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Volume 3, Issue 2, Summer 2010

Abstracts from the 15th Annual


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June 13-15, 2010 – Seoul, Korea


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Journal of CyberTherapy
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rehabiliTaTion

Volume 3, Issue 2, Summer 2010

Brussels, Belgium
San Diego, California
J CR
103

Journal of
CyberTherapy
& Rehabilitation

ediTor-in-Chief assoCiaTe ediTors

Brenda K. Wiederhold, Ph.D., MBA, Cristina Botella, Ph.D. Luciano Gamberini, Ph.D.
BCIA Jaume I University University of Padova
Virtual Reality Medical Institute Castelló de la Plana, Spain Padova, Italy
Brussels, Belgium
Virtual Reality Medical Center Stéphane Bouchard, Ph.D. Giuseppe Riva, Ph.D., M.S., M.A.
San Diego, California Université du Québec en Outaouais Istituto Auxologico Italiano
Gatineau, Québec, Canada Verbania, Italy
managing ediTor

Emily Butcher
Interactive Media Institute
San Diego, California

ediTorial board

Mariano Luis Alcañiz Raya, Ph.D. Tom Furness, Ph.D. Paul Pauli, Ph.D.
Universidad Politécnica de Valencia University of Washington University of Würzburg
Valencia, Spain Seattle, Washington Würzburg, Germany

Rosa M. Baños, Ph.D. Charles Hughes, Ph.D. Heidi Sveistrup, Ph.D.


University of Valencia University of Central Florida University of Ottawa
Valencia, Spain Orlando, Florida Ottawa, Ontario, Canada

A.L. Brooks Wijnand IJsselsteijn, Ph.D. Richard M. Satava, M.D., F.A.C.S.


Aalborg University Eindhoven University of Technology University of Washington
Esbjerg, Denmark Eindhoven, Netherlands Seattle, Washington

Julian Dooley, Ph.D. Linda A. Jackson, Ph.D. Mark D. Wiederhold, M.D.,


Edith Cowan University Michigan State University Ph.D., FACP
Mount Lawley, Australia East Lansing, Michigan Virtual Reality Medical Center
San Diego, California
Paul M.G. Emmelkamp, Ph.D. Sun. I. Kim, Ph.D.
University of Amsterdam Hanyang University XiaoXiang Zheng, Ph.D.
Amsterdam, Netherlands Seoul, South Korea Zhejiang University
Hangzhou, P.R. China
Uri Feintuch, Ph.D. Dragica Kozaric-Kovacic, M.D., Ph.D.
Hadassah-Hebrew University University Hospital Dubrava
Medical Center Zagreb, Croatia
Jerusalem, Israel
José Luis Mosso, M.D.
Joshua Fogel, Ph.D. Regional Hospital No. 25 of the
University of New York IMSS
Brooklyn, New York Mexico City, Mexico
Journal of CyberTherapy & Rehabilitation

Summer 2010
Vo l u m e 3 , I s s u e 2

107 editorial
B. Wiederhold

111 oral presentation abstracts from the 15th annual Cyberpsychology & 
CyberTherapy Conference

187 poster presentation abstracts from the 15th annual Cyberpsychology & 
CyberTherapy Conference

235 Cyberprojects
G. Riva

237 Cyberfocus
D. Stevens

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ediTorial
Welcome to the Summer 2010 issue of the Journal of Cy- through their tireless energy and drive – the Co-Orga-
berTherapy & Rehabilitation (JCR). As you know, JCR nizer and Conference Co-Chair Professor Sun Kim; this
is one of the two official journals of the International As- year’s Scientific Chairs, Professors Stéphane Bouchard,
sociation of CyberPsychology, Training & Rehabilitation José Gutiérrez Maldonado and Giuseppe Riva; Tutorial
(iACToR). Now in its 15th year, the annual international Chairs, Professor Luciano Gamberini and Alessandra
CyberPsychology & CyberTherapy Conference (CT15) Gorini; Exhibit Chair and Conference Organizer, Profes-
agreed, in 2009, to become the official conference of sor Jang-Han Lee; Cyberarium Chair Professor Hunter
iACToR. So, along with CyberPsychology, Behavior, & Hoffman; and Technical Chairs Professors Mariano Al-
Social Networking Journal (CPB&SN), CyberTherapy cañiz and Evangelos Bekiaris. Many thanks also to the
& Rehabilitation (C&R) Magazine, and JCR, we cele- Scientific Committee, made up of prominent researchers
brate our Combined Communications Platform. The from around the world, and the Local Advisory Commit-
journals, conference, magazine, and association combine tee in Seoul, as well as all of the presenters and attendees.
into one powerful platform to address previous informa- Finally, my gratitude to James Cullen and Jang-Han Lee
tion deficits in the utilization of advanced technologies for overseeing the Conference Coordination, and to the
in healthcare. We will strive to speak with a united voice teams at Hanyang University, Interactive Media Institute,
to inform and educate about the uses of technologies in Virtual Reality Medical Center, and Virtual Realty Med-
healthcare, as well as how technologies are impacting ical Institute for their time and contributions to all facets
behavior and society. of the conference.

This year we are proud to be holding CT in Asia for the To our sponsors, who continue to support our vision and
first time. Organized by the Interactive Media Institute help make it a reality, a warm and heartfelt thank you –
(IMI), a 501c3 nonprofit organization, in cooperation Bionet, Defense Advanced Research Projects Agency/
with Hanyang University, CT15 is being held June 13- Defense Science Office (DARPA/DSO), the European
15, 2010 in Seoul, Korea. This venue speaks to the con- Commission, DGINFSO, Hanyang University, Institute
tinued growth and collaboration, not just amongst of Aging Society Silver & u-Health Research Center, the
Europe and America, but also amongst researchers and Interactive Media Institute, Istituto Auxologico Italiano,
scholars worldwide. This year’s conference theme is two Mary Ann Liebert, Inc. Publishers, National Institute on
fold: First, CT15 will explore technologies as enabling Drug Abuse, National Institutes of Health, OsteoSys,
tools. This will include the uses of advanced technolo- Université du Québec en Outaouais, the Virtual Reality
gies such as virtual reality simulations, videogames, tele- Medical Center, and the Virtual Reality Medical Insti-
health, video-conferencing, the internet, robotics, brain tute.
computer interfaces, wearable computing, non-invasive
physiological monitoring devices, in diagnosis, assess- As integral parts of our Combined Communications Plat-
ment, and prevention of mental and physical disorders. form, the CT Conference series will continue to work to-
In addition, we will look at interactive media in training, gether with iACToR, JCR, and C&R to educate industry,
education, rehabilitation, and therapeutic interventions. academia, and government officials on the explosive
Second, CT15 will explore the impact of new technolo- growth of advanced technologies for therapy, training,
gies. CT15 will investigate how new technologies are in- education, prevention and rehabilitation.
fluencing behavior and society through cyberadvertising,
cyberfashion, and cyberstalking, to name a few. As in previous conferences, this year’s conference will
be hosting an interactive exhibit area, the Cyberarium,
I would like to take this opportunity to thank all those which allows conference attendees and members of the
who are helping to make this year’s conference possible press to try new technologies firsthand. To recognize

JCR
108

outstanding achievements by students, new researchers, CyberTherapy 16, to be held in Gatineau, Canada on
as well as lifetime achievement to a senior researcher, June 20-22, 2011. Thank you again for your commitment
we will also be hosting awards during the conference and to the evolution of healthcare!
announcing the 2010-2011 iACToR officers during the
General Assembly. Pre-conference workshops will high-
light psychotherapeutic applications, brain computer in-
terface devices, rehabilitation for seasoned researchers,
and an introduction to VR will be given for those newer
in the field. Brenda K. Wiederhold, Ph.D., MBA, BCIA
Editor-in-Chief,
As we approach CT15 with excitement, we begin too to Journal of CyberTherapy & Rehabilitation
look toward next year’s conference, CyberPsychology & Virtual Reality Medical Institute

JCR
Journal of CyberTherapy & Rehabilitation 109
S u m m e r 2 0 1 0 , Vo l u m e 3 , I s s u e 2
© Vi r t u a l R e a l i t y M e d i c a l I n s t i t u t e

abstracts from
the 15th annual Cyberpsychology
& CyberTherapy Conference

June 13-15, 2010


Seoul, Korea
110

JCR
111

oral presenTaTion absTraCTs

–––––––––––––––––––––––––––––––––––––––––––––– movement disorder due to a dysfunction of the nigrostri-


executive functions in a Virtual World: atal dopaminergic system, in recent years, many scientific
a study in parkinson’s disease studies, supported by clinical evidence, have also revealed
an alteration in executive functions. This includes diffi-
Giovanni Albani a,1, Simona Raspellib, Laura Carellib,c, culty in planning, concept formation, working and visual
Francesca Morgantic, Patrice L. Weisse , Rachel Kilzonye,f, memory, lexical and attention deficits, and difficulty in
Noomi Katzf, Alessandro Mauroa and Giuseppe Rivab,d dual and sequencing tasks.

a
Department of Neurosciences and Neurorehabilitation, Virtual Reality (VR) immersion works as an experimental
Istituto Auxologico Italiano, IRCCS, model where “real” motor symptoms are eliminated or at-
Piancavallo-Verbania, Italy tenuated, and thus helps to focus on findings by evaluating
b
Applied Technology for Neuro-Psychology Lab, the cognitive component of strategy.
Istituto Auxologico Italiano, Milan, Italy
c
Department of Human Sciences, The scope of our study was to evaluate planning, memory,
University of Bergamo, Bergamo, Italy and attention abilities in PD non-demented patients by
d
Department of Psychology, Catholic using a virtual version of a neuropsychological test, the
University of Milan , Milan, Italy Multiple Errand Test (VMET) (Fortin, Godbout, & Braun,
e
Department of Occupational Therapy, 2003).
University of Haifa, Haifa, Israel
f
Research Institute for the Health & Medical Profes- methods
sions, Ono Academic College, Kiryat Ono, Israel We evaluated 12 PD not-demented patients and 14 con-
trols by clinical scores (Unified Parkinson’s disease Rating
1
Corresponding author: Scale, Hoehn & Yahr stage), neuropsychological battery
Giovanni Albani (Minimental state, Token Test, Corsi’s memory span, Digit
Department of Neurosciences span, Short Story recall, Word recall Test, Tower of Lon-
Istituto Auxologico Italiano, IRCCs don Test, Frontal Assessment Battery, Trail Making Test,
V.le Cadorna, 96 Street Completion Test) and a virtual version of MET
Piancavallo (Verbania), Italy (VMET), which was presented within a virtual supermar-
E-mail: g.albani@auxologico.it ket. This is an assessment of executive functions in daily
life which consists of performing tasks according prede-
abstract fined rules, meaning there are items to be bought and in-
In Parkinson’s disease executive functions are altered. We formation to be obtained. Specifically, subjects were
used a Virtual Reality version of the Multiple Errand Test requested to select and buy various products presented on
in order to evaluate decision making ability in 12 patients shelves with the aid of a joy pad. The analyzed variables
and 14 controls. Patients with Parkinson’s disease, even if were the execution times for the entire task, errors in ex-
non-demented, showed strategies full of errors, suggesting ecuting the tasks, with a scoring range from 11 (the subject
that impulse control disorder, very frequent in the course has correctly done the tasks) to 33 (the subject has totally
of this disease, could precede cognitive dysfunction. omitted the tasks), inefficiencies, with a scoring range
from 8 (more inefficiencies) to 32 (no inefficiencies), rule
Keywords: Executive functions, Virtual Reality breaks, with a scoring range from 8 (more rule breaks) to
32 (no rule breaks), strategies, with a scoring range from
introduction 13 (more strategies) to 52 (no strategies), interpretation
Even if Parkinson’s disease (PD) is primarily known as a failures, with a scoring range from 3 (more interpretation

JCR
112 Abstracts from CT15

Table 1
Group Statistics
group n mean std. deviation

Errors Healthy subjects 14 17,64 3,895

Patients 12 25,08 4,757

Searched item in the correct area Healthy subjects 14 8,86 1,512

Patients 12 11,92 2,314

Maintained task objective to completion Healthy subjects 14 8,86 1,351


Patients 12 11,83 2,368

Maintained sequence of the task Healthy subjects 14 8,93 1,328

Patients 12 12,08 2,234

Divided attention Healthy subjects 14 9,29 1,437

Patients 12 12,25 2,379

Organized materials appropriately throughout task Healthy subjects 14 9,50 1,990

Patients 12 12,25 2,454

Self corrected upon errors made during the task Healthy subjects 14 9,86 1,834

Patients 12 12,50 1,931

No evidence of perseveration Healthy subjects 14 8,50 1,160

Patients 12 11,92 2,429

Sustained attention throughout the sequence of the task Healthy subjects 14 9,43 1,342

Patients 12 12,17 2,082

Buying a chocolate bar Healthy subjects 14 9,29 2,555

Patients 12 13,25 3,888

Buying toilet paper Healthy subjects 14 9,07 2,165

Patients 12 13,33 3,939

Buying a sponge Healthy subjects 14 9,07 2,556

Patients 12 13,33 3,939

Buying two products from the refrigerated products aisle Healthy subjects 14 9,64 2,590

Patients 12 12,83 3,326

Going to the beverage aisle and asking about what to buy Healthy subjects 14 10,50 2,312

Patients 12 15,17 1,992

Rule breaks Healthy subjects 14 28,50 2,378

Patients 12 24,92 3,423

Strategies Healthy subjects 14 37,36 8,608

Patients 12 47,33 3,339

JCR
Abstracts from CT15 113

failures) to six (no interpretation failures) and partial task order, such as pathological gambling, hypersexuality,
failures, with a scoring range from 8 (no errors) to 16 compulsive shopping, and compulsive eating.
(more errors).
Acknowledgments
results The work in preparing this paper was supported by the
Neuropsychological tests results correlated with VMET funded project "Immersive Virtual Telepresence (IVT)
findings: Short Story recall with inefficiencies ( r = .72, for Experiential Assessment and Rehabilitation”,
p = .02); Word recall test with Rule Breaks(r = .68, p = IVT2010, RBIN04BC5C.
.02); Corsi’s memory span and time (r = -.58, p = .05).
Descriptive statistics were used to summarize the mean references
values and standard deviations for the VMET outcomes Fortin S, Godbout L, and Braun CMJ. “Cognitive
of PD patients and healthy subjects, as shown in Table 1. structure of executive deficits in frontal lesioned head
trauma patients performing activities of daily living”,
The Mann-Whitney Test was used to evaluate the Cortex, vol. 39, pp. 273-291, 2003.
VMET procedure with the clinical and control group.
The mean rank for patients was significantly higher for Kulosevsky J, Pagonabarraga J. Cognitive impairment
errors in executing the task than for control subjects in Parkinson’s disease: tools for diagnosis and assess-
(Asym. Sig. = 0.001) and the same result was also ment. Mov Disor 2009 Jun 15;24 (8):1103-10.
found for the partial errors of the seven tasks.
Sollinger AB, Goldstein FC, Lah JJ, Levey AI, Factor
Moreover, the mean rank for rule breaks was higher SA. Mild cognitive impairment in Parkinson’s disease:
for control subjects than for patients (Asym. Sig. = subtypes and motor characteristics. Parkinsonism Relat
0.01) while strategies used were inferior in patients Disord 2009 Nov 23 (Epub ahead of print).
(Asym. Sig. = 0.000). This means, on the basis of the
scoring key employed, that control subjects broke a ––––––––––––––––––––––––––––––––––––––––––––––
lesser number of rules and used more strategies than influence of the Tracking feedback in the
patients. motor response of the users

Finally, patients have a significantly higher mean of Sergio Albiola,1, José-Antonio


partial errors of specific tasks than the control group Gil-Gómez and Mariano Alcañiz b
and, in particular, of the tasks of buying a chocolate a
Departamento de Informática e Ingeniería de Sistemas
bar (Asym. Sig. = .01), buying toilet paper (Asym. Sig. Universidad de Zaragoza, C/ Ciudad Escolar s/n,
= .006), buying a sponge (Asym. Sig. = .007), buying 44003 Teruel, Spain
two products from the refrigerated products aisle b
Instituto Interuniversitario de Investigación en Bioinge-
(Asym. Sig. = .01) and of going to the beverage aisle niería y Tecnología Orientada al Ser Humano, Universi-
and asking about what to buy (Asym. Sig. = .000), dad Politécnica de Valencia,Camino de Vera s/n,
which require a change in the primary task and the 46022 Valencia, Spain
ability to respond simultaneously to multiple task de-
mands. 1
Corresponding author:
Sergio Albiol
Conclusions Universidad de Zaragoza
If we exclude clinical forms of atypical parkinsonism, CPI - EDIFICIO 8B
such as Lewy Body disease, the course of mental dys- Camino de Vera s/n,
function in PD usually starts from symptoms included 46022 Valencia, Spain
in dysexecutive syndrome (Sollinger, Goldstein, Lah, Email: salbiol@unizar.es
Levey, & Factor, 2009) until the so-called subcortical
dementia. abstract
In this experimental study, we present the results of users'
During this time, patients can frequently exhibit be- motor responses with and without the use of Tracking
havioral symptoms included in an impulse control dis- Feedback to complete correct movements in Virtual Re-

JCR
114 Abstracts from CT15

habilitation Therapy. To carry out this study, used a system


for standing balance rehabilitation. We applied two differ-
ent conditions (with and without tracking feedback) to
twenty patients and analyzed their motor responses.
Through this analysis we can evaluate the importance of
this feedback and the possibility of eliminating the track-
ing components from the system, in order to obtain a
lower-cost system. Therefore, this low-cost system will
make the integration of Virtual Rehabilitation systems
available to more patients. Currently, we are completing Figure 1. Left: screenshot
this study and will have definitive results with conclusions of the system; above: pa-
before the deadline of this final paper. tient using the system.

Keywords: Virtual Rehabilitation Therapy, Motor Re- visualization setup, and the
sponse, Tracking Feedback tracking components. Addi-
tionally, this system used an
introduction optical tracking consisting of
At the present time, Virtual Motor Rehabilitation (VMR) two webcams and two small
is providing new roads in the motor rehabilitation field. spheres. The spheres were
This technology is being used in patients with major in- four centimeters in diameter and covered with catadioptric
juries and illnesses, such as strokes, cerebral palsy, paral- Velcro strips. Each sphere was placed on the ankle of the
ysis and Parkinson’s disease. patient (see fig. 1, right), in order to track the movements.

Most of the VMR systems provide patients feedback of Twenty subjects participated in this study. Each subject
their movements and actions. This requires the systems to had a session approximately for thirty minutes. At the be-
integrate a tracking component. This tracking component ginning of each session, the system was explained to the
is generally expensive, and limits environments where the user, to familiarize them with the system. Afterwards, the
system can be used; therefore, it is the main restriction for subject completed two sub-sessions of ten minutes each.
using them in rehabilitation. Finally, the subject completes the presence test for the sys-
tem with and without movement feedback.
This paper analyzes the influence of the Tracking systems
feedback with the patient’s movements for meeting the We divided the subjects into two groups: Group A: Ten
goal. In order to achieve the correct movements, a VMR users utilized the system without movement feedback and
system is applied in two different ways. Firstly, the system afterwards with movement feedback. Group B: Ten users
shows the movements that the patient is doing in real time. utilized the system with movement feedback and after-
Secondly, the same system is used, but without showing wards without movement feedback.
the movements.
results and Conclusions
methods Currently, we are completing a final quantitative analysis
In our experimental design, we analyzed three parameters: of the system and will have definitive results in time for
Response Time (the time necessary for the first response); the deadline. Through this analysis we can evaluate the
Completion Time (the time needed to accomplish the importance of this feedback and the possibility of elimi-
goal); and the precision of the movement. Finally, the val- nating the tracking components from the system.
idated Presence Test by Witmer and Singer (WS) was
used. Without the tracking components, the VMR system would
have a minor cost and would be valid for a larger number
In the study we use a VMR system for standing balance. of environments. Therefore the system, and other similar
In the system, the subject had to step on the same object VMR systems, would be available to help rehabilitate
as the reference item one by one and return to the central more patients and become accessible to clinics, and even
area.The system hardware consisted of a standard PC, a homes, Worldwide.

JCR
Abstracts from CT15 115

–––––––––––––––––––––––––––––––––––––––––––––– Plus, or Wii Nunchuk) into PC-based, VR activities. We


lean on Wii: physical rehabilitation With Virtual have chosen to integrate Wii peripherals into our system
reality and Wii peripherals because most occupational therapists and patients are
already familiar and comfortable with them and such
Fraser Andersona,1, Michelle Annetta, Walter F. Bischofa peripherals are cheap and readily available. We have
created four rehabilitation-targeted activities for our sys-
a
Department of Computing Science, tem that aim to increase trunk control, lower extremity
University of Alberta stability, and patient balance. Each activity is suitable
for the young and old, as well as a range of patient abil-
1
Corresponding author: ities.
Fraser Anderson
University of Alberta Our Virtual Wiihab system provides features and func-
10720 83Ave, #306 tionalities that are currently unavailable to therapists
Edmonton, Alberta, Canada using the Nintendo Wii for rehabilitation:
T6E2E4
E-mail: frasera@cs.ualberta.ca Customization. Each activity can be customized to meet
patients’ skill sets or limits of mobility. These cus-
introduction tomizations allow therapists to change task requirements
Systems such as the Nintendo Wii encourage players to as patients advance through their rehabilitation program.
use natural actions to play games (e.g., swinging the arm For instance, game speed and difficulty can be increased
to roll a bowling ball, or jogging in place to make a vir- to make activities more challenging.
tual character run). In recent years, the Wii has been in-
tegrated into rehabilitation programs (Deutsch et al., Measurement. The Virtual Wiihab system can record a
2009; Dixon, 2008; Halton, 2008; Sugerman et al., number of behavioral and performance measurements.
2009) and has gained the support of occupational ther- The system can record data from the Wii Balance Board
apists because it is easy to use and has a wide variety of and Wii Remotes (e.g., accelerations, button presses,
available activities. While the Wii has had much success weight distributions, gyroscope angles) as well as a
in the area of rehabilitation, it also has several problems number of task-specific measurements.
that prevent it from becoming widely adopted for reha-
bilitative purposes. Many of these problems are due to Feedback. Auditory, visual, and haptic feedback can be
its off-the-shelf nature and non-rehabilitation focus. presented and customized (e.g., sound effects, visual
Most therapists indicate that the existing games are too overlays, Wii-remote vibrations). This allows therapists
difficult for many patients, the game scores do not ade- to tailor feedback to specific learning styles or patient
quately reflect patient progress, therapists are unable to characteristics and to gradually reduce the amount of
monitor patient performance outside the hospital, the feedback presented in order to encourage patients to per-
Wii provides poor feedback to patients, and most games form target actions without assistance or cueing.
have loading screens and menus that are difficult and
time consuming to navigate. Monitoring. The use of a simple web service allows the
Virtual Wiihab system to be used for tele-rehabilitation
To overcome many of these issues, we have developed purposes. Performance and behavioral measurements
a rehabilitation system, Virtual Wiihab, which combines can be uploaded to the web service and viewed using
the low cost, highly available Wii peripherals with a set authorized web clients. Therapists are able to view dia-
of virtual reality(VR)-based games. The Virtual Wiihab grams and graphs that can help identify areas of concern
system can be used by patients in the hospital or at home or improvement.
and incorporates many of the exciting and enjoyable as-
pects of current Wiihabilitation practices. Multi-Player. Each activity can support both single and
multiple player interactions. The introduction of addi-
Virtual Wiihab tional players has the potential to motivate patients to
Our Virtual Wiihab system integrates existing Wii pe- continue an activity longer than if they were doing it on
ripherals (Wii Balance Board, Wii Remote, Wii Motion their own.

JCR
116 Abstracts from CT15

Halton, J. Virtual rehabilitation with video games: A new


frontier for occupational therapy. Occupational Therapy
Now, Volume 10, Number 1, Pages 12-14, 2008.

––––––––––––––––––––––––––––––––––––––––––––––
hands, Tables, and groups
make rehabilitation awesome!

Michelle Annetta,1, Fraser Andersona,1,


A. B. and Walter F. Bischofa

Department of Computing Science,


a

University of Alberta

1
Corresponding author:
Michelle Annett
University of Alberta
6307 - 144 A Ave
C. D. Edmonton, Alberta, Canada
Figure 1: A) A patient and family member using the T5A1S3
Snowball Fight activity (similar to the Wii Fit Soccer E-mail: mkannett@cs.ualberta.ca
game). B) A patient using the balance board to navigate
to and ‘beam up’ cows in the Alien Invasion! activity. C) introduction
The interface for the multi-player Steady Fish activity, Over the last decade, interest and excitement surround-
which is similar to the Wii Fit Locus Focus game. D) ing interactive surfaces and multi-touch tabletops has
The interface for the Mouse House activity. The balance dramatically increased. One of the most recent applica-
board is used as a navigation device to move the mouse tions of tabletop technologies has been for motor and
though the house to find pieces of cheese. cognitive rehabilitation ( Mumford, et al., 2008; Facal,
et al., 2009, Annett, et al., 2009). Although tabletops
Conclusion
have been used in rehabilitation, they have largely neg-
New methods of rehabilitation play a key role in restoring
lected an important aspect of the rehabilitation process,
physical functions to an aging population. Nintendo Wi-
namely group therapy. Group interaction in rehabilita-
ihabilitation offers a promising alternative to traditional
tion settings can maximize client effort, induce positive
rehabilitation techniques, but suffers from problems that
emotional changes, increase self-understanding, and
prevent its widespread adoption. We have presented a
provide long-term improvements in patients’ quality of
new system, Virtual Wiihab, which combines the flexi-
life (Cole, 2008; Gauthier, 1987). It has also been
bility of VR with the availability and enjoyment of Wi-
demonstrated that patients are more willing to spend ad-
ihabilitation. Our system includes four rehabilitation-
ditional time performing rehabilitation exercises in
centric activities that demonstrate potential solutions to
group settings than by themselves, ultimately speeding
the problems that exist with the Wii system. A user study
their recovery (De Weerdt, 2001).
evaluating the effectiveness and usefulness of the system
is being conducted in a local rehabilitation hospital.
By their very nature, traditional tabletops (e.g., coffee ta-
bles, supper tables, and meeting tables) improve social
references
dynamics and encourage conversation and interaction.
Deutsch, J., et al. Wii-based compared to standard of care
The fusion of interactive tabletops and group rehabilita-
balance and mobility rehabilitation for two individuals
tion has the potential to greatly improve patient confi-
post-stroke. Virtual Rehabilitation, Pages 117-120, 2009.
dence and give patients the motivation to work harder
and persevere through difficult activities. We have ex-
Dixon, T. A Wii Spot of Fun. Australian Ageing Agenda,
tended our suite of tabletop-based rehabilitation activities
Pages 28-32, March-April 2008.
(AIR Touch; Annett, 2009) to support cooperation and

JCR
Abstracts from CT15 117

competition between patients and their therapists, family


members, and peers. We also discuss a number of rec-
ommendations that should help to guide the development
of future activities for multi-user tabletop rehabilitation.

design and implementation


In our iterative design and implementation cycle, we
consulted with practicing occupational therapists. Dis-
A. B.
cussions with these experts produced a number of sug-
gestions, themes, and observations:

–Positive, salient elements (e.g., personal photographs)


in multi-user activities can help patients to become
"emotionally immersed" and will likely encourage pa-
tients to put in more effort and spend more time per- C. D.
forming an activity.
–Communication during multi-user activities can pro-
mote patient/therapist trust and encourage patients to
share with their caregivers.
–Cooperation within rehabilitation activities promotes
turn-taking, teamwork, and patience. It can also provide
patients with motivation from their peers.
–If patients can become "competitively immersed" in an E. F.
activity, they are more likely to try harder and work at Figure 1: A) Three patients assembling a Touch Tessel-
an activity longer in order to "beat" their competitor. lation puzzle, B) A patient and his friend cooperatively
using Match Me! to find hidden tile pairs, C) A patient
On the basis of these recommendations, we have created and a family member competing to clear their Foggy
six activities that help to induce immersion and increase Windows and reveal the photograph underneath, D) Two
perseverance. These activities enable patients to receive patients modifying a family photograph using Photo
rehabilitative benefits by distracting them from their dis- Scrapbooking, E) Three patients playing Nomis Says, F)
abling conditions or impairments (Figure 1). These ac- Two patients exploring their hometown using Google
tivities can be adjusted to easily meet the needs of Earth.
individual patients and enable therapists to quantita-
tively measure patient behavior and performance. To en-
courage social dialogue and emotional immersion, most The AIR Touch system is currently being used in a local
activities use patient photographs. rehabilitation hospital. A pilot study using therapists, pa-
tients, and family members is currently underway to de-
Conclusion and future Work termine the usefulness of the system. Patient interviews
Previous tabletop rehabilitation technologies have fo- are being conducted to evaluate patient enjoyment and
cused on single-user interaction, neglecting the benefits enthusiasm towards the collaborative nature of the AIR
of collaboration and group rehabilitation. We have ad- Touch system and its software.
dressed this issue by working with practicing therapists
to create a number of multi-user activities. These activ- references
ities allow patients to gain rehabilitative benefits while Annett, M., et al. Using a Multi-touch Tabletop for
working cooperatively or competitively with family Upper-Extremity Motor Rehabilitation. Proceedings of
members, peers, or therapists. We have also identified a OzCHI 2009, (2009), 261-264.
number of design considerations that can be used to
guide the development of rehabilitation-based multi- Cole, B. Client-centered groups. Occupational therapy
user tabletop activities. and mental health, (Elsevier, 2008), 315-329.

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118 Abstracts from CT15

De Weerdt, W., et. al. C. Group physiotherapy improves be adapted to different fields and adjusted to reach dif-
time use by patients with stroke in rehabilitation. Aus- ferent target groups (adolescents, the chronically ill, men-
tralian Journal of Physiotherapy, (2001), 47(1), 53-64. tally retarded persons and individuals with sexual
preference disorders) by employing special modules. The
–––––––––––––––––––––––––––––––––––––––––––––– center of interest is a preventive approach with the aim
Therapeutic games to improve of conveying the latest scientific findings about what en-
attachment Capabilities hances sexual and/or attachment satisfaction and which
individual skills need to be improved in order to obtain
Klaus M. Beiera,1, Klaus Rebensburgb, and Malte the desired results–always specifically adjusted for the
Behrmannc intended target group. The project has set up a catalogue
of application areas as follows:
a
Charite - Universitätsmedizin Berlin –prostate cancer and breast cancer patients and family re-
Universität Potsdam/Technische Universität Berlin
b
lationships
c
European Game Developer Federation –patients with mental and emotional retardation and sex-
ual behavior problems
Corresponding author:
1
–balanced relationships between adolescent individuals
Klaus M. Beier with disorders of sexual preference (paraphilias)
Charite - Universitätsmedizin Berlin –chronic diseases
Luisenstr. 57
Berlin, Germany, 10117 This catalogue also defines desirable social competences
Email: klaus.beier@charite.de. for target groups mapping success and failure on applied
games based on degree of empathy for partners and/or
introduction social networks as related to cognitive distortion, self cen-
Clinical experience in sexual medicine reveals the in- tered reactions and other factors. A book of duties pro-
creasing difficulties people have in obtaining sexual vides necessary information to game and character
and/or attachment satisfaction which is often cause for designers and IT specialists.
seeking therapeutic help. From a diagnostic point of view,
disorders of sexual function, of sexual development and results
also of sexual preference and sexual behavior are at the In a clinical sexological setting, individuals with the
center of attention. At the same time–always as a decisive above mentioned paraphilia-related sexual arousal pat-
factor of influence concerning reduced life quality–there terns, patients with chronic illnesses (like Prostate-Ca or
is a frustration of fundamental basic needs for acceptance, Mamma-Ca), patients with mental retardation and even
security, trust, warmth and closeness within a partnership. adolescents going through sexual maturation can be
This is also true for chronic diseases or, as in the case of reached by learning about the existence of fundamental
mental retardation, restrictions in social communication psychosocial needs. These therapeutic experiences could
capabilities. It is becoming obvious that computerized be enhanced by employing special therapeutic games
“applied games” or “serious games” are playing an in- modules, mainly aiming at prevention by helping to steer
creasingly important role in curing psycho-emotional against a possible false attitude. In a first pilot study a
destabilization. On the other hand, there are games like a prototype (therapeutic game) has been put into practice.
game aimed at female adolescents, where a devaluated Methods and results will be presented at the congress.
stereotypical female is generated with the main aims of
looking attractive, staying slim and financing breast en- references
largements. With this negative example in mind it seems Attwood, T., Exploring feelings. Cognitive behaviour
to make sense to develop “applied games” focusing on therapy to manage anxiety, Arlington, Future Horizons,
other relevant issues, such as trying to enhance cognitive 2004.
and social competences as well as emotional and attach-
ment capabilities of the players. Beier, K.M., Loewit, K., Bosinski, H.A.G.. Sexualmedi-
zin. 2. Aufl. München, Elsevier (2005).
approach and methods Bowlby, J. (1969, 1973, 1980): Attachment and loss. Vol.
The general idea is to set up a basic concept which can 1, 2, 3. New York: Basic Books.

JCR
Abstracts from CT15 119

physiological arousal were significant when comparing


Brezinka, V. , L. Hovestadt, L. , Serious games can sup- the baseline to the immersion and to the TSST, but not
port psychotherapy of children and adolescents, Lecture when comparing both stressors. Immersion in 3-D games
Notes in Computer Science 4799, A. Holzinger. Berlin, is proposed as a practical and cost-effective option to prac-
Springer:, USAB (2007), 359-366. tice SMT.

–––––––––––––––––––––––––––––––––––––––––––––– Keywords: Stress Management Training, PTSD,


searching for an adequate stressor to practice stress 3-D Game, Heart Rate.
management skill prior to deployment: The
potential of immersion in stressful 3-d games introduction
Among the military population, data shows that exposure
François Berniera, Stephane Bouchardb, Stéphanie to combat or peacekeeping missions are associated with
Dumoulinb, Tanya Guitardb, Mylène Laforestc, Éric the risk of developing posttraumatic stress disorder
Boivina & Geneviève Robillardb,1 (PTSD). To help soldiers to cope with stress, and hopefully
reduce the risks of developing PTSD, soldiers could ben-
a
Defence R&D Canada – Valcartier efit from stress management training. Although prelimi-
b
Université du Québec en Outaouais nary data from the few available programs are somewhat
c
Université d’Ottawa encouraging, they are confronted with significant adher-
ence problems. Practicing stress management skills is a
1
Corresponding author: challenge for people involved in a culture where virility
Geneviève Robillard and an “Army Strong” mentality prevail. In addition, it re-
Université du Québec en Outaouais quires the trainers to stress the soldiers so they can practice
283 boul. Alexandre-Taché, C.P. 1250 their coping skills. Using Virtual Reality (VR) and 3-D
succursale Hull, Gatineau, Québec games to induce a manageable level of stress could be an
Canada, J8X 3X7 interesting option to practice stress management skill with
Email: genevieve.robillard@uqo.ca this population. However, instead of trying to create a vir-
tual environment without knowing if it will be signifi-
The opinions expressed in the publication reflect the opin- cantly stressful, researcher can use off-the-shelf 3-D
ion of the author and do not necessarily represent the opin- games. Several 3-D games companies are investing mil-
ion of the Canadian Forces or the Department of National lions of dollars each year to analyze, design, and build
Defence. games that are highly stressful, such as “Left 4 Dead” and
“Killing Floor.”
abstract
This study tested the efficacy of two commercial 3-D method
video games to elicit a significant level of stress and com- This study set out to verify the capacity of two commer-
pared three immersive stereoscopic technologies–a 22- cial 3D video games (“Left 4 Dead” and “Killing Floor,”
inch monitor, a 73-inch monitor and a CAVE™. Fifty-six see Figures 1 and 2) to elicit a significant level of stress
soldiers returning from Afghanistan were recruited and in soldiers, and also to compare three immersive tech-
randomly assigned to one of five conditions in which they nologies–a 22-inch stereoscopic monitor, a 73-inch
played either the 3-D games “Killing Floor” or “Left 4 stereoscopic monitor and a CAVE™ (a room with four 9
Dead” while immersed using the different technologies. feet by 9 feet walls with retro-projected stereoscopic im-
As a control and reference comparison of induced stress, ages). The games were selected after considering 38 cri-
participants were exposed to a standardized stressful pro- teria, such as elements of surprise, forewarning, human
cedure. Subjective data were collected using the State corpses and casualties, blood, cries and spooky sounds,
Anxiety scale for all participants but extremely slow etc. “Left 4 Dead” was more attractive as a stressful stim-
scores cast doubt on the validity of the results on this vari- ulus because of superior graphics quality compared to
able. Repeated measures ANOVAs revealed statistically “Killing Floor,” but only “Killing Floor” could be modi-
significant increase in heart rate and respiration rate while fied to be used in the CAVE. It was therefore decided to
playing the 3-D games and during the TSST. No signifi- use both games, as it would allow comparing two levels
cant group or interactions effects were found. Increases in of graphics quality.

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120 Abstracts from CT15

presence is Just an illusion: using fmri to locate


the brain area responsible for the
meaning given to places

Stéphane Boucharda,1 and Geneviève Robillarda

a
Université du Québec en Outaouais
Figure 1. Screenshot from Figure 2. Screenshot from
“Left 4 Dead.” “Killing Floor.” 1
Corresponding author:
Stéphane Bouchard
Université du Québec en Outaouais
An initial sample of 56 solder participated in the study.
Dept. de Psychoéducation et de psychologie
Subjective data were collected on all participants using the
CP 1250, Succ Hull, Gatineau,
State anxiety scale of the State Trait Anxiety Inventory but
Qc. J8X 3X7 Canada
extremely slow scores (e.g., baseline mean score of 29.7,
E-mail: Stephane.bouchard@uqo.ca
sd = 7.1) cast very serious doubt on the validity of the re-
sults on this variable. Therefore, only psychophysiological
This presentation is based on a reanalysis of data pre-
parameters will be reported. Due to technical problems,
sented at the 2009 Presence Conference in Los Angeles.
only 36 participants could be used for the analysis of heart
rate data and 42 for the breathing data.
introduction
Being immersed in virtual reality (VR) can create the sub-
Participants were randomly assigned to one of five con-
jective impression of being “there” in the virtual environ-
ditions in which they played either the 3-D game “Killing
ment (VE) (Sadowski & Stanney, 2002; van der Straaten
Floor” or “Left 4 Dead” using the small monitor (22-inch),
& Schuemie, 2000). The illusion of presence requires
the large monitor (73-inch) or the room-size CAVE (only
processing multimodal input (visual, auditory, tactile, ki-
used with Killing Floor). To have a control and reference
naesthetic or olfactory) from the VE be combined to form
comparison of induced stress, participants were exposed
coherent perceptions so the VE be recognized as “real”,
to the well-validated Trier Social Stress Test (TSST;
and integration of these multimodal stimuli into some
Kirschbaum, Pirke & Hellhammer, 1993) after the collec-
egocentric reference frame so the user feels that he or she
tion of baseline physiological data and before the experi-
is within the environment. A previous study (Bouchard,
mental manipulation with 3D games. Participants’ heart
Dumoulin, Labonté-Chartrand, Robillard, & Renaud,
rate and respiration rate were measured continuously using
2006) showed that it is possible to increase presence sim-
the Bioharness from Biopack.
ply by manipulating the narrative context of an immer-
sion in VR (i.e., without changing any objective
results
properties of the VE). It opened the possibility of studying
Repeated measures ANOVAs (3 Times X 5 Conditions)
neural correlates of presence without creating artifacts in-
revealed significant increases in heart rate (HR) and res-
duced by the modifications of the stimuli (i.e., comparing
piration rate (RESP) while playing the 3D games (HR: F
immersions with / without sound, or in mono / stere-
= 5.21, p < .05; RESP: F = 33.51, p < .05) as well as during
oscopy would predictably stimulate different brain areas).
the TSST (HR: F = 15.94, p < .05; RESP: F = 15.76, p <
.05). However, no significant interactions between condi-
After a brief overview of studies suggesting that presence
tions were found (see Figure below). Repeated-measures
is simply a (rather good) perceptual illusion, we will re-
contrasts confirmed that increases in heart rate and respi-
port on a study investigating neural correlates associated
ration rate were significant when comparing the baseline
with the illusion of presence in VR.
to the 3-D games and to the TSST, but not when compar-
ing the TSST to the 3-D games. The discussion will ad-
method
dress implications of these findings for the development
Five adults (all right-handed, three females, two males,
of reliable stressors allowing practicing stress manage-
mean age of 33) provided their informed consent and
ment skills with solders.
were submitted to a standardized psychiatric assessment
––––––––––––––––––––––––––––––––––––––––––––––

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Abstracts from CT15 121

to ensure qualification for study participation based on were able to create a system that allows projecting, in
several selection and exclusion criteria (e.g., not suffer- real time, images taken from this adjacent staff room and
ing from a mental disorder, based on the Structured Clin- project it directly, live, in the fMRI scanner. You will
ical Interview for DSM-IV-Non-Patient Edition (First, therefore be able to see this room, as you are just doing
Spitzer, Gibson, & Williams, 2002)). During the experi- now, but seeing through the eyes of virtual reality. Our
mental task, participants first visited a staff room adja- cameras will record images in real time as they move in
cent to the fMRI scanner room and were informed that the room, send them to our computers and our virtual re-
during their brain scan they would at times see a live ality software; they will recreate the virtual reality and
video-feed from this room (high presence condition) or send it directly into the scanner. The cameras will move
a good 3D copy of the room (low presence condition). along a predetermined path so you won’t have anything
Participants were scanned in the fMRI using a 1.5 Tesla to do but let yourself be immersed in the virtual environ-
scanner. A preliminary rapid sagittal T1-weighted scan ment and looking around. We also built a copy of this
was used as a localizer to verify participant head position staff room. After having the unique chance of being im-
and image quality. For the experimental scan, a three-di- mersed in the real staff room, we will also show you a
mensional gradient echo acquisition was used to collect copy of the staff room. The experience will be repeated
160 contiguous, 1 mm T1 weighted structural images in twice, so you will again see the real room and the copy
the sagittal plane for corregistration with the Echoplanar of the room. ” Once placed in the fMRI scanner, the
images. Structural images were acquired using the mod- HMD was adjusted for clear vision and a first scan was
ified International Consortium for Brain Mapping T1 performed to ensure participants had no brain abnormal-
Protocol. The virtual environment was displayed using ities. For the experimental scan, the instructions were
a stereoscopic fMRI-friendly HMD (Silent Vision SV- projected in the HMD once more “In this unique experi-
7021) a set of noise cancellation headphone were used ence, you will visit the real staff room, then a copy. This
to reduce the loud ambient noise caused by the scan. The will be repeated twice. Let go, observe these virtual en-
localization of brain areas was based on the Wake Forest vironments and we will talk about it after the scan”. Then
University PickAtlas (v. 2.3). a message appeared in the HMD indicating “Live staff
room. Let go of yourself and take the time to observe the
For the high and low presence conditions, the exact same virtual environment” and the 60-second immersion in the
virtual stimuli were presented to participants during each VR environment began. In the next condition, a message
condition. However, the context (narrative) provided to appeared in the HMD indicating “Copy of staff room.
the participants differed significantly (see details in the Let go of yourself and take the time to observe the virtual
following paragraph). In the high presence condition, par- environment” before the 60-second immersion. The two
ticipants were informed via instruction provided in the immersions were repeated before participants stepped
HMD that the image were coming directly from the ad- out of the scanner and were debriefed.
jacent staff room, “relayed in real time from the real staff
room”. In the low presence condition, they were informed results
via instruction provided in the HMD that the images were Significant differences were found in only one structure,
copies of the adjacent staff room. The paradigm we used located in the medial temporal lobes. Both the right and
was a repeated measures condition where each participant left parahippocampus (uncorrected, p < 0.001) were sig-
saw the “real staff room”, then the “copy of the staff nificantly activated by the experimental manipulation.
room”, followed again by the “real” and the “copy” of Significant cluster of voxels in the right parahippocampal
the staff room. During each immersion, participants ob- gyrus (MNI 28 -4 -36) cluster size KE= 5 cluster was ac-
served as the camera flew over the virtual environment tivated, as well as a significant cluster in the left parahip-
and were asked to look at the details of the VE. pocampal gyrus (MNI -28 - 16 -24) cluster size KE = 5
cluster.
At the fMRI clinic, participants met the research assistant
who provided a visit of the experimental set-up in the Conclusion
staff room and explained that “We want to know which The design of this preliminary study was based in previ-
areas of the brain are involved in the experience of vir- ous findings (Bouchard, Dumoulin, Labonté-Chartrand,
tual reality by using a high tech device that will take im- Robillard, & Renaud, 2006) where manipulating the con-
ages of your brain in action. For the very first time, we text or narrative associated with the immersion statisti-

