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1. |
Progress in Virtual Therapy |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 1-1
MARK D. WIEDERHOLD,
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ISSN:1094-9313
DOI:10.1089/cpb.1999.2.1
年代:1999
数据来源: MAL
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2. |
Overview of the Virtual Reality and Mental Health Symposium |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 3-5
BRENDA K. WIEDERHOLD,
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PDF (374KB)
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ISSN:1094-9313
DOI:10.1089/cpb.1999.2.3
年代:1999
数据来源: MAL
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3. |
A Virtual Environment for the Treatment of Chronic Combat-Related Post-Traumatic Stress Disorder |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 7-14
LARRY F. HODGES,
BARBARA OLASOV ROTHBAUM,
RENATO ALARCON,
DAVID READY,
FRAN SHAHAR,
KEN GRAAP,
JARRELL PAIR,
PHILIP HEBERT,
DAVID GOTZ,
BRIAN WILLS,
DAVID BALTZELL,
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摘要:
Post-traumatic stress disorder (PTSD) is one of the most disabling psychopathological conditions affecting the veteran population. An estimated 830,000 U.S. veterans currently have symptoms of chronic combat-related PTSD. No therapeutic approach has proven to be consistently effective in the management of combat-related PTSD. Behavior therapies with an exposure element have proven more effective than most other types of treatment, but a significant number of patients do not seem to benefit from them, possibly because of difficulties imagining, visualizing, or describing their traumatic experiences. In this article, we describe Virtual Vietnam, a set of two virtual environments we have developed for the treatment of combat-related PTSD, and its use as one component of a comprehensive treatment program.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.7
年代:1999
数据来源: MAL
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4. |
Mental Health Implications for Presence |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 15-18
MILTON P. HUANG,
NORMAN E. ALESSI,
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摘要:
"Presence," as discussed in the virtual reality (VR) literature, is the sense of truly being in a virtual place. This literature explores many aspects of presence including interactive and environmental factors. This exploration has generally ignored the impact of the individual's mental status on the experience of presence. Mental disorders such as depression, anxiety, and psychosis may each define a population with specific tendencies to respond to VR in particular ways. To fully understand the experience of presence in virtual environments, we must understand more about the impact of different mental states on presence. Such an understanding will improve our insight into the construct of presence, assist in improved design of virtual environments, and better inform us about how virtual environments can be applied in the treatment of emotional disorders.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.15
年代:1999
数据来源: MAL
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5. |
Virtual Reality Promotes Visual and Cognitive Function in Rehabilitation |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 19-23
DONNA CUNNINGHAM,
MARIAN KRISHACK,
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摘要:
The purpose of this study is to evaluate the effectiveness of virtual reality (VR) in cognitive and perceptual dysfunction. Patients who have suffered cerebro-vascular accidents may exhibit visual field and auditory processing deficits, which may pose a challenge for clinicians in the rehabilitation setting. Visual neglect and auditory processing can greatly interfere with a person's ability to perform activities of daily living. These can include reading, writing, dressing, self care activities, communicating, and establishing eye contact during conversational exchanges. Occupational therapists and speech-language pathologists coordinate their treatment goals to address these cognitive and visual perceptual deficits for improved communication skills and performance of daily functional activities. Our focus is to demonstrate how VR can be used in conjunction with traditional therapeutic techniques to facilitate a patient's ability to follow multi-unit commands and increase visual attention to the affected side. The VR technology used in this particular procedure is nonimmersive, which allows for full body movement and immediate feedback. Future efforts to determine the feasibility of VR in other aspects of rehabilitation are currently being explored.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.19
年代:1999
数据来源: MAL
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6. |
Quantitative Video Analysis of Complex Epileptic Seizures During Videotelemetry: Increasing the Reliability of EEG Correlation and Behavioral Autocorrelation |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 25-33
MORRIS STEFFIN,
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摘要:
The analysis of complex partial seizures constitutes a major clinical problem. Because of the partial perturbation of consciousness during such episodes, variable behavioral patterns may emerge. After seizures are captured by simultaneous video-electroencephalographic (EEG) monitoring, the offline analysis involves autocorrelation of patient behavior over successive seizures and correlation with EEG findings. To avoid attempting to quantify the relationships between behavioral observations and the EEG findings "by eye," a process performed by a neurologist that can be quite subjective, quantitative rendering of relevant movements captured by video monitoring is helpful. The resulting graphic data of relevant movement phenomena can be compared with EEG data and with patient behavior in multiple possible or actual seizure episodes. This quantitative movement data can be generated and linked to the monitoring system using a video preprocessing device. Preliminary results indicate that the preprocessor output data may be autocorrelated over multiple seizures and may also be correlated with simultaneous EEG features to achieve greater reliability in categorization of seizure type and focus of origin in some cases.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.25
年代:1999
数据来源: MAL
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7. |
Preventing Teen Smoking with Virtual Reality |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 35-47
KENNETH NEMIRE,
JOSHUA BEIL,
RONALD W. SWAN,
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摘要:
