxiety linked with
separation from existence as psychic task of everyday life
and psychoanalysis
Record 163 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality (VR) for psychotherapy: From the physical
to the social environment.
AU: Glantz,-Kalman; Durlach,-Nathaniel-I.; Barnett,-Rosalind
-C.; Aviles,-Walter-A.
AF: Massachusetts Inst of Technology, Virtual Environment and
Teleoperator Research Consortium, Cambridge, MA, USA
SO: Psychotherapy. 1996 Fal; Vol 33(3): 464-473
IS: 0033-3204
PY: 1996
LA: English
AB: Discusses current and future therapeutic applications of
virtual reality (VR). To date, treatments incorporating VR
have involved the simulation of physical (as opposed to
social) aspects of the environment. Researchers have
produced simulations of heights, different kinds of
spaces, and the experience of flying, with the goal of
improving the delivery of exposure and desensitization for
the treatment of phobias. Researchers are only beginning
to explore simulation of the social environment. When VR
gains the ability to simulate human social interaction, it
can be used to assist in treating a wider variety of
conditions, including social phobia, fear of intimacy, and
sexual aversion. More long range goals are the use of VR
for the exploration of childhood memories, overcoming
maladaptive thinking, empowerment, increasing empathy,
expressing emotions, developing and maintaining
boundaries, and promoting marital satisfaction and
bonding. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: virtual reality in psychotherapy
Record 164 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Illusions of body image: What they reveal about human
nature.
AU: Ramachandran,-Vilayanur-S.; Levi,-L.; Stone,-L.; Rogers
-Ramachandran,-D.; et-al
AF: Ctr for Research on Brain and Cognition, Brain and
Perception Lab, La Jolla, CA, USA
BK: Llinas, Rodolfo Riascos (Ed); Churchland, Patricia Smith
(Ed); et-al. (1996). The mind-brain continuum: Sensory
processes. (pp. 29-60). Cambridge, MA, USA: Mit Press. xi,
315 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the chapter) try to bring these syndromes [phantom
limbs and anosognosia-somatoparaphrenia] into the
mainstream of modern neuroscience and argue that far from
being mere oddities, they illustrate certain important
principles underlying the functional organization of the
normal human brain / the ideas proposed here . . . have
much more in common with biologically based theories of
cognition and perception . . . than it does with the
central tenets of classical artificial intelligence ///
phantom limbs [amputation of a phantom limb using virtual
reality, a new treatment for phantom limb pain, touching
the phantom; central condition] / anosognosia [the surreal
logic of anosognosia; a new biological theory of self
-deception: was R. Trivers right; implications for mnemonic
functions; multiple personalities, fugue states, and
supernumerary phantoms] / experiments on anosognosia [the
virtual reality box, cocktail glasses on a tray, unimanual
vs bimanual tasks, repressed memories in anosognosia] / a
theory of dreams: nature's own virtual reality / humor and
laughter: a biological hypothesis ((c) 1997 APA/PsycINFO,
all rights reserved)
KP: neurobiological approach and functional brain organization,
patients with phantom limbs or anosognosia
Record 165 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Psychoanalysis and cyberspace.
AU: Lajoie,-Mark
AF: Concordia U, Humanities Doctoral Programme, Montreal, PQ,
Canada
BK: Shields, Rob (Ed); et-al. (1996). Cultures of internet:
Virtual spaces, real histories, living bodies. (pp. 153
-169). London, England UK: Sage Publications, Inc. viii,
196 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the chapter) the desire for a space within which all
desires can be played out, where the very nature of
reality is a narcissistic reflection of the user's desire,
is worthy of analysis / we should be suspicious of any
technology which promises to eliminate the problems of the
symbolic--or the problems of the polity / cyberspace, as
it is construed by its proponents, promises to do just
that / the question that is now worth asking is, what is
being lost / since cyberspace does not resolve the
contradictions, but rather buries them under
symbolizations, we should be conscious of acts of
"repression" on the part of Net users / the effect of
cyberspace on both public spaces and the body is well
worth considering /// let's chat / psychoanalysis, eros
and cyberspace / virtual reality and the pleasures of the
interface / cyberspace and the abject ((c) 1997
APA/PsycINFO, all rights reserved)
KP: psychoanalytic interpretation of cyberspace, Internet users
Record 166 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Are MUDs communities? Identity, belonging and
consciousness in virtual worlds.
AU: Bromberg,-Heather
AF: Carleton U, Dept of Sociology and Anthropology, Ottowa, ON,
Canada
BK: Shields, Rob (Ed); et-al. (1996). Cultures of internet:
Virtual spaces, real histories, living bodies. (pp. 143
-152). London, England UK: Sage Publications, Inc. viii,
196 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the introduction) examines identity-play amongst
participants in an online multi-user role-playing
environment [MUDS (multi-user dungeons/dimensions)] / the
erotic potential and promise of mastery of a virtual
environment are important parts of the seductive lure
Internet users have encountered
(from the chapter)
consciousness in virtual worlds / symptom or response
[isolated individuals, identity play, the erotic appeal,
mastery] / altered states of consciousness ((c) 1997
APA/PsycINFO, all rights reserved)
KP: altered consciousness states and role-playing and identity
in multi-user dimension virtual environments, Internet
users
Record 167 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: The coming of cyberspacetime and the end of the polity.
