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