JCR
122 Abstracts from CT15

cally influenced presence. Any other manipulation in- ––––––––––––––––––––––––––––––––––––––––––––––


volving the properties of the stimuli would have blurred multi-modal memory restructuring for patients
the results by recruiting other areas of the brain. suffering from Combat-related pTsd: a pilot study

Despite the small sample size, clear and significant re- Matthew van den Steena, Willem-Paul Brinkmana,
sults were obtained in one specific region, the parahip- Eric Vermettenb,c and Mark Neerincxa, d
pocampal cortex. This area of the brain mediates the
representation and processing of contextual associations a
Delft University of Technology, The Netherlands
(Aminoff & Schacter, 2008). The parahippocampus pro- Military Mental Health Research Center, Central Mili-
b

vides contextual meaning of scenes and places. Our re- tary Hospital, Utrecht, The Netherlands
sults follow this recent finding and suggest that c
Rudolf Magnus Institute of Neuroscience, University
contextual processing may be involved in feeling where Medical Center, Utrecht, The Netherlands
events are happening in a virtual environment, or where d
TNO, Soesterberg, The Netherlands
the person is during the immersion in virtual reality. We
propose that an immersion in VR create a strong percep- 1
Corresponding author:
tual illusion that triggers three events: (a) basic reflex re- Willem-Paul Brinkman
actions, (b) integration of sensory information, and (c) Mekelweg 4
self-reflexive conscious-cognitive dissonance. We pro- Delft, Netherlands
pose that conscious-cognitive dissonance involves the 2628 CD
parahippocampal gyrus and constitutes what is usually E-mail: w.p.brinkman@tudelft.nl
referred to as Presence.
abstract
references This paper discusses the design and evaluation of a multi-
Bar, A., Aminoff, E., Schacter, D.L. Scenes unseen: The media software application which can be used in the treat-
parahippocampal cortex intrinsically subserves contex- ment of combat-related Posttraumatic Stress Disorder
tual associations, not scenes or places per se. Journal of (PTSD). The application allows patients and therapists to
Neuroscience, 28, 8539-8544, 2008. visualize the patients' past experiences using maps, per-
sonal photos, stories and self-created 3D virtual worlds.
Bouchard, S. Dumoulin, S., Labonté-Chartrand, G., Ro- The tool aims to allow patients to restructure and relearn
billard, G., Renaud, P. Perceived Realism has a Signifi- about their past experiences involving problematic stres-
cant Impact on the Feeling of Presence. 11th Annual sors.
CyberTherapy Conference, Gatineau (Québec), June 12-
15. 2006. Keywords: PTSD, Trauma-Focused Psychotherapy,
Memory, Multimedia
First, C.D., Spitzer, R.L., Gibson, M., Williams, J.B.W.
Structured Clinical Interview for DSM-IV-TR Axis I Dis- introduction
orders, Research Version, Non-patient Edition (SCID- Combat-related Posttraumatic Stress Disorder (PTSD) is
I/NP). Biometrics Research, New York State Psychiatric one of the health problems soldiers may face upon their re-
Institute, New York. 2002. turn from deployment. As an increasing number of soldiers
return from war situations such as those ocurring in Iraq
Sadowski, W., Stanney, K.M. Presence in virtual environ- and Afghanistan, the demand for PTSD treatment is also
ments. In K.M. Stanney (Eds.). Handbook of virtual en- likely to increase. Supporting the treatment with computer
vironments: Design, implementation and applications assisted technology is not new. Recently, Virtual Reality
(pp. 791-806), Mahwah : IEA. 2002. Exposure Therapy (VRET) has been extended to the treat-
ment of PTSD. VRET focuses on exposure with pre-de-
Van der Straaten, P., Schuemie, M.J. Interaction af- fined scenarios. Instead of using prolonged exposure
fecting the sense of presence in virtual reality [On- therapy, this paper explores the possibility of using com-
line]: http://graphics.tudelft.nl/vrphobia/intpres.pdf. puter assisted technology to support trauma-focused psy-
2000. chotherapy, to be used both in a group therapy setting as

JCR
Abstracts from CT15 123

well as a single patient-therapist setting. The proposed easy-to-use 3D editor to recreate a specific scene. Using
Multi-Modal Memory Restructuring (MMMR) system these facilities, the patient can restructure the events and
aims at giving the patient more flexibility to restructure place them, together with narrative elements, on a chrono-
narrative about their deployment and to manage various logical timeline. (4) This can be worked through and com-
deployment-related memory elements themselves with the mented on back and forth. (5) The session ends again by
purpose of facilitating time sequencing of memory con- visually moving back from the event in the past to the pres-
tent, as well as adding narrative elements to visual content ent day. A psycho-educational element of the system is the
such as pictures. ability to display the past and planned treatment sessions
on the timeline.
mmmr system
Traditional treatment of veterans with deployment-related design and evaluation
PTSD is set within a group context as soldiers are often fa- The design of the system followed a situated cognitive en-
miliar with operating in a group. In these sessions, patients gineering approach. This started with establishing an in-
talk about their experiences in an exposure-based format, ventory of envisioned technology, relevant human factors,
facilitated by the drawing of maps and other visual aids. and operational (therapeutic) demands. This was done in
Usually a flap–over as well as maps and photographs are close cooperation with a military psychiatrist experienced
used to facilitate memory content. Often memory is com- in treating PTSD patients. Using this information, scenarios
promised and due to memory distortions or amnesia con- and claims were specified, which resulted in three short
cerning details, these elements can be quite helpful. The films focusing on (1) personalization of the system (time-
MMMR methodology takes this idea a few steps further. line, own text annotations, and 3D virtual world), (2) the
The MMMR focus does not rely on direct exposure, but use of the 3D editor (pausing and resuming editing work,
on the way patients facilitate and manage their memories and interaction with the therapist and other group mem-
to restructure and relearn about their past experiences in- bers), and (3) the return to a previous session (amending
volving problematic stressors. Patients are invited along a and extending previous work). These films were used in a
set timeline to sequentially add media and self-created vir- review with eight therapists. At the start of the in-depth in-
tual 3D worlds. In this way, patients are able to express and terviews, the films were shown to the therapist, followed
think again about their experiences during their time of de- by an assessment of the underlying claims on the usability
ployment. The MMMR system provides contextual infor- and support of the therapeutic process. Overall, therapists
mation in various modalities to these experiences. It is were very interested. A prototype was therefore imple-
designed to run on a laptop with a projector displaying the mented and used in a usability evaluation with 18 partici-
computer screen on a wall for group members to see. This pants, and in a small case study with a single patient. Initial
in itself creates a safe zone, in which direct eye contact results suggest that the system can facilitate patients' shar-
among members can be legitimately avoided since some ing and reappraising past experiences and in managing var-
patients do not like to be stared at during their exposure, ious autobiographic memory elements.
and others do not want to look at someone in a potentially
distressing state. Additionally, a camera is attached to the ––––––––––––––––––––––––––––––––––––––––––––––
laptop allowing snapshots to be taken from photos or ob- optimizing non-immersive devices
jects patients brought with them. The system support con-
sists of several elements. (1) Patient information is created Susan Brucka,1 and Paul A.Watters b
as a digital space or folder. (2) The session starts with a
projection of a timeline set on the present day. From here a
Macquarie University, Sydney, Australia
the patient can move to a specific day of their deployment. b
University of Ballarat, Victoria, Australia
To emphasize that this event has taken place in the past,
the years and days from the present day to the selected day 1
Corresponding author:
are counted back while showing photos of historical events Susan Bruck
of that time period. (3) Once the patient arrives at the spe- Macquarie University
cific day, they are asked to organize the events of that day Department of Computing
by using their own photographic material, videos, or music, North Ryde, Australia
and by annotating this material using satellite-based geo- 2109
graphical maps. In addition, the patient can also use an E-mail: sbruck@science.mq.edu.au

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124 Abstracts from CT15

abstract the SSQ before and after watching a six-minute roller


Simulated immersive environments displayed on large coaster video (Bruck & Watters, 2009) on the handheld
screens are a valuable therapeutic asset in the treatment non-immersive device.
of a range of psychological disorders. Permanent envi-
ronments are expensive to build and maintain, require results
specialized clinician training and technical support and The hypothesis was tested using a Wilcoxon Matched
often have limited accessibility for clients. Ideally, Vir- Pairs Signed Rank Test. The prediction that there would
tual Reality Exposure Therapy (VRET) could be acces- be no significant difference between the Pre-Test SSQ
sible to the broader community if we could use and the Post-Test SSQ scores was not supported on five
inexpensive hardware with specifically designed soft- SSQ symptoms (Table 1). In contrast, there was no sig-
ware. This study tested whether watching a handheld nificant difference between the Pre-Test and the Post-
non-immersive gaming device causes nausea and other Test for 11 symptoms. The results indicate that exposure
cybersickness responses. Using a repeated measure de- to a handheld non-immersive device can cause signifi-
sign we found that nausea, general discomfort, eyestrain, cant discomfort for individuals exposed to simulated
blurred vision and an increase in salivation significantly movement.
increased in response to handheld non-immersive gam-
ing device exposure. Table 1
Wilcoxon Matched Pairs Signed Rank Test Significant
Keywords: Non-immersive gaming, cybersickness, vir- Difference Pre and Post- Test
tual reality exposure therapy
Wilcoxon matched pairs
ssQ symptoms
signed rank Test
introduction
Virtual Reality Exposure Therapy (VRET) (Powers & General Discomfort z = -2.000, p = 0.046
Emmelkamp, 2008) has immense potential, however, it
inherently has the drawback that it can be expensive to
establish and requires specially trained counselors and Eyestrain z = -3.000, p = 0.003
technicians to efficiently run a clinic and is not always
accessible for all clients due to distance or work/study Salivation z = -2.449, p = 0.046
or family commitments. Cybersickness is a collection of
symptoms that are reported in response to simulated im-
Nausea z = -2.121, p = 0.034
mersive environments (Kim, Kim, Kim, Ko, & Kim,
2005). The Simulator Sickness Questionnaire (SSQ)
(Kennedy, Lane, Berbaum & Lilienthal, 1993) is a stan- Blurred Vision z = -2.121, p = 0.034
dardized sixteen symptom questionnaire that is used to
identify the severity of responses specific to exposure to discussion
computer-generated environments. This study proposes The results indicate that a handheld non-immersive gam-
that the use of a small, inexpensive apparatus such as a ing device can cause cybersickness symptoms when the
handheld non-immersive gaming device may be an al- client is exposed to significant simulated motion. Fur-
ternative to using exclusive well equipped clinics for ther work is required to determine whether exposure to
VRET. It is hypothesized that there will be no reports of less capricious simulated movement would provide a
cybersickness in response to simulated movement on a more comfortable experience, and to test whether these
handheld non-immersive gaming device. results are applicable to a clinical population.

method Acknowledgment
Twenty-nine (13 male, 16 female) healthy Macquarie The authors are extremely grateful to the Apple Univer-
University students (aged between 18 and 35 years) vol- sity Consortium for providing the Apple iPod Touch®
untarily participated in the Macquarie University Human for this experiment.
Ethics Committee approved experiment. A within-sub-
ject design was used to compare self-reported measures references
of cybersickness using the SSQ. Participants completed Bruck, S. and Watters, P.A. Estimating cybersickness of

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Abstracts from CT15 125

simulated motion using Simulator Sickness Question- ated thoughts and emotions, helping to carry out a more
naire (SSQ): A controlled study, Proceedings of the 2009 accurate assessment. Traditionally, these registers are kept
Sixth International Conference. Computer Graphics, Im- using a paper and pencil mode, where the patient has to
aging & Visualization, IEEE Computer Society, Califor- register every eating activities and the emotions/thoughts
nia, 2009. associated, but this system has some problems, such as low
portability, low adherence and methodological difficulties.
Kennedy, R.S., Lane, N.E., Berbaum, K.S., and Lilien- The use of PDA for self-registers can help to solve these
thal, M. G, Simulator Sickness Questionnaire: An en- problems. The aim of this study is to study the levels of ac-
hanced method for quantifying simulator sickness, ceptability and satisfaction with a PDAs self-register sys-
International Journal of Aviation Psychology 3 (1993), tem specifically designed for assessment and treatment of
203-220. ED. A sample of 30 patients diagnosed with ED are receiv-
ing a PDA with software specifically designed for record-
Kim, Y. Y., Kim, H. J., Kim, E. N., Ko, H. D., and Kim, ing food intake amount and type, emotions experienced
H. T. , Characteristic changes in the physiological com- before and after eating, and other behavior. The participants
ponents of cybersickness, Psychophysiology 42 (2005), are completing a self-register daily during one week, and
616-625. afterwards answer an acceptance and satisfaction question-
naire. This work is in progress at this moment. It is ex-
Powers, M. and P. Emmelkamp, P., Virtual reality expo- pected that the PDA system will show high levels of
sure therapy for anxiety disorders: A meta-analysis, Jour- acceptance and satisfaction.
nal of Anxiety Disorders 22 (2008), 561-569.
Keywords: Eating Disorders,
–––––––––––––––––––––––––––––––––––––––––––––– Personal Digital Assistant, Self-registers
pda self-register system for eating disorders:
a study on acceptability and satisfaction introduction
The self-register technique is an important tool for the di-
A. Cebollaa,b, E. Oliverb, R. Bañosa,c, C Botellaa,b, I. agnosis, functional analysis and evaluation of treatment in
Zaragozáa,d, M. Alcañiza,d, R. Molinere, J.H. Marcoe, M. Eating Disorders (ED). The self-register is a semi-struc-
Jonquerae, V. Guillene tured assessment technique that measures behavior in nat-
ural settings such as home, work, school,and others. It is
CIBER de Fisiopatología de la Obesidad y Nutrición
a
also useful to know the monitoring of therapeutic guide-
(CIBEROBN) lines and assess the effects of treatment and patient out-
b
Universidad Jaume I comes. Traditionally, the patient receives a paper to record
c
Universidad de Valencia food intake, and also the thoughts and emotions felt before
d
I3BH Innovation & Research Institute on Bioengineer- and after the eating. This information allows the clinician
ing for Humans- Universidad Politécnica de Valencia to identify the triggers of purges and/or binges, and the as-
e
PREVI Clinical Center sociated thoughts and emotions, helping to carry out a more
accurate assessment. But the traditional self-register system
1
Corresponding author: has several problems, such as situational constraints, miss-
Rosa Maria Baños ing reports because of lapses in motivation and memory
University of Valencia (Piasecki, Hufford, Solhan, & Trull, 2007), difficulties in
Av. Blasco Ibañez, 21 identifying if the information has been recorded in real time
46010 Valencia, Spain (Baker & Kirschenbaum, 1993) and poor rates of adher-
E-mail: banos@uv.es ence to the treatment (Helsel, Jakcic, & Otto, 2007). It is
necessary to design more efficient methods to simplify the
abstract process of self-monitoring and to improve the consistency
Self-monitoring techniques, such as the use of dietary reg- and completeness of self-reports (Stone, Shiffman,
isters, are considered to be central to cognitive-behavioral Schwartz, Broderick, & Hufford, 2002). Information and
treatment of Eating Disorders (ED). This information al- Communication Technologies (ICT) can help achieve this
lows the clinician to identify the triggers of the behaviors goal. In recent years, new mobile technologies such as per-
associated to ED as purges and/or binges, and the associ- sonal digital assistants (PDAs) and mobile phones have be

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126 Abstracts from CT15

in the participants. The specifically-designed software and


technology used will help the participants to find it easy to
use and user-friendly. It is expected that due to the porta-
bility and novelty of the system, the adherence will im-
prove rather than allowing users' motivation to deteriorate
over time. These improvements will act together to facili-
tate acceptance of the system in ED patients. These advan-
tages of the PDA recording system are also anticipated to
increase therapeutic efficiency in ED treatment. Electronic
diaries using PDAs are likely to become routine tools in
clinical psychology, and as mobile technologies become
ubiquitous, more robust, and less expensive, new software
Figure 1 Figure 2
programs to meet the needs of the clinicians will be devel-
oped (Piasecki, Hufford, Solhan, & Trull, 2007).
come more readily available, thus generating new interest
in developing systems adapted for these tools. The aim of references
this study is to study the levels of acceptability and satis- Baker R., & Kirschenbaum D. (1993) Self-monitoring may
faction with a PDAs self-register system specifically de- be necessary for successful weight control. Behavioral
signed for assessment and treatment of ED. Therapy, 24, 377–394.

method Helsel, D.L., Jakcic J.M. & Otto A.D. (2007.) Comparison
The sample group is composed of 30 patients diagnosed of Techniques for Self-Monitoring Eating and Exercise Be-
with Anorexia Nervosa (purging type), Bulimia Nervosa, haviours on Weight Loss in a Correspondence- Based In-
or Binge Eating disorder (according to DSM-IV-TR). Ex- tervention. Journal of American Diet Association 107,
clusion criteria are major depression, schizophrenia or 1807-1810.
other psychotic disorder and severe physical illness. The
participants have entered into the study voluntarily and Piasecki T.M., Hufford M.R., Solhan M., & Trull T.J.
have signed an informed consent form (if the participant is (2007) Assessing Clients in their natural environments with
underage, consent has been signed by parents or electronic diaries: Rationale, Benefits, Limitations, and
guardians). The sample is receiving a PDA with software Barriers. Psychological Assessment, 19, 25-43.
specifically designed for recording type and amount of
food taken in, emotions before and after eating [Fig.1], Stone A.A., Shiffman S., Schwartz J.E., Broderick, J.E. &
thoughts before and after intake, the intensity of hungry, Hufford, M.R. (2002) Patient non-compliance with paper
the general environmental circumstances that are surround- diaries. British Medical Journal, 324, 1193-1194.
ing their eating behavior [Fig. 2], frequency of binge eat-
ing, vomiting and laxative use. The participants are –––––––––––––––––––––––––––––––––––––––––––––
completing a self-register daily for a week. The degree of The moderating role of need for Cognition on
acceptance and satisfaction is being evaluated with scales excessive searching bias: a Case of finding
specifically designed at the end of the recording time. romantic partners online

results Mu-Li Yanga and Wen-Bin Chioub,1


Work in progress. It is expected that the PDA system will
show high levels of acceptance and satisfaction. a
Chang Jung Christian University
b
National Sun Yat-Sen University
Conclusion
The use of electronic PDA diaries offers important advan- 1
Corresponding author:
tages and may enhance weight loss treatments and assess- Wen-Bin Chiou
ment of ED. It is expected that in this study the PDA National Sun Yat-Sen University
system will show high levels of acceptance and satisfaction 70 Lien-Hai Rd.

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Abstracts from CT15 127

Kaohsiung been identified as one of the precedent variables contribut-


Taiwan ing to cognitive involvement and, hence, the motivation
Province of China 80424 to process information (Andrews, Craig, & Akhter, 1990).
E-mail: wbchiou@mail.nsysu.edu.tw Regarding the context of searching for a romantic partner
on online dating Web sites, individuals with high NFC,
abstract compared to those with low NFC, would be more likely
Using online-dating Web sites to expand social networks to engage in an exhaustive search of all available options.
and form close relationships is popular for people in the Such differences in desires of engaging information pro-
information technology era. Wu and Chiou (2009) cessing are attributed to the fact that high-NFC individuals
demonstrated that more options triggered excessive may suffer from creating a more onerous choice-making
searching, leading to poorer decision-making and reduced process for themselves. An experimental study was con-
selectivity. They proposed that the more-means-worse ef- ducted to examine whether individual differences in NFC
fect refers to the fact that more searching leads to worse would moderate the effects of available options on exces-
choices by reducing users’ cognitive resources, distracting sive searching and decision quality in the context of find-
them with irrelevant information, and reducing their abil- ing partners for online romantic relationships.
ity to screen out inferior options. A two by two experi-
mental study was conducted to investigate the moderating method
effect of individual differences in need for cognition One hundred and twenty undergraduates (58 males; aged
(NFC) and number of available options on excessive 15 to 23 years, M = 17.49, SD = 2.69) participated in this
searching and decision quality. A total of 120 undergrad- experiment. A random ordering of experimental packets
uates with experiences of online romantic relationships assigned participant to a two (number of available op-
participated in the experiment. After participants were ad- tions–small or large number of options) by two (need for
ministrated their need for cognition, they were assigned cognition–low or high) between-subjects design. Assign-
to review either a small or a large number of options to ment of participants to levels of the second factor, i.e.,
search for their most desirable romantic partners via a need for cognition (high or low), was based on their re-
popular online-dating Web site in Taiwan. Results indi- sponses to the Need for Cognition Inventory short form
cated that high-NFC participants exhibited higher rates (Cacioppo, Petty, Feinatein, &Jarvis, 1996) assessed two
of excessive searching than did low-NFC participants. weeks previously.
Moreover, the more-means-worse effect was more salient
for high-NFC participants than low-NFC participants. In the formal experiment, participants were given a packet
The findings suggest that users with high NFC may be with instructions. Actual purpose was disguised by intro-
more vulnerable to the negative effect of excessive ducing this experiment as a study on “Finding Your Best
searching. Partner for a Romantic Relationship.” Participants read
the explanation of the search engine’s ranked list of rec-
Keywords: Need for Cognition, Search Bias ommended partners. They were randomly assigned to
view either small or large numbers of available profiles
introduction (i.e., the top 40 rankings from the recommended list or the
To date, one of the predominant reasons for Internet use top 80). Each participant was asked to review the available
is online social interactions (Cummins, Butler & Kraut, profiles until he/she found the most desirable partner for
2002). Recently, Wu and Chiou (2009) demonstrated that a romantic relationship.
more options triggered excessive searching and decreased
choice quality for finding online romantic partners based results
on a cognitive information-processing perspective. Wu Regarding the searching ratio, participants in the large
and Chiou argued that more options would trigger exces- number condition (M = 0.81, SD = 0.10) examined more
sive searching, and then reduce decision quality, i.e., the subject profiles than did those in the small number condi-
more-means-worse effect. tion (M = 0.73, SD = 0.11), F(1, 116) = 34.86, p < .001,
η2 = .23. This finding was congruent with previous studies
Need for cognition (NFC) is a promising cognitive per- [2,5]. As to the preference difference of the chosen subject,
sonality characteristic (Cacioppo, Petty, Feinatein, the effect of number of available options was contingent
&Jarvis, 1996). An individual’s need for cognition has upon need for cognition of participants, F(1, 116) = 21.07,

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128 Abstracts from CT15

p < .001, η2 = .15. Further analyses indicated that the ––––––––––––––––––––––––––––––––––––––––––––––


more-means-worse effect was robust for high-NFC par- Contributions of functional magnetic
ticipants (Mlarge = 8.57; Msmall = 4.57), F(1, 58) = 89.38, resonance in the field of psychological
p < .001, η2 = .61. However, this effect was small for low- Treatments with Virtual reality
NFC participants (Mlarge = 4.60; Msmall = 3.23), F(1,
58) = 12.45, p < .001, η2 = .18. The selectivity data indi- Miriam Clementea,b,1, Beatriz Reya,b, Mariano Alcañiza,b,
cated that the more-means-worse effect was prominent for Juani Bretónl-Lópezb,c, Inés Moragregab,c, Rosa M.
high-NFC participants (Mlarge = 0.62; Msmall = 0.97), Bañosb,d, Cristina Botellab,c and César Ávilae
F(1, 58) = 67.92, p < .001, η2 = .54, whereas this effect
was small for low-NFC participants (Mlarge = 0.92; Ms- a
Instituto en Bioingeniería y Tecnología Orientada al Ser
mall = 1.06), F(1, 58) = 9.96, p < .01, η2 = .15. Humano, Universidad Politécnica de Valencia, Spain
b
Ciber Fisiopatología Obesidad y Nutrición (CB06/03)
Conclusion Instituto Salud Carlos III
Search tools of online-dating Web sites may provide large c
Departamento de Psicología Básica, Clínica y Psicobi-
sets for users to find a desirable partner. However, the ología, Universidad Jaume I, Valencia, Spain
present findings support earlier research by Wu and Chiou d
Departamento de Personalidad, Evaluación y
(2009) and indicate that a greater number of options would Tratamientos Psicológicos, Universidad de Valencia, Va-
trigger excessive searching, thus weakening the effort-sav- lencia, Spain
ing benefit of search tools. Moreover, need for cognition e
Dept. Psicología Bàsica, Clínica i Psicobiología, Uni-
was demonstrated as a moderator of the more-means- versitat Jaume I, Castelló, Spain
worse effect indicating the detrimental effect of excessive
searching on decision quality would be more prominent 1
Corresponding author:
for high-NFC individuals. Those people should be aware Miriam Clemente
of their tendencies towards excessive searching when Universidad Politecnica de Valencia
using search tools to consider their options. Camino de Vera s/n - Edif. 8B - Acceso N
46022 Valencia, Spain
references E-mail: mclemente@labhuman.i3bh.es
Andrews, J.C., Craig, S.D., Akhter, S. H., A framework
for conceptualizing and measuring the involvement con- abstract
struct in advertising research, Journal of Advertising 19 Our research has been focused in studying the possibility
(1990), 27–40. of provoking the activation of brain areas related to pho-
bias, specifically a phobia to insects (spiders and cock-
Cacioppo, J.T., Petty, R.E., Feinatein, J.A., Jarvis, W.B.G., roaches), using virtual reality (VR) as stimulus. To study
Dispositional differences in cognitive motivation: The life brain activation, subjects will be introduced to a functional
and times of individuals varying in need for cognition, magnetic resonance imaging (fMRI) machine. Two differ-
Psychological Bulletin 119 (1996), 197–253. ent sessions using fMRI will be performed, before and
after an intensive treatment specific for the phobia. Par-
Cummings, J. N., Butler, B., Kraut, R., The quality of on- ticipants will wear specific glasses to visualize the VR en-
line social relationships, Communications of the ACM 45 vironments they have to navigate using a joystick adapted
(2002),103–108. to fMRI and they will have to perform tasks while being
exposed to the phobic stimuli. The VR environment used
Wu, P., Chiou, W., More options lead to more searching in the fMRI sessions has three different conditions– firstly,
and worse choices in finding partners for romantic rela- a clean room without spiders or cockroaches, secondly,
tionships online: An experimental study, CyberPsychology the same room, but dirty and disordered (giving the sen-
& Behavior 12 (2009), 315–318. sation of containing insects, although there actually are
none), and thirdly, the same dirty room with spiders and
Yang, M., Chiou, W., Looking online for the “best” ro- cockroaches. With these three environments, we expect to
mantic partner reduces decision quality: The moderating generate anxiety in the patients when the insects are pres-
role of choice-making strategie, CyberPsychology & Be- ent. The first experiments will take place during January
havior 13 (2009, in press). and February of 2010.

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Abstracts from CT15 129

Keywords: Virtual Reality, Phobia, fMRI months of January and February 2010. Results will be
Introduction available at this time. We expect brain activation to be sim-
ilar to the studies that used images of real spiders as stim-
Many studies have taken advantage of the benefits of uli. Furthermore, we also hypothesize that the activation
fMRI for analyzing brain activation. In these works, ana- in the control subjects will remain the same in the second
lyzation has been done of the activation of brain areas re- fMRI, and it will be reduced in the phobic participants.
lated to phobias (Canli et al., 2001), and, more precisely,
to a phobia of spiders (Paquette et al., 2003). Other re- Conclusions
search has been done combining VR with fMRI, for ex- VR allows us to reliably emulate reality. In this case, we
ample, for motor rehabilitation (You et al., 2005) or for expect that it will generate the same brain activation pat-
pain distraction (Hoffman, 2004). However, the research terns of fear/anxiety in phobic subjects that are observed
field of phobias combined with VR and fMRI is unex- in the presence of the real, feared stimulus.
plored yet. Previous studies used images of real animals
to stimulate activation of brain areas related to specific references
phobias. The principal aim of our study is to demonstrate Canli, T., Zhao, Z., Desmond, J. E, Kang, E., Gross, J.,
that we can obtain activation levels similar to those studies and Gabrieli, J. D.E. An fMRI study of personality influ-
using virtual spiders and cockroaches in environments that ences on brain reactivity to emotional stimuli. Behavioral
allow the user to navigate and carry out tasks. Neuroscience, 115(1):33–42, 2001.

method Hoffman, H. G., Richards, T. L., Coda, B., Bills, A. R.,


The study will be done in the Hospital General of Castel- Blough, D.,Richards, A. L. and Sharar, S. R. Modulation
lon. The glasses used to visualize the environment and the of thermal pain-related brain activity with virtual reality:
joystick used to navigate are adapted to the magnetic fields evidence from fMRI. Neuroreport, 15(8):1245, 2004.
inside the magnetic resonance unit (1.5 Tesla). The virtual
environments have been developed with GameStudio. The Paquette, V., Lévesque, J., Mensour, B., Leroux, J. M.,
study consists of 30 participants–20 phobic subjects and Beaudoin, G., Bourgouin, P., and Beauregard, M. change
10 control subjects. Patients have been diagnosed by ex- the mind and you change the brain": effects of cognitive-
perienced psychologists. behavioral therapy on the neural correlates of spider pho-
bia. Neuroimage, 18(2):401–409, 2003.
Our study uses virtual environments as stimuli where sub-
jects can navigate freely during shorts periods of time You, S. H., Jang, S. H., Kim, Y. H., Hallett, M., Ahn, S.
(avoiding the possible habituation effect). Different exper- H., Kwon, Y. H., Kim, J. H., and Lee, M. Y. Virtual real-
imental conditions will be applied in a repetitive and coun- ity-induced cortical reorganization and associated loco-
terbalanced way–a clean room without spiders or motor recovery in chronic stroke: an experimenter-blind
cockroaches, the same room, but dirty and disordered randomized study. Stroke, 36(6):1166, 2005.
(giving the sensation that insects could appear) and the
same dirty room containing spiders and cockroaches. ––––––––––––––––––––––––––––––––––––––––––––––
Virtual reality adaptive stimulation of limbic
Previously to the first fMRI, subjects will undergo a training structures in mental readiness Training
process to learn to navigate in the environment. Afterward,
the first fMRI session takes place while patients navigate Krešimir Ćosića, Siniša Popovića, Davor Kukoljaia,1,
within the described virtual environments. In a session after Ivica Kostovićb and Miloš Judašb
the fMRI, phobic subjects will undergo an intensive treat-
ment for the phobia. Two different groups of patients will a
Faculty of Electrical Engineering and Computing, Uni-
be created, and each group will receive a different treatment versity of Zagreb, Croatia
option to compare between the two groups. A month later, b
Croatian Institute for Brain Research, School of Medi-
all the subjects go to a second fMRI session. cine, University of Zagreb, Croatia

results Corresponding author:


1

The first sessions with fMRI will take place during the Davor Kukolja

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130 Abstracts from CT15

Faculty of Electrical Engineering and Computing demonstrated byNardo, Högberg et al.'s work (2009), sug-
University of Zagreb gest that neurobiological considerations of stress resilience
Unska 3, 10000 may strengthen practical applications of MRT.
Zagreb, Croatia
E-mail: davor.kukolja@esa.fer.hr physiology-driven adaptive Virtual reality
stimulation for mrT
abstract Following promising applications of virtual reality (VR)
A significant proportion of severe psychological problems in psychotherapy of stress-related disorders and SIT
related to combat stress in recent large peacekeeping op- (Wiederhold & Wiederhold, 2008), the concept of physi-
erations underscores the importance of effective methods ology-driven adaptive VR stimulation (Ćosić, Popović et
for strengthening the stress resilience of military person- al., 2010) is proposed as a potentially useful adjunct to
nel. Virtual reality (VR) adaptive stimulation techniques MRT. The concept involves delivery of audio-visual stim-
presented in the paper, based on an estimation of the par- uli (e.g. static pictures, sounds, video clips, or synthetic
ticipant’s emotional state from physiological signals, may stimuli in a virtual environment) in a closed loop, based
enhance mental readiness training (MRT). Understanding on information about the participant’s emotional state,
neurobiological mechanisms by which MRT and VR which is extracted from physiological measurements by
adaptive stimulation can affect stress resilience may be the neural network-based emotional state estimator
useful for practical applications in stress resilience build- (Kukolja, Popović et al., 2009). This approach facilitates
ing. Following the delivery of a traumatic audio-visual personalized elicitation and monitoring of potential psy-
stimulus in VR adaptive stimulation, a cascade of events chophysiological correlates of stress resilience, using the
occurs in the brain, which results in different physiological stimuli of desired semantics and emotional properties.
manifestations. In addition to emotional and visceral brain
circuitry, other large-scale brain networks (sensory, cog- neurobiological Considerations of stress resilience
nitive, and memory) participate with lesser known param- Physiological fluctuations during physiology-driven adap-
eters in this physiological response. VR adaptive tive VR stimulation for MRT reflect changes in brain-body
stimulation may reinforce brain-body interaction during interaction influenced by the presented stimuli, and also
MRT. Elucidating the foundations of stress resilience and baseline brain activity and other potential stimuli-unre-
possible improvement mechanisms may benefit from this lated processes. Thalamo-amygdala and thalamo-cortico-
interdisciplinary approach, coupling brain imaging and amygdala routes, via amygdala and prefrontal cortex
VR adaptive stimulation with stress resilience research projections to hypothalamus and brainstem (Arnsten,
from a military psychology perspective. 2009), may be pathways by which external stimuli exert
physiological changes. Baseline brain activity is related to
Keywords: Virtual Reality Adaptive Stimulation, Re- resting-state networks (Damoiseaux, Rombouts et al.,
sponse of Limbic Structures, Mental Readiness Training, 2006), while both stimuli-elicited and unrelated complex
Stress Resilience, Physiological Measurements, Emo- functions may involve large-scale brain networks (Marr-
tional State Estimation elec, Bellec et al., 2006). The so-called “paralimbic” and
“limbic” structures are known to be affected in stress-re-
introduction lated disorders (Nardo, Högberg et al., 2009). An interdis-
A significant proportion of severe psychological problems ciplinary approach may help elucidate the foundations of
related to combat stress in recent large peacekeeping op- stress resilience and possible improvement mechanisms
erations (Tanielian & Jaycox, 2008) highlights the signif- by coupling brain imaging and physiology-driven adaptive
icance of effective stress resilience training of military VR stimulation with stress resilience research from a mil-
personnel. Mental readiness training (MRT), an adaptation itary psychology perspective.
of stress inoculation training (SIT) for military personnel,
has been proposed by other researchers as a stress re- references
silience building approach. MRT places less emphasis Arnsten, A.F.T., Stress signalling pathways that impair
than SIT on lectures regarding stress, and greater emphasis prefrontal cortex structure and function, Nature Reviews
on acquisition and application of stress-coping skills in the Neuroscience 10 (2009), 410–422.
context of relevant military training. Existing brain corre-
lates of treatment outcomes in psychotherapy, such as Ćosić, K. Popović, S. et al., Physiology-driven adaptive

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Abstracts from CT15 131

virtual reality stimulation for prevention and treatment of amining if mood produced by virtual reality (VR) expo-
stress related disorders, Cyberpsychology, Behavior and sure influenced body image disturbances. As expected,
Social Networking 13(1) (2010), 73–78. dysphoric mood increases body image disturbances in pa-
tients with eating disorders.
Damoiseaux, J.S., Rombouts S.A., et al., Consistent rest-
ing-state networks across healthy subjects, PNAS 103 Keywords: Body Image, Eating Disorders,
(2006), 13848–13853. Virtual Reality, Mood

Kukolja, D., Popović, S. et al., Real-time emotional state introduction


estimator for adaptive virtual reality stimulation, Previous research has provided evidence about the capa-
LNCS/LNAI 5638 (2009), 175–184. bility of virtual reality (VR) exposure to produce emo-
tional responses (anxiety and depression) (Ferrer-García,
Marrelec, G., Bellec, P., et al., Exploring large-scale brain Gutierrez-Maldonado, Caqueo-Urízar,Moreno, 2009) and
networks in functional MRI, Journal of Physiology-Paris fluctuations on body image disturbances in patients with
100(4) (2006), 171–181. eating disorders (ED) (Gutierrez-Maldonado, Ferrer-Gar-
cía, Caqueo-Urízar, Moreno). Furthermore, several studies
Nardo, D., G. Högberg, G. et al., Gray matter density in show that there is a strong relation between dysphoric
limbic and paralimbic cortices is associated with trauma mood and the increase of body image disturbances
load and EMDR outcome in PTSD patients, J. Psychiatr. (Kasper, 2001; Kulbartz-Klatt, Florin, & Pook, 1999).
Res. (2009 Nov 24).
The aim of this study was to examine if anxiety and de-
Tanielian, T., L.H. Jaycox, L.H., editors, Invisible wounds pressed mood produced by VR exposure influences body
of war: psychological and cognitive injuries, their conse- image distortions and body image dissatisfaction in both
quences, and services to assist recovery. RAND Corpora- eating ED patients and controls.
tion, 2008.
method
Wiederhold, B.K., Wiederhold, M.D., Virtual reality for Eighty-five patients diagnosed with eating disorders (ED)
posttraumatic stress disorder and stress inoculation train- and 109 non-ED students were exposed to four virtual en-
ing, Journal of Cybertherapy & Rehabilitation 1 (2008), vironments randomly displayed – the kitchen with low-
23–35. calorie food (VE1), the kitchen with high-calorie food
(VE2), the restaurant with low-calorie food (VE3), and
–––––––––––––––––––––––––––––––––––––––––––––– the restaurant with high-calorie food (VE4).
effect of mood induced by Virtual reality
exposure on body image disturbances Anxiety, depressed mood, body image distortion and body
image dissatisfaction were assessed in the interval be-
Marta Ferrer-Garciaa, 1 and Jose Gutierrez-Maldonadoa tween the presentations of each virtual situation.

University of Barcelona, Spain


a
results
Table 1 shows that correlations between mood variables
1
Corresponding author: (anxiety and depression) and body image disturbances
Marta Ferrer-García (body image distortion and body image dissatisfaction)
Department of Personality, were higher in ED patients than in controls, both when
Assessment and Psychological Treatments considering virtual environments separately and when
University of Barcelona considering the mean scores of all of them. The strongest
Paseo del Valle de Hebrón, 171 relation was found between mood and body image dissat-
08035, Barcelona, Spain isfaction.
E-mail: martaferrerg@ub.edu
As Table 2 shows, depressed mood was the best predictor
abstract of body image dissatisfaction in ED patients. Neither anx-
Previous research suggests that negative mood increases iety nor depression significantly influenced control par-
body image disturbances. The aim of this study was ex- ticipants' body image disturbances.

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132 Abstracts from CT15

Table 1
Correlations between mood and body image disturbances

body image distortion body image dissatisfaction

VE1 VE2 VE3 VE4 Mean VE1 VE2 VE3 VE4 Mean

Anxiety .083 .189* .265** .226** .224** -.099 -.344** -.294** -.205* -.278**
Control ED .430** .468** .464** .517** .511** -.593** -.583** -.549** -.638** -.672**
Depressed mood .113 .176* .267** .139† .175* -.179* -.297** -.338** -.200* -.235**
Control ED .405** .467** .496** .516** .511** -.575** -.606** -.582** -.653** -.678**
† p <.10 (marginally significant); * p < .05; ** p < .01
Table 2
Regressions between anxiety-depressed mood , and body image distortion- body image dissatisfaction

body image distortion body image dissatisfaction

VE1 VE2 VE3 VE4 Mean VE1 VE2 VE3 VE4 Mean

Anxiety .024 .131 .161 .213† .185 -.080 -.259* -.138 -.137 -.214†
Control ED .289† .262† .170 .286† .279† -.369** -.275† -.210 -.310* -.351*
Depressed mooda .098 .101 .167 .025 .064 -.031 -.149 -.252* -.127 -.106
Control ED .183 .259† .355* .280† .280† -.292* -.388** -.408** -.398** -.386**
Anxiety + Dep. .144 .206† .295** .228† .229† .102 .365** .355** .231† .291**
Moodb Control ED .445** .493** .505** .541** .535** .621** .629** .594** .667** .706**
a
Beta; b R; † p <.10 (marginally significant); * p < .05; ** p < .01
Conclusions tion, British Journal of Clinical Psychology 38 (1999),
Mood experienced by ED patients in virtual environments, 279–287.
especially depressed mood, influences their body image
disturbances, mainly body image dissatisfaction. Results ––––––––––––––––––––––––––––––––––––––––––––––
agree with previous research done in this field. a myoelectric-Controlled Virtual hand for the
assessment and Treatment of phantom limb pain in
references Trans-radial upper extremity amputees:
Ferrer-García, M., Gutierrez-Maldonado, J., Caqueo- a research protocol
Urízar, A., Moreno, E., The validity of virtual environ-
ments for eliciting emotional responses in patients with Andrea Gaggiolia,b,1, Amedeo Amoresanoc,
eating disorders and in controls, Behavior Modification 3 Emanuele Gruppionic, Gennaro Vernic and
(2009), 830-854. Giuseppe RIVAa,b

Gutierrez-Maldonado, J., Ferrer-García, M., Caqueo- ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy
a

Urízar, A., Moreno, E., Body image in eating disorders: b


Department of Psychology, Catholic
The influence of exposure to virtual environments, Cy- University of Milan, Italy
berPsychology & Behavior (in press). c
Centro Protesi INAIL, Vigorso di Budrio
(Bologna), Italy
Kasper, S.A., The impact of self-Esteem and depressed
mood on body image dissatisfaction, Dissertation Ab- 1
Corresponding author:
stracts International: Univ Microfilms International, 2001. Andrea Gaggioli
Istituto Auxologico Italiano
Kulbartz-Klatt, Y.J., Florin, I., Pook, M., Bulimia nervosa: Via Pelizza da Volpedo 41, Milan, Italy
mood changes do have an impact on body width estima- E-mail: andrea.gaggioli@auxologico.it

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Abstracts from CT15 133

abstract feedback to be generated independently of contralateral


At least 90% of individuals with limb amputations expe- limb movement, thus facilitating presentation of phantom
rience phantom limb pain (PLP). Recent clinical research limb movement. The AR system consists of a 3D graphic
suggests that providing patients with the mirror image rep- representation of an arm displayed on a flat screen con-
resentation of the amputated limb may alleviate PLP. trolled by a wireless data glove worn on the intact arm,
However, mirror therapy cannot be used with bilateral am- which measures finger flexure and the orientation of the
putees, as visual feedback is dependent on the movement user's hand. The information received from the glove is
of the intact limb. To overcome this limitation, we de- fed back to the computer so that the image on the screen
signed a novel myoelectric-controlled virtual reality (VR) appears to the participant to move in real time. However,
system for the treatment of phantom limb pain in trans-ra- the small number of patients involved in the trial (three)
dial upper extremity amputees. The proposed system al- did not allow these researchers to draw conclusions on the
lows the patient to directly control the virtual limb by clinical efficacy of the treatment.
recognizing stump muscle patterns recorded with EMG
sensors. The hypothesis behind this strategy is that the VR Murray et al. (2007) designed an immersive VR system
image of the amputated limb induces better limb imagery to treat phantom limb pain. The VR system provides par-
than the reflected image of their intact limb and, therefore, ticipants with a 3D virtual representation of the phantom
is more effective in reducing PLP. A research protocol to limb by transposing the participant’s opposite anatomical
test this hypothesis is described. limb into the phenomenal space of their phantom limb. A
data glove and sensors were used for upper-limb am-
Keywords: Phantom Limb Pain, Virtual Reality, EMG, putees, while sensors only were used for lower-limb am-
Myoelectric, Recognition, Real-Time Control putees. The virtual representation of the phantom limb is
presented through a head-mounted display equipped with
introduction a head-tracking sensor. The authors evaluated the efficacy
phantom limb pain of the VR system in a case-series study (n=5). Although
It has been estimated that at least 90% of individuals with this study was small, findings were promising, with the
limb amputations experience phantom limb pain (PLP) majority of participants reporting a reduction of their
(Melzack, 1990). Clinical research suggests that providing phantom limb pain throughout testing.
patients with the mirror image representation of the am-
putated limb may alleviate PLP (Ramachandran & myoelectric-controlled virtual hand for
Rogers-Ramachandran, 1996). In a randomized controlled the treatment of plp
trial in patients who had undergone amputations of lower Building on previous research (Chan et al., 2007; Mur-
limbs (n=22), Chan and collaborators (2007) found that ray et al., 2007; Desmond, O'Neill, de Paor, MacDarby,
mirror therapy was effective in reducing PLP. However, & MacLachlan, 2006), the goal of this project is to de-
the use of mirror therapy is associated with methodologi- sign, develop and test a novel immersive VR system for
cal limitations, highlighted by previous research (Murray, the treatment of phantom limb pain in trans-radial upper
2007). Mirror therapy cannot be used with bilateral am- extremity amputees. Differently from the above-de-
putees, as visual feedback is dependent on the movement scribed technological solutions, the proposed system al-
of the intact limb. Further, conventional mirror therapy re- lows the patient to control, in real-time, the virtual limb
quires the patient to maintain attention on the reflected by means of a pattern-recognition algorithm applied to
image as opposed to the moving anatomical limb. Finally, EMG signals recorded by a g.USBamp (g.tec Guger
the mirror box requires the patient to operate from a fixed Technologies, Austria, Europe). In such a way, is is pos-
position. sible to recognize, also from residual muscles of tran-
sradial amputees, different type of grasping and the
Virtual reality in the treatment of plp strength related (Castellini, Gruppioni, Davalli, & San-
A possible solution to overcome the drawbacks of con- dini, 2009). From the technical point of view, the devel-
ventional mirror therapy is to use augmented reality (AR) opment will concern the software interfaces, shown in
or virtual reality (VR) technology to generate a graphic Figure 1 as “To Do”, that will allow the system’s oper-
representation of the limb moving in 3D space. Desmond ation overall. The myoelectric-controlled virtual limb is
and collaborators (2006) developed and evaluated an presented in a head-mounted display equipped with
"augmented reality mirror box" to allow artificial visual head-tracking sensor.