AU: Nguyen,-Dan-Thu; Alexander,-Jon
BK: Shields, Rob (Ed); et-al. (1996). Cultures of internet:
Virtual spaces, real histories, living bodies. (pp. 99
-124). London, England UK: Sage Publications, Inc. viii,
196 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the introduction) question the adequacy of current
analytic frameworks for understanding the politics of an
emergent cyberspace / in a quest for wisdom and meaningful
interaction, we throw ourselves into the disembodied flows
of data / machine-readable information is technical and
abstracted from bodily existence / by maintaining the
distinctions between the body and the machine, a loss of
the body occurs--which ends up being referred to as merely
'the meat' or 'data trash' / the equation linking
knowledge to power . . . is altered, fundamentally
changing notions of agency, action and norms / sound a
warning that the loss of dichotomies leads to a loss of
traditional political directions and divisions amidst a
political space of burgeoning difference / in such a
situation, traditional concepts of 'progress' become
meaningless because no one option or project
dominates
(from the chapter) [argue] that the
demassification and atrophy of the polity, the diffusion
of mass powers of creation, and our loss of contact with
the real world of time and space are together producing
conditions for outbreaks of chaos / our weakened polities
may prove unable to contain these outbreaks / there is a
basic conflict between the coming society of which the
Internet is the leading edge and the democratic
institutions we inherited from the industrial era ((c)
1997 APA/PsycINFO, all rights reserved)
KP: loss of physical body and reality and traditional political
directions in emerging cyberspacetime, Internet users
Record 168 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Is there a body in the net?
AU: Argyle,-Katie; Shields,-Rob
AF: Carleton U, Inst of Interdisciplinary Studies, Medical
Studies Program, Ottowa, ON, Canada
BK: Shields, Rob (Ed); et-al. (1996). Cultures of internet:
Virtual spaces, real histories, living bodies. (pp. 58
-69). London, England UK: Sage Publications, Inc. viii, 196
pp.SEE BOOK
PY: 1996
LA: English
AB: (from the introduction) argue . . . that technology
mediates presence / like language, which allows us to
envision within our mind's eye abstract and invisible
concepts, technology makes the distant and foreign,
present and tangible / technology of text on a computer
screen has allowed Internet to become a medium in which
users may develop a palpable sense of others' bodies, even
engaging in forms of public sex over the computer wires,
elaborating sensual fantasies and sexual dialogues in
"hotchats" and "cybersex"
(from the chapter) there is no
loss of body in and through virtual reality technologies /
the simple dichotomies of online vs everyday life, of the
virtual and the real have been the fodder of both the
ecstatic boosters of computer-mediated communications and
the dour critics of the time "lost" to virtual simulations
of neighbourhoods and to online interaction / instead,
bodies and everyday lived experiences are both the content
of Internet communication (in the banality of the gossipy
postings or the discussions of sex) and contiguous with
its use (in the form of users' bodies) / Internet itself
is part of everyday life; it is part of the most banal
aspects of social interaction ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: social interactions and presence of physical body in
Internet communication, users
Record 169 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Cultures of internet: Virtual spaces, real histories,
living bodies.
AU: Shields,-Rob (Ed)
AF: U Lancaster, Lancaster, England UK
PB: London, England UK: Sage Publications, Inc. (1996). viii,
196 pp.
PY: 1996
LA: English
AB: (from the cover) [This book] examines the arrival of
e[electronic]-mail and online discussion groups, and
considers the prospect of an "online world"--a playground
for virtual bodies in which identities are flexible,
swappable and disconnected from real-world bodies. The
book traces the rise of virtual conviviality and how it
supplements the physical encounters between actors in
public spaces that are abandoned to the homeless. /// It
presents systematic descriptions of the development of the
Internet, its history in the military-industrial complex,
the role of state policies . . . and the building of
information "superhighways." It also explores the
development of this technology as a commercialized leisure
form and a forum for underground political organization
and critique. /// The book draws in contributions from
Europe, North America and developing countries. It will
appeal to students of sociology, cultural studies and
computer studies. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: development and culture of computer-mediated communications
and virtual environments, Internet users
Record 170 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Cognitive rehabilitation and interactive video.
AU: Waters,-Judith; Ellis,-George
AF: Fairleigh Dickinson U, Madison, NJ, USA
BK: Corrigan, Patrick W. (Ed); Yudofsky, Stuart C. (Ed); et-al.
(1996). Cognitive rehabilitation for neuropsychiatric
disorders. (pp. 425-436). Washington, DC, USA: American
Psychiatric Press, Inc. xvii, 459 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the preface) reviews uses and potential of video and
computer equipment for [rehabilitation programs]
(from
the chapter) [suggests that] despite some limitations,
CACR [computer-assisted cognitive rehabilitation] has
several benefits that, when incorporated into a well
designed treatment program, should augment the
rehabilitation process significantly / for example, CACR
provides multiple iterations of a cognitive task in an
unchanging format / CACR feedback is continuous, without
contingencies changing because of fatigue / moreover,
computer-phobic therapists will find that CACR is not as
threatening as they expect when they become familiar with
the technology / cost, of course, remains a serious issue
/// current use of interactive videos in cognitive
rehabilitation [discs or tapes] / home-based computer
-assisted therapy / other qualities of computer-assisted
cognitive rehabilitation / research problems / virtual
reality and cognitive rehabilitation / the human component
of CACR ((c) 1997 APA/PsycINFO, all rights reserved)
KP: uses and potential of interactive video and computer
equipment for cognitive rehabilitation
Record 171 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Impact of virtual reality on young adults' physiological
arousal and aggressive thoughts: Interaction versus
observation.
AU: Calvert,-Sandra-L.; Tan,-Siu-Lan
AF: Georgetown U, Dept of Psychology, Washington, DC, USA
BK: Greenfield, Patricia M. (Ed); Cocking, Rodney R. (Ed); et
-al. (1996). Interacting with video. Advances in applied
developmental psychology, Vol. 11. (pp. 67-81). Norwood,
NJ, USA: Ablex Publishing Corp. xii, 218 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the chapter) compare the impact of participation vs
observing an aggressive virtual reality [video] game on
young adults' arousal levels, feelings of hostility, and
aggressive thoughts / the major hypothesis was that
physiological arousal and aggressive thoughts would
increase more for those who participated directly in the
virtual experience that for those who observed it / the
arousal and social cognitive theories were expected to
provide the best fit for explaining how virtual reality
impacts adults' aggressive behaviors / no support was
expected for a tension-reduction hypothesis / Ss were 36
middle class college students ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: participation in vs observation of virtual reality video
game, physiological arousal and hostile and aggressive
thoughts, college students
Record 172 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Interacting with video.