Smoking incidence is rising among adolescents but not adults. Although many prevention programs are effective, there is room for improvement. This pilot project combined the welldocumented benefits of Life Skills Training (LST) with the unique multisensory, 3D qualities of virtual environment (VE) technology to address some of the disadvantages of traditional prevention programs. In an 8-week pilot study, 72 seventh-grade students were randomly assigned to either LST, VE, or nonintervention control groups. The VE system included goggles, synthesized speech, spatial trackers on head and hand, a hand-held controller, and a speech recognition system. Questionnaires measured participants' smoking knowledge, attitudes, and behavior. A bogus pipeline procedure was used to increase reliability of the self-report measures. Pre-exposure data showed no significant differences between groups on the questionnaire. Post-exposure data indicated improvements in attitudes in the LST and VE groups. In addition, the VE group showed more accurate information concerning peer and adult cigarette use and more likelihood of using coping and refusal skills. Usability and acceptability questionnaire data showed ease of use and learning and that participants would use VE technology frequently if it were available to them at school. These data indicated that this VE application is a promising tool for keeping teens healthy.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.35
年代:1999
数据来源: MAL
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8. |
Differences on Presence and Reality Judgment Using a High Impact Workstation and a PC Workstation |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 49-52
C. BOTELLA,
A. REY,
C. PERPIÑÁ,
R. BAÑOS,
M. ALCAÑIZ,
A. GARCIA-PALACIOS,
H. VILLA,
J. ALOZANO,
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PDF (436KB)
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摘要:
The purpose of this study was to analyze differences in reality judgements made by subjects and their sense of presence when using the virtual reality (VR) settings of different VR workstations. The two workstations were (1) a high impact computer graphics workstation (Silicon Graphics) with a high quality head mounted display (FS5, Virtual Research) and a 3D joystick (Division) and (2) PC Pentium II-based platform with an AccelEclipse Graphical Card (AccelGraphics) with a medium quality head mounted display (V6, Virtual Research) and a 2D mouse. For measuring the sense of presence and reality, we used a 15-item questionnaire designed for this purpose that assesses the level of immersion and reality of the VR settings, availability of interaction with the VR environment, and emotions and bodily sensations experienced while immersed in the VR world. The subjects were 69 undergraduate students that volunteered for this study and were assigned at random to the two experimental workstations. Results indicated that there are no statistical differences in presence or reality judgment between both experimental conditions. This is an interesting finding because of the importance of reducing the cost of the equipment in the VR field.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.49
年代:1999
数据来源: MAL
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9. |
Norms and Validity of the DriVR: A Virtual Reality Driving Assessment for Persons with Head Injuries |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 53-67
LILI LIU,
MASAKO MIYAZAKI,
BENJAMIN WATSON,
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摘要:
This article presents the results of two studies of a new driving simulator called "DriVR." The first, normative study examined the performance of an uninjured driving population on the simulator. The driving ability of 148 participants in eight age categories was assessed using DriVR. The second, discriminative validity study examined DriVR's ability to discriminate between the performance of head-injured and uninjured adults. We administered the DriVR assessment to 17 head-injured adults. The performance of this group was compared to that of a subgroup of uninjured participants that matched the brain-injured participants in age, gender, and years of education. In general, DriVR's measures showed age-related changes in participant performance and were able to discriminate between head-injured and uninjured participants. These results suggested that age norms would be useful for analyzing the performance of head-injured clients who are being assessed with DriVR. It should be noted, however, that these studies did not examine DriVR's ability to predict performance in real, on-the-road tests.
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.53
年代:1999
数据来源: MAL
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10. |
VREPAR Projects: The Use of Virtual Environments in Psycho-Neuro-Physiological Assessment and Rehabilitation |
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CyberPsychology and Behavior,
Volume 2,
Issue 1,
1999,
Page 69-76
G. RIVA,
M. BACCHETTA,
M. BARUFFI,
E. BORGOMAINERIO,
C. DEFRANCE,
F. GATTI,
C. GALIMBERTI,
S. FONTANETO,
S. MARCHI,
E. MOLINARI,
P. NUGUES,
S. RINALDI,
A. ROVETTA,
G. SAMUELLI FERRETTI,
A. TONCI,
J. WANN,
F. VINCELLI,
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PDF (1402KB)
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摘要:
Due, in large part, to the significant advances in PC hardware that have been made over the last 3 years, PC-based virtual environments are approaching reality. Virtual Reality Environments for Psychoneurophysiological Assessment and Rehabilitation (VREPAR) are two European Community funded projects (Telematics for health—HC 1053/HC 1055, http:// www.psicologia.net) that are trying to develop a PC-based virtual reality system (PC-VRS) for the medical market that can be marketed at a price that is accessible to its possible endusers (hospitals, universities, and research centres) and that would have the modular, connectability, and interoperability characteristics that the existing systems lack. In particular, the projects are developing three hardware/software modules for the application of the PCVRS in psycho-neuro-physiological assessment and rehabilitation. The chosen development areas are eating disorders (bulimia, anorexia, and obesity), movement disorders (Parkinson's disease and torsion dystonia) and stroke disorders (unilateral neglect and hemiparesis). This article describes the rationale of the modules and the preliminary results obtaine
ISSN:1094-9313
DOI:10.1089/cpb.1999.2.69
年代:1999
数据来源: MAL
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