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134 Abstracts from CT15

Desmond, D.M., O'Neill, K., de Paor, A., MacDarby, G.,


MacLachlan, M., Augmenting the Reality of Phantom
Limbs: three case studies using an augmented mirror
box procedure. Journal of Prosthetics & Orthotics, 18(3)
(2006), 74-79.

Melzack, R. Phantom limbs and the concept of a neuro-


matrix, Trends Neurosci 13 (1990), 88-92.

Figure 1. Architecture of the Murray, C. D., Patchick, E., Pettifer, S., Howard,
myoelectric-controlled virtual limb T.L.J., Kalkarni, J., and Bamford, C., Investigating the
efficacy of a virtual mirror box in treating phantom limb
research protocol pain in a sample of chronic sufferers. International Jour-
The hypothesis behind this strategy is that the VR image nal of Disability and Human Development, 5(3) (2007),
of the amputated limb induces better limb imagery than 227-234.
the reflected image of their intact limb and, therefore,
is more effective in reducing PLP. Ramachandran, V.S., Rogers-Ramachandran, D.,
Synaesthesia in phantom limbs induced with mirrors,
To test this hypothesis, 40 consecutive patients with PLP Proc Biol Sci 263 (1996), 377-386.
resulting from traumatic upper limb amputation are ran-
domly assigned to one of two groups–one that view the ––––––––––––––––––––––––––––––––––––––––––––––
myoelectric-controlled virtual limb (VR group), and one intersubjectivity as a possible Way
that view a mirror image of their intact limb (mirror to inhabit future Cyberplaces
group). Patients are included on a voluntary basis. The
Groningen Questionnaire Problems after Amputation Carlo Galimbertia,1, Eleonora Brivioa, Matteo
(GQPA) is used for defining patients suitable for inclu- Cantamessea and Francesca Cilento Ibarraa
sion in the clinical trial. The exclusion criteria are–
upper extremity paralysis after neurological lesions, a
Centro Studi e Ricerche di Psicologia della
sensory alterations (caused i.e. by diabetic neuropathy Comunicazione (CSRPC), Università Cattolica
or by lesions to sensory nerves) and cognitive deficits del Sacro Cuore, Milano, Italy
(Mini-Mental State Examination < 21).
Corresponding author:
1
The treatment protocol for both groups consists of 15- Carlo Galimberti
20 minutes of therapy daily for a minimum of two Centro Studi e Ricerche di Psicologia della
weeks. Pre- and post-assessment measures include the Comunicazione, Dipartimento di Psicologia
Brief Pain Inventory, which is used to assess the inten- Università Cattolica del Sacro Cuore
sity of pain (the sensory dimension) as well as the de- L.go Gemelli 1, 20123
gree to which pain interferes with function (the reactive Milano, Italy
dimension) and the stump muscle EMG activity. E-mail: carlo.galimberti@unicatt.it.

references abstract
Castellini, C., Gruppioni, E., Davalli, A., Sandini, G.: A change of perspective in online interaction research
Fine detection of grasp force and posture by amputees shifts attention from technologies to what people actually
via surface electromyography. Journal of Phisiology do online. It’s time to study how subjects interact with oth-
(Paris), 103(3-5) (2009), 255-262. ers and how they "take possession" of virtual environ-
ments on a perceptive, emotional and relational plan. This
Chan, B.L., Witt, R., Charrow, A.P., Magee, A., means to study: a) how actors "construct" themselves as
Howard, R., Pasquina, P.F., Heilman, K.M., Tsao, J.W., subjects facing others during online interactions; b) the re-
Mirror Therapy for Phantom Limb Pain, N Engl J Med lationships actors establish with virtual environments and
357(21) (2007), 2206-2207.

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Baus and Bouchard 35

how actors transform "simple" cyberspaces in cyber- how, by means of referring to specific objects, subjects
places; c) how actors – on the basis of a) and b) –"bridge talk about themselves. The third study (Cilento Ibarra,
the gap" between themselves and their interlocutors using Brivio, Galimberti, Monti, & Bonisolli, 2009) explores the
communication as a tool to give form to intersubjectivity, strategies that 10 couples of players drew together to shape
intended as an effective relational structure. A research a self-representative avatar in video games (tennis and
program built around these three issues –both on the the- bowling) played with the Nintendo WII console.
oretical and empirical plan – should become the core of
the social psychology of cyberplaces as this paper will results
demonstrate. Results of the first study show that, in order to collabo-
rate successfully, actors need to build a shared represen-
Keywords: Intersubjectivity, Cyberplaces, Avatar tation of the world, of the objects and of their position.
They need to be sure, and make the other user be sure
introduction about, where they are, what they are doing, how to do it
Subjectivity is a fluid and circumscribed image proposed and the results of their action. The second study shows
by the subjects to the outside world, in a sense, a portion that each element of the blog refers to a community-spe-
of what the person is (Galimberti & Cilento Ibarra, cific jargon and subtle shared meanings and hints, and
2009). It is an intention based on the part of the self rel- foster feelings of connection to the community. Through
evant in that context, strategically presented and consid- such specific manipulation of the blog structure, subjects
ering the interlocutor and the environment. To be talk about themselves as member of a specific fandom –
understood by others during mediated interactions, sub- being an intersubjective asynchronous environment, the
jects shape their subjectivities according to feedback and fandom blog is a real cyberplace. The third study stresses
artifacts offered by the context. Subjectivity is dialogi- the importance of a significant other in the avatar cre-
cally-generated and continuously adjusted by social ac- ation, performed as a collaborative process. Therefore
tors during their interactions. Every social interaction is we can state that avatars may partially contribute to the
characterized by a unique combination of subjectivities definition of a kind of subjectivity brought about "inter-
created in a specific context at one moment, a combina- subjectively." As a partial representation of the self,
tion that generates intersubjectivity. Intersubjectivity avatars act as body representations in a virtual environ-
refers to a specific frame of interaction constituting a ment. By "bringing the body" into the virtual environ-
shared world for the subjects to enact in (Galimberti & ment, avatars allow subjects toemotionally and
Cilento Ibarra, 2007). The peculiarities of such worlds relationally invest in the environment itself, turning
should be the conjoint definition of subjectivities and the "simple" cyberspaces into cyberplaces, environments
rules to create and support relationships as well as the made of meanings co-produced intersubjectively.
definition of objects and conversational rules to deal with
them (Galimberti). From a psychosocial point of view, Conclusion
mediated interactions are a part of cyberplaces more than These three examples respectively show: 1) how subjects
of cyberspaces (virtual places built thanks to new tech- create rules to define and manipulate objects by speaking
nologies), but made of relationships and of social mean- about themselves, 2) how subjects speak about themselves
ings co-produced by their users. through object manipulation, 3a) how subjects’ construc-
tion of their own face in virtual environments (avatar) is
method affected by the other and 3b) how this cooperation among
To illustrate this process, we shall make reference to three subjects can bring about intersubjectivity and transform
of the most recent CSRPC’s team researches. The first mere cyberspaces into "future" cyberplaces rich in co-con-
study (Cantamesse, 2008) focuses on the creation of sub- structed affective investments and shared meanings.
jectivity and relational rules. Forty-eight conversations in
a Shared Virtual Environment were analyzed in order to references
understand the specific structure, dynamics, and phenom- Brivio, E., Cilento Ibarra, F., Galimberti, C., Social life in
enology of intersubjectivity (“interactive micro-chains”). Blogs: Fandom culture Revealed Through Users’ self
The second study (Brivio, Cilento Ibarra, & Galimberti, presentation. Poster presented at Eurpean Communication
2008) has been conducted on 20 fandom blogs that were Research and Education Association 2nd European Com-
analyzed in their structural and design elements to show munication Conference, Barcelona, 2008.

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136 Abstracts from CT15

Cantamesse, M., Reciprocal presence: A qualitative analy- performance with traditional paper-and-pencil tasks for
sis of psycho-social interaction in Virtual Reality, Doctoral attention, memory and motor control. The results are de-
Thesis, Università Cattolica del Sacro Cuore, Milano, scribed and discussed.
2008.
Keywords: Cognitive training, Elderly, Videogames
Cilento Ibarra, F., Brivio, E, Galimberti, C., Monti, A., &
Bonisolli, B., Avatar based self-presentation and self-po- introduction
sitioning in a blended reality context, CSRPC-Diparti- The worldwide elderly population growth is expected to
mento di Psicologia Università Cattolica Internal Research increase rapidly until 2050 and beyond (UN. World Pop-
Report, Milano, Italy, 2009. ulation Prospects: The 2008 Revision). This expansion
highlights the need to elaborate simple, quick and low-
Galimberti, C., Cilento Ibarra, F., Tra riproduzione dell'i- cost solutions in order to intervene and delay the natural
dentità e negoziazione della soggettività in rete, cognitive decline connected with aging, and then keep the
in "La Pluralità Inevitabile", Talamo, A. & Roma, F. (Eds), elderly population as much independent and self-suffi-
Apogeo, Milano, 2007. cient as possible. Side by side with classic cognitive train-
ing, new experimental methodologies implying digital
Galimberti, C., Cilento Ibarra, F., ‘I’ and ‘other’ in online in- technologies have emerged, to help reach this goal on a
teractions: Intersubjectivity as a Social Bridge, Annual Re- large scale; in particular, we will focus here on cognitive
view of Cybertherapy and Telemedicine 7 (2009), 13-15. tasks realized through videogames (Gamberini, Barresi,
Majer, & Scarpetta, 2008; Gamberini et al., 2006) and pres-
Galimberti, C., Segui il coniglio bianco: Strategie identi- ent an application that uses the Nintendo Wii® platform.
tarie e costruzione della soggettività nelle interazioni me-
diate. In E. Marta, & C. Regalia (Eds.), “Identità in The research
Movimento”, Carocci, Roma, in press. The goal of the application was to create a tool that makes
full use of the ergonomic potential of the Nintendo Wii®
–––––––––––––––––––––––––––––––––––––––––––––– interface in order to test and exercise the cognitive skills
using nintendo Wii® as behavioral Technology of the elderly person. Differently from other published re-
search on Nintendo Wii® in elderly care centers, which
Stefano Cardulloa, Bruno Seragliaa and usually employs the videogames licensed by Nintendo®
Luciano Gamberinia,1 (Neufeldt, 2009), the games included in the application
presented here were newly developed by us to address
a
University of Padova, Department of Psychology three different areas: attention, memory and motor control.
They underwent a first validation test to assess their cor-
1
Corresponding author: relation with traditional, standardized paper and pencil
Luciano Gamberini tasks.
University of Padova
Department of Psychology Twenty elderly participants whose mean age was 77 (SD
Padova, Italy = 9.92; range = 61-97) took part in the research. They were
Tel.: +39 0498276605 requested to perform Wii®-based cognitive tasks (Fig. 1)
Fax: +39 0498276600 and, after one week, to take traditional paper and pencil
E-mail: luciano.gamberini@unipd.it tests: Deux Barrages for attention, Digit Span (DS) and
Memory with Interference (MI) for memory, and Trial
abstract Making Test (TMT) for motor control. The purpose was
The advantages of videogames in keeping motivation to check the validity of the Wii® tests by correlating their
high are leading to their widespread use in new psycho- performance with the results of traditional standardized
logical treatments. Here we present an application for tests. The former were built using Adobe® Macromedia®
cognitive training, in which cognitive tasks are adminis- Flash® Professional 8.0 with ActionScript 2.0 code.
tered to elderly people through a popular videogame con-
sole, the Nintendo Wii®. The application was The results show a significant correlation between all tests,
successfully tested in a nursing home, by comparing its except for the Digit Span (Table 1).

JCR
Abstracts from CT15 137

Figure 1. Wii Tests: (from left to right) Attention, Memory (DS), Memory (MI), Motor Control.
Table 1
Pearson coefficient values between Wii® tests and Paper and Pencil tests (PP Tests)
Wii Tests
attention memory (mi) memory (ds) motor Control
deux barrages ,777*
Testspp

mi ,689**
digit span 0,263
TmT ,464**

*Correlation is significant at the 0.01 level (2-tailed); **Correlation is significant at the 0.05 level (2-tailed).

Conclusion a
Universidade Lusófona de Humanidades e Tecnologias
Thanks to the ergonomic features and the play metaphor b
Clínica São João de Deus
of the application proposed in this study, elderly people c
Instituto Universitário de Lisboa
were able to use it and engage with it even though they
had never dealt with videogames before and are com- 1
Corresponding author:
monly considered to be close to rejecting any new tech- Pedro Gamito
nology. Moreover, being small, financially affordable and Universidade Lusófona de Humanidades e Tecnologias
portable, this solution can be used not only in elderly care Campo Grande, 376
centers but also at home, allowing the participation to the Lisbon, Portugal
rest of the family. This initial study reveals promising; the 1749 - 024
results of a task at the Wii-based interface correlates with E-mail: pedro.gamito@gmail.com
the results of a classic task administered via paper and pen-
cil, suggesting the possibility to pursue in this direction abstract
and further testing the training ability of the package. Nature and origin of presence are still unclear. Although
it can be characterized, under a neurophysiological per-
references spective, as a process resulting from a synchrony between
Gamberini, L., Alcaniz, M., Barresi, G., Fabregat, M., cognitive and perceptive systems, the multitude of asso-
Ibanez, F., Prontu, L., Cognition, technology and games ciated processes reduces the chances of brain mapping
for the elderly: An introduction to ELDERGAMES Proj- presence. In this way, our study was designed in order to
ect, PsychNology Journal, 4(3) (2006), 285-308. understand the possible role of VR experience on presence
in a virtual environment. For this purpose 16 participants
–––––––––––––––––––––––––––––––––––––––––––––– (M=28.39 years; SD=13.44) of both genders without com-
Training presence: the importance of Virtual reality puter experience were selected. The study design consisted
experience on the “sense of being There” of two assessments (initial and final), where the partici-
pants were evaluated with the BFI, PQ, ITQ, QC,
Pedro Gamitoa,b,1, Jorge Oliveiraa, Diogo Moraisa, André MCSDS-SF, STAI, visual attention and behavioral meas-
Baptistaa, Nuno Santosa, Fábio Soaresa, Tomaz Saraivaa, ures after playing an FPS. In order to manipulate the level
Pedro Rosaa,c of VR experience the participants were trained on a dif-

JCR
138 Abstracts from CT15

ferent FPS during 12 weekly sessions of 30 minutes each. years; SD=13.44) of both genders without computer ex-
Results revealed significant differences between the first perience.
and final assessment for presence (F(1,15)=14.213;
MSE=1044.321; p<.01) and immersion scores (F(1,15) results
=6.519; MSE=200.893; p<.05), indicating higher levels Results revealed significant differences between the first
of presence and immersion in the final assessment. No sta- and final assessment for presence (F(1,15)=14.213;
tistical significant results were obtained for cybersickness MSE=1044.321; p<.01) and immersion scores
or for the behavioral measures. In sum, our results (F(1,15)=6.519; MSE=200.893; p<.05) indicating higher
showed that training and the subsequent higher computer levels of presence and immersion in the final assessment.
experience levels can significantly increase presence and No statistical significant results were obtained for cyber-
immersion. sickness.

Keywords: Presence, Immersion, Cybersickness, Anxiety, Behavioral measures showed no statistical significant dif-
Personality, Behavioral measures, First-Person Shooters ferences between assessments, although descriptive sta-
tistics have shown an overall increase in performance.
introduction Furthermore, no statistical significant interaction effects
Presence has long been recognized as the key factor of any of personality type and trait anxiety on presence assess-
virtual reality (VR) experience. It is known as the “sense ments were registered. Social desirability and visual at-
of being there” and is responsible for draining or tele- tention levels were considered as normal.
transporting the participant into the VR setup, tricking
his/her perception so that the virtual world is perceived as Conclusion
being real (Heeter, 1992). In general, our results showed that training and the subse-
quent higher computer experience levels can increase im-
Many factors may affect presence. Some studies identified mersion and presence. These findings can suggest that
variables that are suggested to predict the profile of pa- beyond exogenous and endogenous factors, presence can
tients that could be more suited for VR-based therapy also be related with level of experience with the virtual
(Gutiérrez-Maldonado, Alsina-Jurnet, & Rus-Calafell, environment even with the absence of a clearer improve-
2009) while others pursued the identification of variables ment in task performance.
that could contribute to individual differences in presence
(Sas, O'Hare, & Reilly, 2004). Also, but far being conclusive, this study points towards
the prevalence of VR experience over individuals differ-
However, most studies were largely inconclusive and fur- ences such as gender, personality and anxiety traits.
ther research is needed in order to devise the effect of in-
dividual variables in the level of presence (Sacau, Laarni, References
& Hartmann, 2008). This paper aims at identifying the Gutiérrez-Maldonado, J., Alsina-Jurnet, I. & Rus-Calafell,
contribution of VR experience on presence. M., Influence of personality and individual abilities on the
Sense of Presence experienced in virtual environments,
method Proceedings of the 2nd conference on Human System In-
The study design consisted of two assessments (initial and teractions (2009), pp. 149-152.
final), where the participants were evaluated with person-
ality measures (BFI), presence (PQ), immersion (ITQ), Heeter, C., Being there: The subjective experience of pres-
cybersickness (QC), social desirability (MCSDS-SF), trait ence, Presence (1992), 1(2), pp. 262-271.
anxiety (STAI), visual attention levels (Stroop task) and Sacau, A., Laarni, J. & Hartmann, T., Influence of indi-
behavioral measures (number of rounds, shots fired, shots vidual factors on Presence, Computers in Human Behav-
taken, given damage and taken damage) after playing a ior (2008), 24 (5), 2255-2273
first person shooter (FPS) game, "Counter-strike." In order
to manipulate the level of VR experience the participants Sas, C., O'Hare, G.M.P. & Reilly, R., Presence and Task
were trained on a different FPS, "Call of Duty – Modern Performance: An Approach in the Light of Cognitive
Warfare," during 12 weekly sessions of 30 minutes each. Style, International Journal of Cognition Technology and
The study sample consisted of 16 participants (M=28.39 Work (2004) . pp. 53-56.

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Abstracts from CT15 139

–––––––––––––––––––––––––––––––––––––––––––––– The aim of this study was to assess the validity of eight
efficacy of Virtual reality for Triggering smoking immersive virtual reality environments to produce smok-
Craving: relation with level of presence and ing cravings as well as to determine the relationship be-
nicotine dependence tween level of presence and nicotine dependence with
self-reported craving.
Marta Ferrer-Garcíaa, Olaya García-Rodrígueza,1, José
Gutíerrez-Maldonadoa, Irene Pericot-Valverdea, method
Roberto Secades-Villab Twenty-five former smokers participated in the study. In-
clusion criteria were being 18 years of age or older and
a
University of Barcelona, Spain having smoked 10 or more cigarettes per day.
b
University of Oviedo, Spain
Participants were exposed, in random order, to seven com-
1
Corresponding author: plex virtual scenes with smoking-related cues that repro-
Olaya García-Rodríguez duce typical situations where people smoke – being in a
Department of Personality, pub, having lunch and having breakfast at home, drinking
Assessment and Psychological Treatments coffee in a cafe, after having lunch at a restaurant, waiting
University of Barcelona in the street and watching TV at night – and to a neutral
Paseo Valle de Hebrón, 171 virtual environment – a museum.
08035, Barcelona, Spain
E-mail: olayagarcia@ub.edu A Head Mounted Display with tracking sensors was used
for the exposure. Subjective craving (measured with a vi-
abstract sual analogical scale from 0 to 100) were assessed before
the experiment and during the exposure to each environ-
Virtual Reality environments that reproduce typical con- ment.
text associated with tobacco use could be useful for smok-
ing cessation. The main objective of this study was to Nicotine dependence was determined by means of number
confirm the validity of eight environments to produce of cigarettes per day and presence was assessed using a
smoking cravings and to determine the relation of craving Spanish translation of the Presence Questionnaire (Slater,
with nicotine dependence and level of presence. Results Steed, McCarthy, & Maringelli, 1998).
showed that all the environments were able to generate a
desire to smoke and a direct relation was found between results
sense of presence and craving. Figure 1 shows that mean craving levels were significantly
higher in all the environments than on the pre-exposure
Keywords: Virtual Reality, Nicotine Dependence, assessment (* = p < .05). All the environments, including
Craving, Presence the museum, were able to generate a desire to smoke. Nev-
ertheless, having lunch at home, watching TV at night,
introduction being in a pub and having lunch at a restaurant seemed to
Cue-induced craving is considered the main reason respon- produce more cravings than the other situations. A signif-
sible for relapse after smoking cessation (Shiffman, Paty, icant correlation was found only between presence and
Gnys, Kassel, & Hickcox, 1996). Cue Exposure Treatment craving levels (r= .480; p=.01).
(CET) consists of controlled and repeated exposure to stim-
uli associated with substance use in order to produce and Conclusions
reduce cravings (Carter & Tiffany, 1999). Previous studies, These results suggest that complex virtual reality environ-
using mainly paraphernalia and virtual bars, have shown ments that simulate real situations are able to elicit crav-
that virtual reality could be a good alternative to traditional ing. This technology could be useful in the improvement
exposure methods to generate craving (Lee et al., 2004; of CET for substance use disorders and more specifically
Traylor, Bordnick, & Carter, 2008). In order to adapt this for smoking cessation programs. Nevertheless, it is nec-
technology to smoking cessation interventions, more di- essary to incorporate a minimal number of situations that
verse environments that enhance the probability of gener- enhance the probability of generalization of extinction in
alization of extinction in real life are needed. real life, and to pay attention to some variables as the sense

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140 Abstracts from CT15

Camino deVera
46020 Valencia (España)
E-mail: jgil@upv.es

abstract
eBaViR is a virtual rehabilitation system, developed for
balance rehabilitation for people with stroke. The system
Figure 1. Craving levels during exposure to is composed by three games customized for the rehabili-
virtual environments. tation, and use a low-cost interface (Nintendo Wii Balance
Board). An experimental study was carried out using
of presence experienced in the virtual environments that eBaViR system. Patients after stroke were divided into
could be related to the effectiveness of the exposure. two different groups depending on their score regarding
the BERG scale (Group I: BERG 30-45; Group II: BERG
references 46-56). At the same time, these two groups were randomly
Carter, B.L., Tiffany, S.T., Meta-analysis of cue-reactivity subdivided into control and treatment groups. The patients
in addiction research, Addiction 94 (1999), 327-340. received twenty sessions of one hour, consisting of be-
tween three and five days of rehabilitation per week. The
Lee, J., Lim, Y., Graham, S.J., Kim, G., Wiederhold, B.K., quantitative measures used in order to evaluate the balance
Wiederhold, M.D., et al. Nicotine craving and cue expo- of the patients were the following – the BERG Balance
sure therapy by using virtual environments, CyberPsy- Scale, the Brunel Balance Assessment, timed scales, and
chology & Behavior 7 (2004), 705-713. a short feedback questionnaire. We are currently finishing
the study and we will have definitive results with conclu-
Shiffman, S., Paty, J.A., Gnys, M., Kassel, J.A., Hickcox, sions before the deadline of this final paper.
M., First lapses to smoking: within-subjects analysis of
real-time reports, Journal of Consulting and Clinical Psy- Keywords: Virtual Rehabilitation Therapy,
chology 64 (1996), 366-379. Wii Balance Board, Stroke, Balance

Slater, M., Steed, A., McCarthy, J., Maringelli, F., The In- introduction
fluence of Body Movement on Subjective Presence in Vir- Stroke patients are hindered by a high level of postural
tual Environments, Human Factors 40 (1998), 469- 477. control difficulties that have an impact on daily activities.
Thus, the improvement of the postural control would be
Traylor, A.C., Bordnick, P.S., Carter, B.L., Assessing crav- essential for their independence.
ing in young adult smokers using virtual reality, The
American journal on addictions 17 (2008), 436-440. The traditional rehabilitation applied to patients with
stroke includes a balance rehabilitation therapy. However,
–––––––––––––––––––––––––––––––––––––––––––––– with the development of new, innovative technologies the
ebaVir - easy balance Virtual rehabilitation Virtual Motor Rehabilitation (VMR) presents an interest-
system: a study With patients ing complement for this type of traditional therapy.

Miriam Gonzáleza, José-Antonio Gil-Gómeza,1, Mariano In this study we evaluate a Virtual Rehabilitation system
Alcañiza, E. Noéb, C. Colomerb that uses the Nintendo Wii Balance Board (WBB). This
system is the first of its kind and uses a unique interface.
a
Instituto Interuniversitario de Investigación en Bioinge- The rehabilitation with eBaViR takes place using three
niería y Tecnología Orientada al Ser Humano, Universi- games specifically designed with the help of experts in the
dad Politécnica de Valencia, Valencia (España) rehabilitation of balance disorders. The game-based
b
Servicio de Daño Cerebral de NISA; Fund. Inst. Valen- scheme is used in the system in order to increase the pa-
ciano de Neurorrehab. (FIVAN) tients’ motivation. In fact, since the motivation is a crucial
characteristic of the rehabilitation effectiveness, by intro-
1
Corresponding author: ducing the game scheme the patient would enjoy the vir-
José-Antonio Gil-Gómez tual rehabilitation sessions more than the traditional
Universidad Politécnica de Valencia rehabilitation sessions.

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Abstracts from CT15 141

and the physiologists. The measures were collected in the


following periods of time – 15 days before starting the re-
habilitation (T-15), at the beginning of the rehabilitation
(T0), at the end of the rehabilitation (T20), and 15 days
after the end of the rehabilitation (T20+15).

results and Conclusions


We are currently finishing a final quantitative analysis of
Figure 1. Screenshots of the results obtained during the rehabilitation training. By
the eVaBiR system. comparing the improvement of the balance control in both
groups (control and treatment) we will be able to confirm
our assumptions that the eBaViR system is an adapted and
efficient tool for balance disorders rehabilitation. In that
case, we will adapt the eBaViR system in order to allow
the patients to use it in a more comfortable environment
methods such as in their own home.
The eBaViR system includes three virtual and interactive
games (Figure 1). The user interacts with the system ––––––––––––––––––––––––––––––––––––––––––––––
through the WBB by moving his/her body. This set-up assessment of the emotional responses produced by
leads the patient to execute exercises designed to improve exposure to real food, Virtual food and photographs
balance control. of food in patients affected by eating disorders

More specifically, the patient is located on the platform, Alessandra Gorinia,1, Anna Petrovab
standing or seating, and controls the game by displacing and Giuseppe Rivac
his/her center of mass.
a
Applied Technology for Neuro-Psychology Laboratory,
The parameters of the games, such as size or speed of the Istituto Auxologico Italiano IRCSS, Milano, Italy
elements, can be parameterized in order to adapt to the dif- b
Faculty of Psychology, Moscow State University,
ficulty level needed for the patients. Moreover, the sensi- Moscow, Russia
tivity of the WBB is automatically adjusted to the patients’ c
Faculty of Psychology, Università Cattolica del Sacro
limitations. The physiotherapist can program in the virtual Cuore, Milan, Italy
rehabilitation system the duration of both the activity dur-
ing the game and the time break and the hardware is com- 1
Corresponding author:
posed of a standard PC and the WBB. Alessandra Gorinia
Istituto Auxologico Italiano
Forty patients participated in this study. The participants Via Pelizza da Volpedo, 41
had no previous experience with any virtual reality sys- 20143 Milano, Italy
tems. All the participants did not display any balance dis- Tel: +39 348 8031129
order symptoms before their first stroke, and their age E-mail: alessandra.gorini@gmail.com
ranged from 18 to 70 years old. The evaluation was a two-
group comparison in which participants were divided ac- abstract
cording to their BERG scale score (i.e. a group of This paper investigates the efficacy of high-calorie virtual
participants with fall risk and a group of participants with- food to induce emotional reactions in patients affected by
out fall risk). These two groups were then randomly sub- eating disorders (ED). Twenty ED patients and 10 controls
divided in a control and a treatment groups. Twenty were randomly exposed to three experimental conditions–
one-hour sessions were held and the subjects participated real food, photographs of food, and virtual food while their
three to five rehabilitation sessions per week. psychological and physiological anxiety was recorded.
The patients’ balance was evaluated using the following Results show that, as expected, real food, as well as virtual
quantitative measures – ordinal scales, timed scales, and food and photographs of food, provoked anxiety only in
a feedback questionnaire completed by both the patients ED patients but not in the control subjects. More interest-

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142 Abstracts from CT15

ingly, in the ED groups, real and virtual foods induced a joystick allowed them to explore the environment and
greater anxiety than photographic materials. to interact with the virtual food. The environment repre-
sented a small restaurant with a buffet table in it (the vir-
Keywords: Virtual Reality, Virtual Food, tual restaurant is included in NeuroVR, the free, open
Anorexia Nervosa, Bulimia Nervosa source software available at: www.neurovr.org). The same
six foods presented in the RF and PH conditions appeared
introduction on the restaurant table covered by six red lids (Fig. 2).
Many researchers and clinicians have proposed using vir- Subjects were asked to explore the environment and to
tual reality (VR) in adjunct to in-vivo exposure therapy to virtually open the lids one by one as it happened in the
provide an innovative form of exposure for patients suf- two other conditions. Before each of the three conditions
fering from different psychological disorders. The ration- there was a three-minute baseline during which subjects
ale behind the “virtual approach” is that real and virtual sat in front of the table (or in front of the computer screen)
exposures elicit a comparable emotional reaction in sub- and were asked to stay relaxed while their physiological
jects, even if, up to date, there are no experimental data parameters were recorded. Afterwards, the session started
that directly compare these two conditions. To test if vir- and heart rate, skin conductance and respiration rate were
tual stimuli are as effective as real stimuli and more effec- continuously recorded until the end of the task.
tive than photographs in inducing anxiety, we tested the
emotional reactions to real food (RF), virtual foods (VR)
and photographs (PH) of food in two samples of patients
affected, respectively, by anorexia (AN) and bulimia ner-
vosa (BN), and in a group of healthy volunteers (CTR).
The two main hypotheses were the following: (a) If VR
produces emotional responses similar to those induced by
RF, psychological and physiological anxiety will increase
both in the RF and VR conditions in ED patients, but not Figures 1 and 2.
in the CTR group; (b) Being that the VR condition is more results
immersive and more ecological than the photograph con- When exposed to real food, photographs of food and vir-
dition, the first one will be more effective than the latter tual food, only ED patients showed a significant increase
in eliciting subjects’ emotional reactions. in the STAI-S questionnaire, VAS-A, HR and SCR com-
pared to the baseline. On the contrary, no differences were
methods found between the baseline and the three experimental
Ten AN, 10 BN and 10 CTR were randomly exposed to conditions in the CTR group.
three experimental conditions–RF, PH, and VR while their
psychological (STAI-S, VAS-A) and physiological (heart Analyzing the within-subjects effects in the AN and BN
rate, respiration rate, and skin conductance) responses groups we found that:
were recorded. In the RF condition six real high-calorie - In the AN group, STAI-S, VAS-A, HR and SCR values
foods (three savory and three sweet) (Fig. 1) were pre- were higher in the RF (STAI-S: t = 3.10, p = 0.024; VAS-
sented to the subject on a table for 30 seconds each with a A: t = 5.13, p = 0.012; HR: t = 2.56, p = 0.030; SCR: t =
pause of 30 seconds between each item. During the pause, 6.92, p = 0.000) and in the VR conditions (STAI-S: t =
all foods were covered with six red plastic lids. In the PH 4.21, p = 0.015; VAS-A: t = 3.79, p = 0.019; HR: t = 2.22,
condition a Powerpoint presentation including photo- p = 0.048; SCR: t = 4.02, p = 0.010) than in the PH con-
graphs of the same six foods presented in the RF condition dition;
was presented on a computer screen. The presentation - In the BN group, VAS-A, HR and SCR values were
time and the interval between the different pictures were higher in the RF (STAI-S: t = 2.86, p = 0.34; VAS-A: t =
the same used in the RF condition. During the 30-second 5.13, p = 0.001; HR: t = 3.25, p = 0.034; SCR: t = 4.98, p
pauses, a picture of the red lid covering a hidden food ap- = 0.012) and in the VR conditions (STAI-S: t = 2.56, p =
peared on the screen. Finally, in the VR condition subjects 0.032; VAS-A: t = 3.01, p = 0.028; HR: t = 2.80, p = 0.030;
were asked to wear a Head Mounted Display (HMD) in SCR: t = 2.52, p = 0.032) than in the PH condition;
order to have a three-dimensional view of the virtual en- - No effects on the respiration rate were found in the two
vironment. The motion-tracker included in the HMD and groups.

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Abstracts from CT15 143

Regarding the CTR group, no within-subjects differences University of Barcelona, Spain


a

were found in the level of psychological and physiological b


Universitat Oberta de Catalunya, Spain
anxiety experienced in the three conditions (anxiety was
low in all of them). 1
Corresponding author:
Jose Gutierrez-Maldonado
Conclusions Department of Personality, Assessment and
All three conditions provoked anxiety in ED patients, but Psychological Treatments
not in the CTR subjects. More interestingly, RF and VR University of Barcelona
induced a comparable level of anxiety in patients that was Paseo Valle de Hebrón, 171
higher than the one elicited by the PH condition. Even 08035, Barcelona, Spain
though these data are still preliminary, due to the small E-mail: jgutierrezm@ub.edu
number of subjects, they suggest the potential of VR in a
variety of experimental, training and clinical contexts, il- abstract
lustrating its range of possibilities is extremely wide and We explored the impact of an interactive VR environment
customizable. In particular, in a psychological perspective on pain cognitions (in vivo catastrophizing and pain self-
based on a cognitive-behavioral approach compared to efficacy) and pain-related measures: pain threshold, pain
real exposure, the use of VR facilitates the provision of tolerance, Pain Sensitivity Range (PSR), pain intensity and
specific contexts to help patients cope with their diseases time estimation in a sample of healthy students. Sense of
through a very controlled stimulation. presence is essential to conduct a psychological treatment;
if patients are not able to involve themselves in a virtual
references world they cannot experience relevant emotions, and the
Ferrer-Garcia M, Gutierrez-Maldonado J, Caqueo-Urizar desired processes that are necessary for most psychologi-
A, Moreno E: The Validity of Virtual Environments for cal treatments will not occur. However, some authors
Eliciting Emotional Responses in Patients With Eating argue that presence must be distinguished from the degree
Disorders and in Controls. Behavior Modification 2009, of engagement, involvement in the portrayed environ-
33:830-854. ment. The results obtained in our study are consistent with
this view, since the Involvement scale of the IPQ did not
Gutierrez-Maldonado J, Ferrer-Garcia M, Caqueo-Urizar correlate with any of the measures related with the treat-
A, Letosa-Porta A: Assessment of emotional reactivity ment's efficacy.
produced by exposure to virtual environments in patients
with eating disorders. Cyberpsychol Behav 2006, 9:507- Keywords: Virtual Reality, Presence, Involvement, Pain.
513.
introduction
Lozano JA, Alcaniz M, Gil JA, Moserrat C, Juan MC, The use of virtual reality (VR) for pain management is a
Grau V, Varvaro H: Virtual food in virtual environments relatively new approach that has been proved useful with
for the treatment of eating disorders. Stud Health Technol specific populations and acute medical procedures
Inform 2002, 85:268-273. (Mahrer & Gold, 2009). The efficacy of this technique
for pain reduction has been attributed to attentional dis-
Riva G, Gaggioli A, Villani D, Preziosa A, Morganti F, traction. In fact, to be processed pain needs attention.
Corsi R, Faletti G, Vezzadini L: NeuroVR: an open source Therefore, if attention is distracted, it could be hypothe-
virtual reality platform for clinical psychology and behav- sized that pain would be perceived with less intensity.
ioral neurosciences. Stud Health Technol Inform 2007, Other alternative would be to explore the use of this tech-
125:394-399. nology to change cognitions associated with pain adjust-
ment in chronic pain patients. Although therapeutic
–––––––––––––––––––––––––––––––––––––––––––––– mechanisms underlying the process of the pain patients’
presence, involvement and efficacy of a improvement in VR, besides its attention diversion ef-
Virtual reality intervention on pain fects, are posited to be changes in patient cognitions and
behaviours, little research has systematically tested this.
Jose Gutierrez-Maldonadoa,1, Olga Gutierrez-Martineza, Both clinical studies conducted with patients receiving
Desiree Loretoa, Claudia Penalozaa & Ruben Nietob painful medical procedures (Konstantatos, Angliss,

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144 Abstracts from CT15

Costello, Cleland, & Stafrace, 2009; Hoffman et al., intervention on pain of one of the most important of those
2008) and laboratory-induced pain studies with healthy intermediary variables: presence.
populations (Hoffman et al., 2006; Rutter, Dahlquist &
Weiss, 2009) have explored the changes that VR produces One of the core features in VR treatment of psychological
on pain-related measures such as the perceived pain in- disorders is the sense of presence. The term “sense of pres-
tensity, pain threshold and pain tolerance, yet little is ence” is used to describe the illusion of “being there” in a
known about VR effects on cognitive variables associated virtual environment. One of the most important conse-
with pain. Specifically, two important cognitions that quences of this illusion is that a virtual environment can
have accumulated evidence of this relation with pain ad- evoke the same reactions and emotions as the experience
justment are catastrophizing and sel-efficacy. There is of a similar real-world situation (Hodges et al., 1994). This
growing evidence suggesting that especially catastrophiz- implies that sense of presence is essential to conduct a psy-
ing and self-efficacy for pain management mediate some chological treatment; if patients are not able to involve
of the relationships between pain and adjustment (Brekke, themselves in a virtual world they cannot experience rel-
Hjortdahl, & Kvien, 2003; Jensen, Turner, Romano, & evant emotions, and the desired processes of habituation
Karoly, 1991; Keefe, Rumble, Scipio, Giordano & Perri, and extinction that are necessary for most psychological
2004; Turner, Holtzman, & Mancl, 2007; Sullivan et al., treatments will not occur. Although there is no generally
2001). Our research group is working to test if a VR accepted definition of presence, and in spite of the diffi-
experience specifically designed to modify catastrophiz- culties involved in its measurement, most researchers
ing and pain self-efficacy in a controlled laboratory en- agree to define it as a multicomponent construct. Thus,
vironment can be developed. Given the importance of some factor analysis studies (Schubert, Friedmann, & Re-
these two constructs, it is interesting to explore if VR can genbrecht, 2006; Lessiter, Freeman, Keogh, & Davidoff,
have an effect changing these two kinds of cognitions. If 2001). suggest a multidimensional structure for presence
this is the case, this could be a strategy to use VR for based on three factors: Sense of Physical Space (the sense
chronic pain patients. In fact, results obtained recently in of being located in a contiguous spatial environment), En-
our laboratory show that this is possible. We explored the gagement/Involvement (attention devoted to the virtual
impact of an interactive VR environment on pain cogni- environment) and Ecological Validity/Realism (the partic-
tions (in vivo catastrophizing and pain self-efficacy) and ipant’s sense of believability and realism of the content).
pain-related measures: pain threshold, pain tolerance, However, some authors argue that presence must be dis-
Pain Sensitivity Range (PSR), pain intensity and time es- tinguished from the degree of engagement or involvement
timation in a sample of healthy students. The virtual en- in the portrayed environment (Slater, Lotto, Arnold, &
vironment consisted of a stereoscopic figure that appeared Sanchez-Vives, 2009). Presence and involvement may be-
in the center of the screen with a black background, to long to different logical levels. One can be present but not
test the hypothesis that the experience of control over the involved, as in many situations in everyday life. Listening
parameters that defined the virtual geometric figure that to some quadrophonically broadcast music you might feel
represents the pain, would be transferred to the expecta- like being in the theatre listening to the orchestra but with-
tion of control that the subject has over a painful experi- out any interest for the music itself. This is high presence,
ence. The initial figure and the sound represented an low involvement (or interest). On the other side, one can
unpleasant pain sensation. The figure and the sound could be involved but not present (e.g., watching a soap opera
be manipulated in the virtual environment so it could on TV) (Slater, Lotto, Arnold, & Sanchez-Vives, 2009).
gradually be converted into a pleasant and quiet environ-
ment (analogue to a situation of no pain). This VR expe- method
rience showed to decrease pain cognitions and to increase In order to explore the contribution of presence to the ef-
pain threshold, pain tolerance and PSR in a cold-pressor fect of our VR intervention on pain, the ratings of presence
task. Moreover, VR reduced the subjective ratings of the were measured by means of IPQ (Igroup Presence Ques-
duration of the task (Gutierrez-Maldonado, Gutierrez- tionnaire; Schubert, Friedmann & Regenbrecht, 2001) in
Martinez, Loreto, & Nieto). a sample of 45 healthy participants who underwent two
consecutive cold pressor trials, one using VR and one
There are several factors that modulate the effect of any without VR exposure, in counterbalanced order. The VR
VR intervention. In this presentation we will offer some intervention encouraged participants to actively search the
data regarding the contribution to the efficacy of our VR correspondence between the experienced pain and a VR

JCR
Abstracts from CT15 145

stereoscopic figure, which could be interactively manipu- related to the sense of presence have interested many re-
lated with the mouse. IPQ contains three subscales, as- searchers, and some of them (Slater, Lotto, Arnold, &
sessing involvement (awareness of the VE), spatial Sanchez-Vives, 2009) claim that presence is a response
presence (relation between the VE and the subject’s own to media form while involvement is a response to media
body) and realness (sense of reality attributed to the VE). content, throwing an interesting twist into the general as-
It also contains a general item that assesses the “sense of sumption about the relationship between presence and
being here.” Since the environment used in the current involvement. In fact, some studies (Kurita, 2005) have
study was not a simulation of a “real” world, items of the found that involvement may not necessarily be a dimen-
realness factor were removed. sion of presence.

results references
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with any of the measures related with the treatment's ef- Konstantatos, A.H., Angliss, M., Costello, V., Cleland, H.,
ficacy, these results indicate that the relationship between & Stafrace, S., Predicting the effectiveness of virtual re-
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Kurita, S. Presence and time estimation. A comparison be- Paseo Vall d’Hebron, 171
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Paper presented at the 55rd annual conference of the In- 08035 Barcelona, Spain
ternational Communication Association, New York, USA E-mail: olgagutierrez@ub.edu.
(2005)
abstract
Lessiter, J. Freeman, J., Keogh, E., & J. Davidoff, J. A The present study investigated the use of a Virtual Reality
Cross-Media Presence Questionnaire: The ITC-Sense of (VR) stereoscopic figure as a conditioned stimulus (CS).
Presence Inventory. Presence 10(3) (2001), 282-297 A differential conditioning procedure was applied to 67
students (mean age 22.75), where a VR stereoscopic figure
Mahrer, N.E. & Gold, J.I.. The use of virtual reality for (CS+) was paired with electric shock and another VR
pain control: a review. Current Pain and Headache Reports stereoscopic figure (CS−) was presented without shock.
13 (2009), 100-109. Evaluative measures (valence and arousal scales) were
taken. Results showed that, after acquisition, the reported
Rutter, C.E., Dahlquist, L.M., & Weiss, K. Sustained effi- arousal and negative valence for CS+ was higher than for
cacy of virtual reality distraction. The Journal of Pain 10 CS−. The use of VR stereoscopic figures as CSs seems
(2009), 391-397. feasible to design innovative experimental paradigms.