AU: Greenfield,-Patricia-M. (Ed); Cocking,-Rodney-R. (Ed)
AF: U California, Dept of Psychology, Los Angeles, CA, USA
PB: Norwood, NJ, USA: Ablex Publishing Corp. (1996). xii, 218
pp.
SE: Advances in applied developmental psychology, Vol. 11.
IS: 0748-8572
PY: 1996
LA: English
AB: (from the preface) The authors [of this volume] address a
number of significant issues related to the role of
interactive media in the emotional, social, and
intellectual life of [children, adolescents, and young
adults]. The electronic media on which this volume focuses
include video games and virtual reality games.
(from the
cover) What are the effects of media such as video games
and virtual reality on development? This volume examines
this question in 3 conceptually distinct parts: What are
the developmental effects of interactive media content?
What are the developmental effects of interactivity
itself? What are the developmental effects of interactive
media forms? ((c) 1997 APA/PsycINFO, all rights reserved)
KP: gender and violence and cognitive and developmental effects
of interactive video and virtual reality games, children
and adolescents and young adults
Record 173 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Virtual (reality + intelligence).
AU: Krueger,-Myron-W.
AF: Artificial Reality Corp, Vernon, CT, USA
BK: Gorayska, Barbara (Ed); Mey, Jacob L. (Ed); et-al. (1996).
Cognitive technology: In search of a humane interface.
Advances in psychology, Vol. 113. (pp. 129-143).
Amsterdam, Netherlands: Elsevier Science Publishing Co,
Inc. xiii, 420 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the introduction) exploring the relationships that
exist . . . between humans and machines, the author
focuses on the relation of intelligence to physical
reality, including the role that intelligence technologies
can play in virtual realities / it is Krueger's thesis
that much of our cognitive intelligence is rooted in our
perceptual intelligence, and that one therefore from the
very beginning should seek to reintegrate the mind and the
body
(from the chapter) the immediate goal of human
interface design is to eliminate the barriers between the
[mind and body] / by letting the computer encounter humans
as physical creatures and by making the computer
responsible for the behavior of similar graphic creatures,
virtual reality will bridge the chasm between human and
machine by permitting them to meet half-way ((c) 1997
APA/PsycINFO, all rights reserved)
KP: intelligence and perceptual and physical reality and
reintegration of body and mind by virtual reality
technology
Record 174 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Intelligence augmentation: The vision inside virtual
reality.
AU: Biocca,-Frank
AF: U North Carolina, Communication Technology Group, Chapel
Hill, NC, USA
BK: Gorayska, Barbara (Ed); Mey, Jacob L. (Ed); et-al. (1996).
Cognitive technology: In search of a humane interface.
Advances in psychology, Vol. 113. (pp. 59-75). Amsterdam,
Netherlands: Elsevier Science Publishing Co, Inc. xiii,
420 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the chapter) VR [virtual reality] engineers and
programmers have conceived of the medium as a cognitive
technology, a technology created to facilitate cognitive
operations / consider the design agenda that motivates VR
designers' claims that VR is a cognitive technology / look
at the goal of intelligence augmentation that beats in the
heart of VR / consider the following question: what are
the claims implicit in the idea of intelligence
augmentation through the use of VR technology ///
intelligence augmentation (IA) vs artificial intelligence
(AI) / how is IA conceptualized [2 phases: amplification
and adaptation] / key design hypotheses linked to the goal
of IA / IA: can a vision become a "sensible" research
program ((c) 1997 APA/PsycINFO, all rights reserved)
KP: virtual reality as cognitive technology and intelligence
augmentation
Record 175 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Imaginization as an approach to interactive multimedia.
AU: Kirkeby,-Ole-Fogh; Malmborg,-Lone
AF: Copenhagen Business School, Inst of Computer and Systems
Sciences, Copenhagen, Denmark
BK: Gorayska, Barbara (Ed); Mey, Jacob L. (Ed); et-al. (1996).
Cognitive technology: In search of a humane interface.
Advances in psychology, Vol. 113. (pp. 41-57). Amsterdam,
Netherlands: Elsevier Science Publishing Co, Inc. xiii,
420 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the chapter) it has become an important issue in
human computer interaction [of] how to conceptualize
humans' spontaneous interaction with the multimedia
interface [i.e., interactive multimedia and virtual
reality], and how we can design this interface so as to
satisfy the demands of communicative competence in the
dialogue / using phenomenological philosophy, [the
authors] give an interpretation of how metaphors are
created and used in common language, and extend this
interpretation to comprise also our cooperation with the
computer / in its ideal realization, such a spontaneous
creation of metaphors is called imaginization / show how
to categorize the new media in relation to the dimensions
of closeness and situatedness ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: phenomenological approach to metaphor creation and
imaginization in enhancement of cooperation and
communication in human interactions with multimedia
computer systems
Record 176 of 267 in PsycLIT 1996-1999/06
DT: Edited-Book; Book
TI: Cognitive technology: In search of a humane interface.
AU: Gorayska,-Barbara (Ed); Mey,-Jacob-L. (Ed)
AF: City U Hong Kong, Dept of Computer Science, Kowloon, Hong
Kong
PB: Amsterdam, Netherlands: Elsevier Science Publishing Co,
Inc. (1996). xiii, 420 pp.
SE: Advances in psychology, Vol. 113.
PY: 1996
LA: English
AB: (from the publicity materials) In this book the editors
have gathered a number of contributions by persons who
have been working on problems of Cognitive Technology
(CT). The present collection initiates explorations of the
human mind via the technologies the mind produces. These
explorations take as their point of departure the question
"What happens when humans produce new technologies?" . . .
The aim of the CT research programme is to determine . . .
which interactive computer-based technologies are humane
with respect to the cognitive development and evolutionary
adaptation of their end users. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: theoretical issues and cases and problems in application of
interactive computer-based cognitive technologies
Record 177 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: The MediaMOO project: Constructionism and professional
community.
AU: Bruckman,-Amy; Resnick,-Mitchel
AF: Massachusetts Inst of Technology, Media Lab, Cambridge, MA,
USA
BK: Kafai, Yasmin Bettina (Ed); Resnick, Mitchel (Ed); et-al.
(1996). Constructionism in practice: Designing, thinking,
and learning in a digital world. (pp. 207-221). Mahwah,
NJ, USA: Lawrence Erlbaum Associates, Inc. xii, 339 pp.SEE
BOOK
PY: 1996
LA: English
AB: (from the chapter) documents experience with the MediaMOO
project to date and evaluates its success as a virtual
professional community / explores the importance of
constructionist principles in virtual reality design ///
MediaMOO is a text-based, networked virtual reality
environment or "MUD" . . . running on the Internet / users
from around the world connect to this virtual place to
socialize, talk about research projects, interact with the
virtual world, and create new objects and places ((c) 1997
APA/PsycINFO, all rights reserved)
KP: importance of constructionist principles in virtual reality
design and evaluation of MediaMOO as virtual professional
community
Record 178 of 267 in PsycLIT 1996-1999/06
DT: Chapter
TI: Parallel lives: Working on identity in virtual space.
AU: Turkle,-Sherry
AF: Massachusetts Inst of Technology, Cambridge, MA, USA
BK: Grodin, Debra (Ed); Lindlof, Thomas R. (Ed); et-al. (1996).
Constructing the self in a mediated world. Inquiries in
social construction. (pp. 156-175). Thousand Oaks, CA,
USA: Sage Publications, Inc. viii, 230 pp.SEE BOOK
PY: 1996
LA: English
AB: (from the introduction) presents [the author's] research on
[role playing in] virtual reality and the construction of
self / examines how relationships forged through
electronic mail shape identity / describes the way people
use computing relationships to play with self-identity and
to "try out" new identities / in particular, the use of
MUDs (multiple-user dungeons) raises questions about
personhood, agency, and the meaning of "I" as users become
aware of their role in constructing the virtual
world
(from the chapter) distributed identities /
traditional role-playing games / you are who you pretend
to be / acting out / working through / deconstruction and
reconstruction ((c) 1997 APA/PsycINFO, all rights reserved)
KP: role playing in virtual reality and role of electronic mail
relationships in construction of self identity
Record 179 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: A demonstration of virtual reality in free-flying
honeybees: Apis mellifera.
AU: Abramson,-Charles-I.; Buckbee,-Dolores-A.; Edwards,-Shawn;
Bowe,-Kathy
AF: Oklahoma State U, Dept of Psychology, Lab of Comparative
Psychology and Behavioral Biology, Stillwater, USA
SO: Physiology-and-Behavior. 1996 Jan; Vol 59(1): 39-43
IS: 0031-9384
PY: 1996
LA: English
AB: Investigated the ability of honeybees to be influenced by
virtual reality illusion, in 2 experiments. In Exp 1, 16
Apis mellifera honeybees were trained on a simultaneous
discrimination between 2 colored targets, 1 of which
contained a sucrose reward. 20 acquisition trials were
conducted for each S. In Exp 2, the ability to be
influenced by virtual reality illusion was assessed in an
extinction test in which the training stimuli were a
mirage of those used during the acquisition. Findings
indicate that the Ss consistently attempted to land on the
previously rewarded color, even though it was not there.
The Ss were unable to discriminate between 2
simultaneously presented, identically colored targets, 1
of which was real and the other a mirage. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: virtual reality illusion, target discrimination, free
flying honeybees
Record 180 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Two case studies using virtual reality as a learning tool
for autistic children.
AU: Strickland,-Dorothy; Mesibov,-Gary-B.; Hogan,-Kerry
AF: North Carolina State U, Raleigh, NC, USA
SO: Journal-of-Autism-and-Developmental-Disorders. 1996 Dec;
Vol 26(6): 651-659
IS: 0162-3257
PY: 1996
LA: English
AB: Attempted to determine if children with autism would
tolerate virtual reality equipment and respond to computer
-generated programming as a teaching tool. A 7.5-yr-old
girl and a 9-yr-old boy served as Ss. Prior to actual
testing each S was familiarized with the virtual reality
helmet apparatus. The Ss were tested separately in
sessions of short duration spaced over a 4- and 7-day
period. The results indicate that the Ss will accept the
virtual reality helmet and wear it, identify, locate, and
move toward familiar objects in their environment while
using the helmet. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: virtual reality immersion as learning tool, 7.5 yr old
female and 9 yr old male with autism, case studies
Record 181 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The development of a dummy head for 3-D audiovisual
recording for transmitting telepresence.
AU: Noro,-K.; Kawai,-T.; Takao,-H.
AF: Waseda U, School of Human Sciences, Tokorozawa, Japan
SO: Ergonomics. 1996 Nov; Vol 39(11): 1381-1389
IS: 0014-0139
PY: 1996
LA: English
AB: Discusses development of the dummy head for 3-D audiovisual
recording, a system designed to improve the electronic
interface during audiovisual communication (e.g.
teleconferencing). This system has 3 unique
characteristics: (1) recording isometrical 3-D images of a
dialogue partner, (2) recording and transmitting a high
level of presence, and (3) recording images at an angle
very similar to that seen by the operator during
operation. When 5 pairs of Ss were asked to compare
dialogues using 2 systems, the dummy head was rated higher
than the conventional teleconference system. Using the
dummy head for remote control of a robot and recording a
skilled worker's use of his hands was compared with using
conventional systems. The authors report that using this
prototype system achieves more natural communication and
give examples of how the dummy head facilitates electronic
communication interface situations by meeting human
communication needs. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: dummy head for 3-D audiovisual recording vs conventional 3
-D recording and communication systems, adults
Record 182 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Effects on visual functions during tasks of object handling
in virtual environment with a head mounted display.