Schubert, T., Friedmann, F., & Regenbrecht, H. The ex- Keywords: Virtual reality, Classical conditioning
perience of presence: Factor analytic insights. Presence:
Teleoperators and virtual environments 10(3) (2006), 266- introduction
281. Classical conditioning studies are very useful for experi-
mental research on fears and phobias and exposure-based
Slater, M., Lotto, B., Arnold, M.M., & Sanchez-Vives., techniques. The application of VR technology to exposure
M.V. How we experience immersive virtual environments: treatments has proved to be effective (Cote & Bouchard,
the concept of presence and its measurement. Anuario de 2008) but major questions regarding fear conditioning in
Psicología 40(2) (2009), 193-210 virtual reality environments remain relatively unexplored.
Although VR has been successfully applied to demon-
Sullivan, M., Thorn, B., Haythornthwaite, J., Keefe, F., strate a general context conditioning to a virtual room
Martin, M., Bradley, L., & Lefebvre, J. Theoretical per- where colored panels functioned as explicit conditioned
spectives on the relation between catastrophizing and pain. stimuli (CS) (Baas, Nugent, Lissek, Pine, & Grillon, 2004)
Clinical Journal of Pain 17 (2001), 52-64. the use of VR stimuli as CSs has been scarcely studied.
Therefore, the present study is novel in that it aims to elicit
Turner, J.A., Holtzman, S., & Mancl, L. Mediators, mod- fear conditioning using VR stereoscopic figures as CSs.
erators and predictors of therapeutic change in cognitive-
behavioral therapy for chronic pain. Pain 127 (2007), method
276-286. stimuli and apparatus
The virtual reality environment was adapted from a study
–––––––––––––––––––––––––––––––––––––––––––––– on VR to cope with pain conducted with the authors’ re-
The use of Virtual reality for a search team and consisted of a stereoscopic figure pre-
human Classical Conditioning procedure sented via two BARCO ID R600 projectors onto a 2.43 x
1.82 m. screen. The CS+ consisted of an eight-second
Olga Gutiérrez-Martineza, 1, Jose Gutierrez-Maldonadoa, presentation of an irregular sharp-edge polygon, mainly
and Desirée Loretoa in warm colors – yellow and red – which was presented
together with an unpleasant sound (600 Hz; 80 dB). The
University of Barcelona, Spain
a
CS− consisted of an eight-second presentation of a spher-
ical shape, mainly composed of cool colors – blue and
Corresponding author:
1
white – with a certain resemblance to natural scenery, and
Olga Gutiérrez-Martínez combined with a quieter sound. Electric shocks were used
University of Barcelona as unconditional stimulation (UCS).

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Abstracts from CT15 147

procedure Fear conditioning in virtual reality contexts: a new tool for


Prior to conditioning trials, participants (n=67) were asked the study of anxiety. Biological Psychiatry 55 (2004),
to make ratings of the CS+, the CS− and two control stim- 1056-1060.
uli (C1, C2) on two 21-point scales – arousal (-100 = very
calm; +100 = very aroused) and valence (-100 = very Cote, S. Bouchard, S., Virtual reality exposure’s efficacy
pleasant; +100 = very unpleasant). Then, an aversive dif- in the treatment of specific phobias. Journal of Cyberther-
ferential delay conditioning procedure was applied. There apy and Rehabilitation 1 (2008), 75-91.
were 10 presentations of the CS+ followed by the shock
and 10 presentations of the CS− alone. Next, participants ––––––––––––––––––––––––––––––––––––––––––––––
again rated CS+, CS−, C1 and C2 on the arousal and va- The illusion of presence influences Vr distraction:
lence scales. effects on Cold-pressor pain

results Olga Gutiérrez-Martineza, José Gutierrez-Maldonadoa,1,


Mean arousal scores for CS+, CS−, and the two control Kattia Cabas-Hoyosa, and Desirée Loretoa
stimuli at the beginning and at the end of the experiment
are presented in Figure 1. After acquisition, the CS+ was a
University of Barcelona, Spain
rated as more arousing than at the beginning of the exper-
iment, t (66) = -10.54, p <.001 Since pain-relevant stimuli 1
Corresponding author:
were used as CSs, differences between Cs+ and Cs− were José Gutiérrez-Maldonado
found at the beginning of the experiment. However, these University of Barcelona
differences were much larger after acquisition. Thus, dif- Paseo Vall d’Hebron, 171
ferences between CS+ and CS− at the end of the experi- Facultad de Psicología
ment remain significant after adjusting the pre-acquisition 08035 Barcelona, Spain
differences, F (1, 65) = 137.47, p <.001, η2 = .68. The pat- E-mail: josegutierrezm@ub.edu
tern of results was the same for the valence scores. For
control stimuli no pre-post shifts were found. abstract
This study investigated whether Virtual Reality (VR)
presence influences how effectively VR distraction re-
duces pain intensity during a cold-pressor experience.
Thirty-seven healthy students (mean age 23.8) under-
went a cold pressor task while interacting with a VR dis-
traction world. After the VR cold-pressor experience,
each subject provided VAS ratings of the most intense
pain experienced during the hand immersion and rated
their illusion of having been inside the virtual world. Re-
sults showed that the amount of VR presence reported
correlated significantly and negatively with ratings of
Figure 1. Mean arousal scores for CS+, CS−, C1, C2 pain intensity. The importance of using an appropriately
before (Pre) and after (Post) conditioning. designed VR system to achieve effective VR analgesia
is highlighted.
discussion
This study is the first showing that a VR stereoscopic CS+ Keywords: Virtual Reality, Presence, Distraction
can elicit self-reported arousal and valence responses. Al-
though future studies should replicate these findings with introduction
physiological measures, these preliminary findings justify Researchers have recently proved that the magnitude of
further efforts to advance the use of VR in conditioning Virtual Reality (VR) analgesia is related with VR presence
experiments. levels reported by participants exposed to controlled ther-
mal pain stimulation (Hoffman et al., 2006; Hoffman et
references al., 2004). However, a possible weakness of both studies
Baas, J.M., Nugent, M., Lissek, S., Pine, D.S., Grillon, C., using a 30-second heat pain stimulus is that VR exposure

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148 Abstracts from CT15

time and pain stimulation duration were brief. Other lab- withdraw at any time. The immersion was limited to five-
oratory-induced pain paradigm that allows administering minute duration, but subjects were not informed of that
longer painful stimulation is cold-pressor. Besides, this time limit. Once the participant decided to remove their
procedure is suggested to mimic the effects of chronic hand from the water, he/she was asked to complete a VAS
conditions effectively because of its unpleasantness and it rating of the most intense pain experienced during the
has excellent reliability and validity (Edens & Gil, 1995). hand immersion. Also, a VR presence measure adapted
The aim of this study is to explore whether the illusion of from Slater, Usoh, and Steed (1994) was administered.
VR presence influences how effectively VR reduces cold- Other measures for other research purposes not reported
pressor pain. here were provided.

method results
Vr intervention and equipment VR distraction decreased levels of pain intensity by an av-
The VR intervention consisted of a stereoscopic environ- erage of 51%, across male and female students. The rat-
ment named “Surreal World” that involves attention-di- ings of VR presence were medium (mean = 3.57, SD =
version techniques. It was presented via two BARCO ID 1.66, range 0-6). The relationship between VR presence
R600 projectors onto a 2.43 by1.82 meter Maxwell polar- and the intensity of pain in VR was investigated using
ized screen. The "Surreal World" is a virtual environment Pearson product-moment correlation coefficients. The
with auditory and visual inputs based on art images de- amount of VR presence reported correlated significantly
signed to surprise the participant with unreal objects that and negatively with ratings of most pain intensity, r (37)
challenge the laws of physics. These features and the in- = -.37, p < .05.
teractive nature of the experience enable the environment
to attract and maintain participants’ attention, leaving less discussion
attentional resources available to focus on pain. Figure 1 Levels of VR presence were associated with lower inten-
shows two snapshots of what subjects saw in the “Surreal sity pain during a VR cold-pressor trial. These results are
World.” consistent with previous studies (Hoffman et al., 2006;
Hoffman et al., 2004) showing that VR presence influ-
ences VR analgesia when a brief thermal pain stimulus
was administered. Future studies concerning the condi-
tions that maximize VR presence seem crucial to design
VR systems that increase analgesic effectiveness for pa-
tients.

references
Edens, J.L., Gil, K.M., Experimental induction of pain:
Utility in the study of clinical pain. Behavior Therapy 26
Figure 1. Two snapshots of what subjects saw in the (1995), 197-216
“Surreal World.”
Hoffman, H.G., Sharar, S.R., Coda, B., Everett, J.J., Ciol,
design and procedures M., Richards, T., Patterson, D.R., Manipulating presence
The present study was part of a larger research project that influences the magnitude of virtual reality analgesia. Pain
required a within-subjects experimental design. Subjects 11 (2004), 162-168.
participated in two consecutive cold-pressor trials, one
using VR and one without. During the VR condition, the Hoffman, H.G., Seibel, E.J., Richards, T.L., Furness, T.A.,
participants interacted with the VR environment using the Patterson, D.R., Sharar, S.R., Virtual reality helmet display
mouse with their dominant hand, while immersing their quality influences the magnitude of virtual reality analge-
nondominant hand in the cold-pressor. sia. The Journal of Pain 7 (2006), 843-850.

Instructions and procedures for the cold-pressor task were Slater, M., Usoh, M., Steed, A., Depth of presence in im-
as usual. Subjects were asked to keep their hand immersed mersive virtual environments. Presence Teleoperator Vir-
for as long as possible, but were instructed that they could tual Environment 6 (1994), 130-144.

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Abstracts from CT15 149

–––––––––––––––––––––––––––––––––––––––––––––– daily life routines and health condition (Chou & Peng,
The effects of augmented reality on learning 2007). However, it is not clear that increased computer-
related activity always has negative health consequences.
Kuei-Fang Hsiaoa,1 A recent study reported that some computer game players
are fitter than the general population in the U.S. like one
a
Deptartment of Information Management, Ming-Chuan of the popular online games, MMO EQ2. for example
University, Taiwan (Williams, Yee, & Caplan, 2008).

1
Corresponding author: Given that computer use will become a lifestyle choice by
Kuei-Fang Hsiao adolescents later in life, it would seem beneficial to ex-
Deptartment of Information Management plore new ways to utilize computers to assist in learning
Ming-Chuan University, No. 5 and recreation, while avoiding the risk of negative health
Teh-Ming Rd., Gwei-Shan effects. Moreover, given the need to increase physical ac-
Taoyuan County 333, Taiwan tivity for health reasons, it is interesting to determine if
E-mail: kfhsiao@mail.mcu.edu.tw there is a link with learning ability. This study describes
new findings that indicate a strong link between increased
abstract physical activity and learning ability.
In this study, a new approach to the implementation of AR
in the educational environment was taken by creating a methods
Chemistry Augmented Reality Learning System Augmented Reality (AR) technology is being applied in
(CARLS), using the existing teaching curriculum, together an increasingly large range of applications for improved
with physical activity. This system combined learning with educational efficiency. In this study, a new approach to the
three types of physical activity – aerobic fitness, muscle implementation of AR in the educational environment was
strength and flexibility fitness. This study reveals that the taken by creating a Chemistry Augmented Reality Learn-
students using all three types of physical activity together ing System (CARLS), using the existing teaching curricu-
with CARLS result in significantly higher academic per- lum, together with physical activity. This system
formance compared to the traditional Keyboard-Mouse combined learning with three types of physical activity –
CAI (KMCAI). The improvement is most evident for the aerobic fitness, muscle strength and flexibility fitness. Stu-
non-memorized knowledge component of science. More- dents (n=673) from five high schools were divided into
over, the students in the AR group with the "muscle four groups. The first three groups used the CARLS learn-
strength" physical activity had a significantly higher pos- ing system while a control group used a traditional way to
itive learning attitude change toward science than those in operate the computer – a keyboard and a mouse. We ex-
the KMCAI group. A great additional benefit of our ap- plored changes in academic achievement as well as atti-
proach is that students also obtained more physical fitness tudes towards learning science resulting from the
while learning. Finally, a comprehensive investigation of implementation of CARLS.
this research reveals that students with an average of four
to five hours of weekly computer use time showed a better results
academic performance among all students. This study reveals that the students using all three types
of physical activity together with CARLS resulted in sig-
Keywords: Augmented Reality, nificantly higher academic performances compared to the
Physical Activity, Learning traditional Keyboard-Mouse CAI (KMCAI). The im-
provement is most evident for the non-memorized knowl-
introduction edge component of science. Moreover, the students in the
Adolescent health concerns have been the subject of many AR group using the "muscle strength" physical activity
recent studies as the typical amount of time spent on phys- had significantly higher learning attitude change toward
ical exercise has decreased, whilst the time spent on com- science than those in the KMCAI group. Finally, compre-
puters has increased. A recent national survey in Taiwan hensive investigation of this research reveals that students
revealed that adolescent students spent too much time on with an average of four to five hours weekly of computer
computers and this resulted in negative impacts on their use had better academic performances among all students.

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150 Abstracts from CT15

Conclusions user’s voluntary movement was developed for wrist joint


This study provides a new approach to increasing students’ training after stroke. In a 20-session wrist training program
extra physical activity without diminishing students’ aca- assisted with the FES-robot, five subjects with chronic
demic performance. In addition, better academic achieve- stroke attended the training and obtained significant motor
ment in non-memorized knowledge of science and a more improvements (P<0.05) at their elbow, wrist, and hand,
positive attitude toward science were also promoted by assessed by clinical scores of the Fugl-Meyer Assessment
using CARLS. In addition, a great benefit of our approach (FMA), Modified Ashworth Score (MAS), action research
is that students also obtained physical fitness while learn- arm test (ARAT), and by co-activation patterns of the re-
ing. If the school timetable has been constrained, an AR lated muscle pairs measured with electromyography
learning system with a physical activity function, like (EMG).
CARLS, might provide an alternative solution.
Keywords: Functional Electrical Stimulation,
references Rehabilitation Robot, Stroke Rehabilitation
Chou, C., H. Peng, H., Net-friends: Adolescents’ attitudes
and experiences vs. teachers’ concerns, Computers in introduction
Human Behavior 23 (2007), 2394–2413. The extent of the restoration of limb functions after
stroke is highly associated with the intensive practice of
Williams, D., Yee, N., Caplan, S.E., Who plays, how the affected limbs by their own neuromuscular efforts
much, and why? Debunking the stereotypical gamer pro- (Farmer et al., 2004). Functional electrical stimulation
file, Journal of Computer-Mediated Communication 13 (FES) can stimulate the muscles through electrical cur-
(2008), 993–1018. rent, which generates limb movement by activating a
person’s own muscles to restore motor functions and also
–––––––––––––––––––––––––––––––––––––––––––––– evokes sensory feedback during muscle contraction to
Combined functional electrical stimulation (fes) the brain to promote motor relearning (Chan, Tong, &
and robotic system for Wrist Chung, 2008). Rehabilitation robotic systems can pro-
rehabiliation after stroke vide external assistive support to body parts (e.g. limbs),
which help persons to experience limb movements at the
X. L. Hua, K. Y. Tonga,1, R. Lia, M. Chena, J. J. Xuea, paretic side to improve related sensory-motor functions
S. K. Hoa, P. N. Chena during limb movements (Volpe et al., 2004). Currently,
FES and rehabilitation robots are still separate systems.
Deptartment of Health Technology and Informatics
a
In comparison with FES, robot systems use a motor to
The Hong Kong Polytechnic University provide external assistive force – it does not have the
same effect as FES which directly activates a person’s
own motor power from the paretic muscles to generate
Corresponding author:
1
the assistive force. However, difficulties also could be
K. Y. Tong met when using FES to activate groups of muscles with
Department of Health Technology and Informatics dynamic limb movements, since electrode size and the
The Hong Kong Polytechnic University number of FES channels could pose challenges concern-
Hung Hom, Kowloon, Hong Kong ing whether the paretic muscle groups could achieve
E-mail: K.y.tong@polyu.edu.hk movements with the desired kinematic qualities, such as
speed and trajectory. It is possible that a combined reha-
abstract bilitation system with both FES and robotic supports
Motor recovery after stroke depends on intensive practice may enhance the training effects by either pure robot or
of the affected limb with voluntary efforts. Functional FES training. In this work we developed a combined
electrical stimulation (FES) and using rehabilitation robots FES-robot system, which may assist wrist rehabilitation
are techniques used to assist in post-stroke rehabilitation. trainings for persons after stroke interactively to their
However, FES and rehabilitation robots are still separate voluntary residual motor intentions.
systems currently and their combined training effects on
persons after stroke have not been well studied yet. In this methodology
work, a new combined FES-robot system driven by the The experimental setup diagram of the FES-robot system

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Abstracts from CT15 151

is shown in Fig 1. The system could assist wrist training Conclusions


for persons after stroke continuously and interactively ac- A novel FES-robot system for post-stroke rehabilitation
cording to their voluntary electromyography (EMG) from on the wrist joint was developed. The FES-robot could
the paretic upper limb. A subject would be asked to con- continuously interactive to the voluntary intention of a per-
duct the wrist flexion and extension in a horizontal plane son after stroke. The FES-robot assisted wrist training in-
from -45o (extended position) to 60o (flexed position) to troduced a faster recovery process and a better finger
track a target cursor moving with a speed of 10o/s. During functional recovery than the previous pure robot assisted
the tracking, continuous assistance from the robot and the wrist training (Hu, Tong, Song, X. Zheng, & Leung,
FES parts would be provided, proportional to the real time 2009).
EMG amplitude of the flexor carpi radialis (FCR) in the
flexion phase and extensor carpi radialis (ECR) in the ex- references
tension phase. Chan, M.K. Tong, K.Y., and Chung, K., "Bilateral upper
limb training with functional electric stimulation in pa-
tients with chronic stroke," Neurorehabilitation and Neural
Repair, vol. 23, pp. 357-65, 2008.

Farmer, J., Zhao, X., van Praag, H., Wodtke, K., Gage,
F.H., and Christie, B.R., "Effects of voluntary exercise on
synaptic plasticity and gene expression in the dentate
gyrus of adult mal Sprague-Dawley rats in vivo," Neu-
rosci, vol. 124, pp. 71-79, 2004.

Volpe, B.T., Ferraro, M., Lynch, D., Christos, P., Krol, J.,
Trudell, C., Krebs, H.I., and Hogan, N., "Robotics and
other devices in the treatment of patients recovering from
stroke," Current Atherosclerosis Reports, vol. 6, pp. 314-
Figure 1. Experimental setup diagram of 319, 2004.
the FES-robot system.
––––––––––––––––––––––––––––––––––––––––––––––
Five subjects with chronic stroke were recruited in a 20- internet delivered images for exposure in specific pho-
session wrist training program assisted with the FES- bia, design Considerations for self-directed Therapy
robot, with a training intensity of 3-5 sessions a week. In
each session there were 14 tracking trials, containing five Kenneth C. Kirkbya,1, Allison Matthewsa
cycles of wrist flexion/extension. Clinical scores of the and Joel Scanlana
Fugl-Meyer Assessment (FMA), Modified Ashworth
Score (MAS), and the action research arm test (ARAT) a
Psychiatry, University of Tasmania, Australia
were assessed before and after the training. EMG signals
from the muscles of FCR, ECR, biceps brachii (BIC), and 1
Corresponding author:
triceps brachii (TRI) were recorded during the training. Ken Kirkby
Psychiatry, University of Tasmania
results Private Bag 27
After the FES-robot assisted wrist training, the FMA Hobart 7000, Australia
(wrist/hand) score were increased from 11.2±4.2 to E-mail: ken.kirkby@utas.edu.au
19.7±3.7 (P<0.05), the MAS wrist score decreased from
1.8±0.7 to 0.5±0.4 (P<0.05), and the ARAT increased abstract
from 20.1±5.1 to 29.3±6.5 (P<0.05). Improved muscle co- Exposure to phobic stimuli in subjects with specific pho-
ordination was found by the decreasing in the muscle co- bias typically results in increased anxiety, ranging from
contraction phase (Hu, Tong, Song, X. Zheng, & Leung, mild to severe, followed by gradual habituation. The In-
2009) between muscle pairs of ECR&FCR, FCR&BIC, ternet is a candidate medium for the delivery of phobic
and ECR&BIC (P<0.05). stimuli to phobic subjects, in the form of pictures, video

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152 Abstracts from CT15

clips or computer animations. Delivery of such images in exposure (Krijn, Emmelkamp, Olafsson, & Biemond,
home settings warrants careful attention to the range and 2004).
time course of anxiety responses elicited, and to tailoring
of progression through hierarchies of images. The agency In order to investigate the utility of Internet delivery of
of the user is paramount and they need to have the final phobic stimuli in the treatment of specific phobias, we
say during all stages of exposure as to whether or not to have incorporated the methods of systematic desensitiza-
proceed. We have incorporated solutions to these require- tion in the design and implementation of an internet pro-
ments in the design of an Internet-based exposure program gram for home-based exposure (www.feardrop.com).
(FEARDROP). This employs a database repository of pic-
tures and videos of phobic stimuli. Images are called up method
by the user engaging a tracking circle with their mouse Presentation of the stimulus. A database repository is used
and following it around the screen. The image fades out if to store image files, pictures and videos, which are down-
the circle is not followed, employing a form of "dead loaded to the user interface and shown in a screen window.
man’s brake." Anxiety responses are measured at intervals These images may be assigned as individual stages in a
on a visual analogue scale and graphed for the user. Initial systematic desensitization hierarchy by the investigator,
results show substantial habituation to spider pictures with optional tailoring algorithms determining progression.
within minutes, with a controlled comparison to video im- Depending on the choice of images used, stimuli and hier-
ages in progress. archies relevant to diverse phobias may be delivered in this
way. Further, stimuli may be attenuated, realistic, hyper-
Keywords: Specific Phobia, Exposure, realistic, stationary or moving and so forth, essentially any
Anxiety, Design, Spider aspect of a phobic stimulus that can be conveyed by im-
ages, with enabling of sound available as a further option.
introduction
Exposure to phobic stimuli is a standard component of Measurement of anxiety. A standard rating, the Subjective
treatment of specific phobias. The most common method Units of Distress Scale (SUD) (Hope & Heimberg, 1993),
of exposure is systematic desensitization using a graded is presented on the screen at intervals for self rating of cur-
hierarchy ranging from lower to higher fear-eliciting stim- rent anxiety level. This is a visual analogue scale, scored
uli. Exposure is typically preceded by anticipatory anxiety from 0 to 100. The time interval schedule is designated by
and followed by a peak of anxiety that reduces with con- the investigator, for example a rating immediately before
tinued or repeated exposure, a process referred to as ha- exposure begins (designated "anticipatory anxiety"), and
bituation. This anxiety response can be conveniently at two-minute intervals during exposure. SUDS scores are
assessed by asking the subject to rate their subjective dis- uploaded to the database and graphed for feedback online
tress on a visual analogue scale, at intervals. to the user after each stage of exposure. The use of re-
peated measures at relatively brief intervals is of particular
The Internet contains many millions of images and men- interest in Internet delivery since it secures pertinent in-
tions of phobic stimuli, easily located using a search en- formation about the treatment process and potential me-
gine (for example by Googling “spider”) but lacks the diating outcomes (reduction of SUDS, suggesting
structure, assessments and outcome evaluation that anchor habituation) in short term or "casual" users.
systematic desensitization. A person undertaking self-ex-
posure and using the Internet to locate images that may Self-directed exposure. The program has been designed on
assist this purpose is to an extent taking pot luck and their the premise that the user has the ability to direct whether
responses and outcomes go unreported. they wish to continue or not at all times. This is achieved
by three features – preview and selection of the image for
Instructional programs have been developed that guide the next exposure stage, initiation of exposure by engaging
participants through the requirements of home-based self a tracking circle, and continuation of exposure by follow-
exposure, including formulating self-exposure homework ing the tracking circle.
routines and reinforcing the completion of these actions
(Kenwright, Marks, Gega, & Mataix-Cols, 2004). Virtual Each stage in the desensitization hierarchy is selected by
Reality (VR) research delivers exposure to virtual phobic clicking on a thumbnail preview image. The current and
stimuli but is not as yet generally available for home-based any previously completed stages are presented in a list,

JCR
Hsiao 53

each with a thumbnail preview so that the user has the op- However, adherence rates were low. Of the 220 partici-
tion of repeating a stage or starting the next stage. A pants in this sample who completed the anticipatory
"tracking circle" then appears on the screen. The tracking SUDS, on their first attempt the numbers completing
circle is a see-through ring, 44 pixels in diameter (approx- SUDS ratings after one, two and three minutes were 140,
imately 10mm on a fifteen inch monitor). The size of the 108 and 78, respectively.
circle can be preset by the investigator. When the user
moves the computer mouse over the tracking circle the Conclusions
program is "engaged" and the phobic stimulus appears, Internet delivery of phobic stimuli is a practical proposi-
thus the user initiates exposure. The tracking circle moves tion and can be designed to support self-directed expo-
around the screen window, crisscrossing the phobic stim- sure, using measures such as those outlined above.
ulus on random straight paths. The user is required to fol- Currently the Internet can only deliver a limited range of
low the tracking circle with the computer mouse and if sensory inputs to most users – visual and auditory – and
they fall more than a set amount behind the circle the pho- online phobic stimuli are limited to those which are sym-
bic stimulus fades. This device serves two purposes. bolic, that is they represent but are not the real thing (for
Firstly, it is an indication of treatment adherence and con- example a video of a spider, not a real spider). Accord-
firms that the user is observing the screen containing the ingly, therapeutic effects are likely to be circumscribed,
phobic stimulus. In other words, the stimulus is being de- although Internet delivery may play a useful and defin-
livered to the user and not merely their computer. Sec- able role as a component or step in therapy. However,
ondly, it acts as a safety device. Panic symptoms may be with the enhanced precision of stimulus presentation and
anticipated in some users and the addition of the tracking the many possible variations in stimulus type, stimulus
circle means that the phobic stimulus does not remain on timing, and tailoring of progression, enhancement of ef-
the screen unless continuously called up by the user ficacy can be rigorously pursued. The Internet also ac-
through tracking the circle. This is a form of "dead man’s cesses a segment of the population that has not previously
brake" that senses that the driver/user remains in control sought treatment, and such programs may form a useful
or stops the train/exposure. These methods respect the step in their pathway of care. As with all Internet inter-
agency and autonomy of the user. ventions, adherence rates are a key issue (Christensen,
Griffiths, & Farrer, 2009). In principle this can be ad-
Treatment process and outcome measures. An aim of this dressed systematically in future research, including ran-
approach is to permit continuous process-outcome re- domization to different motivational conditions and/or
search within the constraints of online-treatment delivery. different exposure tasks.
All users register and give informed consent. Session data
including exposure stages, SUDS scores and tracking cir- references
cle accuracy are stored in the database for analysis. Ques- Christensen, H., Griffiths, K.M., Farrer, L., Adherence in
tionnaires are administered online for pre, post, and Internet Interventions for Anxiety and Depression: Sys-
follow-up measures of symptom change. Randomization tematic Review, J Med Internet Res 11 (2009) 2, e13.
to different online conditions, such as a comparison of still
versus moving phobic stimuli, can be set up by the inves- Hope, D.A., Heimberg, R.G., Social Phobia and social
tigator using a research interface. anxiety. In D. H. Barlow (Ed.), Clinical handbook of psy-
chological disorders (pp. 99-136). New York: The Guild-
results ford Press, 1993.
In an online trial of self-directed home-based exposure,
78 high spider-fearful subjects who viewed a still picture Kenwright, M., Marks, I.M., Gega, L., Mataix-Cols, D.,
of a single spider for three minutes and completed SUDS Computer-aided self-help for phobia/panic via internet at
scores every 60 seconds showed the following anxiety re- home: A pilot study, British Journal of Psychiatry 184
sponses. The mean(SD) anticipatory anxiety assessed by (2004). 448-449.
SUDS immediately before exposure to the first spider
image was 35.9(28.3). These ratings rose following expo- Krijn., M., Emmelkamp, P.M.G., Olafsson, R.P.,
sure to 45.6(28.5) after one minute of exposure, then Biemond, R., Virtual reality exposure therapy of anxiety
showed evidence of habituation, falling to 25.8(26.6) after disorders: A review, Clinical Psychology Review 24
three minutes of exposure. (2004), 259-281.

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154 Abstracts from CT15

–––––––––––––––––––––––––––––––––––––––––––––– Keywords: ASD, PTSD, Psychophysiology,


psychophysiological indicators of acute stress disorder Peritraumatic Dissociation
and posttraumatic stress disorder: predictive Value of
peritraumatic dissociation introduction
The diagnosis of Acute Stress Disorder (ASD) was intro-
Dragica Kozaric-Kovacica,1, Andrea JambrosicSakomana duced to the DSM-IV (American Psychiatric Association,
and Tanja Jovanovicb 1994) to emphasize acute stress reactions that could be pre-
dictive of Posttraumatic Stress Disorder (PTSD) (Bryant
a
Referral Centre for Stress Related Disorders of the Min- & Harvey, 2007). ASD and PTSD share the same diagnos-
istry of Health and Social Welfare of the Republic of tic criteria, except for the time of the occurrence of the
Croatia, Department of Psychiatry, University Hospital symptoms and their duration, and the requirement for the
Dubrava, Zagreb, Croatia dissociative symptoms in ASD. Peritraumatic dissociation
b
Department of Psychiatry and Behavioral Sciences, Emory within ASD was recognized as an important predictive fac-
University School of Medicine, Atlanta, GA, U.S.A. tor for subsequent PTSD ( Koopman, Classen, & Spiegel,
1994; Marmar et al., 1994; Shalev, Peri, Canetti, &
1
Corresponding author: Schreiber, 1996; Harvey & Bryant, 2002; Bremner et al.,
Dragica Kozaric-Kovacic 1992; Griffin, Resick, & Mechanic, 1997; Bryant, Harvey,
University Hospital Dubrava Dang, & Sackville, 1998), and not as an adaptive coping
10 000 Zagreb, Avenija Gojka Suska 6 mechanism as it was previously regarded (Koopman,
Zagreb, Croatia Classen, & Spiegel, 1994). Longitudinal psychophysiolog-
Tel: +385-1-290 26 18 ical studies of ASD have attempted to clarify the questions
E-mail: dkozaric_kovacic@yahoo.com regarding autonomic nervous system activation during per-
itraumatic dissociation and its predictive value for PTSD,
abstract but so far have not yielded conclusive results.
Abstract: Ever since the diagnosis of Acute Stress Disor-
der was introduced to the DSM-IV, research of acute re- Undergoing a traumatic event sets off the a cascade of psy-
actions and their progression to Posttraumatic Stress chological and biological sequelae, including activation of
Disorder (PTSD) has increased. Peritraumatic dissociation sympathetic and parasympathetic nervous systems as an
was recognized as one of the important predictors for integral part of the emotional response which can be meas-
PTSD in many studies. Psychophysiological studies are ured through different peripheral targets of the body. Phys-
attempting to examine the activation of the autonomic iological changes related to the activation of the autonomic
nervous system in individuals who develop PTSD after nervous system are evident in ASD and PTSD (Cacciopo,
ASD. The aim of this study was to examine the association Tassinary, & Bernston, 2004; Jovanovic et al., 2009;
of dissociative experiences in ASD, psychophysiological Kozarić-Kovačić, & Pivac, 2007; Jovanovic et al., 2009).
reactivity within the first month after trauma exposure,
and the development of PTSD and other psychiatric dis- One of the explanations of the peritraumatic dissociation
orders six months after the traumatic event. Standardized and its association to PTSD relates peritraumatic dissoci-
diagnostic procedures based upon psychiatric standardized ation to regulation of the extreme hyper-arousal in the af-
interviews and scales were administered. In addition, psy- termath of the traumatic event (Nixon & Bryant, 2003).
chophysiological measures of electromyographic activity, Results of some of the physiological studies have indi-
electrodermal activity, electrocardiogram activity, and res- cated suppression of autonomic response (sympathetic and
piration at baseline and during a startle procedure were parasympathetic) in individuals who developed high per-
recorded. Results at the first point of measurement have itraumatic dissociation symptoms in the aftermath of
been analyzed, but are not final. The data from the first trauma (Griffin, Resick, & Mechanic, 1997).
psychophysiological recording, within one month after the
traumatic event, showed that individuals with ASD result- aim
ing from interpersonal assault trauma exhibited more sim- The aim of this study was to examine the association of
ilarities in psychophysiological parameters with PTSD dissociative experiences in ASD, acute psychophysiolog-
patients than those individuals with ASD that resulted ical responses and the development of PTSD and other
from traffic-related trauma. psychiatric disorders six months after the traumatic event.

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Abstracts from CT15 155

Standardized diagnostic procedures based upon psychi- ior, epilepsy, craniocerebral injuries, neurological disorders,
atric standardized interviews and scales were applied. We history of a prior psychotic episode, schizophrenia, bipolar
recorded electromyographic (EMG) activity, electroder- disorder, dementia, mental retardation, sight and/or hearing
mal activity (EDA), electrocardiogram (ECG) activity, and impairment, and any major acute or chronic medical illness.
respiration at baseline and during a startle procedure.
results
methods and participants The data from the first psychophysiological recording,
Forty-six individuals participated who had experienced a within the first month following the traumatic event, were
traumatic event (traffic accident and violent attack) and analyzed. We found that ASD patients in general habitu-
had subsequent ASD symptoms within one month of the ated to the startle probe to the same degree as healthy con-
event. Psychiatric diagnostic procedure as well as basal trols. However, startle habituation was attenuated in ASD
physiology and the startle procedure were recorded. patients who were victims of interpersonal assault. Skin
Thirty-five individuals returned for the same procedure conductance levels during the startle phase increased for
six months later. ASD patients, but the increase was less pronounced in vic-
tims of interpersonal trauma compared to ASD patients
The diagnoses of ASD, PTSD and other psychiatric dis- who survived traffic-related traumas. This result is con-
orders were assessed by administering the Mini Interna- sistent with increased peritraumatic dissociation during in-
tional Neuropsychiatric Interview, Croatian version terpersonal trauma.
(MINI) (Lecrubier et al., 2006), Acute Stress Disorder
Structured Interview (ASDI) (Blake, 1990), Clinician Ad- Basal heart-rate was elevated by approximately five beats
ministered PTSD Scale (CAPS) (Berstein & Putnam, per minute in the ASD patients with interpersonal trauma,
1986), CAPS Life Events Checklist C. The Dissociative which is consistent with PTSD. However, there were no
Experience Scale (Birmes et al., 2003) and The Peritrau- differences between ASD and PTSD patients in heart-rate
matic Dissociative Experiences Questionnaire (Marmar, in response to startle probes.
Weiss, & Metzler, 1997) were used to evaluate the disso-
ciative experiences. Psychophysiology at baseline and These results are not final because of the follow-up design
during auditory startle probe delivery was measured with of the study.
the Biopac MP150 system (Biopac Systems, Inc., Aero
Camino, CA). During the baseline phase the participants Acknowledgments
were asked to relax for three minutes as the EMG, EDA, This research was supported by the Ministry of Science
ECG, and respiration data were acquired. The three- and Technology of the Republic of Croatia, in the project:
minute resting phase was followed by a startle phase dur- Psychophysiological diagnostics of the stress related dis-
ing which seven 108dB startle probes were delivered. orders (198-0982522-0075).

Individuals who were diagnosed with PTSD were all on Conclusion


similar pharmacotherapy consisting of selective serotonin Psychophysiological parameters can provide better clar-
reuptake inhibitors (SSRI) when records were taken after ification between ASD and PTSD, as well as differentia-
six months. tion between ASD as a result of interpersonal trauma
versus traffic-related trauma. Peritraumatic dissociation
The healthy control group was comprised of 36 individu- may be more commonly associated with interpersonal
als, age and gender matched to the patient group. The trauma.
MINI was administered to this group to exclude psychi-
atric disorders, and the identical psychophysiological ses- references
sion was recorded for the controls and the patients. American Psychiatric Association, Diagnostic and Statis-
The study was approved by the Ethics Committee of the tical Manual of Mental Disorders 4th edn. American Psy-
University Hospital Dubrava. The participants entered the chiatric Association, Washington DC, 1994.
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Bernstein, E.M., Putnam, F.W., Development, reliability,
exclusion criteria and validity of a dissociation scale, Journal of Nervous
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156 Abstracts from CT15

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Harvey, A.G., Bryant, R.A., Acute stress disorder: a syn- ––––––––––––––––––––––––––––––––––––––––––––––


thesis and critique, Psychol Bull 128 (2002), 886–902. using robotics Construction Kits as metacognitive
Tools: a research in an italian primary school
Jovanovic, T., Norrholm, S.D., Jambrošić Sakoman, A.,
Esterajher, S., Kozarić-Kovačić, D., Altered Basal Psy- Filippo La Pagliaa,1, Barbara Cacib, Daniele La Barberaa
chophysiology and Startle Response in Croatian Combat and Maurizio Cardacib,c
Veterans with PTSD, International Journal of Psychophys-
iology 71 (2009), 264-268. a
Dipartimento di Neuroscienze Cliniche, Università
degli Studi di Palermo, Italy
Jovanovic, T., Norrholm, S., Fennell, J., Keyes, M., Fial- b
Dipartimento di Psicologia, Università degli Studi di
los, A., Myers, K., Davis, M., Duncan, E., Posttraumatic Palermo, Italy
stress disorder may be associated with impaired fear inhi- c
Centro Interdipartimentale di Tecnologie della
bition: Relation to symptom severity, Psychiatry Research Conoscenza, Università degli Studi
167 (2009), 151-160. di Palermo, Italy

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Abstracts from CT15 157

1
Corresponding author: progress of learning and the second is making changes or
Filippo La Paglia adapting learning strategies when subjects perceive that
Dipartimento di Neuroscienze Cliniche they are not successful (Winn & Snyder, 1996). Specifi-
Università di Palermo, Italy cally, metacognitive skills include monitoring the progress
E-mail: filippolapaglia@gmail.com; laban@unipa.it of learning, correcting errors, and changing strategies
when needed (Ridley, Schutz, Glanz, & Weinstein, 1992).
abstract From this perspective, the whole experience of playing
The present paper is aimed at analyzing the process of with robots may be intended as a metacognitive process
building and programming robots as a metacognitive tool. that helps users become more aware and conscious of the
Quantitative data and qualitative observations from a way they think, learn, and organize the game itself. With
study using a sample of children attending an Italian pri- the aim of analyzing the metacognitive strategies related
mary school are described in this work. Results showed to error analysis and retrieval, we performed a study in a
that robotics activities may be implemented as a new sample of children attending a primary school interacting
metacognitive environment that allows children to moni- with a robotics laboratory.
tor themselves and control their learning actions in an au-
tonomous and self-centered way. method
Twelve children, consisting of six males and six females
Keywords: Educational Robotics, aged between 8-10 years old with a mean age of nine,
Metacognition, Learning were randomly selected from all the third, fourth and fifth
forms of a primary School of Palermo. The whole group
introduction was then divided into three subgroups consisting of four
Robotics kits are high tech toys that allow users to build children each, two males and two females, according to
and program small mobile autonomous robots capable of forms and ages. In line with our previous studies (Caci &
interacting with the surrounding physical environment D'Amico, 2002; Caci, D'Amico & Cardaci, 2002; Caci,
(Miglino, Lund, & Cardaci, 1999). While learning with D'Amico & Cardaci, 2004), each group was provided with
such kits, children first build the robot body and then cre- a robotics kit to use during an extra-curricular hands-on
ate a program in order to assign it an artificial intelligence laboratory activity consisting of ten two-hour labs occur-
(e.g., create a robot able to move around a maze). Finally, ring once a week.
children test the robot's performance by evaluating its in-
teraction with the physical environment in order to verify After becoming familiar with the hardware and software
its success/failure. The final test is quite important because elements of the kit, the children were given four construc-
users can instantaneously see the outcome of what they tion and programming tasks with an increasing level of
have planned for the robot and verify if it behaves in the difficulty, as measured by the number of bricks which had
way it was meant to. to be manipulated for constructing the robot body and by
the number of drives which had to be linked to create a
A large amount of theoretical and empirical studies have specific robot behavioral repertory (e.g., “create a robot
showed that playing with robots allows students of differ- able to move along a linear route” – one command). Dur-
ent ages to improve their planning, reasoning and prob- ing the construction and programming sessions the chil-
lem-solving abilities (Caci & D'Amico, 2002; Caci, dren's metacognitive strategies were registered using two
D'Amico & Cardaci, 2002; Caci, D'Amico & Cardaci, observational grids that provided quantitative and quali-
2004) as well as develop social skills related to peer con- tative indicators including number of errors, frequency of
flict resolution, group decision-making and so on (Bar- error retrieving actions, self-corrections, help requests and
furth, 1995). Moreover, children with mental retardation success/failure attributions.
and autism seem to benefit from rehabilitative activities
based on robotics (Dautenhahn, 2000; Michaud, & results and conclusions
Théberge-Turmel, 2002). However, there are no studies, Results showed that the third-form children performed a
according to our knowledge, which have analyzed the pos- higher number of metacognitive actions based on control-
sibility of using robotics kits as metacognitive tools. In ling and retrieving errors than the other two groups during
general, metacognition consists of two basic processes oc- the game process. However, during the construction phase
curring simultaneously. The first is monitoring the they preferred to request help from experimenters rather

JCR
158 Abstracts from CT15

than using self-corrections and tended to attribute their Ridley, D.S., Schutz, P.A., Glanz, R.S., & Weinstein, C.E.,
failures to external causes (e.g., “It’s very difficult!”). On Self-regulated learning: the interactive influence of
the contrary, during the programming phase, they made a metacognitive awareness and goal-setting, Journal of Ex-
higher number of self-corrections and were more focused perimental Education, 60 (4), (1992), 293-306.
on their performance than on the robot's performance,
while at the same time emphasizing their own success Winn, W., & Snyder, D., Cognitive perspectives in
(e.g., “I know it” or “I’m able to program the robot!”) pyschology. In D.H. Jonassen, ed. Handbook of research
for educational communications and technology, New
The present study is a first attempt at investigating the pos- York: Simon & Schuster Macmillan (1996), 112-142.
sibility of using robotics activities as a metacognitive tool.
From this perspective, our results allow us to describe the ––––––––––––––––––––––––––––––––––––––––––––––
action of playing with robots as a kind of “thinking with use of immersive Virtual reality for Treating anger
robots” which creates an autonomous and self-centered
learning environment and motivates children to monitor Sarah D. Miyahiraa, Raymond A. Folenb,
and control their own actions. and Melba Stetzb

references a
Pacific Islands Health Care System, Honolulu, Hawaii,
Barfurth, M.A., Understanding the collaborative learning U.S.A.
process in a technology rich environment: the case of chil- b
Tripler Army Medical Center, Honolulu, Hawaii, U.S.A.
dren’s disagreements. In Schnase L. & Cunnius, E. L.
(Eds.), Proceedings of CSCL95: computer support for col- 1
Corresponding author:
laborative learning. Mahwah, NJ: Erlbaum, (1995), 8-13. Sarah D. Miyahira
Pacific Islands Health Care System
Caci, B. & D’Amico, A., Children’s Cognitive Abilities 459 Patterson Road
in Construction and Programming Robots. Proceeding of Honolulu, Hawaii, U.S.A.
the 11th IEEE International Workshop on Robot and E-mail: sarah.miyahira@pacifichui.org
Human Interactive Communication, IEEE Roman 2002,
September 25-27 2002, Berlin – Germany (2002). The views expressed in this abstract are those of the au-
thors and do not reflect the official policy or position of
Caci, B., D’Amico, A., & Cardaci, M., Costruire e Program- the Department of Veterans Affairs, Department of the
mare Robots, Tecnologie Didattiche, 27(3), (2002), 36-40. Army, Department of Defense, or the U.S. Government.