AU: Kawara,-Tetsuo; Ohmi,-Masao; Yoshizawa,-Tatsuya
AF: Kanazawa Inst of Technology, Human Information Sciences,
Ishikawa, Japan
SO: Ergonomics. 1996 Nov; Vol 39(11): 1370-1380
IS: 0014-0139
PY: 1996
LA: English
AB: Examined the effect of sensory feedback on performance of
handling tasks and the effect of concurrency between head
and hand movements and changes in the helmet-mounted
display (HMD) view on visual functions using an HMD
virtual reality system. In Exp 1 20 Ss completed handling
tasks using HMD. The 10 Ss who received acoustic feedback
completed the task more quickly than the 10 Ss that did
not receive feedback. In the 2nd Exp 3 Ss repeated a
handling task for 40 min using HMD. Both version eye
movement and accommodative response became gradually
slower during the 40 min task. Although delayed
presentation of display after head movement noticeably
worsened both visual responses, presentation delay after
hand movement did not significantly change the
sluggishness of responses. Decreasing time delay after
head movement may be an important factor in improving
human performance of handling tasks within the HMD
environment. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: sensory feedback and head and hand movement concurrency,
handling task performance and visual functions using
helmet mounted virtual reality display, adults
Record 183 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Stereopsis with normal and reversed binocular parallax
using a head mounted display in normal and strabismic
subjects.
AU: Komachi,-Y.; Miyazaki,-K.; Murata,-T.; Nagata,-S.; et-al
AF: Shigo U of Medical Science, Dept of Ophthalmology, Otsu,
Japan
SO: Ergonomics. 1996 Nov; Vol 39(11): 1321-1329
IS: 0014-0139
PY: 1996
LA: English
AB: A virtual reality system using a head mounted display (HMD)
was constructed for the purpose of finding out how human
beings perceive the three-dimensional world. Four
ophthalmologically normal subjects and 4 strabismic
patients (2 with exotropia, 2 with esotropia) were
examined. They wore the HMD and viewed some familiar
objects (e.g. human face) and an unfamiliar object (e.g.
tangled ropes) under normal parallax, reversed parallax,
and monocular conditions. They also attempted the ring and
hook test under each condition. They recognized the normal
familiar objects under each condition, but some normal
subjects were confused when they perceived unfamiliar
objects. The normal subjects barely passed the ring and
hook test under the reversed parallax condition. The
results of the strabismic subjects showed change under
each condition. Stereoptic ability in normal and
strabismic patients were considered based on the above.
Also considered were some stereoptic keys, binocular
parallax, monocular stereoptic keys such as shadows,
shades, texture, etc., the near reflex and the fact that
the objects were familiar. It was found that the
strabismic patients used monocular stereoptic keys more
than normal people to supplement their lack of binocular
parallax perception. ((c) 1997 APA/PsycINFO, all rights
reserved)(journal abstract)
KP: normal vs reversed parallax vs monocular conditions,
virtual reality display system viewing of familiar and
unfamiliar images and performing ring and hook test,
strabismic patients and normal vision adults
Record 184 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Visual accommodation and subject performance during a
stereographic object task using liquid crystal shutters.
AU: Miyao,-Masaru; Ishihara,-Shin-Ya; Saito,-Shin; Kondo,-Taka
-Aki; et-al
AF: Nagoya U, Graduate School of Polymathematics, Nagoya, Japan
SO: Ergonomics. 1996 Nov; Vol 39(11): 1294-1309
IS: 0014-0139
PY: 1996
LA: English
AB: Examined visual accommodation to stereograms on % and task
performance during stereographic vision to better
understand the human response to virtual reality. In all 3
exps, the target was displayed binocularly on a CRT
through an upper mirror, liquid crystal shutters, and a
dichroic mirror. Exp 1 measured accommodation with step
changes in distance in 11 Ss 21-45 yrs old. Exp 2 measured
accommodation with gradual changes in distance and
performance on a color photograph stereogram task of 36 Ss
18-28 yrs old. For exp 3 accommodation and performance
during a prolonged stereographic object task were observed
in 9 male Ss 19-24 yrs old. Results show that (1) some
people exhibit large changes in accommodation while
performing a stereographic task, (2) there is a tendency
to accommodate to a distance nearer than the baseline, and
(3) prolonged stereoscopic viewing causes visual fatigue
or loss of accommodation and diminished task performance.
((c) 1997 APA/PsycINFO, all rights reserved)
KP: gradual vs step changes in stereographic viewing distance
and time on stereographic object task on CRT,
accommodation and task performance, 18-45 yr olds
Record 185 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Comunicazione via MUD: i fenomeni sociali delle realta
virtuali basate su testo. / Communication via MUD: Social
phenomena of virtual reality based on text.
AU: Curtis,-Pavel
SO: Sistemi-Intelligenti. 1996 Aug; Vol 8(2): 229-253
IS: 1120-9550
PY: 1996
LA: Italian
AB: Discusses individual and small group interaction,
communication, and other social phenomena associated with
the virtual reality software MUD and the game LambdaMOO.
Characteristics of Ss interacting via MUD are described in
terms of name selection, player anonymity, conversation
time and location within LambdaMOO virtual space, and
characteristics of the MUD community. Implications for
communication via MUD are also discussed. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: individual and small group interaction and communication
associated with virtual reality software MUD and game
LambdaMOO, Ss
Record 186 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: What does virtual reality NEED?: Human factors issues in
the design of three-dimensional computer environments.
AU: Wann,-John; Mon-Williams,-Mark
AF: U Reading, Dept of Psychology, Reading, England UK
SO: International-Journal-of-Human-Computer-Studies. 1996 Jun;
Vol 44(6): 829-847
IS: 1071-5819
PY: 1996
LA: English
AB: Discusses the extent to which virtual reality (VTR) may be
a useful tool in visualization, and attempts to
disambiguate the use of VTR as a general descriptor for
any 3-dimensional (3D) computer presentation. The authors
argue that to warrant the use of the term virtual
environment (VE), the display should satisfy criteria that
arise from the nature of human spatial perception.
Perceptual criteria would act as the foundation of an
effective VE display. The task of making a VE system easy
to operate is addressed, by examining the ways in which 3D
and motion perception may be supported, and the conflict
that may arise between depth cues is considered. It is
proposed that VE design must center on the perceptual
-motor capabilities of the user, in the context of the task
to be undertaken, and establish what is essential,
desirable, and optimal to maximize the task gains, while
minimizing the learning required to operate within 3D
interactive displays. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: human spatial perception, design of virtual reality 3
dimensional computer environments
Record 187 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: The virtual academy: A simulated environment for
constructionist learning.
AU: Moshell,-J.-Michael; Hughes,-Charles-E.
AF: U Central Florida, Inst for Simulation and Training, Visual
Systems Lab, Orlando, FL, USA
SO: International-Journal-of-Human-Computer-Interaction. 1996
Jan-Mar; Vol 8(1): 95-110
IS: 1044-7318
PY: 1996
LA: English
AB: Describes an experimental project in computer-human
interface and curricular design with the goal of
developing a new model for technology-mediated learning
and constructing and testing software tools that support
this model. Multiuser domains (MUDs) that are Internet
-based role-playing game environments are described. The
Virtual Academy, a hypothetical educational model based on
MUD concepts and constructionist principles is described.
Also described is the ExploreNet software system that was
constructed to support the Virtual Academy model. Finally,
several pilot experiments are summarized. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: Virtual Academy educational software using Internet based
role playing games in multiuser domains, computer human
interface and design of technology mediated constructivist
learning
Record 188 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Task-level interaction with virtual environments and
virtual actors.
AU: Zeltzer,-David; Gaffron,-Swetlana
AF: Massachusetts Inst of Technology, Sensory Communication
Group, Research Lab of Electronics, Cambridge, MA, USA
SO: International-Journal-of-Human-Computer-Interaction. 1996
Jan-Mar; Vol 8(1): 73-94
IS: 1044-7318
PY: 1996
LA: English
AB: Describes SkillBuilder, a prototype behavior modeling
system developed for designing, implementing, and
assembling a repertoire of adaptive motor skills for a
virtual actor. The kinds of behaviors that SkillBuilder
has been designed to model include the mechanical
operations on physical objects encountered in activities
such as reaching and grasping, manipulating tools, and
walking through cluttered environments. A human figure
model is generated consisting of rigid body parts that are
linked together as kinematic chains. Motor skills are
classified as atomic and composite skills. Atomic skills
are classified as forward and inverse kinematics skills.
The focus of motor skill development was on simulated
visually guided reaching and grasping skills of the left
arm. Actions have been demonstrated in real time by
permitting the user to interact with the virtual
environment. ((c) 1997 APA/PsycINFO, all rights reserved)
KP: SkillBuilder prototype behavior modeling system, design and
implementation and assembly of repertoire of adaptive
motor skills for human-like virtual actors in virtual
environments
Record 189 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Navigating large virtual spaces.
AU: Darken,-Rudolph-P.; Sibert,-John-L.
AF: US Naval Research Lab, Washington, DC, USA
SO: International-Journal-of-Human-Computer-Interaction. 1996
Jan-Mar; Vol 8(1): 49-71
IS: 1044-7318
PY: 1996
LA: English
AB: Investigated 6 wayfinding design principles by measuring
performance on wayfinding tasks (WTs) in virtual world
treatments that provided no assistance (control condition)
or assistance in the form of adherence to organizational
principles (grid conditions), map principles, or both. Ss
were 10 adults (aged 20-45 yrs). The sequencing of the 4
treatments was randomized among Ss. The WTs for all
treatments required Ss to use 5 naive searches followed by
one primed search. Ss were asked to "think aloud" so their
search strategies could be analyzed. Results show that
navigational performance was superior under both map
treatments compared to control and grid conditions. The
grid provided superior directional information compared to
other conditions. The control condition provided the worst
performance with Ss often becoming disoriented and having
difficulty completing the tasks. ((c) 1997 APA/PsycINFO,
all rights reserved)
KP: virtual worlds with assistance through organizational grid
and/vs map principles, wayfinding and navigating in
virtual environments, 20-45 yr olds
Record 190 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Postural instability induced by virtual reality exposure:
Development of a certification protocol.
AU: Kennedy,-Robert-S.; Stanney,-Kay-M.
AF: Essex Corp, Orlando, FL, USA
SO: International-Journal-of-Human-Computer-Interaction. 1996
Jan-Mar; Vol 8(1): 25-47
IS: 1044-7318
PY: 1996
LA: English
AB: Developed and tested in 3 phases a postural stability
measurement technique to be used to detect motion sickness
following use of virtual environment systems (VESs). In
Phase 1, 16 adults (aged 20-46 yrs) participated in 2
testing sessions in which they performed 16 body stances
in 3 30-sec trials. In Phase 2, 3 experiments were
conducted in which military pilots and college students
were exposed to flight simulators, virtual reality
systems, or apparent motion stimuli. In Phase 3, 11
persons who had been stopped by highway traffic safety
officers were videotaped as they completed heel-to-toe
walking as an index of alcohol-induced ataxia. US Coast
Guard instructor pilots were tested using a postural
stability measurement procedure before and after exposure
to a 2-hr flight. The proposed postural stability
measurement procedure could be used to evaluate and
certify the level of expected disturbance from a VES. ((c)
1997 APA/PsycINFO, all rights reserved)
KP: development and testing of postural stability measurement,
detection of motion sickness following use of virtual
environment systems, adults and pilots and adults walking
heel-to-toe
Record 191 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Multimodal virtual reality: Input-output devices, system
integration, and human factors.