Caci, B., D’Amico, A., & Cardaci, M., New frontiers for abstract
psychology and education: robotics, Psychological Re- Poorly managed anger response can be detrimental to
ports, 94, (2004), 1372-1374. one’s physical and psychosocial well-being. Cognitive be-
havior therapies (CBT) have been found to be effective in
Dautenhahn, K., Design issues on interactive environ- treating anger disorders. Exposure to anger stimuli is a key
ments for children with autism. Proceeding International component of CBT treatment. Virtual reality (VR) can
Conference on Disability, Virtual Reality and Associated elicit potent reactions and may facilitate the treatment of
Technologies, ICDVRAT 2000, 23-25 September, Al- anger. An anger VR environment with six video vignettes
ghero, Sardinia, Italy (2000), 153-161. was developed by this study to examine the anger arousal
potential of VR. Outcome measures included assessment
Michaud, F., & Théberge-Turmel, C., Mobile robotic toys of emotional reactivity, state anger, presence, blood pres-
and autism. In Dautenhahn, K., Bond, A., Canamero, L., sure, electrodermal response, heart rate, and respiration.
& Edmonds, B. (Eds.) Socially Intelligent Agents - Cre- The results showed that significant anger arousal occurred
ating Relationships with Computers and Robots. London: during exposure to the VR environment, and arousal was
Kluwer Academic (2002). greater when viewed in an immersive HMD than a non-
immersive flat screen. In addition, presence was found to
Miglino, O., Lund, H.H., & Cardaci, M., Robotics as an moderate the effects of VR. Low presence resulted in low
Educational Tool, Journal of Interactive Learning Re- reactivity regardless of the display modality.
search, 10 (1), (1999), 25-48.

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Abstracts from CT15 159

Keywords: Virtual Reality, Anger Treatment, results


Cue Arousal, Presence The results obtained demonstrated that the HMD group
reported greater differences between pre and post-anger
introduction scores on the STAXI-2 and EAS, whereas no differences
Anger is a powerful human emotion that has serious were found for the FSM group. Greater presence was re-
health, social, and psychological consequences when not ported by the HMD group during the video vignettes than
appropriately managed. Research has documented its ad- the FSM group. Analysis of high and low presence re-
verse effects on cardiovascular disease (Chang, Ford, vealed significant differences between the high presence
Meoni, Wang, & Klag, 2002) domestic violence (Maiuro, HMD group on the STAXI-2 and EAS and HMD low
Cahn, Vitaliano, Wagner, & Segree, 1988) and Posttrau- presence group, and FSC low presence group, respec-
matic Stress Disorder (Jakupcak, 2007). Strong empirical tively.
support was reported by a meta-analysis of the efficacy of
CBT in the treatment of anger (Becker & Fernandez, Conclusions
1998). CBT involves relaxation training, cognitive re- VR environments with anger-provocative stimuli will
framing after exposure to anger-arousing stimuli, and re- elicit anger reactivity, and, when viewed in an immersive
hearsal of adaptive thoughts and behaviors during HMD, will produce higher levels of presence than when
imaginal or role play exposure to anger-provoking situa- viewed on a flat screen monitor. Presence appears to mod-
tions. Reactivity to anger stimuli during exposure is criti- erate the effects of VR on anger reactivity. If presence is
cal to successful treatment outcomes that will generalize low, reactivity to VR anger stimuli is low regardless of
to real life situations. Studies have shown that virtual re- display type, i.e., HMD or flat-screen.
ality (VR) environments can elicit potent reactions to VR
stimuli that are experienced within such environments references
(Hoffman, Patterson, & Carrougher, 2000; Lee et al., Becker, R., Fernandez, E. 1998. Cognitive-behavioral
2003). The current investigation developed a VR environ- therapy in the treatment of anger: A meta-analysis. Cog-
ment with multiple anger-provoking video vignettes to ex- nitve Therapy & Research 22(1):63-74.
amine the anger reactivity potential of VR. The effect of
display modality, i.e., immersive and non-immersive, on Chang, P.P., Ford, D.E., Meoni, L.A., Wang, N.Y., Klag,
anger arousal was also examined. M.J. 2002. Anger in young men and subsequent premature
cardiovascular disease: the precursors study. Arch Intern
methods Med 162(8):901-6.
Sixty male and female soldiers and veterans, ages 18-75
years, were enrolled in the study and randomly assigned Hoffman, H.G., Patterson, D.R., Carrougher, G.J. 2000.
to either a head-mounted display (HMD- immersive) or a Use of virtual reality for adjunctive treatment of adult burn
flat-screen monitor (FSM-non-immersive) condition. Par- pain during physical therapy: A controlled study. Clinical
ticipants in the immersive HMD condition viewed the vi- Journal of Pain 16: 244-50.
gnettes in a 360° panoramic format through a high
resolution HMD. All participants viewed the same six Jakupcak, M., Conybeare, D., Phelps, L., Hunt, S.,
anger video vignettes of unpleasant encounters with a su- Holmes, H.A., Felker, B., Kelvens, M., McFall, M.E.
pervisor. The order of presentation was counterbalanced 2007. Anger, hostility, and aggression among Iraq and
to control for sequencing effect. Outcome measures in- Afghanistan War veterans reporting PTSD and subthresh-
cluded the ABC Anger Inventory (ABCI), Spielberger old PTSD. J Trauma Stress 20(6):945-54.
State-Trait Anger Expression Inventory 2 (STAXI-2),
Emotional Assessment Scale (EAS), and a Presence visual Lee, J.H., Ku, J., Kim, K., Kim, B., Kim, I.Y., Yang, B.H.
analog scale (P-VAS) that were administered before and 2003. Experimental application of virtual reality for nico-
after viewing the videos, except for the P-VAS which oc- tine craving through cue exposure. CyberPsych & Behav-
curred only after viewing. Physiological measures (heart ior 6: 275-80.
rate, skin conductance, blood pressure, skin temperature)
were also obtained. Within and between group pre-post Maiuro, R.D., Cahn, T.S., Vitaliano, P.P., Wagner,
data analyses were performed on the outcome and physi- B.C., Segree, J.B. 1988. J of Consult & Clin Psy
ological measures. 56(1):17-23.

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160 Abstracts from CT15

–––––––––––––––––––––––––––––––––––––––––––––– Posttraumatic Stress Disorder (PTSD) (Tanielian & Jay-


effectiveness of brief Vr Treatment for cox, 2008). Mental health research report PTSD rates
pTsd in Warfighters ranging from 12-19% in OIF/OEF veterans (Geppert,
2009). Treatment of PTSD in these warfighters is often
Sarah D. Miyahiraa, Raymond A. Folenb, more challenging due to the presence of depression, trau-
Hunter G. Hoffmanc, and Azucena Garcia-Palaciosd matic brain injury (TBI) and serious physical injuries. Ex-
posure-based cognitive behavior therapy (CBT) has been
a
Veterans Affairs Pacific Islands Health Care System, empirically validated to reduce PTSD symptoms (Institute
Honolulu, Hawaii, U.S.A. of Medicine, 208). Recall of the traumatic event is essen-
b
Tripler Army Medical Center, Honolulu, Hawaii, U.S.A. tial to successful CBT outcomes, but avoidance of these
c
University of Washington, Seattle, Washington, U.S.A. memories is a common feature of PTSD. Virtual reality
d
Universitat Jaume 1, Castellon, Spain exposure (VRE) can enhance a person’s memory retrieval
and overcome avoidance of traumatic events with visual,
1
Corresponding author: auditory and other sensory experiences. This study com-
Sarah D. Miyahira pares the reduction of PTSD symptoms in OIF/OEF
Pacific Islands Health Care System warfighters treated with CBT and VRE with a control
459 Patterson Road group.
Honolulu, Hawaii, U.S.A.
E-mail: sarah.miyahira@pacifichui.org methods
Participant enrollment and data collection are ongoing.
The views expressed in this abstract are those of the au- Thirty-four warfighters with PTSD were randomly as-
thors and do not reflect the official policy or position of signed to VR exposure treatment (VRTx) or a minimal at-
the Department of Veterans Affairs, Department of the tention control group (MA). VRTx consists of 10 sessions,
Army, Department of Defense, or the U.S. Government. which includes nine VRE sessions where a well-trained
PTSD therapist controls visual, auditory, and kinesthetic
abstract VR stimuli while participants ride in a virtual Humvee on
Warfighters exposed to combat are at high risk for devel- patrol in a Middle Eastern town. The VR environment is
oping Posttraumatic Stress Disorder (PTSD), a complex viewed through a high resolution head-mounted display.
and challenging condition to treat. Cognitive behavioral Outcome measures are administered pre and post-treat-
therapies (CBT) have been empirically validated as effec- ment and MA conditions. They include the Clinician Ad-
tive treatment for PTSD resulting from sexual assault, ve- ministered PTSD Scale (CAPS-criterion measure), PTSD
hicular accidents, and disasters. Exposure, imaginal or in Diagnostic Scale (PDS), and measures of depression,
vivo, to the traumatic event is a central component of suc- combat exposure, quality of life, guilt, and presence. Phys-
cessful CBT treatment. Early studies indicate that CBT iologic measures are obtained during each VRTx session.
with brief virtual reality exposure (VRE) is beneficial in Preliminary analyses of within and between group data
treating PTSD. The current work is a randomized con- were conducted of VRTx participants and the MA group
trolled study to examine the effectiveness of brief VRE in to examine the early effects of treatment.
treating combat-related PTSD. Preliminary results are
mixed. While PTSD symptoms are reduced by VRE, results
warfighters may require more VRE treatment sessions VRTx and MA pre-treatment scores on the outcome meas-
than anticipated to achieve remission. ures and combat exposure showed no significant differ-
ences. However, post-treatment CAPS scores for the
Keywords: Virtual Reality, PTSD, Exposure VRTx were significantly lower compared to pre-treatment
Therapy, Combat scores, whereas no change was found for the MA group.
While significance was not attained, depression, symptom
introduction severity, and trauma-related guilt scores were lower, and
Warfighters returning from Iraq (OIF) and Afghanistan quality of life scores were higher after VRTx. The MA
(OEF) report a high incidence of anxiety, depression, and group reported an increase in depression.

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Abstracts from CT15 161

Conclusions demonstrated. The main component of these programs is


Preliminary results indicate that VR exposure enhances the exposure technique and the interoceptive exposure (IE)
CBT treatment of PTSD in warfighters. PTSD symptoms is also extremely important. The virtual reality (VR) pro-
were substantially reduced after VRTx compared to no gram for PDA developed by Botella’s group can simulate,
change in symptoms in the control group. VRTx also con- in a controlled way, bodily sensations like heart beats and
tributed to a decrease in depression, severity of PTSD shortness of breath, and provoke visual effects like
symptoms, and feelings of guilt while the control group blurred, double or tunnel vision while the person is inter-
experienced an increase in depression. Quality of life also acting with the VR environments in a consultation room.
improved for the VRTx group. However, remission from This work examines the efficacy of the IE component in
PTSD was not attained in the brief 10-session VRTx ap- two treatment conditions – the VR Interoceptive Exposure
proach. Additional treatment sessions may be needed to Simultaneous Condition (VRIE-sim; N=14), and the In-
achieve remission. Future research is needed to further re- teroceptive Exposure Traditional Condition (IET; N=15).
fine VRE treatment of PTSD in warfighters and civilian Results obtained showed that both treatment conditions
populations. significantly reduced the main clinical variables at post-
treatment and these results were maintained or even im-
references proved at a three-month follow-up. Simultaneous VR
Geppert, C.M.A. 2009. From war to home: Psychiatric interoceptive and VR external stimuli exposure is a new
emergencies of returning veterans. Psychiatric Times and effective way to apply PDA treatment.
26(10):1-4.
Keywords: Cognitive-behavioral Therapy, Panic Disorder
Institute of Medicine. 2008. Treatment of posttraumatic and Agoraphobia, Interoceptive Exposure, Virtual Reality
stress disorder: An assessment of the evidence. Washing-
ton (DC): National Academies Press. introduction
The efficacy of cognitive-behavioral therapy (CBT) pro-
Tanielian, T., Jaycox, L.H. 2008. Invisible Wounds of War. grams for panic disorder and agoraphobia (PDA) has been
Santa Monica (CA): RAND Corporation. widely demonstrated (Barlow, Raffa, & Cohen, 2002), with
the main component of these programs being the exposure
–––––––––––––––––––––––––––––––––––––––––––––– technique. In addition, these programs underline the effi-
Virtual reality interoceptive exposure for the cacy of the interoceptive exposure (IE) component (Ito et
Treatment of panic disorder and agoraphobia al., 2001). In traditional CBT programs the exposure com-
ponent is applied in vivo and in a consultation room to ex-
M.A. Pérez-Araa,1, S. Queroa,c, C. Botellaa,c, R. Bañosb,c, pose the patient to agoraphobic situations. Exposure is
S. Andreu-Mateua, A. Garcia-Palaciosa,c, J. Bretón-Lópeza induced by producing different bodily sensations, using dif-
ferent exercises (e.g., hyperventilation) to provoke them.
Universidad Jaume I, Castellón de la Plana, Spain
a
VR is an alternative and effective way to apply the exposure
b
Universidad de Valencia, Valencia, Spain component and has demonstrated efficacy in the treatment
c
de Fisiopatología de la Obesidad y Nutrición of PDA (Botella et al., 2007). The VR program for PDA de-
(CIBEROBN) veloped by Botella et al. (2004) makes it possible to simul-
taneously apply VRIE to bodily sensations (heart beats,
1
Corresponding author: shortness of breath and visual effects) while the person is
M.A. Pérez-Ara confronting the VR environments (e.g., bus, mall) in a con-
Universidad Jaume I, Facultad de Ciencias Humanas y sultation room. The main contribution of the Botella et al.
Sociales, Departamento de Psicología Básica study (2007) was to present long-term efficacy data of VR
Clínica y Psicobiología. Av. Vicente Sos Baynat s/n. exposure for PDA. However, the virtual interoceptive ex-
12071 Castellón de la Plana, Spain posure component was not studied in a controlled way. The
E-mail: ara@psb.uji.es present work examines using a between group design and
studies the differential efficacy of CBT to treat PDA, where
abstract the IE component is carried out using VR simultaneously
The efficacy of cognitive-behavioral therapy (CBT) for to the situational exposure, compared to the same CBT
panic disorder and agoraphobia (PDA) has been widely where the IE component is applied in a traditional way.

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162 Abstracts from CT15

method Botella, C., García-Palacios, A., Villa, H., Baños, R.M.,


Twenty-nine patients diagnosed with PDA (N=27) or Ago- Quero, S., Alcañiz, M. & Riva. G. Virtual reality exposure
raphobia without Panic Disorder history (N=2) partici- in the treatment of panic disorder and agoraphobia: A con-
pated in the study. The mean age was 32.79 (SD=8.28) trolled study. Clinical Psychology and Psychotherapy 14
with ages ranging from 21 to 53. After two assessment (2007) 164-175.
sessions participants were randomly assigned to one of the
treatment conditions – VRIE-sim or IET. The outcome Ito, L.M., De Araujo, L.A., Tess, V.L.C., De Barros-Neto,
measures included Fear and Avoidance Scales for the main T.P., Asbahr, F.R. & Marks, I. Self-exposure therapy for
target behavior and sensation, the Anxiety Sensitivity panic disorder with agoraphobia. British Journal of Psy-
Index and the Panic Disorder Severity Scale. The treat- chiatry 178 (2001), 331-336.
ment was a CBT program adapted from Barlow’s group
(Barlow & Craske, 1994), Clark’s group (Salkovskis & Salkovskis, P.M. & Clark, D.M. Cognitive therapy for
Clark, 1991) and Botella’s group (2007), including a max- panic disorder. Journal of Cognitive Therapy 5 (1991),
imum of eight sessions and applied in an individual for- 215-226.
mat. Finally, participants were assessed again at
post-treatment and at a three-month follow-up. ––––––––––––––––––––––––––––––––––––––––––––––
Virtual object properties Can affect Target acquisition
results Time in a reaching Task
The results obtained showed that both treatment condi-
tions significantly reduced all clinical variables at post- Vaughan Powella,1, Brett Stevensa, Steve Handa,
treatment. However, no significant differences were found and Maureen Simmondsb
between the two treatment conditions. Comparisons be-
tween post-treatment and a three-month follow-up re- a
School of Creative Technologies, University of
vealed that the treatment gains were maintained and Portsmouth, UK
patients continued to improve significantly in six of the b
School of Physical & Occupational Therapy, McGill
outcome measures in both conditions. University, Canada

Conclusions Corresponding author:


1

The efficacy of IE carried out by VR was similar to the Vaughan Powell


efficacy of a program that included the gold standard IE University of Portsmouth
for this disorder (in vivo exposure). The present study em- Cambridge Road, Portsmouth
phasizes the utility of available new technologies to im- Hampshire PO1 2LF
prove psychological treatments. United Kingdom
E-mail: vaughan.powell@port.ac.uk
references
Barlow, D.H. & Craske., M.G. Mastery of your anxiety abstract
and panic (MAPII). Albany, New York: Graywind Publi- Virtual Reality is being used increasingly for upper limb
cations, 1994. rehabilitation. The type of virtual objects used for reach-
ing tasks varies widely, but there has been little work ex-
Barlow, D.H., Raffa, S.D., & Cohen, E.M., Psychosocial ploring the effect of different characteristics of objects
treatments for panic disorders, phobias, and generalized on target acquisition time. This study investigates how
anxiety disorder. In Nathan, P. E., and Gorman, J. M. target acquisition times vary for virtual objects with dif-
(Eds), A guide to treatments that work (2nd ed.). (pp. 301- ferent visual cues. Results suggest that the visual prop-
335). London: Oxford University Press, 2002. erties of an object may have a notable effect on target
acquisition times. Simple (low polygon) objects with
Botella, C., Villa, H., García-Palacios, A., Baños, R., Per- richer depth cues are acquired more easily than a stan-
piñá, C., & Alcañiz. M. Clinically significant virtual en- dard sphere.
vironments for the treatment of panic disorder and
agoraphobia. CyberPsychology and Behavior 7 (5) (2004), Keywords: Virtual Reality, Virtual Rehabilitation,
527-535. Visual Cues, Depth Perception

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Abstracts from CT15 163

introduction times to target for the terminal stages of reaching were


Virtual Reality (VR) is being used with increasing success lowest for the icosahedron conditions (1.6s) compared to
for a wide variety of rehabilitation goals, facilitating in- the acquisition of the spheres (2.2s) and the apples (2.1s).
creased engagement with therapy (Rizzo & Kim, 2005) Both these differences were significant at p<0.05. There
and reduced perception of pain (Hoffman et al., 2004). was no significant difference between the apple and the
Upper limb rehabilitation often involves reaching and sphere. Changing the brightness had no significant effect
grasping tasks, which lend themselves well to VR (Cros- on time-to-target, nor was there any significant interaction
bie, Lennon, McNeill, & McDonough, 2006; Sveistrup et between the brightness and object shape.
al., 2003.)
Conclusion and discussion
The virtual objects used for these tasks vary from repre- There was a large variance both within and between sub-
sentations of real-world objects to abstract shapes, com- jects, and therefore these preliminary results should be
monly spheres. However, there has been little work interpreted with caution. Nevertheless, they suggest that
exploring the effect of these different visual object prop- the visual properties of an object may have a significant
erties on target acquisition. This paper reports the results impact on target acquisition, and this should be consid-
of a preliminary study comparing target acquisition times ered when designing timed reaching tasks for rehabilita-
of a variety of virtual objects and visual cues. tion or assessment. It is well documented that depth
perception is distorted in VR, potentially impairing spatial
method reaching and grasping tasks (Armbruster et al., 2006;
Thirteen healthy subjects, 10 males and three females aged Frenz, Lappe, Kolesenik, & Buhrmann, 2007). The find-
between 22-43 years old, participated in the study. The ings of this study indicate that a simple low-poly object
tasks were carried out in a VR laboratory with a stereo- facilitates target acquisition, suggesting that it may not be
scopic Virtual Environment, an orchard, back-projected necessary to utilize a sophisticated computationally-in-
onto a large (5m x 3m) display screen. The participants tensive solution. The results also suggest that VR envi-
were equipped with magnetic trackers on the acromion ronments for rehabilitation should consider individual
process and the radial styloid of the dominant hand, and preference. A larger study is now in progress to further
their movements were tracked in the virtual world with a investigate these findings.
virtual representation of the same hand.
references
Continuous position data from the sensors was recorded Armbruster, C., et al, Virtual Reality as a Research Tool
throughout each test, and the time taken from object prox- in Neuropsychology: Depth Estimations in the Periper-
imity (20cm) to acquisition was recorded for each target sonal Space, Annual Review of CyberTherapy and
object. Ten target objects were presented sequentially for Telemedicine 4(2006) 183.
each test, and this was repeated for each of six randomly
ordered conditions. The target objects were apples, Crosbie, J., Lennon, S., McNeill, M., McDonough, S., Vir-
spheres or simple polyhedra (icosahedrons) of the same tual Reality Rehabilitation in Chronic Stroke: Two Case
diameter, in a 2 x 3 factorial design (shape x brightness), Studies. Annual Review of CyberTherapy and Telemed-
with the objects either staying constant, or increasing in icine 4 (2006).
brightness on "proximity" for each experimental condi-
tion. Frenz, H., Lappe, M., Kolesenik, M., Buhrmann, T., Esti-
mation of Travel Distance from Visual Motion in Virtual
Descriptive statistics of mean time-to-target for each con- Environments, ACM Trans. Appl. Percept 4(1)(2007 )
dition were calculated, and a two-way ANOVA was used Hoffman, H., et al. Modulation of Thermal Pain-Related
to determine if there was a difference between target ob- Brain Activity with Virtual Reality: Evidence from fMRI,
jects at an alpha level of p<0.05. Neuroreport 15(8)(2004), 1245-1248.

results Rizzo, A., and Kim, G., A SWOT analysis of the field of
Two-way ANOVA (shape x brightness) for time-to-target virtual reality rehabilitation and therapy, Presence - Tele-
showed a significant effect of object shape (F2,24 = 4.31 Operators and Virtual Environments 14(2)(2005), 119-
p< 0.05). Post hoc analysis demonstrated that the mean 146.

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164 Abstracts from CT15

Sveistrup, H., et al, Experimental studies of Virtual Real- Parkinson’s disease (Suteerawattananon, Morris, Etnyre,
ity-Delivered Compared to Conventional Exercise Pro- Jankovic, & Protas, 2004). However, to date there is little
grams for Rehabilitation, CyberPsychology and investigation into the effects of audio cues in Virtual Re-
Behaviour 6(3), 245-249. ality (VR). Despite this, music and sound effects are
often added to Virtual Environments (VE's) in an attempt
–––––––––––––––––––––––––––––––––––––––––––––– to enhance engagement or enjoyment, but it is not known
The influence of audio Cue Tempo on Walking in whether audio influences the way people walk in VE's.
Treadmill-mediated Virtual rehabilitation This paper reports a preliminary study investigating the
influence of gait-referenced audio cue tempo on tread-
Wendy Powella,1, Brett Stevensa, Steve Handa, mill walking in VE's.
and Maureen Simmondsb
method
School of Creative Technologies, University of
a
Eleven healthy adults, four males and seven females,
Portsmouth, UK aged 23-54 years old, participated in the study. All par-
b
School of Physical & Occupational Therapy, McGill ticipants were familiarized with the self-paced motorized
University, Canada treadmill placed in front of a large (5mx3m) display
screen. A virtual walkway lined with pillars was back-
Corresponding author:
1
projected on the screen. During the test conditions the
Wendy Powell image of the walkway was either static on the screen (no
University of Portsmouth visual flow) or linked to the treadmill via a virtual cam-
Cambridge Road, Portsmouth era (VR condition – visual flow present). Previous work
Hampshire PO1 2LF had demonstrated that baseline cadence differs between
United Kingdom treadmill and overground walking (Powell, Stevens, &
E-mail: wendy.powell@port.ac.uk Simmonds, 2009), therefore baseline walk speed and ca-
dence were recorded during treadmill walking. Partici-
abstract pants then walked for three minutes in each of the test
Music or sound effects are often used to enhance Virtual conditions (Table 1).
Environments, but it is not known how this audio may
influence gait speed. This study investigated the influ- results
ence of audio cue tempo on treadmill walking with and A two-way ANOVA (audio x visual) for gait velocity
without visual flow. The walking speeds of 11 individu- showed a significant main effect for audio cue tempo (F
als were recorded during exposure to a range of audio 3,30 = 4.69 p < 0.05). Participants walked fastest in the
cue rates. There was a significant effect of audio tempo 125% audio condition, with a 12% increase in gait speed
without visual flow, with a 16% increase in walking compared to baseline (p <0.01), and a 10% increase com-
speed with faster audio cue tempo. The audio with visual pared to matched audio cue tempo. There was no signif-
flow resulted in a smaller but still significant increase in icant difference between the other conditions.
walk speed (8%). The results suggest that the inclusion
of faster rate audio cues may be of benefit in improving There was, however, a significant interaction between
walk speed in virtual rehabilitation. the audio cues and visual flow (F3,30 = 3.45 p <0.05).
In both the fast and slow cue conditions, participants
Keywords: Virtual Reality, Audio Cues, Gait Speed, walked significantly slower in VR than with audio alone.
Treadmill Walking However, the participants walked faster (8%) in the
125% VR condition, compared to baseline.
introduction
Music can influence the mood of a participant, and these For cadence there was a significant effect for audio cues
mood changes can alter gait kinematics (Cluss, Crane, (F3,30 = 2.89 p = 0.05), with a 6% increase in cadence
Gross, & Frederickson, 2006). In addition, music can in- in the 125% audio condition compared to baseline and
fluence step frequency and effort in exercise (Ah- matched audio conditions. There was no significant dif-
maniemi, 2007), and there is some evidence that audio ference between the other conditions. There was also no
cues can be used to improve walk speed in patients with significant effect of visual flow on gait cadence.

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Abstracts from CT15 165

Table 1
The combination of audio cue rate and visual flow used in the experimental conditions

audio Cue rate as % of none (base- none (base-


75% 100% 125% 75% 100% 125%
baseline cadence line) line)
Visual flow linked to
absent (no VR) present (VR)
treadmill motion

Conclusion and discussion University Hospital, Rehabilitation Instytution,


c

This is the first study to demonstrate that the frequency Cracow, Poland
of audio cues in treadmill-mediated VR can significantly
influence walk speed. Although the effects of audio 1
Corresponding author:
tempo were reduced by VR, even in the presence of vi- Karolina Probosz
sual flow the participants walked faster in the 125% con- Wolnica Square 2/7
dition compared to baseline, suggesting that the addition 31-060 Cracow, Poland
of gait-referenced fast audio cues may be of benefit in E-mail:karolina.probosz@gmail.com
increasing walk speed in virtual rehabilitation.
Keywords: Stroke, Aphasia, Rehabilitation, Multimedia
references Rehabilitation, Cognitive Function, Cognitive Rehabilitation
Ahmaniemi, T., Influence of Tempo and Subjective Rat-
ing of Music in Step Frequency of Running in 8th Inter- introduction
national Conference on Music Information Retrieval. Patients who have suffered a stroke need holistic care.
2007. Vienna, Austria. Dedicated computer systems equipped with proper soft-
ware to support the rehabilitation process are very helpful
Cluss, M., Crane, E., Gross, M., Frederickson. B., Effect in cognitive rehabilitation which requires a polisensoric
of emotion on the kinematics of gait in American Society stimulation of a patient’s brain (Sveistrup et al., 2003; Ki-
of Biomechanics. 2006. Blacksburg, VA. towski et al., 2009). In this paper we describe a multimedia
rehabilitation method developed in our medical center, ex-
Powell, W., Stevens, B., Simmonds, M., Treadmill Inter- ercises implemented in the computer system (equipped
face for Virtual Reality vs Overground Walking: A com- with special devices) and their applications for stroke pa-
parison of Gait in Individuals with and without Pain. tients. Results obtained by using standard tests are also
Studies in Health Technology and Informatics 144 presented.
(2009), 198-203.
method
Suteerawattananon, M., Morris, G., Etnyre, B., Jankovic, The proposed multimedia rehabilitation method consists of:
J., Protas. E., Effects of Visual and Auditory Cues on 1.diagnostic phase,
Gait in Individuals with Parkinson's Disease. Journal of 2.main rehabilitation process and intermediate results as-
the Neurological Sciences 219(1-2) (2004), 63-69. sessment phase (this phase uses specially developed mul-
timedia computer system),
–––––––––––––––––––––––––––––––––––––––––––––– 3.final result assessment phase,
multimedia holistic rehabilitation method 4.remote patient rehabilitation (optional).
for patients after stroke – efficiency analysis
––––––––––––––––––––––––––––––––––––––––––––––
Karolina Probosza,1, Rafał Wcislob, Jacek Kitowskib, understanding the psychological reasons
Renata Slotab , Janusz Otfinowskia, and behind microblogging
Artur Sobczykc
Lin Qiua,1 and Jun Hao Hoa
Jagiellonian University, Cracow, Poland
a

Department of Computer Science, AGH University of


b a
Division of Psychology
Science and Technology, Cracow, Poland Nanyang Technological University

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166 Abstracts from CT15

1
Corresponding author: trol group received the ball 10 out of 30 throws from others,
Lin Qiu whereas participants in the experimental group only received
Division of Psychology two out of thirty throws.
14 Nanyang Drive, Singapore
E-mail: linqiu@ntu.edu.sg We recruited 60 undergraduates and randomly assigned them
to the control and experimental group. Participants were first
abstract introduced to Twitter and given an account. They were told
This research aims to understand the psychological motiva- that their tweets could be seen by thirty other Twitter users
tion behind microblogging. We conducted two studies to in- online and they could use Twitter anytime during the study.
vestigate if social exclusion and existential anxiety will lead Then, participants played the Cyberball game. After the
to a higher tendency to microblog. Our results suggest that game, the experimenter told the participant to wait for the
people who face social exclusion are more likely to mi- next task and left the room. The participant was left alone in
croblog. Our studies are the first empirical ones that em- the room for three minutes. This three-minute break was used
ployed a between-subjects design to understand the to give participants opportunities to tweet if they want. After
psychological motivation behind microblogging. the three-minute break, the experimenter came back to the
room and asked the participant to perform two trivial tasks
Keywords: Microblogging, Motivation, Social Exclusion, each with a three-minute break (the same as the one described
Existential Anxiety above). The first task was to place 20 pictures into 20 en-
velopes and the second task was to sort the envelopes into
introduction three trays according to their colors (white, red, and yellow).
Microblogging has recently become a new form of commu- During each three-minute break, the experiment posted reg-
nication that is rapidly changing everyone’s life. Through ular tweets (such as “helping my friend with her work” “feel-
services such as Twitter, millions of people can broadcast ing pretty random right now”) from accounts that the
short messages to their followers via instant messaging, SMS, participant was following. This allowed the participant to see
or web interfaces. Recent research has been conducted to un- that there were other users online and they could see each
derstand this phenomenon. For example, Java, Song, Finin, other’s tweets. After the above tasks, participants completed
and Tseng (2007) found that the majority of messages posted a battery of surveys and we collected all the tweets generated
on Twitter are “pointless babbles” such as “I am eating a by the participants.
salad” or “I am going to dinner with my parents tonight.”
These mundane messages describe day-to-day routines and Our results showed that the experimental group (M = 2.17,
are often meaningless to others. However, they appear much SD = 2.21) generated more tweets than the control group (M
more often than messages for other purposes such as replying = 3.27, SD = 2.91) [t (58) = -1.65, p = .11], and the difference
to others’ posts, sharing information (URL), or reporting is marginally significant. This suggests a trend that people are
news. While celebrities who have millions of followers may more likely to microblog when they face social exclusion.
post these messages to interact with fans, why do average
people want to post them? In this study, we aim to understand study 2
the psychological motivation behind microblogging. We hy- In study 2, we tested the effect of existential anxiety on mi-
pothesize that when one faces social exclusion or existential croblogging. We hypothesize that existential anxiety will lead
anxiety, one is more likely to microblog. We conducted two to a higher tendency to microblog. Existential anxiety was
studies to verify our hypotheses. manipulated by making mortality salient (Schmeichel, Gail-
liot, Filardo, McGregor, Gitter and Baumeister, 2009). The
study 1 experimental group was asked to write a short essay about
Study one tested the effects of social exclusion on microblog- death whereas the control group was asked to write about
ging. Social exclusion was manipulated using the Cyberball dental pain.
game (Williams, Cheung, & Choi, 2000). Participants were
asked to play a web-based ball tossing game on the computer. We recruited 56 undergraduates and randomly assigned them
They were led to believe that two other players in another to the control and experimental group. We followed the exact
room were playing with them. Players indicated which player same procedure as described in Study 1 except that social ex-
they wished to throw the ball to by clicking on the correspon- clusion priming was replaced by existential anxiety priming.
ding avatar. The game was set so that participants in the con- Our results showed that while the experimental group (M=

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Abstracts from CT15 167

3.68, SD = 3.42) produced more tweets than the control group of the Multiple Errands Test (MET) (Shallice & Burgess,
(M = 5.46, SD = 7.07) [t (54) = -1.20, p = .23], the difference 1991; Fortin et al., 2003). The MET is an assessment of ex-
was not statistically significant. This suggests that individuals ecutive functions in daily life which consists of tasks that
who face existential anxiety do not have a higher tendency abide by certain rules. It is performed in an actual shopping
to microblog than others. mall-like setting where there are items to be bought and in-
formation to be obtained. The specific goal of this study was
Conclusion to conduct a pilot study using the virtual version of MET
Microblogging has recently become a fast-growing phenom- (VMET) with both control subjects and patients with cogni-
enon that has affected millions of people. While studies have tive impairment derived from stroke.
been conducted to understand why and how people partici-
pate in microblogging, they mostly rely on interviews, sur- Keywords: Virtual Reality, Executive Functions,
veys, or the analysis of the microblogging content. Our Multiple Errands Test (MET)
studies are the first empirical ones that employed a between-
subjects design to understand the psychological motivation introduction and methods
behind microblogging. Results suggest that people are more The goal of the present study was to develop a tool for the
likely to microblog when they face social exclusion. assessment of executive functions, by customizing a virtual
reality (VR) version of the Multiple Errand Test (VMET)
–––––––––––––––––––––––––––––––––––––––––––––– (Shallice & Burgess, 1991; Fortin et al., 2003). The MET is
implementation of the multiple errands Test in a an assessment of executive functions in daily life which is
neuroVr-supermarket: a possible approach performed in a shopping mall-like setting where there are
items to be bought and information to be obtained. In the
Simona Raspellia,1, Laura Carellia,b, Francesca Morgantib, present work the MET procedure, previously modified ac-
Patrice L. Weissd, Rachel Kizonyd,e, Noomi Katze, cording to the requirements of the NeuroVR software system,
Barbara Polettif, Barbara Corraf, Vincenzo Silanif, was presented within a virtual supermarket. Subjects were
and Giuseppe Rivaa,c requested to select and buy various products presented on
shelves with the aid of a joy-pad.
Applied Technology for Neuro-Psychology Lab, Istituto
a

Auxologico Italiano, Milan, Italy results and conclusions


b
Department of Human Sciences, University of Berg- The clinical sample consisted of six patients with cognitive
amo, Bergamo, Italy impairment derived from stroke (mean age = 63 years,
c
Department of Psychology, Catholic University of std.dev = 8.05; mean number of school years = 15.33 years,
Milan , Milan, Italy std.dev. = 2.58; MMSE = 28.13, std.dev. = 1.38). Patients
d
Department of Occupational Therapy, University of were selected according to the severity of the impairment, in
Haifa, Haifa, Israel line with neuropsychological and physiatrist assessment. The
e
Research Institute for the Health & Medical Profes- control group consisted of 14 healthy subjects (mean
sions, Ono Academic College, Kiryat Ono, Israel age=64.9 years, std. dev.=9.1; mean number of school
f
Department of Neurology and Laboratory of Neuro- years=12.3 years, std.dev.=4.03; MMSE=28.41,
science, “Dino Ferrari” Center, University of Milan, std.dev.=1.25).
IRCCS Istituto Auxologico Italiano, Milan, Italy
According to the Mann-Whitney Test, the mean rank for con-
1
Corresponding author: trol subjects was significantly higher for time in executing
Simona Raspelli the task than for patients (Asym. Sig. = 0.06; M = 964.6 vs.
Applied Technology for Neuropsychology Laboratory 649; SD = 424.18 vs. 232.07) and the same result was also
Istituto Auxologico Italiano found for the partial error “maintained task objective to com-
Milano, Italy pletion” (Asym. Sig. = 0.08; M = 9.43 vs. 8.33; SD = 1.34
E-mail: s.raspelli@gmail.com vs. 1.03).

abstract With regard to patients, correlations between neuropsycho-


Our goal was to develop a tool for the assessment of execu- logical tests and the variables of the virtual test (Table 1) in
tive functions by customizing a virtual reality (VR) version part support the content validity of the adopted procedure as

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168 Abstracts from CT15

Table 1
Correlations between neuropsychological tests and the variables of the virtual test

searched item
sustained maintained no persevera-
Time errors in the correct
attention sequence tion
area
r p r p r p r p r p r p
TMT (BA) .96** .00
Corsi’s mem.span . 84* .04 . 84* .04 . 84* .04
Street Compl.Test - 86* .03 - 86* .03 - 86* .03
SemanticFluencies -.87* .02
Tol -.82* .05
Corsi’s supra-span
StateAnxietyIndex - 89* .02

the performances were correlated to the traditional tests aimed Instituto Salud Carlos III
at assessing memory, attention and executive functions. Neurology Service, Hospital Universitari La Fe,
c

Valencia, España
As a whole, these results provide support for the feasibility of
using the VMET as an assessment tool of executive functions 1
Corresponding author:
in this clinical sample. Employing larger groups of both healthy Beatriz Rey
adults and patients will provide additional support for the use Instituto en Bioingeniería y Tecnología
of the VMET in assessment and rehabilitation intervention. Orientada al Ser Humano
Universidad Politécnica de Valencia
Acknowledgments Camino de Vera s/n
The work in preparing this paper was supported by the funded 46022 Valencia, España
project "Immersive Virtual Telepresence (IVT) for Experien- E-mail: brey@labhuman.i3bh.es
tial Assessment and Rehabilitation”, IVT2010, RBIN04BC5C.
abstract
references Transcranial Doppler (TCD) is a tool to measure blood flow
Fortin, S., Godbout, L., & Braun, C. M. J. , Cognitive struc- velocity (BFV) in the main arteries of the brain that has been
ture of executive deficits in frontal lesioned head trauma pa- used in previous studies to analyze brain activity during vir-
tients performing activities of daily living, Cortex 39 (2003), tual reality (VR) experiences. Increments in BFV were found
273-291. in comparison with baseline periods. However, due to the
complexity of VR experiences, several factors could be the
Shallice, T., & Burgess, P.W., Deficits in strategy application fol- origin of these variations, so it is necessary to individually
lowing frontal lobe damage in man, Brain 114 (1991), 727-741. analyze those different aspects. In this work, we describe our
results related to visual perception. A method based on spec-
–––––––––––––––––––––––––––––––––––––––––––––– tral analysis is used to analyze the magnitude and temporal
analysis of Visual perception aspects of the Virtual re- evolution of the maximum BFV signal. Results show that, in
ality experience with Transcranial doppler monitoring the presence of visual stimuli, BFV quickly rises to a maxi-
mum that is achieved after a few seconds.
Beatriz Reya,b,1, Mariano Alcañiza,b, Valery Naranjoa,
Vera Parkhutikc and José Temblc Keywords: Visual Perception, Virtual Reality,
Transcranial Doppler Monitoring
a
Instituto en Bioingeniería y Tecnología Orientada al Ser
Humano, Universidad Politécnica de Valencia, España introduction
b
Ciber Fisiopatología Obesidad y Nutrición (CB06/03) Transcranial Doppler (TCD) is a tool with high temporal res-

JCR
Abstracts from CT15 169

olution used to measure blood flow velocity (BFV) in cere-


bral arteries. In normal conditions, these BFV variations re-
flect changes in regional cerebral blood flow due to brain
activation in the areas supplied by the vessel under study.
TCD has been used to study brain activity during different
immersion and navigation conditions in VR experiences (Al-
cañiz, Rey, Tembl, & Parkhutik, 2009; Rey, Alcañiz, Tembl,
& Parkhutik). Percentage variations between the mean BFV
value during the baseline and the mean BFV value during the
activation period were calculated. The temporal variations in-
side the different experimental conditions were not analyzed.
BFV percentage variations were positive in all the experi-
mental conditions, and differences were found between con-
ditions. These positive variations can be explained by several
factors, such as the complex interaction between visuospatial
and attention tasks, the creation of a motor plan, emotions or Figure 1. Representation of the BFV and low-frequency
presence. Simpler experiments have to be proposed to ana- estimation during visual perception in a subject.
lyze individual variables that contribute to the VR experience. references
Furthermore, the kind of analysis that is applied to the BFV Alcañiz, M., Rey, B., Tembl, J., and Parkhutik, V. A Neuro-
signal should be improved to also study the temporal evolu- science Approach to Virtual Reality Experience Using Tran-
tion of the signal. scranial Doppler Monitoring. Presence: Teleoperators &
Virtual Environments, 18 (2009), 97-111.
method
In a recent study (Rey, Naranjo, Parkhutik, Tembl, & Alcañiz) Rey, B., Alcañiz, M., Tembl, J., Parkhutik, V. Brain Activity
we have focused on visual perception. Maximum BFV data and Presence: a Preliminary Study in Different Immersive
in Posterior Cerebral Arteries (PCA) was monitored during Conditions Using Transcranial Doppler Monitoring. Virtual
10 cycles of alternating darkness and illumination for 23 sub- Reality (in press).
jects. A spectral analysis of the BFV signal was performed
separately for the repose and activation periods. A peak was Rey, B., Naranjo, V, Parkhutik, V., Tembl, J., Alcañiz. M. A
located in the low-frequency band of the spectrum and the New Visually Evoked Cerebral Blood Flow Response Analy-
component of the maximum BFV signal at this frequency sis Using a Low-Frequency Estimation. Ultrasound in Med-
was estimated, as shown in Fig. 1. The percentage variation icine and Biology (in press).
was calculated between the initial value of the low-frequency
estimation signal and its peak. The response time was calcu- ––––––––––––––––––––––––––––––––––––––––––––––
lated as the elapsed time until the peak was achieved. The use of advanced Technologies in the
Treatment of Psychological Stress
results
Percentage variations were positive in the periods correspon-
ding to visual stimulation. A mean BFV percentage variation Giuseppe Rivaa,b,1, Davide Algeria, Federica Pallavicinia,c,
of 4.572% was observed in left PCA and 4.114% in right Claudia Repettoa,b, Alessandra Gorinia,d, and
PCA. Negative percentage variations were observed in re- Andrea Gaggiolia,b
pose periods. Mean response times ranged between 8.544 s
and 10.726 s. Applied Technology for Neuro-Psychology Lab., Isti-
a

tuto Auxologico Italiano, Italy


Conclusions
b
ICE-NET Lab., Università Cattolica del Sacro Cuore, Italy
The study has shown that in the presence of visual stimuli,
c
Centre for Studies in Communication Sciences, Univer-
BFV rises to a maximum that is achieved after a few seconds. sity of Milan-Bicocca, Italy
This increment in BFV has its origin in the brain activity that
d
Research Institute Brain and Behaviour, Maastricht
appears in the occipital lobe regions in response to visual per- University, The Netherlands
ception, as long as PCA are the vessels that supply this part
of the brain. Corresponding author:
1

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170 Abstracts from CT15

Giuseppe Riva
Istituto Auxologico Italiano
Via Pelizza da Volpedo 41
20100 Milan, Italy
E-mail: giuseppe.riva@unicatt.it

abstract
The term “psychological stress” describes a situation in which
a subject perceives that environmental demands tax or exceed
his or her adaptive capacity. According to the Cochrane Data-
base of Systematic Reviews, the best validated approach cov-
ering both stress management and stress treatment is the
Cognitive Behavioral Therapy (CBT) approach. We aim to de-
sign, develop and test an advanced ICT-based solution for the
assessment and treatment of psychological stress that is able to
improve the actual CBT approach. To reach this goal we will
use the “interreality” paradigm integrating assessment and
treatment within a hybrid environment, that creates a bridge
between the physical and virtual worlds. Our claim is that
bridging virtual experiences – fully controlled by the therapist
and used to learn coping skills and emotional regulation – with
real experiences will allow both the identification of any critical
stressors and the assessment of what has been learned. The use
of advanced technologies (virtual worlds, advanced sensors
and PDA/mobile phones) is the best way to address the above
limitations. To illustrate the proposed concept, a clinical sce-
nario is also presented and discussed with the participant Rosa,
a 55 year old nurse, with a mother affected by progressive se-
nile dementia.

Keywords: Interreality, Virtual Reality, Biosensors,


Stress, Stress Management

introduction
According to Cohen and colleagues (2007) “psychological
stress” occurs when an individual perceives that environmental
demands tax or exceed his or her adaptive capacity. In this view,
stressful experiences are conceptualized as person-environment
transactions, whose result is dependent on the impact of the
external stimulus.

According to the Cochrane Database of Systematic Reviews


(Bisson & Andrew, 2007; Thomson & Page, 2007) , the best
validated approach covering both stress management and stress
treatment is the Cognitive Behavioral Therapy (CBT) ap-
proach. Here we aim to design, develop and test an advanced
ICT-based solution for the assessment and treatment of psy-
chological stress that is able to address three critical limitations
of CBT–the therapist is less relevant than the specific protocol
used, the protocol is not customized to the specific character-

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Abstracts from CT15 171

istics of the patient and the focus of the therapy based more on ––––––––––––––––––––––––––––––––––––––––––––––
the top-down model of change (from cognitions to emotions) using Virtual humans to alleviate social anxiety: pre-
than on the bottom-up (from emotions to cognitions). liminary report from a Comparative outcome study

The interreality approach Geneviève Robillarda,1, Stéphane Boucharda, Stéphanie


To reach this goal the project will use the “Interreality” par- Dumoulinaa, Tanya Guitarda, and Évelyne Klingerb
adigm that integrates assessment and treatment within a hy-
brid environment, bridging physical and virtual world. Our a
Université du Québec en Outaouais
claim is that bridging virtual experiences – fully controlled Arts et Métiers ParisTech-LAMPA Angers-Laval
b

by the therapist and used to learn coping skills and emotional


regulation – with real experiences that will allow both the 1
Corresponding author:
identification of any critical stressors and the assessment of Geneviève Robillard
what has been learned. The use of advanced technologies Université du Québec en Outaouais
(virtual worlds, advanced sensors and PDA/mobile phones) 283 boul. Alexandre-Taché, C.P. 1250
is the best way to address the above limitations. succursale Hull, Gatineau, Québec
Canada, J8X 3X7
By creating a bridge between virtual and real worlds, Inter- E-mail: Genevieve.Robillard@uqo.ca
reality allows a full-time closed-loop approach actually miss-
ing in current approaches towards the assessment and abstract
treatment of psychological stress – the assessment is con- Empirical studies have consistently shown the effectiveness
ducted continuously throughout the virtual and real experi- of a multicomponent cognitive behavioral therapy (CBT)
ences. It enables tracking of the individual’s psycho- treatment of social anxiety disorder (SAD). Previous outcome
physiological status over time in the context of a realistic task studies on Virtual Reality (VR) and SAD have focused on
challenge, and the information is constantly used to improve people suffering from fear of public speaking and not full
both the appraisal and the coping skills of the patient: it cre- blown SAD. In this study, 45 adults receiving a DSM-IV-TR
ates a conditioned association between effective performance diagnostic of social anxiety were randomly assigned to tra-
state and task execution behaviors. ditional CBT treatment (with in vivo exposure), CBT-VR
combined treatment, or a waiting list. Results show signifi-
To illustrate the proposed concept, a clinical scenario is also pre- cant reduction of anxiety on all questionnaires as well as sta-
sented and discussed using the participant Rosa, a 55 year old tistically significant interactions between both treatment
nurse, with a mother affected by progressive senile dementia. groups and the waiting list.

references Keywords: Social Anxiety, Virtual Reality, Anxiety


Bisson, J., Andrew, M. Psychological treatment of post-trau-
matic stress disorder (PTSD). (2007) Cochrane Database of introduction
Systematic Reviews, Issue 3. Art. No.: CD003388. DOI: Social anxiety disorder (SAD) is characterized by a marked
and persistent fear of being judged negatively or humiliated
Cohen, S., Janicki-Deverts, D., Miller, G.E. (2007) Psycho- in social or performance situations and leads to avoidance of
logical Stress and Disease, JAMA, 298:1685-1687. social situations (American Psychiatric Association). Accord-
ing to Statistics Canada, SAD affected 750,000 Canadians in
Gorini, A., Gaggioli, A., Vigna, C., Riva, G. (2008). A Second 2002 and its lifetime prevalence is estimated at 13.3%
Life for eHealth: Prospects for the Use of 3-D Virtual Worlds (Kessler et al., 1994). SAD often results in a diminished qual-
in Clinical Psychology. J Med Internet Res, 10 (3), e21. ity of life, considerable emotional suffering, and significant
impairment in personal, occupational and social experiences.
Riva, G. (2009). Interreality: A New Paradigm for E-health.
Stud Health Technol Inform. 2009;144:3-7. Empirical studies over the past 20 years have consistently
shown the effectiveness of a multicomponent cognitive-be-
Thomson, A.B., Page, L.A. (2007). Psychotherapies for havior intervention in the treatment of SAD (Barlow, 2002;
hypochondriasis. Cochrane Database of Systematic Reviews. Stein, 2006; Stangier, Heidenreich, Peitz, Lauterbach, &
Issue 4. Art. No.: CD006520. Clark, 2006; Clark et al., 2006; Hofmann, 2005; Wilson &

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172 Abstracts from CT15

Rapee, 2005.) CBT treatment packages typically include ex- posure were created by E. Klinger in the European VEPSY
posure to the feared situation(s), social skills training and cog- Updated project or by Virtually Better Inc. The hardware used
nitive-restructuring. was a HP xw4600 Workstation Intel® Core™2 Duo CPU
E6850 @ 3.00 GHz, 3.48 GB of RAM, with a NVidia
One significant limitation of the traditional in vivo exposure GeForce 8800 GTX graphic card, running on Windows XP
is the difficulty for the therapist to provide adequate and con- Professional (version 2002). An eMagin z800 3D Visor was
trolled social interactions (e.g., audience to conduct the ex- used as the virtual helmet.
posure, control on people’s reactions, variety of social
situations appropriate for exposure) in order to make progress
in a continuous and non-threatening way for the participant. results
Virtual reality (VR) overcomes many of the shortcomings of This study compared 16 individual therapy sessions of tradi-
in vivo exposure, in addition to providing a treatment that is tional CBT with in vivo exposure, CBT with in virtuo expo-
more readily accepted by clients (Garcia-Palacios, Botella, sure and a waiting list control condition. Results on anxiety
Hoffman, Villa, & Fabregat, 2004; Garcia-Palacio, Hoffman, rated scales and self-report questionnaires showed a signifi-
See, Tsai, & Botella, 2001) and allows the client to interact cant improvement in both treatment conditions comparing
with a phobic scenario in the safety and confidentiality of the the waiting-list (see Table 1). The ANOVAs revealed signif-
office. icant time effects on all measures (p< .001) and no significant
group main effects. Most importantly, statistically significant
Outcome studies for VR and SAD are more recent than those group by time interactions were found, confirming that treat-
on specific phobias, the latter having repeatedly confirmed the ments were superior to the waiting list. Further analyses of
efficacy of in virtuo exposure (Wiederhold & Wiederhold, treatment X contrast interactions revealed that both active
2004). Few studies have been published so far, and mostly treatments were superior to the waiting list. First, for those
concentrating on fear a public speaking, a less severe form of receiving CBT with in vivo exposure, the interactions con-
SAD (North, North, & Coble, 1998). Also, a previous study trasts between traditional CBT and the WL have been found
conducted by Klinger and colleagues (2005) showed a signif- to be significant on the Liebowitz scale (F= -2.53, p<0.05),
icant effect of VR on SAD. Despite the limitations of that early the Social Phobia Scale (F= -3.07, p<0.01), the Appraisal of
study (Klinger et al., 2005), we can safely propose that using Social Concerns (probability F= -2.53, p<0.05; consequence
virtual humans to conduct in virtuo exposure would be a useful F= -2.54, p<0.05), the Fear of Negative Evaluation (F= -2.42,
alternative to traditional CBT in the treatment of SAD. This p<0.05), a Self-efficacy single-item measure (F=2.34,
present study aims to compare very similar CBT treatments p<0.05), the Beck Depression Inventory II (F=-2.97 p<0.01)
that differ only by the use, or absence of, of in virtuo exposure and the Trait-anxiety subscale of the STAI (F= -2.56, p<0.05).
versus a waiting list control condition. Our hypothesis is that Significant interaction contrast were also found for the CBT-
both treatments will be superior to the waiting list. VR Group and WL Group on the Liebowitz Scale (F= -4.06,
p<0.001), the Social Phobia Scale (F= -5.12, p<0.001), the
method Appraisal of Social Concerns (probability F= -3.67, p<0.001;
Forty-five adults (mean age 34.9 years old; 71% female) re- consequence F= -3.38, p=0.001), Fear of Negative Evaluation
ceiving a DSM-IV-TR diagnosis of social anxiety have com- (F= -3.36, p=0.001), the Self-efficacy single-item measure
pleted the study and were randomly assigned to one of these (F= 2.59, p<0.05), the Beck Depression Inventory II (F=-
three conditions – traditional individual CBT treatment (CBT; 3.17, p<0.01) and the Trait-anxiety Inventory (F= -4.44,
n=16), individual CBT combined with in virtuo exposure p<0.001).
(CBT-VR; n=14) and waiting list (WL; n=15). CBT group
and CBT-VR group participants received 16 individual ses- These significant interaction contrasts confirmed our hypoth-
sions of therapy. WL group participants were measured “pre esis that both treatment conditions were superior to the wait-
and post” and, for ethical reasons, were later treated for their ing list. This is the first randomized controlled study that
condition. includes a large sample of people suffering from severe social
anxiety (DSM-IV-TR criteria) using CBT treatment com-
Both treatment groups had individual exposure sessions every bined with in virtuo exposure and compared to a waiting list.
week that were done in various public speaking and social This study is part of a broader project that will determine
situations (virtual or not, depending on the participant group whether the effects of the two treatments are sufficiently sim-
condition). For the CBT-VR group, the software used for ex- ilar to be considered equivalent and exploratory analyses will

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Abstracts from CT15 173

Table 1
Descriptive results and repeated measures ANOVA for pre post data. N = 45
CbT CbT-Vr Wl
mean (sd) – pre/post mean (sd) – pre/post mean (sd) – pre/post interaction f
72.44 (23.91) 82.93 (32.23) 79.60 (25.90)
LSAS 8.40***
50.38 (23.87) 47.50 (17.83) 77.93 (22.23)
30.25 (14.84) 38.29 (16.65) 33.53 (13.40)
SPS 13.31***
20.19 (10.51) 18.07 (10.87) 37.47 (15.28)
46.22 (24.49) 53.39 (16.99) 49.25 (12.89)
ASC-P 7.06**
26.88 (20.24) 23.84 (17.08) 50.24 (14.60)
62.40 (22.42) 70.32 (18.58) 55.15 (18.07)
ASC-C 6.06**
34.92 (24.43) 33.70 (23.63) 53.57 (15.71)
23.69 (6.23) 25.64 (6.13) 24.27 (4.51)
FNE 6.02**
18.50 (7.66) 18.00 (8.21) 24.73 (4.51)
50.31 (20.61) 46.79 (19.48) 42.83 (17.24)
SESM 4.08*
70.63 (14.59) 69.57 (13.25) 46.00 (19.48)
14.19 (12.88) 11.57 (7.35) 12.40 (7.48)
BDI-II 6.30**
7.75 (9.16) 4.07 (4.32) 16.13 (13.33)
49.40 (10.78) 53.71 (9.55) 49.33 (9.19)
STAI-Y2 9.94***
43.33 (10.71) 42.43 (11.22) 50.07 (9.96)

Note. LSAS= Liebowitz Social Anxiety Scale; SPS = Social Phobia Scale; ASC-P=Appraisal of Social Concerns – subscale
probability; ASC-C= Appraisal of Social Concerns – subscale consequence; FNE= Fear of Negative Evaluation; SESM= Self-
efficacy single measure; BDI-II=Beck Depression Inventory II= STAI-Y2= State-Trait Anxiety Inventory – form Y2 (Trait).
*p<0.05; **p<.01, **p<0.001.

assess variables that may contribute to the process of change Garcia-Palacios, A., Botella, C., Hoffman, H.G., Villa, H., &
such as the therapeutic alliance, the sense of presence, im- Fabregat, S. Comparing the acceptance of VR exposure vs. in
mersive tendency and cognitive variables. vivo exposure in a clinical sample. Presented at CyberTherapy
Conference 2004, January 10 – 12, San Diego, CA.
references
American Psychiatric Association, Diagnostic and Statistical Hofmann, S.G.. Perception of control over anxiety mediates
Manual of Mental Disorders Fourth Edition Text Revision. the relation between catastrophic thinking and social anxiety
Washington, DC: American Psychiatric Association, 2000. in social phobia. Behaviour Research and Therapy, 2005,
885-895.
Barlow, D.H. Anxiety and its disorders: the nature and treat-
ment of anxiety and panic 2nd edition. New York: Guilford Kessler, R.C., McGonagle, K.A., Zhao, S., Nelson, C.B.,
Press, 2002. Hughes, M., Eshelman, S., et al. Lifetime and 12-month
prevalence of DSM-III-R psychiatric disorders in the United
Clark, D.M., Ehlers, A., Hackmann, A., McManus, F., Fen- States. Archives of General Psychiatry 51 (1994), 8-19.
nell, M., Grey, N., et al. Cognitive therapy versus exposure
and applied relaxation in social phobia: A randomized con- Klinger, E., Bouchard, S., Légeron, P., Roy, S., Lauer, F.,
trolled trial. Journal of Consulting and Clinical Psychology Chemin, I., Nugues, P. Virtual reality therapy for social pho-
74 (2006), 568-578. bia: A preliminary controlled study. Cyberpsychology and
Behavior 8 (2005), 76-88.
Garcia-Palacio, A., Hoffman, H., See, S., Tsai, A., Botella,
C. Redefining therapeutic success with virtual reality expo- North, M., North, S., Coble, J.R. Virtual reality therapy: An
sure therapy. CyberPsychology and Behavior 4 (2001), effective treatment for the fear of public speaking. Interna-
341-348. tional Journal of Virtual Reality 3 (1998), 2-6.

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174 Abstracts from CT15

Statistics Canada, Enquête sur la santé dans les collectivités Objective: The goal of the current study was to develop and
canadiennes. Santé mentale et bien-être. 82-617-XIF Re- obtain preliminary psychometric data for the objective and
trieved August 25, 2004, from Statistics Canada Website: quantitative measurement of symmetry and arrangement
http://www.statcan.ca/daily/francais/030903/q030903a.htm, symptoms in OCD.
2003 (September).
Method: Twenty-eight normal volunteers were administered
Stangier, U., Heidenreich, T., Peitz, M.,Lauterbach, W., Clark, computer-based assessment tasks with four different condi-
D.M. Cognitive therapy for social phobia: individual versus tions, with or without target and distraction. Primary depend-
group treatment. Behaviour Research and Therapy 41 (2003), ent variables included several indices of time and number of
991–1007. clicks related to arranging behaviors. Construct validity for
the task was examined by comparing the novel behavioral
Stein, M. Evidence-based treatment of anxiety disorders. In- measures with standardized measures such as Symmetry, Or-
ternational Journal of Psychiatry in Clinical Practice 10 dering and Arranging Questionnaire (SOAQ), Obsessive
(2006), 16-21. Compulsive Inventory-Revised (OCI-R), Beck depression
Inventory (BDI), Beck Anxiety Inventory (BAI) and Quality
Wiederhold, B.W., Wiederhold., M.D. Virtual-reality therapy of life scale (QOL)
for anxiety disorders: Advances in evaluation and treatment.
New York: American Psychological Association Press, 2004. Result: We found a significant positive correlation between
behavioral parameters and standardized scales for OCD (total
Wilson, J.K., Rapee, R.M. The interpretation of negative so- time and SOAQ: r2=0.623, P<0.001, total number of clicks
cial events in social phobia: changes during treatment and re- and "ordering" subscore of OCI-R: r2=0.541, P<0.01). There
lationship to outcome. Behaviour Research and Therapy 43 was no significant correlation between behavioral parameters
(2005), 373-389. and other scales measuring constructs less relevant to order-
ing and arranging. A main effect of target only was observed
–––––––––––––––––––––––––––––––––––––––––––––– on behavioral parameters.
development of a Computer based symmetry and
arrangement symptoms measures in Conclusion: This study therefore provides preliminary data
obsessive-Compulsive disorder to support the use of this task as a novel behavioral measure
of compulsive symptoms related to symmetry, ordering and
Daeyoung Roha,1, Kwanguk Kimb, Chan-Hyung Kima arranging.

Department of Psychiatry and Institute of Behavioral


a
Keywords: Symmetry, Ordering,
Science in Medicine, Yonsei University Obsessive-Compulsive Disorder
College of Medicine, Seoul
b
Department of Biomedical Engineering, introduction
Hanyang University, Seoul, Korea Obsessive–compulsive disorder (OCD) is a severe psy-
chiatric disorder associated with considerable impairment.
1
Corresponding author: Although in research settings the diagnosis of OCD can
Daeyoung Roh be reliably obtained using structured clinical interviews in
Department of Psychiatry and Institute of Behavioral private practice and other community-based treatment set-
Science in Medicine tings, the diagnosis is often reached through idiosyncratic
Yonsei University College of Medicine clinical interviews and, at best, self-report inventories.
Seocho2dong, Woosung APT 15-1303, SeochoGu However, this approach is problematic, given that reliance
137-773 Seoul, Korea on one method of assessment (e.g., patient self-report)
E-mail: omydoc@naver.com may inadequately capture clinical phenomena. Further,
such an approach may be associated with poor reliability,
abstract as evaluations may differ across even expert observers. In
Background: Epidemiological studies indicated that compul- light of the need to develop additional assessment meas-
sive ordering and arranging, and a preoccupation with sym- ures for OCD that extend beyond self-report inventories
metry are common presentations of obsessive-compulsive and clinical interviews, Kim et al. (2008) developed a
disorder (OCD). computer-based behavioral assessment of checking be-

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Abstracts from CT15 175

havior in OCD and examine the validity of a novel behav- Table 1


ioral assessment. Correlations between behavioral parameters and other
variables in normal subjects
Given the results of epidemiological data indicating that or-
Total number of
dering and arranging is one of the more common presenta- Variable Total time
clicks
tions of OCD, in adults, and in children, the neglect is
surprising. The purpose of the present study was to develop
SOAQ 0.623† 0.536†
and obtain preliminary psychometric data for a computer-
based behavioral measure of symmetry and arrangement
OCI-R(ordering
symptoms. 0.495* 0.541†
subscore)

methods OCI-R(total score) 0.401 0.541†


The virtual environment, in which subjects were given the
task of rearranging objects on a desk, was designed to elicit
symmetry and arrangement symptoms. The virtual environ- BDI 0.145 0.157
ments and objects were constructed using 3D–MAX (Dis-
creet, USA), and were converted for rendering in the A6 BAI 0.095 0.020
GameStudio Engine (Conitec, Germany). Twenty-eight nor-
mal volunteers were enrolled with four different conditions,
QOL -0.247 -0.347
with or without target and distraction. Primary dependent
variables included several indices of time and number of
*:p<0.05, †:p<0.01
clicks relating to arranging behaviors. Construct validity for
the task was examined by comparing the novel behavioral J.J., Han, K., Kim, I.Y., Kim, C.H. Development of a com-
measures with standardized measures such as SOAQ, Ob- puter-based behavioral assessment of checking behavior in
sessive OCI-R, BDI, BAI and QOL. obsessive-compulsive disorder. Compr Psychiatry 2009;
doi:10.1016/j.comppsych.2008.12.001.
results
There was a significant positive correlation between behav- ––––––––––––––––––––––––––––––––––––––––––––––
ioral parameters and standardized scales for OCD (total time indoor orientation and mobility for
and SOAQ: r2=0.623, P<0.001, total number of clicks and learners Who are blind
"ordering" subscore of OCI-R: r2=0.541, P<0.01). There was
no significant correlation between behavioral parameters and Mauricio Sáenza,1 and Jaime Sáncheza
other scales measuring constructs less relevant to ordering
and arranging (see Table 1). Department of Computer Science, University of Chile
a

There was significant main effect of target only on total time 1


Corresponding author:
(F=22.00, p<0.001) and number of clicks (F=4.66, p<0.05). Mauricio Sáenz
Department of Computer Science
discussion University of Chile
To our knowledge, this is the first study to utilize VR tech- Blanco Encalada 2120
nology in a behavioral measure of symmetry and arrange- Santiago de Chile
ment symptoms in OCD. Construct validity was E-mail: msaenz@dcc.uchile.cl
demonstrated by the significant positive correlations between
task performance and both self-reported measures. Our find- abstract
ings indicate that the behavioral task is capable of measuring This study consisted of designing a mobile technology to
a range of parameters associated with symmetry and arrange- identify the position and orientation of people who are blind
ment symptoms in OCD. in closed environments such as a school, building or home,
and identifying the necessary infrastructure based on criteria
references of usability, reliability and accessibility, in order for PocketPC
Kim, K., Kim, S.I., Cha, K.R., Park, J., Rosenthal, M.Z., Kim, device interface developers to be able to define the technol-

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176 Abstracts from CT15

ogy to be used at an early stage. The technology consisted of usability evaluation of the pyom software
using PocketPC devices with a data collecting application The sample was made up of five users, from Santiago, Chile,
and another application for the representation of space. We with ages between 14 and 34 years old, two women and three
evaluated its usability, accessibility, reliability, efficiency, and men, one totally blind user and four users with very poor vi-
availability. The results of the usability evaluation assured us sion, according to ophthalmologic diagnoses. An engineer
that the interface designed and developed is suitable for users who is an expert in interfaces, as well as a special-education
who are blind, which is reaffirmed through the accessibility teacher specializing in visual disabilities, guided the evalua-
evaluation. The reliability, efficiency and availability evalu- tions. We used three instruments – a PYOM Evaluation
ations of the system show that a user who is blind can use the Questionnaire specially designed for this software which con-
system confidently, because it provides correct information sists of three open questions focusing on the problems directly
for more independent navigation. related to the use of the software, another evaluation ques-
tionnaire with open questions was also used, which contains
Keywords: Orientation & Mobility, People Who are Blind, 10 questions regarding the use of the software and its appli-
Blind Navigation, Indoor Context cability, and finally, for the end-user evaluation, the Software
Usability for Blind Children Questionnaire, designed by
introduction Sanchez (2003), was used.
In this work we present technology for identifying the po-
sition and orientation of a user through the implementation results
of a Pocket PC device. Such technology can be used in The results obtained from the PYOM software evaluation
order to assist users who are blind to achieve autonomy in questionnaire were clear and denoted a lack of information
their navigation through indoor spaces such as corporate from the system. Regarding the problems with position, users
buildings, schools, and residential buildings. pointed out that they needed more details on the room they
were in, or more specific information on their location within
The system is based on the use of WiFi technology together the room. They pointed out that they had better ways of ori-
with a previous representation of the environment, which enting themselves, by means of key places or the clock tech-
admits fewer access points for determining the necessary nique that they already knew through the use of the aGPS
information. To these ends, the system consists of three ap- software.
plications – PYOMDatos, which captures the intensity of
the signal from the required points, PYOMAnalyses, which In the first usability test the results were low compared to ex-
analyzes the data collected and maintains the data organized pected outcome. Of the maximum total of 10 points that each
and structured for its future use, and PYOM, the user ap- category could receive, all were rated in the middle. If we
plication that captures the intensity of the signal from the separate the sample by gender, the females gave a higher
environment and compares the results with those that are evaluation of the software than the men, but the difference is
stored, being able to provide the user with information on not statistically significant. The scores were higher than the
his/her position and orientation, on command. first test, and there was considerable improvement expected
for the changes made to the software based on the results of
The PYOM software, which is the application that the the first evaluation. The final test received a higher evaluation
users who are blind utilized, was designed and developed than the first, but without any statistically significant differ-
with a user-centered methodology, in such a way as to ences.
achieve fast, reliable and usable results. To create this soft-
ware, it was essential to learn end users’ opinions and their Although there were no significant differences in the usability
apprehensions when navigating through unfamiliar envi- evaluations for both tests, including by gender differences,
ronments. In order to gather this information, a focus group the PYOM software was evaluated highly, achieving high re-
was implemented at the beginning of the study including sults in the end-user evaluation guideline and the open ques-
four people who are blind between 19-34 years of age. The tions guideline. The final usability evaluation achieved the
focus group was conducted by two interface experts and highest results of all three aspects evaluated, which were user
one special education teacher specializing in visual disor- satisfaction, control and use and sound quality, which implies
ders. The data and information obtained was used to re- an improvement in the system’s interface both in the way it
design and improve different stages of the interface design presents data and in the data itself. The entire process of the
process. design and development was carried out with a user-centered

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Abstracts from CT15 177

methodology, for which reason the results were usable and


accessible for the end-users. The main application, PYOM,
has a touch screen and audio interface that allows simple ma-
nipulation by users who are blind, which is reflected in the
results of the usability evaluations.

references
Sánchez, J. 2003. End-user and facilitator questionnaire for
Software Usability. Usability evaluation test. University of
Chile, Santiago de Chile.
Figure 1. Model description and results.
–––––––––––––––––––––––––––––––––––––––––––––– friends, maintaining current relationships and exploring new
snss usage among Chinese internet users: friendships. In some countries and areas, Facebook has been
an empirical study one of the most popular SNSs. As SNSs usage will influence
Internet users’ social network, social capital, and even
Junqi Shia,1 and Qikun Niua lifestyle (Ellison, Steinfield, & Lampe, 2007), the usage of
Facebook has attracted researchers’ attentions in recent years.
a
Department of Psychology, Peking University Many findings have been made based on the technology ac-
ceptance model (TAM), which helps our understanding of
1
Corresponding author: SNSs usage (Shin & Kim, 2008).
Junqi Sh
Department of Psychology However, for reasons such as cultural differences and the way
Peking University in which people deal with SNSs, usage might differ between
No.5 Yiheyuan Road Haidian District Eastern countries, such as China, and Western countries, such
Beijing, P.R.China 100871 as the U.S. Therefore, the variables that influence Facebook
E-mail: junqi_shi@pku.edu.cn usage might not play important roles in the Chinese context.
Moreover, in previous studies, results might suffer method-
abstract ological complications as multiple regression has been the key
Renren and Kaixin, which are Chinese versions of “Face- tool in testing the relationship among variables, where statis-
book,” are the main Social Network Sites (SNSs) in China. tical errors may exist when a large number of variables are
Although many researchers have been exploring SNSs usage taken into account at the same time. Overall, our contributions
and have gained rich results, there are limited studies for the in this present study include testing what variables might de-
understanding of SNSs usage in China. In this present study, termine Chinese Internet users’ SNSs use intensity based on
with 777 Chinese participants, we test variables influencing TAM and using structural equation modeling instead of mul-
Chinese SNSs usage based on the technology acceptance tiple regression as a methodological improvement.
model (TAM). Using structural equation modeling tech-
niques, the empirical results confirm that the perceived ease methods
of use significantly determines the perceived usefulness, With the help of 777 participants, we tested a model based
which in turn influences SNSs usage. Meanwhile, Internet on TAM among Chinese Internet users. All the variables were
self-efficacy could affect perceived ease of use and further edited from former research in this field, and structural equa-
determine SNSs usage indirectly. Overall, our results could tion modeling was used to test the pathway relationship be-
be used to describe and predict SNSs usage among Chinese tween the variables in our proposed model.
Internet users.
results
Keywords: Social Network Sites (SNSs), Technology Ac- In short, our results are depicted in Figure 1. All the relation-
ceptance Model (TAM), Internet ships directly and indirectly are significant (dotted lines indi-
cate indirect effects), indicating our proposed model is
introduction well-tested.
Social Network Sites (SNSs) have been a hot topic in recent
years, as more and more Internet users are using these new Conclusion
tools to communicate, such as keeping contact with their old As described above, perceived ease of use might determine

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178 Abstracts from CT15

perceived usefulness, which in turn influences SNSs usage. of Training Effectiveness Evaluation. Results from the eval-
Internet self-efficacy affects perceived ease of use directly, uation are discussed.
and influences SNSs usage indirectly.
Keywords: Game-based Simulation, Training Effectiveness
references Evaluation, Kirkpatrick’s Model, Medical Skills Training,
Ellison, N.B., Steinfield, C., & Lampe, C. The benefits of Trauma Care Training
facebook “friends”: Social capital and college students’ use
of online social network sites, Journal of Computer-Mediated introduction
Communication 12 (2007), 1143–1168. Tactical Combat Casualty Care (TCCC) is the pre-hospital
care rendered to a casualty at the point of injury in the battle-
Shin, D. & Kim, W., Applying the technology acceptance field (Center for Army Lessons Learned, 2006). TCCC prin-
model and flow theory to Cyworld user behavior: Implication ciples have proven highly effective and are a major reason
of the Web2.0 user acceptance, Cyber Psychology & Behav- why combat deaths in Operation Iraqi Freedom and Opera-
ior 11 (2008), 378–382. tion Enduring Freedom are lower compared to other conflicts
in the history of the U.S. (Parsons, 2005). Providing the right
–––––––––––––––––––––––––––––––––––––––––––––– tools and training to Combat Medics assist in achieving the
Teaching Tactical Combat Casualty Care using the ultimate goal of reducing mortality rate in the combat envi-
TC3 sim game-based simulation: a study to measure ronment. Current tools and methods used for initial skills and
Training effectiveness sustainment training of combat medics throughout the Army
can be improved. New technologies are needed to provide
Teresita M. Sotomayora,1 medics with greater opportunities to develop and test their
decision making and technical medical skills in multiple and
U.S. Army Research Development and Engineering
a
relevant training scenarios (Fowler, Smith, & Litteral, 2005).
Command Simulation and Training Technology Center, The U.S. Army Research Development and Engineering
Orlando, Florida, U.S.A. Command, Simulation and Training Technology Center
(RDECOM-STTC) developed the 68W Tactical Combat Ca-
1
Corresponding author: sualty Care Simulation (TC3 Sim) for the U.S. Army Medical
Teresita M. Sotomayor Department (AMEDD) Center & School at Fort Sam Hous-
U.S. Army Research Development and Engineering ton. The Army is considering the use of the TC3 Sim game
Command Simulation and Training Technology Center as a tool to improve the training of individual soldiers as well
12423 Research Parkway as improve the readiness of combat medics. The potential of
Orlando, FL, 32826 using games to encourage learning has been the focus of
U.S.A. many published studies. In fact, for several decades, the ben-
E-mail: Teresita.Sotomayor@us.army.mil efits of games have been debated (Clark, 1983; Kozma,
1994). Claims that games can increase the motivation and in-
abstract terest of trainees, and improvement of learning and improve-
The effectiveness of games as instructional tools has been de- ment of attitudes towards a particular subject matter are
bated over the past several decades. This is due to the lack addressed in this research. Several authors (Bredemeier &
of empirical data to support such claims. The U.S. Army de- Greenblat, 1981; Dorn, 1989; Greenblat, 1973; Leemkuil,
veloped a game-based simulation to support Tactical Combat Jong, & Ootes, 2007; Mitchell & Savill-Smith, 2007; Randel,
Casualty Care (TCCC) Training. The TC3 game-based sim- Morris, Wetzel, & Whitehill, 1992; Whitley & Faria, 1989)
ulation is a first person game that allows a Soldier to play the have presented extensive reviews of the literature trying to
role of a combat medic during an infantry squad mission in provide a better understanding of those claims in terms of
an urban environment. This research documents results from available empirical data. Recently, Hays (2005; 2007) and
a training effectiveness evaluation conducted at the Depart- Wiebenga (2005) updated those findings with more recent
ment of Combat Medic Training (Ft. Sam Houston) in an ef- data. Both agreed that little attempt is being made to conduct
fort to explore the capability of the game-based simulation empirical research regarding the effectiveness of games in
as a potential tool to support the TCCC program of instruc- training resulting in a critical gap between theory and practice
tion. Reaction to training, as well as acquisition of knowledge that needs to be addressed. This research evaluated the effec-
and transfer of skills, was explored using Kirkpatrick’s Model tiveness of the TC3 Sim as an instructional game developed

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Abstracts from CT15 179

to teach the concepts of tactical combat casualty care. Ex- Trainee post-training reaction
periments were conducted to evaluate the training effective- Medic trainees rated training as “Very Good” regardless of
ness of this tool in supporting the 68W10 Healthcare the training condition received. They also agreed that the
Specialist Course program of instruction (POI). Evaluation training objectives were met during training and that the tech-
of the game was performed utilizing the Kirkpatrick Model nology should be incorporated into the program of instruc-
for evaluating training effectiveness. tion. They all agreed that the technology was easy to use
regardless of training media.
methodology
In order to assess the effectiveness of the TC3 game-based Knowledge acquisition
simulation in supporting the learning of tactical combat ca- Acquisition of knowledge occurred for all participants and
sualty care principles, three levels of Kirkpatrick’s Model pre-post test gain scores for the interactive TCCC interactive
were evaluated – User Reaction (Level 1), Skills Acquisition courseware and TC3 Sim game-based simulation experimen-
(Level 2), and Skills Transfer (Level III). The study was con- tal conditions were found to be better than the pre-post test
ducted at AMEDD, Fort Sam Houston, Texas. The experi- gain scores achieved by participants in the multimedia TCCC
mental group consisted of 180 Soldiers participating in the PowerPoint group.
TCCC program of instruction at the U.S. Army Medical De-
partment Center and School, Department of Combat Medic skill Transfer
Training. Three defined media sets were available for in- Participants that received TCCC interactive courseware train-
struction of TCCC principles – Multimedia, Interactive and ing and TC3 Sim game-based simulation scored higher in the
Experiential. The multimedia consisted of PowerPoint-based transfer task (paper and pencil scenario exercise) than partic-
training on three areas of TCCC – Hemorrhage Control, Air- ipants in the TCCC PowerPoint group.
way Management, and Breathing. The interactive set con-
sisted of TCCC computer-based courseware on the same discussion and Conclusions
three areas with a variety of interactive presentation methods There has been an increasing trend advocating gaming
with immediate feedback and remediation. The experiential technologies to support training in recent years. This re-
set consisted of self-served computer-based courseware with search focused on a particular instructional game devel-
the TC3 Sim game-based simulation. The TC3 Sim is a first oped to support training of combat medics in the principles
person game where the trainee plays the role of a 68W Com- of tactical combat casualty care. The reaction to training
bat Medic assigned to a squad conducting surveillance in a using a game to augment traditional training was explored,
Middle Eastern urban environment. The main goal of the as well as knowledge acquisition and skill transfer. Results
game is for the Soldier to stay safe, prioritize treatment and from the study suggest that games that have been devel-
treat casualties. Participation in the study was voluntary and oped to support specific learning objectives could augment
was conducted over a period of three months. Participants current content training delivery mechanisms. Games ap-
were randomly assigned to one of the three training condi- peal to the younger generation that has been exposed to
tions – TCCC PowerPoint Training, TCCC Interactive their use since an early age. Motivation is a large factor
Courseware, and TCCC Interactive Courseware and TC3Sim observed within the training audience. One area that was
game-based simulation. Reaction data was obtained via ques- not addressed in this study is to evaluate how effective it
tionnaires, knowledge acquisition was measured using pre- would be to incorporate the game component in a particular
post tests and transfer of skills was assessed with a paper and program of instruction. Future research should also ex-
pencil scenario exercise. plore whether or not trainees would use the game as a tool
to improve critical thinking skills after training hours dur-
results ing down time. Finally, it would be of benefit to conduct
The research described focused on assessing three different longitudinal studies to explore the impact of game-based
training conditions to train combat medics three areas of training on performance and retention of learning objec-
TCCC principles. One of those conditions involved the use tives and skills.
of a game-based simulation as a tool to augment more tradi-
tional content training. An experiment was designed that en- references
abled to discern statistical differences in effectiveness Bredemeier, M.E. & Greenblat, C.S. (1981). The educational
between treatments at α = 0.05 and β = 0.20. Statistically sig- effectiveness of simulation games. Simulation & Games,
nificant findings were the following: 12(3)(1981), 307-332.

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180 Abstracts from CT15

Center for Army Lessons Learned (CALL). Handbook 06- Wiebenga, S.R., Guidelines for selecting, using, and evalu-
18 tactical combat casualty care handbook. (2006) Retrieved ating games in corporate training. Performance Improvement
May 30, 2006, from https://call2.army.mil/products/hand- Quarterly(2005), 18 (4), 19-36.
books/asp/06-18/fwd.asp.
––––––––––––––––––––––––––––––––––––––––––––––
Clark, R.E., Reconsidering research on learning from media. studying Warfighters with…more than surveys
Review of Educational Research, 53(4) (1983), 445-459.
Melba C. Stetza,1, Raymond A. Folena
Dorn, D.S., Simulation games: One more tool on the peda- and Richard I. Riesa
gogical shelf. Teaching Sociology, 17(1989), 1-18.
Department of Psychology, Tripler Army Medical
a

Fowler, S., Smith, B., & Litteral, D.J., A TC3 game-based Center, Honolulu, Hawaii, U.S.A.
simulation for combat medic training. Proceedings of the In-
terservice/Industry Training, Simulation and Education Con- 1
Corresponding author:
ference (I/ITSEC) (2005), Orlando, FL. Melba C. Stetz
Department of Psychology
Greenblat , C.S., Teaching with simulation game: A review of 1 Jarrett White Rd
claims and evidence. Teaching Sociology, 1(1)(1973), 62-83. Honolulu, Hawaii 96819
U.S.A
Hays, R.T., The effectiveness of instructional games: A liter- E-mail: Melba.Stetz@us.army.mil
ature review and discussion (Tech. Rep. No. 2005-004)
(2005) Orlando, FL: Naval Air Warfare Center Training Sys- abstract
tems Division. Abstract. Warfighters keep coming back from theater with
combat stress. The typical means of assessing their problems
Hays, R.T., Instructional Gaming Handbook: How to select involves the use of paper-and-pencil surveys. This is the case
and Use Instructional Games(2007). Technical Report Naval despite indications that new recruits gravitate toward tech-
Air Warfare Center Training Systems Division, Orlando, FL. nology. The purpose of this symposium is to share some of
the experiences encountered in studying warfighters with vir-
Kozma, R., Will media influence learning: Reframing the de- tual reality.
bate. Educational Technology Research and Development,
42(2)(1994), 7-19. Keywords: Warfighters, Combat Stress,
Virtual Reality, Technology
Leemkuil, H., de Jong, T., & Ootes, S., Review of educational
use of games and simulations(2000).Retrieved July 15, 2007, problem
from http://kits.edte.utwente.nl/documents/D1.pdf. Despite applications of best practices, many warfighters still
return from theater with combat stress symptoms (Hoge,
Mitchell, A., & Savill-Smith, C., The use of computer and Auchterloni, Milliken, 2006). Also, new recruits seem to
video games for learning (2004). Retrieved June 7, 2007, gravitate towards varied forms of technology as a part of their
from http://www.lsda.org.uk/files/pdf/1529.pdf. lifestyles (Headquarters Department of the Army, 2009).
Therefore, researchers and clinicians should incorporate tech-
Parsons, D.L., Pre-hospital care in the U.S. Army. Military nology in sessions with warfighters.
Medica/CBRNl Technology(2005), 9, 37-38.
non-technological studies
Randel, J.M., Morris, B.A., Wetzel, C.D., & Whitehill, B.V., The One way to study military stress is by obtaining archival in-
effectiveness of games for educational purposes: A review of re- formation. In a study on 5,671 records of warfighters that had
cent research. Simulation & Gaming, 23(3) (1992), 261-276. been removed from the battle-zone, behavioral health prob-
lems accounted for about 7% of all cases (Stetz, McDonald,
Whitley, T.R. & Faria, A. J., A study of the relationship be- Lukey, Gifford, 2005). In another study Stetz (author) admin-
tween student final exam performance and simulation game istered surveys to aviators (n = 283) in order to learn about
participation. Simulation & Games, 20(1) (1989), 44-64. their main stressors and coping strategies (Stetz et al., 2009).