AU: Burdea,-Grigore; Richard,-Paul; Coiffet,-Philippe
AF: Rutgers U, Ctr for Computer Aids for Industrial
Productivity, Piscataway, NJ, USA
SO: International-Journal-of-Human-Computer-Interaction. 1996
Jan-Mar; Vol 8(1): 5-24
IS: 1044-7318
PY: 1996
LA: English
AB: Summarizes literature regarding virtual reality (VR) state
of the art in special-purpose input-output devices such as
trackers, sensing gloves, three-dimensional audio cards,
stereo displays, and haptic feedback masters. The
integration of these devices in local and network
-distributed VR simulation systems is discussed. Two human
-factor studies that quantify the benefits of several
feedback modalities on simulation realism and sensorial
immersion are summarized. Tracking and dexterous
manipulation task performance are considered in terms of
error rates and learning times when graphics, audio, and
haptic feedback are provided. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: interaction of virtual reality with computer simulated
environments through multimodal sensory feedback and human
factors systems with input-output devices
Record 192 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Introductory psychology laboratories using graphic
simulations of virtual subjects.
AU: Colle,-Herbert-A.; Green,-Randall-F.
AF: Wright State U, Dept of Psychology, Dayton, OH, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1996
May; Vol 28(2): 331-335
IS: 0743-3808
PY: 1996
LA: English
AB: Describes an approach which involves graphical simulations
of the behavior of virtual subjects in laboratory or field
microworlds and is developed to enhance psychology
students' understanding of the research process. The cost,
coordination, technical, and ethical problems in
conducting laboratory or field studies necessitate the
development of computer-simulations. Microworld modules
foster the flexible exploration of various steps in the
research process: Hypothesis generation, research planning
and design, behavioral observation or testing, and data
summarization and analysis. They impart a sense of
behavioral "presence", enabling students to experience
realistic behavioral observation and testing
methodologies. Various microworlds have been developed,
including infant preferential looking, working memory, and
personality test development. The general goals that
guided their development are discussed. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: graphical simulations of behavior of virtual Ss in
laboratory or field microworlds, understanding of
psychological research process, college students
Record 193 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: High-power graphic computers for visual simulation: A real
-time-rendering revolution.
AU: Kaiser,-Mary-K.
AF: NASA-Ames Research Ctr, Moffet Field, CA, USA
SO: Behavior-Research-Methods,-Instruments-and-Computers. 1996
May; Vol 28(2): 233-238
IS: 0743-3808
PY: 1996
LA: English
AB: Examines the use of computer generated imagery (CGI) in
flight simulation, visual motion perception, and virtual
environments. The limitations and high overhead of earlier
simulation systems led to a greater demand for computer
-based visual scene generation. Although 1st generation CGI
visual simulator systems were of low fidelity, the user
community was highly impressed with its flexibility and
promise. Methods like M. L. Braunstein's (1976) computer
generated 3-dimensional motion stimuli for
psychophysiological research led to a greater usage of CGI
stimuli for motion perception research. Virtual
environments place new and more stringent demands on
visual simulation hardware and can be characterized as a
communication medium for environmental simulations and
more abstract, convention-defined communication.
Perceptual psychologists can provide insight into the
evaluation, enhancement and future directions of computer
graphic systems. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: computer generated imaging in flight simulation and visual
motion perception and virtual environments
Record 194 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Computer-assisted treatment of phobias.
AU: Kirkby,-Kenneth-C.
AF: U Tasmania, Hobart, TAS, Australia
SO: Psychiatric-Services. 1996 Feb; Vol 47(2): 139-140,142
IS: 1075-2730
PY: 1996
LA: English
AB: Discusses developments and future directions in computer
-assisted treatment of phobias. Computers can be used for
presenting still and video images of feared stimuli in
hierarchies, ranging from simple drawings to video clips.
In virtual reality techniques, computer-generated displays
are wrapped around the S's visual and auditory fields. In
nonimmersive virtual reality, the client is exposed
repeatedly to a virtual reality world by being included in
the scenario depicting phobic objects or situations on the
computer screen. The computer-based approach is
replicable, and minute details of the human-computer
interaction can be recorded and analyzed. Thus, it allows
a systematic study of the treatment process and its
relation to outcome. Future directions in computer
research are outlined, and a careful validation of the
efficacy of these programs is emphasized. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: developments and future directions in computer-assisted
treatment of phobia
Record 195 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual spaces and real world places: Transfer of route
knowledge.
AU: Witmer,-Bob-G.; Bailey,-John-H.; Knerr,-Bruce-W.; Parsons,
-Kimberly-C.
AF: US Army Research Inst Simulator Systems Research Unit,
Orlando, FL, USA
SO: International-Journal-of-Human-Computer-Studies. 1996 Oct;
Vol 45(4): 413-428
IS: 1071-5819
PY: 1996
LA: English
AB: It has been widely suggested, but rarely demonstrated, that
virtual environments (VEs) are effective training media.
The purpose of this investigation was to evaluate how well
a VE model of a complex office building trained
individuals to navigate in the actual building. Sixty
participants studied route directions and landmark
photographs, then rehearsed the route using either the VE
model, the actual building, or verbal directions and
photographs. The VE model was presented in real time via a
head-tracked display. Half of the participants in each
rehearsal group also studied route maps. Everyone's route
knowledge was then measured in the actual building.