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Abstracts from CT15 181

Main stressors ranged from difficulty sleeping (21%) to an- study was that it took place in a location requiring excessive
hedonia (12%). Some of their coping strategies were going travel time to the data collection site. Also, the VR and
to the gym (66%), watching movies (62%), and playing com- biofeedback systems suffered excessive handling, leading to
puter games (39%). Both of these studies were relatively easy equipment breakdown.
to run.
Conclusion
The gaming warfighter VR is a very useful tool for studying and treating
Virtual Reality (VR) can be seen by the new warfighters as warfighters.
congruent to their immersive “gaming” activities, since it typ-
ically involves a game pad and a computer screen. A benefit references
of VR is that stressors can be systematically added and mon- Folen, R.A., Miyahira, S. & Stetz, M. C. Immersive
itored to virtual environments in sessions. Additionally, this Panoramic Video Display Compared to Flat Screen Display:
approach can easily be complemented by paper-and- Psychological and Physiological Reactions to Anger Stimuli.
pencil/computerized surveys and physiological measurement 14th Annual CyberTherapy and CyberPsychology Confer-
equipment (e.g., biofeedback). ence, Lago Maggiore, Verbania-Intra, Italy, June 2009.

Tools and results Headquarters Department of the Army. Field Manual 7.0
Wiederhold and others have reported success when applying “Training for Full Spectrum operations” (2009).49.
VR to mitigate the negative effects of combat stress (Wieder-
hold, Bullinger, & Wiederhold, 2006). Similarly, Stetz, Hoge, C.W., Auchterloni, J.L., Milliken, C.S. Mental health
Long, Wiederhold, and Turner (2008) examined the useful- problems, use of mental health services, and attrition from
ness of VR technology with a sample of medics (n = 60). military service after returning from deployment to Iraq or
This study examined the emotional levels of participants Afghanistan. Journal of the American Medical Association
who were in a group to either practice combat medical skills 2006; 295:1023–32.
(VR-only) under virtual stress, practice relaxation techniques
in a virtual environment (VR-coping), or both (VR-both). Stetz, M.C., McDonald, J.J., Lukey, B.J., & Gifford, R.K.,
The VR-only group showed higher levels of hostility than (2005). Psychiatric Diagnoses as a Cause of Medical Evac-
the rest of the groups, suggesting immersion and possibilities uation. Aviation, Space, and Environmental Medicine, 76 (7),
for ongoing inoculation in a VR world. One of the challenges C15-20.
faced during this study was that the sample was composed
of medics attending a “Flight Medic” course with tight Stetz, M.C., Long, C. P., Wiederhold, B. K., & Turner, D. D.
schedules. This course is physically and academically rig- (2008). Combat Scenarios and Relaxation Training to Harden
orous and data collection had to take place during limited Medics Against Stress. Journal of CyberTherapy & Rehabil-
work-free time. itation, 239-246.

During another VR study, preliminary data suggested that Stetz M.C., Bouchard, S., Wiederhold, B.K., & Folen, R.A.
participants (n = 30) watching videos of angry bosses yelling The Receptiveness of Stress Management Techniques by
at them while wearing head mounted displays showed higher Military Personnel. 14th Annual CyberTherapy and Cy-
levels of presence/immersion and emotional reactivity to berPsychology Conference, Lago Maggiore, Verbania-Intra,
anger than those watching the videos via a flat screen (n = Italy, June 2009.
30) (Folen, Miyahira, & Stetz, 2009). A challenge faced dur-
ing this study protocol was that it was written a few years Stetz, M.C., Ganz, M., Jenkins, C.M., et al. Stressors and cop-
prior to data gathering. Therefore, hardware and software had ing choices while in Operation Iraqi Freedom. Hawaii Psy-
to be upgraded and modifications submitted for more review chological Association (HPA), Honolulu, Hawaii., Nov. 9–10,
approvals. 2009.

More recently, Stetz, Bouchard, Wiederhold, and Folen Wiederhold, B.K., Bullinger, A.H., Wiederhold, M.D., (2006)
(2009) reported that individuals who practiced relaxation via Advanced technologies in military medicine. Novel ap-
VR scenarios (n = 29 out of 30) would probably continue proaches to the diagnosis and treatment of posttraumatic
practicing on their own after the study. A problem during this stress disorder. Amsterdam: IOS Press, pp. 148–60.

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182 Abstracts from CT15

–––––––––––––––––––––––––––––––––––––––––––––– novelty/discussion
Virtual/real Transfer of spatial learning: impact of The study of virtual/real transfer allows to determine optimi-
activity according to the retention delay sation situations for spatial learning and to propose recom-
mendations for constructing cognitive rehabilitation
Grégory Walleta.1, Hélène Sauzéona, Jérôme Rodriguesa programmes. Several factors can have an influence on the
and Bernard N’Kaouaa transfer of knowledge. In this experiment, we tested the in-
fluence of retention delay and mode of navigation.
a
Laboratoire Cognition et Facteurs humains,
Université Victor Segalen Bordeaux II Retention delay is seldom studied within the framework of
spatial cognition in VE. The results obtained by Witmer et al.
1
Corresponding author: (2002) indicate that spatial knowledge is mostly still present
Grégory Wallet one week after learning. Richards et al. (2003) showed that
Laboratoire Cognition et Facteurs humains (EA-487) configuration knowledge of a VE can be retained for a period
Université Victor Segalen Bordeaux II of one month. These authors stated that they tested configu-
146 rue Léo-Saignat - 33076 rational knowledge by asking their subjects to remember the
Bordeaux Cedex, France spatial relationships between different places in the VE.
E-mail: gregwallet@free.fr
Our results concerning the retention delay agree with those
abstract obtained by the few studies conducted on this factor. Indeed,
Within the framework of cognitive rehabilitation using virtual we show that the transfer is just as efficient after 48 hours of
reality (VR), one of the major challenges is to study before- retention. Performances are even improved by this delay for
hand the effectiveness of the virtual-real transfer of learning the sketch task. Furthermore, active navigation is just as ef-
and to define cognitive aids. The aim of this experiment was ficient at 48 hours as in immediate recall, and it is particularly
to verify if, after learning spatial knowledge (i.e., a route) in beneficial to the reproduction of the route in reality.
VR, performances can be transferred to reality, then main-
tained in real time, and improved with the aid of an active These results are important in the field of cognitive rehabili-
navigation (i.e., using a joystick). tation for spatial problems in VR. They show that spatial
knowledge can be transferred 48 hours after learning and that
Sixty student volunteers from the University of Bordeaux 2 active navigation might allow to optimise repercussions on
(30 men and 30 women) participated in the experiment. The daily living activities.
virtual environment (VE) used for learning was a replica of
an area of Bordeaux. The factors tested were the retention references
delay (Immediate vs. 48 hours) and the type of navigation Richards, J., Oman, C., Shebilske, W., Beall, A., Liu A., and
(passive vs. active) using three recall tasks: wayfinding (i.e., Natapoff, A., Training, transfer, and retention of three-dimen-
a reproduction of the route in reality in order to study the vir- sional spatial memory in virtual environments. Journal of
tual-real transfer), freehand sketch (i.e., drawing a map of the Vestibular Research 12(5-6) (2003), 223-238.
route) and photograph classification (i.e., putting photographs
of places in chronological order). Witmer, B.G., Sadowski, W.J. and Finkelstein, N., VE-Based
Training Strategies for Acquiring Survey Knowledge. Pres-
Our results on the wayfinding task showed that the virtual- ence: Teleoperators and Virtual Environments, 11(1) (2002),
real transfer was as efficient 48 hours later as it was in im- 1-18.
mediate recall. For the "sketch" task, the use of spatial
knowledge was even better when delayed by 48 hours. Fi- ––––––––––––––––––––––––––––––––––––––––––––––
nally, for the "classification" task, the performances were sim- Cost benefits of Virtual reality exposure Therapy with
ilar regardless of the delay. Furthermore, active navigation arousal Control for the Treatment of Combat related
allowed performances to be optimised when reproducing the post Traumatic stress disorder: revisited
route in reality (i.e., in the wayfinding task).
Dennis Patrick Wooda,1, Jennifer Webb-Murphyb, Robert
Keywords: Virtual Reality, Spatial Cognition, Knowledge L. McLayc, James A. Spiraa, Scott Johnstonb,c,
Transfer, Exploration Mode, Retention Delay, Recall Tasks Jeff M. Pyned, and Brenda K. Wiederholda

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Abstracts from CT15 183

a
Virtual Reality Medical Center, San Diego, CA U.S. service members who need treatment for combat-related
b
Naval Center for Combat and Operational Stress Con- PTSD or depression seek such treatment and only slightly
trol, Naval Medical Center San Diego, San Diego, CA more than half who receive treatment receive minimally ad-
c
Mental Health Directorate, Naval Medical Center San equate care (Tanielian & Jaycox, 2008). Further, improving
Diego, San Diego, CA access to high-quality care has been identified as cost-effec-
d
Center for Mental Healthcare Outcomes Research, tive and can result in increased recovery rates (Tanielian &
Central Arkansas Veterans Healthcare System, Jaycox, 2008). Traditional treatments for combat-related
North Little Rock, AR PTSD have resulted in recovery rates from 37-54% for all
those who entered or completed treatment (Bradley, Green,
1
Corresponding author: Dutra, & Westen, 2005; Milliken, Auchterlonie, & Hoge,
Dennis Patrick Wood 2007). Conversely, for those warriors who have completed
Virtual Reality Medical Center Virtual Reality Exposure Therapy with Arousal Control
6155 Cornerstone Ct. E., Ste. 210 (VRET-AC), 70-90% have experienced significant reduc-
San Diego, CA 92121 tions in PTSD symptoms (Wood et al., 2009; McLay et al.,
U.S.A. 2009).
E-mail: dpwcapt@aol.com
methods
abstract Utilizing the effectiveness of traditional psychotherapy to
Important challenges confronting Department of Defense treat PTSD versus the effectiveness of VRET-AC, this pres-
(DOD)/military medical care are those of maintaining or in- entation will describe the estimated cost benefits of tradi-
creasing quality of care and increasing the effectiveness of tional psychotherapy as compared to VRET-AC with Navy
treatments for warriors diagnosed with Posttraumatic Stress and Marine Corps participants diagnosed with combat related
Disorder (PTSD) secondary to their combat deployments to PTSD.
Iraq or Afghanistan. One easily measured indicator of out-
patient mental health efficiency is the cost savings of reduced results
training costs for replacing that Sailor, Marine, Soldier or Recently, 22 participants who had been diagnosed with PTSD
Guardsman who, without effective out-patient mental health following their combat deployments completed VRET-AC.
treatment for PTSD, would have been medically discharged Due to VRET-AC, the 22 participants experienced a signifi-
from active duty. Traditional PTSD therapy has been re- cant reduction in their PTSD symptoms. The training cost-
ported as being effective with 37-54% of those treated. Vir- savings of VRET-AC was calculated and compared with the
tual Reality Exposure Therapy with Arousal Control cost-savings of traditional treatments for PTSD.
(VRET-AC) has demonstrated a treatment effectiveness rate
between 70% and 90% for warriors diagnosed with PTSD. Conclusions
The cost-effectiveness of VRET-AC versus traditional treat- VRET-AC is a therapeutically effective exposure therapy and
ment for combat -related PTSD will be discussed. a cost effective therapy to use with military personnel diag-
nosed with combat-related PTSD.
Keywords: Virtual Reality Exposure Therapy with Arousal
Control (VRET-AC), Operation Enduring Freedom (OEF), references
Operation Iraqi Freedom (OIF), Posttraumatic Stress Disor- Arthur, D.C., MacDermid, S., Kiley, K.C. The achievable
der (PTSD), Naval Medical Center San Diego (NMCSD), vision: report of the Department of Defense Task Force on
Naval Hospital Camp Pendleton (NHCP) Mental Health, June 2007. Defense Health Board, Falls
Church, VA.
introduction
A Department of Defense (DOD) Task Force report con- Bradley, R., Green, J., Dutra, L., Westen, D. A multidimen-
cluded that 11-25% of Operation Iraqi Freedom (OIF) and/or sional meta-analysis of psychotherapy for PTSD. American
Operation Enduring Freedom (OEF) veterans have been di- Journal of Psychiatry 2005; 162: 214 – 227.
agnosed with Posttraumatic Stress Disorder (PTSD) and this
report recommended that DOD should aggressively develop McLay, R.N., Wood, D.P., Webb-Murphy, J.A., Spira, J.L.,
effective PTSD treatment programs (Arthur, MacDermid, & Wiederhold, M.D., et al. A randomized, controlled trial of
Kiley, 2007). A RAND study concluded that half of those virtual reality exposure therapy with arousal control for post

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184 Abstracts from CT15

traumatic stress disorder in active duty service members with abstract


combat-related PTSD. Journal of the American Medical As- Recent research presents Augmented Reality Exposure Ther-
sociation, 2009 (submitted for consideration for publication). apy (ARET) for treatment of phobia of cockroaches as a po-
tentially effective technique. However, to the authors’
Milliken, C.S., Auchterlonie, J.L., Hoge, C.W. Longitudinal knowledge no studies have been published concerning the
assessment of mental health problems among active and re- Human-Computer-Interaction issues of such a system. The
serve component soldiers return from the Iraq war. The Jour- aim of this paper is to report some preliminary data on ARET
nal of the American Medical Association 2007; 298 (18): activity. The results show that the therapeutic process is dis-
2141 – 2148. tributed between individuals, consisting of the patient and
therapist, and artifacts, for example the AR cockroaches, a
Tanielian, T. and Jaycox, L.H., Editors. Invisible wounds of computer screen, a Head Mounted Display (HMD), a key-
war: Psychological and cognitive injuries, their conse- board, a swatter, and therapists’ notes on paper. The results
quences, and services to assist recovery, Rand Corporation are discussed in terms of possible improvement of the ARET
Monographs, 2008. system.

Wood, D.P., Murphy, J.A., Center, K.C., Johnston, S.L., Keywords: Augmented Reality Exposure Therapy,
McLay, R., Spira, J.L., Koffman, R., Wiederhold, B.K. Ef- HCI, Distributed Cognition
fectiveness of virtual reality graded exposure therapy with
physiological monitoring for combat related post traumatic introduction
stress disorder. Presented during Medicine Meets virtual Re- In vivo exposure therapy is considered to be standard therapy
ality 17 Conference, Long Beach, CA, January 2009. for specific phobias (Emmelkamp, 2004), however, other ef-
fective therapies such as Augmented Reality Exposure Ther-
–––––––––––––––––––––––––––––––––––––––––––––– apy (ARET) can also be used. Although some preliminary
analysis of distributed-Collaborative activity during studies have been performed on the ARET in order to show
augmented reality exposure Therapy for its clinical effectiveness such as the work done by Botella and
Cockroach phobia colleagues (2005), to the authors’ knowledge, no studies of
Human Computer Interaction (HCI) issues have been pub-
Maja Wrzesiena,1, Jean-Marie Burkhardtb, lished. There are several reasons that justify research on HCI
Mariano Alcañiz Rayaad, Cristina Botellac,d, in the ARET field. First, little is known about HCI in this field.
and Juana Maria Bretón Lópezc Second, a multidisciplinary analysis framework is needed in
order to fully understand the therapeutic context and third,
a
Instituto Interuniversitario de Investigación en Bioinge- the interpretation of the therapeutic activity in terms of col-
niería y Tecnología Orientada al Ser Humano, Universi- laboration should be addressed since the relationship between
dad Politécnica de Valencia, Valencia, España the patient and the therapist is defined in these terms.
b
Paris Descartes University, Laboratoire Adaptation Tra-
vail Individu, Paris, France The aim of this paper is to report some pilot data on how the
c
Departamento de Psicologia Basica y patient, the AR system, and the therapist collaborate together
Psicobiologia (UJI) during ARET for cockroach phobia, and how the design of
d
CIBER Fisiopatología Obesidad y Nutrición (CB06/03) ARET effectively supports such mixed (both mediated and
Instituto Carlos III direct) collaborative interactions.

1
Corresponding author: method
Maja Wrzesien The analysis was based on the Distributed Cognition (DCog)
Instituto Interuniversitario de Investigación en Bioinge- framework (Hutchins, 1995). Two different therapists per-
niería y Tecnología Orientada al Ser Humano formed a single therapeutic session. In order to preserve the
Universidad Politécnica de Valencia patients’ privacy, the data were recorded and analyzed
Camino de Vera s/n (viewed and coded) afterward.
46022 Valencia
Spain results
E-mail: mwrzesien@labhuman.i3bh.es The results show that the therapeutic process is distributed

JCR
Abstracts from CT15 185

tidisciplinary perspective. The analysis allowed us to propose


the following improvements – a more structured and concep-
tually easy to remember set-up of the functions on the key-
board and improved spacial set-up of the individuals and the
artifacts in order to diminish the therapists’ discomfort. Fi-
nally, the presence of a patients’ instantaneous fear led us to
conclude that the AR cockroaches produce true tension and
anxiety in patients just as real cockroaches do. The DCog
seems to be a valuable framework. This holistic design ap-
proach, which does not give preferential treatment to any of
the actors or artifacts, can offer a great contribution to the im-
provement of ARET activity.

references
Figure 1. The distributed therapeutic process. Botella, C., Juan, C., Baños, R.M., Alcañiz, M., et al., Mixing
Realities? An application of Augmented Reality for the treat-
between individuals and artifacts (Figure 1). The results also ment of cockroach phobia. CyberPsychology and Behavior
show an existence of a consistent therapeutic pattern that cor- 8, 2 (2005), 161-171.
responds to the therapeutic treatment protocol, and a frequent
presence of a patients’ instantaneous fear. The researchers ob- Emmelkamp, P.M.G., The treatment of phobic disorders: Is
served as well that the therapists often hesitated before choos- exposure still the treatment of choice? Evidence and experi-
ing a function to apply on the keyboard. ence in psychiatry7 (2004), 220-223.

discussion and conclusions Hutchins, E., Cognition in the wild, MIT Press, Cambridge
The DCog allows ARET activity to be presented from a mul- Massachusetts, 1995.

JCR
Volume 13, Number 1 t Februar y 2010 t 1SSN: 2152-2715

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Special Issue on
Posttraumatic Stress Disorder
Lessons Learned from VR Sessions with
Warriors with Combat-Related PTSD
NOW AVAILABLE ONLINE! Behavioral Treatment of Earthquake
Special Issue on PTSD Survivors

visit www.liebertpub.com/cpb PTSD Due to Motor Vehicle Accident


to download this issue for FREE! Therapeutic Alliance in Telepsychotherapy
Virtual Reality in Iraq
And More...
187

posTer presenTaTion absTraCTs

–––––––––––––––––––––––––––––––––––––––––––––– of danger and vulnerability. According to the World Health


Virtual reality environments to Treat pTsd for Organization (WHO) (2002), violence has important im-
Criminal Violence Victims plications – both psychologically and physically, such as
depression, alcohol use and substance abuse. The most im-
Georgina Cárdenas-Lópeza,1 and Anabel De La Rosaa portant psychological difficulties experienced by victims,
are related to posttraumatic stress disorder (PTSD).
National Autonomous University of Mexico,
a

Ciudad de México, Mexico In Mexico, according to data reported by the National Sur-
vey on Insecurity (2007), 11% (6,800 / per 100 thousand
1
Corresponding author: inhabitants) of the population over 18 years old of age was
Georgina Cárdenas López the victim of a crime. Of these cases, one in four exhibited
Universidad Nacional Autónoma de México PTSD symptoms. Contemplating this background, it is
Facultad de Psicología important to note the great impact of violence on mental
Laboratorio de Enseñanza Virtual y Ciberpsicología health. PTSD requires attention because who sufferers of
Ciudad de México this disorder experience elevated degrees of anxiety, fear
Mexico and avoidance, which could be presented in different ways
E-mail: mgcl@servidor.unam.mx that interfere in personal development and everyday life
of these patients. For this reason, this paper contemplates
abstract a treatment using Virtual Reality (VR), because it can help
Criminal violence has been linked to mental health prob- overcome some of the limitations of traditional therapy
lems such as depression and substance use and abuse. using exposure. It could simulate the traumatic event with
However, one of most important psychological problems a high degree of realism and thus help patients, regardless
linked with victims of violence is posttraumatic stress dis- of their ability to imagine the situation. This innovative
order (PSTD). In Mexico, according to the ENSI-5 in treatment has many benefits such as simple procedures.
2008, 11% (6,800/for each 100 thousands of habitants) of Recent studies reported effectiveness of VR in treating
the population over 18 years of age experienced a crime. anxiety disorders, eating disorders, addictions, pain man-
One in four victims of violence develops PSTD symp- agement, palliative care and rehabilitation (Rizzo, 2006).
toms. Due to this socially relevant problem and based on The present paper expounds on the framework and offers
efficacy treatments, it is important to design treatments in- a preliminary description of virtual scenarios to develop a
volving the use of Virtual Reality (VR), because it can treatment program to help people overcome stressful and
help overcome some of the limitations of traditional ther- disturbing traumatic events.
apy using exposure. The present paper expounds on the
framework and preliminary description of four virtual en- Virtual environments: design and development
vironments developed for treatment programs for social The current study is arranged in two phases. The first
violence victims suffering from PTSD. phase consists of the development of four virtual environ-
ments related to traumatic events for exposure treatment
Keywords: Virtual Reality, PSTD Treatment, Criminal of PTSD, such as a streets of Mexico City scenario (Fig.
Violence, Kidnapping, Assault 1), which includes a pedestrian bridge (Fig. 2), a vehicle
(taxi / wagon) (Fig. 3), and a kidnapping room (Fig. 4),
introduction with the aim of exposing the patient to the memories of
Violence is an issue of great importance for the general the trauma. The second phase will address the clinical va-
population, due to resulting health and economic implica- lidity of VR exposure treatment for victims of criminal vi-
tions. Assaults in the public streets create an atmosphere olence suffering from PTSD.

JCR
188 Abstracts from CT15

––––––––––––––––––––––––––––––––––––––––––––––
online psychotherapy:
from Training to dissemination

Georgina Cárdenas-Lópeza,1 and Lorena Flores-Platab

a,b
Laboratory of Virtual Education and Cyberpsychology
Figure 1. City view Figure 2. Bridge view Faculty of Psychology
National Autonomous University of Mexico (UNAM)

1
Corresponding author:
Georgina Cárdenas López
Universidad Nacional Autónoma de México
Facultad de Psicología
Laboratorio de Enseñanza Virtual y Ciberpsicología
Ciudad de México
Figure 3. Taxi view Figure 4. Kidnapping room
Mexico
E-mail: mgcl@servidor.unam.mx
pTsd scenario settings
We report on a preliminary basis the development of vir- abstract
tual environments for the treatment of PTSD. The envi- The current work describes the development, implemen-
ronments, created in Studio Max, are dynamic, 3-D and tation and evaluation of the project Online Psychother-
highly acoustical and tactile, modeled through a computer- apy that aims at three objectives – providing a practical
oriented simulation of situations or real world variables. training scenario for the clinical formation of students
In order to achieve the immersion of the participant, each from the last semesters of Psychology at UNAM, devel-
scenario is navigable and interactive. Note that virtual en- oping a platform for offering services and creating an
vironments are designed considering the social and cul- electronic patient’s profile, and providing cognitive-be-
tural context appropriate for the target users of the system. havioral treatments via the Internet to patients suffering
from anxiety, depression and adaptive disorders. In this
The VR models contain exteroceptive variables such as study, 17 students were trained and 50 patients were as-
number of people, physical characteristics of virtual char- sisted. Results obtained from pre and post evaluations
acters (type of clothing, gestures), environmental sounds and follow-ups show positive changes in five students
(sound of beating or shooting a firearm, activation of car and 28 patients. In addition, patients and therapists re-
alarms, etc.), and interoceptive variables such as environ- ported satisfaction using the available resources and in-
mental sounds. Internal physiological functions (palpita- struments. The implemented platform facilitates
tions, rapid breathing) are controlled by the therapist, thus therapeutic work by providing an electronic profile as
exposing the patient to their own symptoms, teaching well as assessment instruments and files available for
them to confront and manage them. download to mobile phones or iPods.
preliminary conclusions Keywords: Psychotherapy, depression, anxiety, CBT
The combination of new technologies for psychological
treatment seems to be a promising alternative for the care introduction
of PTSD in victims of criminal violence, which has a great The potential of Information and Communications Tech-
impact on our country, supporting the spread of empirically nologies (ICT) and its application to health and educa-
validated treatments in the Mexican mental health field. tion services generated the need to create research spaces
in the behavioral field and specifically, offered the op-
references portunity to develop and implement new therapeutic al-
Instituto Ciudadano de Estudios sobre la Inseguridad, A.C. ternatives. The evolution of ICT and particularly the
(ICESI). La percepción de inseguridad en las principales growth of the Internet have changed the way in which
regiones urbanas de México. Gaceta Informativa. (2007). we communicate and relate to each other.
Disponible en: www.icesi.org.mx.

JCR
Abstracts from CT15 189

Some of the original motivations for offering services technology as a therapeutic means and taking into ac-
through technologies such as the Internet were a diffi- count the tools that facilitated providing this service.
culty in accessing psychological services (bodily prob- The platform consists of software undergoing constant
lems, for instance), a preference for preserving modification and improvement for users (Figure 1).
anonymity, and comfort and familiarity with electronic
modalities, among others. references
Barak, A., Hen, L., Boniel-Nissim, M., & Shapira, N.,
Literature shows a number of investigations about online A comprehensive Review and a Meta-Analysis of the
treatment services and their effectiveness (Barak, Hen, Effectiveness of Internet-Based Psychotherapeutic In-
Boniel-Nissim & Shapira, 2008) in disorders such as de- terventions, Journal of Technology in Human Services
pression and anxiety (Marks, Cavanagh, & Lina, 2007), 26 (2008), 109-160.
addictions (Finfgeld-Connett, 2006) and eating disor-
ders, mainly, under Cognitive Behavioral Treatment Finfgeld-Connett, D., Web-Based Treatment for Prob-
(CBT) (Barak, Hen, Boniel-Nissim & Shapira, 2008). lem Drinking, Journal of Psychosocial noursing, 44
(2006), 20-27.
method
The program was executed in three phases. First, 17 stu- Marks, I., Cavanagh, K., & Lina, G., Hands-on Help.
dents were trained in the acquisition of therapeutic skills Computer-aided Psychotherapy, Psychological Press,
(theory and practice) under a competence model, meas- New York, 2007.
uring their performance through pre, post and follow-up
evaluations. Second, a CBT-based therapeutic service ––––––––––––––––––––––––––––––––––––––––––––––
platform was developed. Finally, the third phase con- Clinical Virtual environments for oCd Treatment
sisted of treating 50 patients with anxiety, depression and
adaptive disorders, and recording their changes with pre Georgina Cárdenas-Lópeza,1, Sandra Munoza,
and post evaluations and follow-ups (with Beck anxiety and Paola Oviedoa
and depression inventories), of up to one year in some
cases. a
Faculty of Psychology, National Autonomous
University of Mexico (UNAM)
results
From the obtained results the following is observed. 1
Corresponding author:
Georgina Cárdenas López
In students. In participants with post evaluations con- Universidad Nacional Autónoma de México
cluded, 10 students had an increase in therapeutic skills, Facultad de Psicología
as observed by having a pre-qualification of 16%, 85% Laboratorio de Enseñanza Virtual y Ciberpsicología
for post and 85% for follow-ups. Ciudad de México
Mexico
In patients. At the end of treatment, anxiety and depres- E-mail: mgcl@servidor.unam.mx
sion measurements decreased with respect to those ob-
tained in pre-evaluation in the following form: the abstract
pre-test average was 14, which corresponds to moderate Obsessive Compulsive Disorder (OCD) constitutes a
symptoms, while the chronic anxiety disorder that is characterized by the emer-
post-test average was 5, gence of obsessions that are persistent ideas or thoughts,
corresponding to minimal experienced as intrusive and cause marked anxiety. OCD
symptoms. In patients affects 2.6% of the population in Mexico, and severely af-
with 6 and 12 month fol- fects the quality of life of people who suffer from it. Cog-
low-ups, an average of 4 nitive-Behavioral Treatment (CBT) for this disorder has
persisted. had such an impact on efficiency, which is currently con-
sidered the treatment of choice for OCD. On the other
Figure 1. Screenshot of Both students and pa- hand, Virtual Reality (VR) environments have been used
Psychological services tients reported high satis- for the treatment of diverse anxiety disorders, achieving
platform. faction in using the good results in the symptom reduction, for this reason we

JCR
190 Abstracts from CT15

propose the use of virtual environments for the treatment nology, it has the advan-
of OCD. In this paper we describe the three-dimensional tage that the clinician can
VR models developed and data usability in a brief clinical modify different variables
sample compared with non-clinical population. in everyday life situations
which would be difficult
Keywords: Virtual Reality, Cognitive Treatment, to manage and control,
Obsessive-compulsive Disorder besides being less aver-
Figure 1. Dirty toilet for sive environments for pa-
introduction cleaning obsessions. tients than in vivo
There are studies on various treatments for Obsessive exposure therapy.
Compulsive Disorder (OCD) – these include exposure
treatment, response prevention and cognitive therapy. The complete treatment protocol include sessions of psy-
Treatment may be perceived as aversive since between 25- choeducation, breathing training, cognitive restructuring
35% of patients stop treatment because of anxiety they ex- and exposure techniques using VR scenarios like a public
perience in traditional treatments. restroom, a bus, a bedroom and a Mexican restaurant. Each
one of these scenarios was developed in order to include
For these reasons, it is essential to develop and implement triggers that a patient can find in everyday life and are con-
tools for the treatment of OCD and to reduce prevalence textualized to their culture, so the therapist can expose pa-
and improve the quality of life of patients with ADHD. In tients to such environments and control the variables within
this way, the Virtual Learning Lab and Cyberpsychology them The variables or elements included were developed
Faculty of Psychology of UNAM, in collaboration with with the aim to act as triggers for specific obsessive fears
the Ixtli Observatory, are developing a treatment based on such as contamination, disorder and symmetry.
Virtual Reality (VR) technologies for obsessive-compul-
sive patients. The virtual scenarios show the trigger stim- references
ulus in a gradual and controlled way to reduce anxiety for Franklin, M., Kozak, M., Cashman, L., Coles, M., Rhein-
an exposure treatment. gold, A., & Foa, E., Cognitive-Behavioral Treatment of
Pediatric Obsessive-Compulsive Disorder: An Open Trial,
obsessive-Compulsive disorder American Academy of Child and Adolescent Psychiatry,
OCD constitutes a chronic anxiety disorder that is 37 (1998).
characterized by the emergence of obsessions that are per-
sistent ideas, thoughts, sounds or images experienced as Franklin, M., Abramowitz, J. S., Kozak, M., Levitt, J., &
intrusive and inappropriate and that cause marked anxiety Foa, E., Effectiveness of exposure and ritual prevention
or stress. for obsessive-compulsive dosorder randomized compared
with nonrandomized samples, Journal of Consulting and
Cognitive-Behavioral Treatment (CBT) for this disorder Clinical Psychology, 68 (2000),594-602.
has had such an impact on efficiency, which is currently
considered the treatment of choice for OCD. However, ––––––––––––––––––––––––––––––––––––––––––––––
treatment may be perceived as aversive because it is based a Vr Tool for assisting geological field Trip
on prolonged exposure to feared stimuli and may cause
discomfort. At least 25-30% or patients who seek psycho- Chun-Yen Changa,b,1, Ming-Chao Linb,
logical intervention refuse treatment or drop out prema- Chau-Fu Yanga and Chun-Yen Linb
turely (Franklin et al., 1998; Franklin et al., 2000) due to
fear and anxiety they experience when they stop carrying Science Education Center and Graduate Institute of
a

out their rituals, strategies of neutralization or compulsive Science Education, National Taiwan Normal University,
behaviors due to the belief that the dreaded consequences Taiwan, ROC
will occur. b
Department of Earth Sciences, National Taiwan Normal
University, Taiwan, ROC
Virtual environments for oCd
The potential of VR as a therapeutic tool for OCD has Corresponding author:
1

been considered. Taking into count the nature of this tech- Chun-Yen Chang

JCR
Abstracts from CT15 191

No. 88, Sec. 4, Ting-Chou Rd.


Wunshan District, Taipei
Taiwan 11677
E-mail: changcy@ntnu.edu.tw

abstract
The 3-D Compound Virtual Field Trip (3D-CVFT) sys- Figure 1. Screenshots of Figure 2. Inspecting
tem was built using the technology of the Graphic-based Hsiaoyukeng the site
Virtual Reality (VR) and 3-D Stereo-Vision effect. Past
research has shown that multi-media computer-assisted
instruction could significantly help students grasp earth
science concepts and greatly improve their attitudes to-
ward science (AAAS, 1993; Chang, C. Y., 2004; NRC,
1995; Smith D.G.W. & Abley M.W., 1996). Some re-
searchers further suggest that virtual field trips will very
likely have a place in the curriculum of the 21st century Figure 4. Swinging the
Figure 3. Picking up
(Kent etc., 1997). The 3D-CVFT can serve as a prepara- the stone Wiimote
tory work for students to familiarize themselves with ac-
tual field sites. depth effect is parallax, which is the horizontal distance
between corresponding left and right image points.
Keywords: 3-D Virtual Reality, Field Trip
results
introduction In Figure 1, the student is exposed to the graphic-based
We built the 3-D Compound Virtual Field Trip (3D- VR site. With the aid of stereoscopic glasses the student
CVFT) system by combining the technology of Graphic- will experience 3-D stereo-vision. The student can further
based Virtual Reality (VR) and 3-D Stereo-Vision effect. inspect the site, including specific rocks, with the help of
We took the Graphic-based VR as the main design, and the Wiimote controller as detailed in Figure 2. The con-
built the Virtual field trip screen to free users from vari- troller allows the student to virtually pick up a stone for
ous physical hazards and time restrictions (such as being further inspection, as shown in Figure 3. Students may
present at the time of a volcanic eruption). also pick up virtual tools such as a hammer to interact with
their virtual environment as demonstrated in Figure 4.
method
It is envisioned that users can use a Wiimote to explore Conclusion
the environment in the compound VR field-trip instruc- While actual field trips are essential in allowing learners
tional system. This system was created by using a Digital to have real life interaction with objects they are learning
Terrain Model (DTM). Users can trigger several kinds of about, due to the many restrictions and issues related to
3DVR interfaces through the interaction between user weather, distance and safety, actual field trips are not al-
and objects in the system. For example, swinging the Wi- ways feasible. The 3-D Compound Virtual Field Trip (3D-
imote in the proper direction will allow the user to pick CVFT) can serve as preparatory work for students to
up a rock on the ground and activate the testing mecha- familiarize themselves with actual field sites. In our future
nism. studies, students will be supplied with virtual-visual in-
formation about a post-volcanic activity area using a 3-D-
We used two projectors, both with polarizing lenses in CVFT before taking a physical trip to the actual site.
front of them. The projection surface was specially made During that investigation, students will acquire relevant
so that it did not harm the polarization (silver stripe knowledge regarding the area of Hsiaoyukeng and finish
screen). The user had to wear a special set of glasses with their preparatory work off site. Students will then physi-
two polarizing lenses and with the polarization directions cally visit Hsiaoyukeng to expose themselves to the sul-
adjusted to a 90-degree difference. The human brain will furous smells of the site and to complete the required
integrate these two images into one three-dimensional manual tasks. We look forward to sharing the results of
picture. The key element in producing the stereoscopic our ongoing research and development of the 3D-CVFT
with you in the near future.

JCR
192 Abstracts from CT15

references
Kent, M., Gilbertson, D. D., Hunt, C. O., Fieldwork in ge-
ography teaching: A critical review of the literature and
approaches, Journal of Geography in Higher Education
21(3) (1997), 313–332.

––––––––––––––––––––––––––––––––––––––––––––––
utilizing Vr to improve geological Figure 1. Using The 3-D Virtual Field
field Trip learning Trip System. Figure 2 (right) Tools.

Chun-Yen Linb, Chun-Yen Changa,b,1, Yueh-Hsia


Changa,b, Chau-Fu Yangb and Chung-Wen Choa named 3-D Virtual Hsiaoyukeng Field Trip System was re-
cently developed as an undergraduate earth science field
Science Education Center and Graduate Institute of
a trip (module to the Hsiaoyukeng area in northern Taiwan).
Science Education, National Taiwan Normal University, A pilot test study was conducted to investigate students’ per-
Taiwan, ROC ceptions and experience in field trip learning through this
b
Department of Earth Sciences, National Taiwan Normal 3-D system. The data collected from this study could pro-
University, Taiwan, ROC vide information useful for better integration of multimedia
3-D modules into earth science teaching and learning.
1
Corresponding author:
Chun-Yen Chang method
No. 88, Sec. 4, Ting-Chou Rd. For the purpose of providing students with an authentic
Wunshan District, Taipei learning context, 3-D projection technologies were used to
Taiwan 11677 create a 3-D immersive virtual field trip environment for
E-mail: changcy@ntnu.edu.tw earth science learning (Fig. 1). The 3-D projection tech-
nologies require users to wear stereoscopes so that the
abstract users’ right and left eyes receive separate images from dif-
This pilot study explores students’ perceptions and experi- ferent projectors thus producing the virtual reality scenes
ence in a 3D field trip curriculum module. It is our intention (Fig. 2). A total of 18 undergraduate earth science students
to understand how the system can facilitate field trip learn- at the National Taiwan Normal University participated in
ing in earth science. this study. Interviews and student learning reflection data
was collected.
Keywords: Virtual Environment, Field trip
results
introduction Enhancing Learning and Understanding—According to
Earth science researchers have indicated that multimedia the interviews, the majority of the participating students
technologies could enhance students’ understanding on reported they were familiar with multimedia technologies
earth science concepts and thus improve their attitudes to- and appreciated the effectiveness and flexibility of tech-
wards science, as shown by the work done by Chang nologies in meeting their individual learning needs at
(2004) and Smith and Abley (1996), for example. The use their own paces. In addition, nearly 80% of the partici-
of multimedia technologies such as virtual reality (VR) is pants also expressed positive feedbacks on using this 3-
seen to have great potential for developing new or alterna- D system as a helpful tool in “motivating their learning”
tive field trip activities in earth science teaching (Kent, and “enhancing understanding” in the earth science learn-
Gilbertson, & Hunt, 1997). Due to issues such as time, ing of this study.
budget, and safety concerns, field trips have not been fully
employed as an instructional strategy for earth science 3-D Virtual Reality as Field Trip Facilitation—Seeing the
teaching (Tuthill & Klemm, 2002). Responding to the calls 3-D virtual field trip system as an effective tool in enhanc-
for engaging students with more field work experience in ing their understanding in the actual field work, nearly half
earth science learning, a virtual field trip reality program of the participating students thought that working on the
3-D system could facilitate field trip learning activity when

JCR
Abstracts from CT15 193

it was employed after an actual field trip (for learning re- Science Education, National Taiwan Normal University,
view/assessment). The other half of the students reported Taiwan, ROC
that they prefer using it before the actual field trip (as prior b
Department of Earth Sciences, National Taiwan Normal
knowledge acquisition). Data analysis from the student re- University, Taiwan, ROC
flections revealed that it could be either that they saw the
3-D system as a game or a tool, or they felt that, as one stu- 1
Corresponding author:
dent pointed out, “it is just different from the real scenes.” Chun-Yen Chang
No. 88, Sec. 4, Ting-Chou Rd.
Issues of Dizziness and Focus—More than one third of the Wunshan District, Taipei
participating students in this study experienced slight dizzi- Taiwan 11677
ness when they were working on this 3-D VR system while E-mail: changcy@ntnu.edu.tw
wearing the stereoscopes – two out of the 18 students re-
ported difficulty in focusing on the screen while using the abstract
system. This article delineates an online 3-D Compound VR
Field Trip (3D-CVFT) system developed by us and com-
Conclusions pares the 3D-CVFT with the actual geological field trip.
The results of this study indicate that the vast majority of Some possible educational implications in terms of the
these undergraduate earth science students thought the 3- use of virtual reality (VR) technology as alternative to
D VR system helped enhance their field trip learning ef- field trips in the field of earth science are also discussed.
fectively. Whether employing it before or after an actual
field trip, the 3-D system tested in this study was perceived Keywords: 3-D Virtual Reality, Geological Field Trip
as a useful tool to effectively facilitate the field trip learning
activity and for prior knowledge acquisition. As light dizzi- introduction
ness and focus difficulty were observed when using the 3- A 3-D Compound Virtual Field Trip (3D-CVFT) was de-
D system in this pilot study, adjustments will be made by veloped not only functioning as a multimedia Virtual Re-
improving the hardware configuration (perhaps by using a ality (VR) software which supplies close-to-real-field
single projector for those students with difficulties) before trip experiences (Lin & Chang, 2007, 2008) but also try-
the issues are addressed by further studies. ing to tailor the 3D-CVFT to diverse students’ learning
needs by leveraging on auto grading and feedback inter-
references faces in the system.
Kent, M., Gilbertson, D.D., & Hunt, C.O. Fieldwork in ge-
ography teaching: A critical review of the literature and ap- method
proaches, Journal of Geography in Higher Education, The online 3-D Compound Virtual Field Trip (3D-
21(1997), 313-332. CVFT) system is built by integrating the 3D-CVFT Sys-
tem with a streaming video server, an instant message
Smith, D.G.W. and Abley, M. Multi-media computer- as- server, an auto-grading server and a feedback system as
sisted instruction in mineralogy. Journal of Geoscience Ed- shown in Fig.1.
ucation 44 (1996), 189-196.

Tuthill, G. and Klemm, E. B., Virtual field trips: Alterna-


tives to actual field trip, International Journal of Instruc-
tional Media 29(4) (2002), 453–468.