Building configuration knowledge was also measured. VE
rehearsal produced more route knowledge than verbal
rehearsal, but less than with rehearsal in the actual
building. Type of rehearsal had no effect on configuration
knowledge. Map study influenced neither route nor
configuration knowledge. These results suggest that VEs
that adequately represent real world complexity can be
effective training media for learning complex routes in
buildings, and should be considered whenever the real
world site is unavailable for training. ((c) 1997
APA/PsycINFO, all rights reserved)(journal abstract)
KP: acquisition of spatial knowledge, learning and transfer of
route knowledge from virtual environments to real world
settings, adults
Record 196 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: "What does virtual reality NEED?: Human factors issues in
the design of three-dimensional computer environments":
Erratum.
AU: Wann,-John; Mon-Williams,-Mark
AF: U Reading, Dept of Psychology, Reading, England UK
SO: International-Journal-of-Human-Computer-Studies. 1996 Sep;
Vol 45(3): 379
IS: 1071-5819
PY: 1996
LA: English
AB: Reports an error in the original article by J. Wann and M.
Mon-Williams (International Journal of Human-Computer
Studies, 1996[June], Vol 44[6], 829-847). In the original
article, Figure 1 appeared incorrectly. The correct
appearance is shown here. (The following abstract of this
article originally appeared in PA, Vol 83-35806.)
Discusses the extent to which virtual reality (VTR) may be
a useful tool in visualization, and attempts to
disambiguate the use of VTR as a general descriptor for
any 3-dimensional (3D) computer presentation. The authors
argue that to warrant the use of the term virtual
environment (VE), the display should satisfy criteria that
arise from the nature of human spatial perception.
Perceptual criteria would act as the foundation of an
effective VE display. The task of making a VE system easy
to operate is addressed, by examining the ways in which 3D
and motion perception may be supported, and the conflict
that may arise between depth cues is considered. It is
proposed that VE design must center on the perceptual
-motor capabilities of the user, in the context of the task
to be undertaken, and establish what is essential,
desirable, and optimal to maximize the task gains, while
minimizing the learning required to operate within 3D
interactive displays. ((c) 1997 APA/PsycINFO, all rights
reserved)
KP: human spatial perception, design of virtual reality 3
dimensional computer environments, erratum
Record 197 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Virtual reality exposure therapy in the treatment of fear
of flying: A case report.
AU: Rothbaum,-Barbara-Olasov; Hodges,-Larry; Watson,-Benjamin
-A.; Kessler,-G.-Drew; et-al
AF: Emory U, School of Medicine, Dept of Psychiatry and
Behavioral Sciences, Atlanta, GA, USA
SO: Behaviour-Research-and-Therapy. 1996 May-Jun; Vol 34(5-6):
477-481
IS: 0005-7967
PY: 1996
LA: English
AB: Examined the efficacy of virtual reality (VR) exposure
therapy in the treatment of a 42-yr-old female with a
debilitating fear and avoidance of flying. VR exposure
involved 7 sessions of graded exposure to flying in a
virtual airplane. The specific contribution of anxiety
management techniques (AMT) and the VR exposure was
examined in a single case design. All self-report measures
of the fear and avoidance of flying decreased following
AMT and decreased still further following VR exposure. A
planned post-treatment flight was completed with anxiety
measures indicating comfortable flight. The implications
of this new medium for exposure therapy are discussed.
((c) 1997 APA/PsycINFO, all rights reserved)
KP: virtual reality exposure therapy, female 42 yr old with
acute fear of flying
Record 198 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Helios e l'Oscuro: Uno sguardo sulla "realta virtuale"
della psiche. / Helios and the Obscure: A look at the
"virtual reality" of the psyche.
AU: Frigione,-Francesco
AF: U degli Studi di Roma "La Sapienza, Rome, Italy
SO: Giornale-Storico-di-Psicologia-Dinamica. 1996 Jun; Vol
20(40): 101-106
IS: 0391-2515
PY: 1996
LA: Italian
AB: Conceptualizes the human psyche in terms of "virtual
reality." The author observes that, among many seemingly
magical properties, virtual reality amplifies and
dissolves the limits of the ordinary meaning of the term
"reality." After all, virtual reality is the technological
translation of virtual psychological experiences, from
aesthetic appreciation to mystical ecstacy. Varieties of
virtual experiences explored here include perception of
virtual space in group imagination; virtual, or
transitional, space of children's play and of theatrical
representation (especially psychodrama); and virtual
reality of the epiphanic insights sometimes accessible to
the participants in religious rituals. ((c) 1997
APA/PsycINFO, all rights reserved)
KP: virtual reality conception of human psyche
Record 199 of 267 in PsycLIT 1996-1999/06
DT: Journal-Article
TI: Faces paradoxais da rede. / Paradoxical faces of the net.
AU: Uchoa,-Ana-Raddi
SO: Percurso:-Revista-de-Psicanalise. 1996; Vol 8(16)[1]: 91-97
IS: 0103-6815
PY: 1996
LA: Portuguese
AB: Explores the psychological aspects of the worldwide system
of interconnected computer networks known as the Internet.
The author describes 2 paradoxical functional tendencies
of the Internet. The first is to offer humankind the
elements for "amplifying" the individual self and to
provide a more solid anchorage in daily life. The second
tendency (highlighted in this article) is to enable
individuals to distance themselves from daily life, the
self, and others. The author focuses on virtual reality,
in which all is programmed and there is no room for the
unpredictable and the imponderable. Yet the unpredictable
and the imponderable are part of the human dimension.
Outside it, humankind finds globalization and the so
-called supports of the predictable- controlled, which
fascinate but dehumanize. ((c) 1997 APA/PsycINFO, all
rights reserved)
KP: amplifying and distancing psychological aspects of Internet