––––––––––––––––––––––––––––––––––––––––––––––
a Comparison of the 3-d Vr field Trip
with actual geological field Trip

Chun-Yen Changa,b,1 and Ming-Chao Linb

a
Science Education Center and Graduate Institute of

JCR
194 Abstracts from CT15

results ––––––––––––––––––––––––––––––––––––––––––––––
We compare the actual field trip with the online 3D- minimizing the extraneous Cognitive load in
CVFT System as shown below in terms of their major learning: integrating interactive functions into
functions before, during, and after the geological field instructional animation
trip.
Yu-Ta Chiena and Chun-Yen Changb,1

a
Department of Earth Sciences,
National Taiwan Normal University, Taiwan
b

Education Center and Graduate Institute of Science


Eduation, National Taiwan Normal University, Taiwan

Corresponding author:
1
Chun-Yen Chang
No. 88, Sec. 4, Ting-Chou Rd.
Wunshan District
Taipei, Taiwan 11677
E-mail: changcy@ntnu.edu.tw

abstract
In this study, we integrated interactive functions into ani-
Conclusion mation (Interactive Animation Group, IAG) for the purpose
Several pilot studies have been conducted using the of minimizing extraneous cognitive load in learning. This
3D-CVFT System, either as a teaching material to sup- investigation compared IAG with a static illustrations
plement lecture teachings, or as a preparation before group (SIG) and a continuous animation group (CAG).
an actual field trip. The results have revealed that the The results of statistical analysis showed that IAG could
system indeed functioned well as an effective tool to significantly decrease the amount of mental effort invested
assist students’ learning and students in general re- by learners in complex learning. The design of IAG could
sponded positively towards the system (Ling & Chang, be the strategy to enhance the effectiveness of animation-
2007, 208). The system resulted in positive outcomes based instruction.
and responses. Our future work includes supplying
more streaming films on the environmental character- Keywords. Computer-assisted learning, multimedia,
istics of Hsiaoyukeng into the streaming video server. interactive animation
We will also examine how the online 3D-CVFT Sys-
tem can function most effectively in facilitating stu- introduction
dents’ learning. In recent years, within the framework of cognitive load the-
ory (CLT), the instructional multimedia comparison be-
references tween animation and static graphics has been intensively
Lin, M.C. and Chang, C.Y. (2007): The Pilot Study on investigated (Höffler & Leutner, 2007; Ploetzner & Lowe,
the Impacts of 3D Virtual Reality Field Trip toward Stu- 2004). The basic point of CLT emphasizes the ‘free space’
dents’ Academic Achievements. Paper presented at the of an individual’s limited working memory (WM) so that
11th Global Chinese Conference on Computers in Edu- he/she can easily process information associated with
caion (GCCCE 2007). May 26-30, 2007. Guangzhou, schema (Sweller & Chandler, 1994). Extraneous cognitive
China. (in Chinese) load (ECL) reflects the mental effort required a learner to
process as determined by the instructional design (Sweller,
Ling, M.C. and Chang, C.Y. (2008) The application of van Merriënboer, & Paas, 1998). Based on previous em-
the 3D Virtual Reality on field trip: Taking the Example pirical research, the transitory nature of animation imposes
of Hsiaoyukeng. Paper presented at the National Asos- highly ECL on a learner, so that animation often over-
ciation of Research in Science Teaching (NARST) (Bal- whelms his/her WM (Höffler & Leutner, 2007; Mayer,
timore, Marriott, U.S.A.) Hegarty, Mayer, & Campbell, 2005). For comprehending

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Table 1
A Comparison of Students’ Perceptions and Experiences between Different Instructional Conditions

Note. Values are expressed as mean plus/minus standard deviation; * p < 0.05

the science subject matter depicted in animation/graphics, Illustrations Group (SIG): Static graphics next to correspon-
students have to develop mental representations of said ob- ding text; (2) Continuous Animation Group (CAG): Contin-
jects; in addition, they must manipulate their mental rep- uously dynamic demonstrations synchronized with
resentations of external objects as well as project their explanations; (3) Interactive Animation Group (IAG): Inter-
inferences onto the objects being represented. The tradi- active functions allowed learners to physically manipulate
tional supporting strategies, such as segmenting animation the virtual hand level mechanism using animation rather than
into smaller parts (Mayer & Chandler, 2001) or providing only passively observe images. As shown in Figure 1, the il-
user-pacing functions (Hasler, Kersten, & Sweller, 2007), lustrations in IAG become animated only during the time
i.e., stop and play, can only share the burden of developing when students regulate the virtual hand level mechanism. The
mental representations with learners. The ECL of manipu- changes of spatial relations caused by the learner can be seen
lating mental representations may still be an impediment instantly and directly in IAG. All media forms provide equiv-
to learning. In this study, we integrated interactive func- alent information and user-pacing functions, such as ‘pause’,
tions into animation to allow students to manipulate the ‘play/next’ and ‘backward’ buttons. Twenty-seven 10th grade
representations directly and externally through animation, students were randomly divided into three groups. After the
rather than through students’ own mental images. The pilot students finished each tutoring lesson, they were asked to es-
evaluation compared students’ perceptions and experiences timate the mental efforts encountered in learning. The mental
between three media forms. effort scale, originally developed by Paas (1993), was re-
sponded by circling 1 (very, very low) through 9 (extremely
methods and results high). The user information, such as time-spans and frequen-
The learning content included two topographic measure- cies of backtracking, was collected online.
ments: horizontal leveling and trigonometric leveling.
Trigonometric leveling is more complex than horizontal lev- Table 1 presents the results of ANOVA statistical analysis
eling, because it is based on the triangulation. The instruc- on students’ perceptions and experiences between different
tional conditions included the following: (1) Static instructional conditions, and the effect sizes are described
as η2 (eta-squared). The study went on Tukey’s HSD tests
Figure 1. Screenshots of IAG. to further investigate the significant differences notified in
Table 1.

novelty/discussion
Manipulating the mental representations requires that the

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196 Abstracts from CT15

learner temporarily holds previously presented information –––––––––––––––––––––––––––––––––––––––––––––


in their WM and later connect it with his/her inferences. pseudoneglect regulation using optokinetic
IAG allows students to directly manipulate the representa- stimulation in a Virtual environment
tions externally rather than mentally, and serves to aid in
the productive process of “representational holdings”. Ara Choa,1 and Jang Han Leea
Hence, students no longer need to use the backward func-
tion of recalling previous mental image information repeat- a
Clinical Neuro-Psychology Lab, Department of
edly. When the learning task becomes complex, such as in Psychology, Chung-Ang University, Seoul,
trigonometric leveling, IAG could significantly decrease Republic of Korea
the amount of mental effort invested by students. As our
research continues, further studies will investigate a larger 1
Corresponding author:
sample size as well as the impact of IAG on students’ learn- Ara Cho
ing outcomes. Clinical Neuro-Psychology Lab, Department of
Psychology, Chung-Ang University
references 221 Heukseok-Dong Dongjak-Gu
Hasler, B.S., Kersten, B., & Sweller, J., Learner control, Seoul, Republic of Korea
cognitive load and instructional animation, Applied Cog- E-mail: ara1003@hotmail.com
nitive Psychology 21 (2007), 713-729.
abstract
Höffler, T.N., & Leutner, D., Instructional animation ver- Healthy individuals show a small leftward bias known as
sus static pictures: A meta-analysis, Learning and In- "pseudoneglect," similar to hemispatial neglect. Optoki-
struction 17 (2007), 722-738. netic stimulation (OKS) is an effective technique used in
the treatment of neglect patients. In this study, we applied
Mayer, R.E., & Chandler, P., When learning is just a click OKS to a virtual environment. Participants conducted a
away: Does simple user interaction foster deeper under- line-bisection task and an erase test after receiving OKS
standing of multimedia messages? Journal of Educa- treatment with six versions differing in speed and orien-
tional Psychology 93 (2001), 390-397. tation. Participants revealed corrections of their leftward-
bias after receiving rightward-OKS.
Mayer, R.E., Hegarty, M., Mayer, S., & Campbell, J.,
When static media promote active learning: Annotated Keywords: Pseudoneglect, Hemispatial Neglect,
illustrations versus narrated animations in multimedia in- Optokinetic Stimulation (OKS)
struction, Journal of Experimental Psychology-Applied
11 (2005), 256-265. introduction
Hemispatial neglect is the difficulty in detecting or react-
Paas, F., & van Merrie¨nboer, J. J. G., The efficiency of ing to sensory stimuli presented in the visual hemispace
instructional conditions: an approach to combine men- contralateral to the lesioned cerebral hemisphere (Kerk-
tal-effort and performance measures, Human Factors 35 hoff, Keller, Ritter, & Marquardt, 2006). Healthy individ-
(1993), 737–743. uals also show a small leftward bias known as
"pseudoneglect" (Bultitude & Aimola Davies, 2006). Al-
Ploetzner, R., & Lowe, R., Dynamic visualisations and though visual scanning training (VST) has been success-
learning - Introduction to the special issue, Learning and ful in treating neglect, it has some drawbacks. Optokinetic
Instruction 14 (2004), 235-240. stimulation (OKS) is a visual display of numerous stimuli
all moving coherently towards the neglected side of the
Sweller, J., & Chandler, P., Why some material is diffi- field of view, and is a technique that makes up for the
cult to learn, Cognition and Instruction 12 (1994), 185- weaknesses of VST (Kerkhoff, Keller, Ritter, & Mar-
233. quardt, 2006). In this study, we applied OKS to a virtual
environment which allows control of the participant’s vi-
Sweller, J., van Merriënboer, J. J. G., & Paas, F., Cogni- sual field and also increases immersion relative to the
tive architecture and instructional design, Educational stimuli. Another advantage is that it is easier to generalize
Psychology Review 10 (1998), 251-296. the treatment to daily life because this OKS treatment

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Abstracts from CT15 197

uses a background of typical city streets, allowing partic- references


ipants to experience a realistic treatment environment. Bultitude , J.H. & Aimola Davies, A.M., Putting attention
The aim of this study was to examine the effects of this on the line: Investigating the activation-orientation hypoth-
new OKS program for hemispatial neglect by testing its esis of pseudoneglect, Neuropsych 44(2006), 1849-1858.
effectiveness on pseudoneglect.
Kerkhoff, G., Keller, I., Ritter, V., & Marquardt, C.,
method Repetitive optokinetic stimulation induces lasting recov-
Prior to the treatment, 31 neurologically healthy, right- ery from visual neglect, Restorative Neurology and Neu-
handed participants received a baseline assessment using roscience 24(2006), 357-369.
a paper-based line-bisection task, followed by a com-
puter-based line-bisection and erase task. Participants re- ––––––––––––––––––––––––––––––––––––––––––––––
ceived leftward and rightward-OKS treatment in a virtual development of a Virtual avatar-based
environment at random speeds of slow, medium, and fast. application for audiology Training
All individuals received a six-session treatment. After
each rightward and leftward session, participants con- Andreas Duensera,1, Alexandre Heitza,
ducted a line-bisection test and an erase test. Treatment and Catherine Moranb
was conducted using the GDS Side View Neglect pro-
gram, which we created for OKS treatment in a virtual The HIT Lab NZ, University of Canterbury,
a

environment, presented using a see-through head Christchurch, New Zealand


mounted display with a head motion-tracking device. b
Department of Communication Disorders,
University of Canterbury, Christchurch, New Zealand

1
Corresponding author:
Andreas Duenser
The HIT Lab NZ, University of Canterbury
Private Bag 4800
8140 Christchurch, New Zealand
E-mail: andreas.duenser@hitlabnz.org
Figure 1. Erase task in a Figure 2. OKS in a vir-
virtual environment. tual environment. abstract
results Current educational practices in applied research fields
Participants showed a correction of their leftward bias show certain limitations to training students because of
[M=-0.49, SD=9.56] after receiving rightward-OKS. All expense and poor access to training opportunities. This
presentation speeds were effective, especially the slow project aims to develop a virtual-patient-based desktop
speed [M=5.15, SD=11.13, F(1,30)=7.51, p<.05]. Com- Virtual Reality (VR) system to address these limitations.
pletion speeds of the erase task were reduced after both The system is expected to result in increased efficiency in
versions of OKS. Initial erasing directions also shifted teaching, increased capability (more student completions)
from right to left after receiving leftward-OKS [M=-.32, and innovative teaching methods. We are developing an
SD=.75, F(1,30)=4.67, p<.05]. educational platform that will provide a realistic virtual
learning environment to deliver educational content for
Conclusion audiology students. Using virtual clients the students will
This study examined the influence of OKS on pseudone- be able to practice assessment and clinical examination
glect in a virtual environment. We expect that these re- skills. The usefulness of the system will be evaluated using
sults will help provide a valuable treatment method for a combination of different evaluation methods.
hemispatial neglect patients.
Keywords: Audiology, communication disorders, train-
Acknowledgements ing, education, immersive learning, virtual patient
This work was supported by National Research Founda-
tion of Korea Grant funded by the Korean project aim
Government(KRF-2006-332-H00021). The aim of the project is to create virtual clients that can

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198 Abstracts from CT15

be used in the training of students in the Master of Audi- nally, we will conduct a set of studies to evaluate how this
ology program. The simulator will allow students to prac- system can support learning activities.
tice assessment and rehabilitation of hearing disorders
with a realistic virtual human. For instance, students of With this system we expect to develop an advanced desk-
audiology would conduct the standard assessment battery top-VR-based training environment for students allowing:
and the human-like virtual client would provide varying –Control over the clinical cases examined by students in
responses, which the students must interpret and use to order to train for low frequency events. In actual clinical
plan rehabilitation. The project arose from the recognition practice students mainly train using patients suffering from
of both needs and opportunities for the development of a similar or very common conditions. A simulation will
virtual environment for training audiologists. allow students to also practice on clients with hearing dis-
orders that are not very common.
development –Timesaving both during training and review of the stu-
We build upon a VR platform developed by the Virtual dents’ performance.
Patients Group1 and adapted this system for our purposes. –Self-assessment through formative and summative feed-
The initial platform was upgraded to work as a standalone back, enabling students to reflect on learning progress dur-
application. This was necessary to make the system as ac- ing and after completion of the simulation
cessible and easy-to-use as possible. The intended use-sce-
nario is for students to utilize the application on a standard ––––––––––––––––––––––––––––––––––––––––––––––
desktop computer. mindfulness influence on sense of presence in
Virtual environment: an exploratory study
In coordinated meetings application designers, developers
and domain experts in audiology and communication dis- Paloma Rasala, Ernestina Etchemendya,1, Ausiàs
orders worked on the requirement analysis and discussed Cebollab, Rosa María Bañosa,b,c, Cristina Botellaa,b,
what aspects the new learning platform should encompass. Azucena García-Palaciosa,b and Berenice Serranob
As a result, a prototype simulation aimed at audiology stu-
dents was designed and implemented. CIBER de Fisiopatología de la Obesidad y Nutrición
a

(CIBEROBN), Spain
We conducted an initial pilot study with students to gather b
Universidad Jaume I, Spain
feedback on the platform and to inform the design and im- c
Universidad de Valencia, Spain
plementation of the training platform. The feedback was
very encouraging and the students were very positive 1
Corresponding author:
about the proposal of integrating this technology into their Ernestina Etchemendy
curriculum. They also were confident that it would help CIBER de Fisiopatología de la Obesidad y Nutrición
them to develop and train essential practical skills. In an Av Blasco Ibañes 21 3º P
upcoming formal study we plan to corroborate and extend 46010 Valencia, Spain
on this. E-mail: ernestina@labpsitec.es

expected outcomes and future work abstract


The next step is to have audiology researchers work along- This paper focuses on exploring the relationship between
side the application de- sense of presence in virtual environments and mindful-
velopers to design ness. Fifty participants completed a questionnaire that
content and meaning- evaluates mindfulness (FFMQ), then walked through a
ful scenarios for the virtual environment (VE) and completed two question-
simulation. We also naires on presence (SUS and ITC-SOPI). This work is in
plan to gather more progress at this moment. It is expected to obtain a positive
data for the application correlation between sense of presence and mindfulness.
development through a Also, it is expected to find positive correlations between
study with communi- the “Non-judging of inner experience” (FFMQ) factor and
cation disorders and those factors related to the ecological validity of virtual
audiology students. Fi- environments, as measured in the questionnaires relating
Figure 1. First prototype.

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Abstracts from CT15 199

to presence. If results are positive, this study highlights scores in depression (BDI score > 18) are excluded. Par-
the importance of taking the variable of mindfulness into ticipants in this study take a walk through a VE that sim-
account when working with virtual environments. ulates a park and contains emotional inductions of sadness
exercises or emotional inductions of joy exercises.
Keywords: Presence, Mindfulness,
Virtual Environments, Virtual Reality measures
All participants completed the following questionnaires:
introduction Beck Depression Inventory (BDI) (Sanz & Vázquez,
Literature points out that to understand the sense of pres- 1998): This questionnaire consists of 21 items designed
ence in virtual environments (VE), it is necessary to con- to assess symptoms of depressive disorders. Each item
sider not only the technological aspects involved, but represents a characteristic symptom. It is scored on a scale
psychological aspects such as consciousness, memory, at- from 0 to 3 depending on the degree to which the person
tention, emotions or personality (Botella, Baños, & Al- has felt those symptoms in the last week.
cañiz, 2003), as well. Specifically, several authors
highlighted the role of consciousness and attention as fun- The Five Facets of Mindfulness Inventory (FFMQ) (Baer,
damental variables to promote the sense of presence Smith, Hopkins, Krietemeyer, & Toney, 2006): This ques-
(Botella, Baños, & Alcañiz, 2003; Ijsseslsteijn, 2002). The tionnaire consists of 39 items assessing five facets of
degree of presence in virtual environments depends in part mindfulness – observing, describing, acting with aware-
on the allocation of attentional resources. On the other ness, non-judging of inner experience, and non reactivity
hand, mindfulness has been defined as “consciousness that to inner experience. Items are rated on a Likert scale rang-
encompasses both attention and awareness; it is paying re- ing from 1 (never or very rarely true) to 5 (very often or
flexive attention to the present moment. It is an intentional always true).
way, with a purpose but no judgement and none interfering
the sensations and perceptions of experience moment to ITC- Sense of Presence Inventory (ITC-SOPI) (Lessiter,
moment” (ZinKabat-Zinn, 1994). This definition outline Freeman, Keogh, & Davidoff, 2001): This questionnaire
three notable components consistently addressed in the is a post-test subjective presence measure composed of 44
mindfulness literature – the conscious attempt to regulate items that evaluate four facets of presence – spatial pres-
attention, a focus on present experience, and the mainte- ence, engagement, ecological validity and negative effects.
nance of a nonjudgmental attitude toward current experi- Their items are divided into two parts. Part A (six items)
ence. Taking into account these aspects, it could be which refers to respondent impressions/feelings after a
hypothesized that a relationship exists between mindful- media experience has finished. Part B (38 items) which
ness and presence and people with a high mindfulness dis- refers to respondent impressions/feelings during a media
position could be more open to immerse themselves in a experience. A 1- to 5-point Likert scale (from strongly dis-
VE, and their sense of being present at the VE will be agree to strongly agree) it is used for responding to both
higher than people with a low mindfulness disposition. parts.
The aim of this work focuses on exploring the relationship
between mindfulness and sense of presence. To do so, all SUS Presence Questionnaire (Slater, Usoh, & Steed,
participants will complete a mindfulness questionnaire and 1995): This is a post-hoc questionnaire that consists of six
after they will be exposed, for approximately 20 minutes, questions, all of which were variations on one of three
to a 3-D Park that induces joy or sadness. Afterward, they themes – the sense of being in the VE, the extent to which
will respond to questionnaires that evaluate sense of pres- the VE becomes the dominant reality, and the extent to
ence. Correlations between the questionnaires scales will which the VE is remembered as a “place.” Each is rated
be analyzed. on a 1 to 7 scale, and the presence score it is taken as the
number of high scores (6 or 7).
method
participants procedure
The sample is composed of around 50 participants with All the participants are provided with a informed consent
an approximate age range from 18-26 years old. All of to take part in the study and complete a short screening in
them are recruited from the Valencia University in Spain. order to determine exclusion criteria (BDI score >18).
Following ethical requirements, participants with high Once participants have signed informed consent and the

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200 Abstracts from CT15

presence of clinical symptoms in depression have been Damoiseaux, J.S., Rombouts S.A., et al., Consistent rest-
discarded, the FFMQ questionnaire is administered. Af- ing-state networks across healthy subjects, PNAS 103
terward, all participants do a walk through a VE (repre- (2006), 13848–13853.
sented by a "Sad Park" or "Happy Park"), which last
approximately 20 minutes. Finally, all participants com- Ijsseslsteijn, W.A. (2002). Elements of a multinivel theory
plete the following ITC-SOPI and SUS Presence Ques- of presence: Phenomenology, mental processing and neu-
tionnaires. ral correlates. Proceding of Presence 2002, pp. 245-259.
Universidade Fernando Pessoa, Porto, Portugal.
results
It is expected to find that participants who show high Kukolja, D., Popović, S. et al., Real-time emotional state
scores on the FFMQ questionnaire also show a greater estimator for adaptive virtual reality stimulation,
level of presence in the VE, regardless of the type of emo- LNCS/LNAI 5638 (2009), 175–184.
tion induced (sadness or happiness). Also, it is expected
to find a positive correlation between the non-judging fac- Lessiter, J., Freeman, J., Keogh, E. and Davidoff, J. (2001)
tor of inner experience (FFMQ) and those factors related A Cross-Media Presence Questionnaire: The ITC-Sense
to the ecological validity of VE, captured in the question- of Presence Inventory. Presence Teleoperative Virtual En-
naires regarding presence. vironment, 10, 282-2998.

Conclusion Marrelec, G., Bellec, P., et al., Exploring large-scale brain


The findings of the present study could have both theoret- networks in functional MRI, Journal of Physiology-Paris
ical and practical implications towards the understanding 100(4) (2006), 171–181.
of the sense of presence. Firstly, results of this study will
provide new insight into the construct of presence and its Nardo, D., G. Högberg, G. et al., Gray matter density in
connection with specific psychological processes and ex- limbic and paralimbic cortices is associated with trauma
periential profiles. The investigation on presence could load and EMDR outcome in PTSD patients, J. Psychiatr.
benefit from an analysis of the concept of mindfulness. Res. (2009 Nov 24).
Furthermore, if results show that mindfulness and pres-
ence are related, it could be useful to consider mindfulness Sanz, J, and Vázquez, C. (1998) Fiabilidad, Validez
when working with VE and to explore if teaching people y Datos Normativos del Inventario para la Depresión
mindfulness techniques before a virtual experience would de Beck. Psicothema, 1998. Vol. 10, nº 2, pp. 303-
increase their sense of presence and, as a consequence, 318.
improve their virtual experience.
Tanielian, T., L.H. Jaycox, L.H., editors, Invisible wounds
Acknowledgments of war: psychological and cognitive injuries, their conse-
This study was funded in part by Ministry of Education quences, and services to assist recovery. RAND Corpora-
and Science, Spain, Projects Consolider-C (SEJ2006- tion, 2008.
14301/PSIC), “CIBER of Physiopathology of Obesity and
Nutrition, an initiative of ISCIII and the Excellence Re- Slater, M., Usoh, M. and Steed, A. (1995). Taking steps:
search Program PROMETEO (Generalitat Valenciana. The influence of a walking metaphor on presence in nvir-
Conselleria de Educación; 2008/157). tual environment. ACM Transactions on computer Human
Interaction, 2(3), 201-219.
references
Baer, R. A., Smith, G. T., Hopkins, J., Krietemeyer, J., & Wiederhold, B.K., Wiederhold, M.D., Virtual reality for
Toney, L. (2006). Using self-report assessment methods posttraumatic stress disorder and stress inoculation train-
to explore facets of mindfulness. Assessment, 13, 27-45. ing, Journal of Cybertherapy & Rehabilitation 1 (2008),
23–35.
Botella, C., Baños, R.M. And Alcañiz, M, (2003). A psy-
chological approach to presence. Paper presentado en ZinKabat-Zinn, J. (1994). Wherever you go, there you are:
PRESENCE 2003, 6th Annual International Workshop on mindfulness meditation in everyday life. New York: Hy-
Presence. http://www.presence-reserach.org/paper.html. perion.

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–––––––––––––––––––––––––––––––––––––––––––––– Mentally-simulated movements can include visual, audi-


using music and mental practice to tory, tactile and kinesthetic components. There is com-
learn a lay-up shot in basketball pelling evidence that training with motor imagery, or
mental practice (MP) improves motor performance when
Andrea Gaggiolia,b,1, Luca Morgantib combined with physical practice (Driskell, Copper, &
and Alessandro Antoniettib Moran, 1994). Consequently, MP is increasingly used in
sports training for the acquisition and performance of
ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy
a
complex motor skills. Another well-known intervention
b
Department of Psychology, Catholic University of for athletes undergoing training is the use of music. It has
Milan, Italy been suggested that listening to music provides several
benefits in sports training, including increased positive
1
Corresponding author: mood/reduced negative mood, enhanced acquisition of
Andrea Gaggioli motor skills when rhythm or association is matched with
Istituto Auxologico Italiano required movement patterns, and extended work output
Via Pelizza da Volpedo 41 through synchronization of music with movement (Kara-
Milan, Italy georghis & Terry, 2001). However, no study so far has in-
E-mail: andrea.gaggioli@auxologico.it vestigated the combined effect of MP and music in
training a motor skill. To test this hypothesis, 27 female
abstract basketball players were randomly assigned to one of three
There is compelling evidence that training with motor im- training conditions–MP and music (MMP), MP, and phys-
agery, or mental practice (MP) improves motor perform- ical training alone (PT). The target motor task was the lay-
ance when combined with physical practice. The purpose up shot, made by leaping from below, laying the ball up
of this experiment was to investigate if the efficacy of MP near the basket, and using one hand to bounce it off the
can be further enhanced by providing rhythmic music backboard and into the basket. The lay-up shot was se-
feedback. To test this hypothesis, 27 female basketball lected because it is one of the most commonly used tech-
players were randomly assigned to one of three training niques in basketball.
conditions–MP and music (MMP), MP, and physical train-
ing alone (PT). The target motor task was the lay-up shot, Players in the MP group received a mp3 file containing
one of the most commonly used techniques in basketball. audio instructions that guided the participant in perform-
Participants’ performance was assessed before and after a ing a mental rehearsal of the target movement. In the
four-week training period, in which players practiced three MMP group, the audio instructions were accompanied
times a week. Results showed an overall performance im- by a music trace whose rhythmic component simulated
provement after training, but no significant differences the rhythm of the target movement. Finally, participants
were found between training conditions. However, analy- assigned to the control group received only conventional
sis of results within each experimental condition showed physical training. Players performance was independ-
training-specific effects on selected variables. MMP play- ently assessed by three basketball coaches (Cronbach
ers improved both coordination and rhythm, while players alpha >.90) before and after a four-week training period,
assigned to MP improved coordination skills. These re- in which players practiced three times a week. Findings
sults suggest that MP (either with or without music) may showed an overall improvement of performance after
be used in combination with physical training to enhance training (p<.05), but no significant differences were
the acquisition and performance of specific motor skills found between training conditions. However, Wilcoxon
components. analysis carried out within each experimental condition
showed training-specific effects on selected variables.
Keywords: Motor Skills Learning, Motor Imagery, MMP players improved both coordination (p<.05) and
Mental Practice, Music, Basketball rhythm (p<.05), while players assigned to MP improved
coordination skills (p<.05). Overall, these results suggest
introduction that MP (either with or without music) may be used in
mental practice with motor imagery combination with physical training to enhance the acqui-
Motor imagery is the mental rehearsal of a movement in sition and performance of specific motor skills compo-
absence of gross muscular activation (Jeannerod, 1994). nents.

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202 Abstracts from CT15

references Keywords: Emotion Induction, Emotion Regulation,


Driskell, J.E., Copper, C., and Moran, A., Does Mental Stress, Work Stress Disease, New Technologies, Mobile
Practice Enhance Performance?, Journal of Applied Psy- Phones, mp3 Player
chology 79 (4) (1994), 481-492.
introduction
Jeannerod, M., The representing brain: Neural correlates High school teachers' stress as a result of their work is the
of motor intention and imagery, Behavioural and Brain focus of this study. Usually, teachers experience symptoms
Sciences 17 (2) (1994), 187-245. such as anxiety, anger and depression during daily work
stress situations, which can be complicated by relation-
Karageorghis, K., Terry, P.C. (2001). The magic of music ships with school principal, colleagues and students
in movement. Sport and Medicine Today 5 (2001), 38-41. (Coates & Thoresen, 1976). With this in mind, this project
is meant to achieve two aims. First, authors want to stim-
–––––––––––––––––––––––––––––––––––––––––––––– ulate an emotional change in the participating sample
Coping with stress: new Technologies to support through relaxing techniques such as Progressive Muscular
Teachers in managing Work stress disease Relaxation (Jacobson, 1938) and Autogenic Training
(Schultz, 1977), to induce a deep sense of relaxation and
Alessandra Grassia,1, Elena Radici, and Giuseppe Rivaa,b to decrease negative emotions, such as anxiety and anger.
Secondly, the protocol is designed to investigate the sense
a
Department of Psychology, of presence (Riva, 2008) as a fundamental variable to un-
Catholic University of Milan, Italy derstand the sense of engagement in the video content pro-
b
Applied Technology for Neuro-Psychology Lab, Isti- posed by using different media.
tuto Auxologico Italiano, Milan, Italy
Specifically the intervention is structured into two phases:
Corresponding author:
1
1.Stress level evaluation: in this part of the study subjects
Alessandra Grassi are asked to complete a questionnaire to record the level
Dipartimento di psicologia of stress of the participants. This first phase is aimed at
Università Cattolica del Sacro Cuore creating an homogenous sample.
Milan, Italy 2. Intervention: the second phase of the study is aimed at
E-mail: alessandra.grassi@unicatt.it promoting a protocol to enhance emotion regulation and
to teach relaxation techniques to increase coping abilities.
abstract
This aim of this study is to create and verify the effective- The project investigates the effectiveness of five minutes
ness of a protocol expected to manage work stress disease of audio and video content in the emotion induction
in an high school teachers’ sample. Specifically, the work process by using different media including a UMTS mo-
investigated the effectiveness of audio and video content bile phone, DVD, mp3 player and audio CD. The protocol
in the emotion induction process and in the emotion reg- is made up of eight sessions and a mood induction is in-
ulation process by using different media (mobile phone, cluded in each session. The first three sessions are based
DVD, mp3 player and audio CD). The protocol is based on psycho-physiological reactions to stress at work, the
on Stress Inoculation Training (SIT) (Meichenbaum, second set of three sessions are based on psycho-physio-
1972; Forman, 1982; Long, 1988; Cecil & Forman, 1990; logical reactions and on coping strategies, and the seventh
Salami, 2007) and consists of three main phases. The first and eighth sessions present the stressful situation (a class-
one is focused on acquiring cognitive relaxation compe- room) in order to evaluate the acquired competencies. The
tences on physical and psychological reactions, the second intervention lasted four weeks.
phase is based on learning coping strategies, and the third
phase progressively exposes the subject to stressful situa- methods
tions in a controlled setting, in order to practice the previ- This study has a mixed design (5x2). The first independent
ously acquired relaxation techniques. With this variable refers to the experimental intervention and is
background to support the present study, the authors de- measured between subjects on five levels – video and
fined a protocol based on Stress Inoculation Training to audio content on a mobile phone (MP), video and audio
support teachers in managing work stress disease. content on a DVD (DVD), only audio content on the mp3

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Abstracts from CT15 203

player (M3) (Nonar), only audio content on an audio CD Jacobson, E., “Progressive Relaxation”, The University of
(CD), and the control group (Ctrl). The second independ- Chicago Press, Chicago, 1938.
ent variable refers to time as a unit of measure – pre and
post-intervention. The two dependent variables are emo- Lessiter, J., Freeman, J., Keogh, E., Davidoff, J. (2001) A
tional state dimension and sense of presence. The MSP cross-media presence questionnaire: The ITC-Sense of
(Mesure du Stress Psychologique) (Di Nuovo, Rispoli & Presence Inventory, Presence: Teleoperators & Virtual En-
Genta, 2000) questionnaire was administered to 125 high vironments, 10, 282-298.
school teachers to select only participants who suffer from
work stress disease. Long, B.C. (1988), Stress management for school person-
nel: Stress-Inoculation Training and execise, Psychology
From this sample, 75 teachers (M= 42,56, sd= 1,65) were in the school, 35, 314-324.
selected to participate in the study. Each participant com-
pleted the following questionnaires before and after each Meichenbaum, D., (1972), Cognitive Modification of test
virtual experience – State questionnaire, STAI (Spiel- anxious college students. Journal of Consulting Clinical
berger, Gorush, & Lushene, 1970) (State Trait Anxiety In- Psychology, 39, 370-380.
ventory, state version), and Vas (Gross & Levenson, 1995)
(Visual Analogue Scale). and the Presence questionnaire: Riva, G. “Psicologia dei nuovi media” Il Mulino, Bologna,
Itc-Sopi (Lessiter, Freeman, Keogh, & Davidoff, 2001). 2008.

expected results Salami, S.O., (2007), Management of Stress among


At the moment the study is in progress. Results are ex- Trainee-Teachers Through Cognitive Behavioral Therapy,
pected on two subjects. First, authors aim to evaluate the Pakistan Journal of Social Science, I, 4 (2), 299-307.
effectiveness of the Stress Inoculation Training, imple-
mented using new media, to enhance wellbeing, to pro- Schultz, J.H. “Il Training Autogeno”, Feltrinelli, Milano,
mote relaxation and to decrease anxiety. Secondly, authors 1977.
want to understand if the audio/video contents are more
effective than only audio contents in the emotion regula- Spielberger, C.D., Gorush, R.L., Lushene, R.E. (1970)
tion and emotion induction process. Final results will be State Trait Anxiety Inventory manual, Palo Alto, CA: Con-
presented at the 2010 CyberTherapy Conference. sulting Psychologists Press.

references ––––––––––––––––––––––––––––––––––––––––––––––
Cecil, M.A. & Forman, S. (1990), Effects of Stress Inoc- feasibility of a new ambulatory
ulation Training and Coworker Support Groups on rehabilitation system for acquired brain
Teacher’s Stress, Journal of School Psychology, 28, 105- injury patients
118.
J. Guixeresa,b,1, D. Castillac, M. Alcañiza,b, J. Saiza,
Coates, T.J. & Thoresen, C.E. (1976), Theacher anxiety: R, Bañosb,d, and C. Botellac,d
A review with recommendations, Review of Educational
Research, 46, 159-184. Instituto en Bioingeniería y Tecnología Orientada al Ser
a

Humano, Universidad Politécnica de Valencia,


Di Nuovo, S., Rispoli, L., Genta, E. “Misurare lo stress. Il Valencia. Spain
Test M.S.P. e altri strumenti per una valutazione integrata” b
Ciber Fisiopatología Obesidad y Nutrición (CB06/03)
FrancoAngeli, Milano, 2000. Instituto Salud Carlos III, Spain
c
Departamento de Psicología Básica,
Forman, S. (1982), Stress management for teachers: A Clínica y Psicobiología,
cognitive-behavioral approaches, Journal of school Psy- Universidad Jaume I,
chology, 20, 180-187. Castellón de la Plana, Spain
d
Departamento de Personalidad, Evaluación y
Gross, J.J., & Levenson, R.W. (1995). Emotion elicitation Tratamientos Psicológicos, Universidad de Valencia,
using films. Cognition and Emotion, 9, 87 Valencia, Spain

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204 Abstracts from CT15

1
Corresponding author: fusing gyroscope, accelerometer, and magnetometer sig-
Jaime Guixeres nals (Luinge, 2004; Roetenberg, 2005).
Instituto en Bioingeniería y Tecnología Orientada al Ser
Humano, Universidad Politécnica de Valencia –Two working modes (autonomous or distributed): In au-
Camino de Vera s/n, 46022 tonomous mode, all signals are gathered and processed in-
Valencia, Spain ternally, whereas in the distributed mode, signals are sent
E-mail: jguixeres@i3bh.es directly through Bluetooth or ZigBee link to the RWCN,
or directly to the PC or PDA .
abstract
There is a need for new tools to treat patients with Ac- –User Interface: The device must be able to work in au-
quired Cerebral Damage, in order to make global and con- tonomous mode. It has been equipped with a vibration
tinuous rehabilitation plausible. The first needed element motor, a multicolor LED and buzzer as RWSN interface.
is a new platform for ambulatory rehabilitation. This de- An interface code protocol with color lights, sounds and
vice makes use of inertial sensors for tracking patient vibrations will let the patient complete the exercise cor-
motor exercises and a software platform for motivational rectly. This will be validated in the case study.
reinforcement, an aspect as important as rehabilitation it-
self. A mobile platform and computer platform control and –Reinforcement and Motivation Platform: It has been de-
set reinforcement stimuli for the patient, adapting the mes- signed two software applications for the user. The first
sages for the rehabilitation process. A study has been de- one on a computer will let the patient see a“virtual ther-
signed with ten patients for testing the usability for apist”, and the exercise will be completed with the help
patients with different degrees of cerebral damage to ver- of an animation. Next to the virtual therapist, the patient
ify the functional validity of the tool and the possibility of will see a virtual representation of themselves who per-
autonomous use on the part of the patients. forms movements that the subject makes. In this way the
patient can compare himself to the “virtual therapist.” In
Keywords: Virtual Rehabilitation, Wireless Inertial Sen- addition, the patient will be able to visually compare the
sors, Persuasive Computing, Ambient Intelligence virtual representation of a month ago to the present one,
Introduction and note resulting improvements from the treatment. This
kind of technique will generate behavioral reinforcement
In Spain there are 300,000 people affected by Acquired for the patient at a time when they are confronting their
Brain Injury (ABI), making it a social problem of utmost problem, calling for a continuous fight and restoration of
importance. It is important to note that rehabilitation hap- a series of positive habits. The other application, running
pens in different contexts, that is to say, in different places, on mobile devices, will send the patient and relatives au-
with different people and different tasks, during the day. tomatic messages relating to the rehabilitation and show-
Patients should be able to take advantage of any opportu- ing the results obtained. One of the main difficulties that
nity to complete exercises that foment rehabilitation. For physicians found when they implemented ambulatory ex-
that reason their rehabilitation should be global and con- ercises was maintaining the motivation of the patients
tinuous. [Alvaro Bilbao. Neuropsychologist] when the therapist is not present and motivation still has
not been generated intrinsically (generated by the own
method subject). The virtual avatars would represent the therapist
The first element of a new platform for ambulatory reha- role when they are not present in real life, generating re-
bilitation is discussed in this paper. The key points of this inforcement messages and stimulating the subject when-
development are: ever an objective conduct is fulfilled. These systems
allow the subject to always feel accompanied and com-
–Rehabilitation Wireless Sensor Node (RWSN): The first pletion of objectives is positively reinforced, increasing
element of a body area network (BAN) where each one of this way the effectiveness of the treatment. The virtual
the sensor elements will collect the mobility of each one use of avatars or virtual agents is becoming a powerful
of the members involved in the rehabilitation sessions. tool to increase the motivation of patients, particularly
children (De Freitas & Levene, 2004; Garris, Ahlers, &
–Tracking algorithm: The device will obtain the orienta- Driskell, 2002; Rebolledo-Mendez, de Freitas, & Burden,
tion of the sensors with a high degree of accuracy by 2008).

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Abstracts from CT15 205

results Roetenberg, D., "Compensation of magnetic disturbances


The prototype is under development and the first study improves inertial and magnetic sensing of human body
will take place with ten patients under the supervision of segment orientation", IEEE Transactions on Neural Sys-
physicians for validating two hypotheses: tems and Rehabilitation Engineering, 2005 vol. 13, no. 3,
pp. 395-405.
1. Is it possible for ABI patients to use these tools alone
and what is the maximum level of satisfaction that can be ––––––––––––––––––––––––––––––––––––––––––––––
obtained? Variation of egocentric reference in
neglect patients by head movement
2. Does the patient accomplish the exercises planned by
therapist with this platform? Kiwan Hana, Jeonghun Kua,1, Hyeongrae Leea, Jinsick
Parka, Deog Young Kimb, In Young Kima,
Patients and relatives will learn about the use of the system and Sun I. Kima
and will complete a motor exercise in an isolated room
with video control. The observer will score accomplish- Department of Biomedical Engineering,
a

ment based on usability and functional point of view for Hanyang University, Seoul, Korea
the experiment. b
Department and Research Institute of Rehabilitation
Medicine, Yonsei University College of Medicine,
discussion Seoul, Korea
Our first conclusions aim to answer:
1
Corresponding author:
–It is necessary to develop new ambulatory rehabilitation Jeonghun Ku
programs that focus on a global and continuous stimulus. Neuro-mechanism on Virtual Environment Lab
Do you think it is possible to implement these kinds of sys- Department of Biomedical Engineering
tems for ABI patients? Hanyang University
Seoul, Korea
–As important as motor rehabilitation is to help the patient E-mail: kujh@bme.hanyang.ac.kr
to confront its situation and to reinforce its behavioral mo-
tivation. What do you think about that? abstract
Neglect patients have biased egocentric reference and it
references influences their capability to be aware of or acknowledge
De Freitas S., & Levene, M., (2004) An investigation of the items on their contralesional side. It is revealed that spatial
use of simulations and video gaming for supporting ex- attention (or egocentric reference) is closely linked with
ploratory learning and developing higher-order cognitive eye movement. Moreover, it is known that eye movement
skills?. IADIS International conference in cognition and and head movement are mutually influenced. In conclu-
exploratory learning in the digital age. Lisbon, Portugal. sion, it is considered that egocentric reference would in-
fluence head movement. In this study, we investigated
Garris, R., Ahlers, R., Driskell, J., Games , motivation and head movement effect on egocentric reference in neglect
learning: a research and practice model. Simulation and patients.
Gaming 33 (2002), pp. 441-467.
Keywords: Spatial Attention, Head Movement,
Luinge, H. J. "Inclination Measurement of Human Move- Egocentric Reference
ment Using a 3-D Accelerometer with Autocalibration",
IEEE Transactions on Neural Systems and Rehabilitation introduction
Engineering, 2004 vol. 12, no. 1, pp. 112-121. Hemispatial neglect is a common disabling condition fol-
lowing unilateral brain damage, particularly of the right
Rebolledo-Mendez, G., de Freitas, S., Burden, D. (2008) hemisphere (Parton, Malhotra, & Husain, 2004). Neglect
"A model of motivation for virtual world avatars". Ac- patients often fail to orient, report, and respond to stimuli
cepted as poster to the Eight International Conference on toward the contralesional (left) side of space (Butler,
Intelligent Virtual Agent, IVA 2008. Lawrence, Eskes, & Klein, 2009). Several bedside screen-

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206 Abstracts from CT15

Table 1
Deviation angles in each position between egocentric reference and actual center position by head movement in
head-unrestrained viewing conditions. Negative deviation angle indicates that the ball was placed right-hand side
and the egocentric reference was on the right-hand side.

ing tests have revealed biased spatial attention field and tion is deployed since the direction of gaze is generally
egocentric reference in hemispatial neglect. However, considered to be tightly coupled with the orienting of at-
these studies were carried out in a controlled head/re- tention (Hoffman & Subramaniam, 1995). Moreover,
strained condition, different from real life. In this investi- head movement also corresponds with eye movement
gation we examined a variation of egocentric references (spatial attention) in searching with the head in an unre-
of neglect patients by head movement in unrestrained strained position (Khan, Blohm, McPeek, & Lefe`vre,
viewing conditions. 2009). In this experiment the positions at 28° and 22° to
the left and right were outside of the field of view. Ego-
methods centric references were shifted by head movement to the
Four stroke patients at Yonsei University Rehabilitation left-hand side that offset existing rightward egocentric
Hospital were recruited for this experiment. They were di- references at 28° and 22° to the left. On the other hand,
agnosed with hemispatial neglect by conventional bedside egocentric references were shifted ightward along with
tests and did not have any problem understanding the task existing rightward egocentric references at 28° and 22°
and were able to control the experimental apparatus. Par- to the right. Moreover, for positions at 11° to the left and
ticipanst wore a HMD (head mounted display) that was right and 0°, there was insufficient head movement and
used to present stimuli in a unrestrained-head condition. existing rightward egocentric references remained. In
A position tracker was used to control the viewing angle conclusion, neglect patients may have a rightward-biased
for placing the ball at egocentric reference positions and spatial attention field or egocentric reference that would
to acquire deviation angles between egocentric reference be influenced by head movement, while eye movement
and the actual center position. In each test trial, a ball ap- is tightly coupled with spatial attention induced by head
peared in one of seven arched positions. The seven ball movement.
positions were placed at 11°, 22°, and 28° to the left or
right side of the actual center position and 0°. Participants references
were instructed to find a ball and place the ball at the cen- Butler, B.C., Lawrence, M., Eskes, G.A., and Klein, R.,
ter of the screen. In each trial, when participants made a Visual search patterns in neglect: Comparison of periper-
response after the ball was placed at an egocentric refer- sonal and extrapersonal space, Neuropsychologia 47
ence position, deviation angles were recorded. Participants (2009), 869-878.
performed 42 trials in a random order, consisting of six
repetitions in each ball position. Hoffman J.E., and Subramaniam, B., The role of visual
attention in saccadic eye movements, Perception & Psy-
results chophysics 57 (1995) 787–795.
There were significant biased egocentric references at 11°
to the left, 0°, and 11°, 22°, and 28° to the right. However, Khan, A.Z., Blohm, G., McPeek, R.M., and Lefe`vre, P.,
there were no shifted egocentric references at 28° and 22° Differential Influence of Attention on Gaze and Head
to the left. Movements, Journal of Neurophysiology 101 (2009), 198-
206.
Conclusion
In this investigation we examined the effect of head Parton, A., Malhotra, P., Husain, M., Hemispatial neglect,
movement on egocentric reference in neglect patients. Journal of Neurology, Neurosurgery and Psychiatry 75
Eye movements have the potential to show where atten- (2004), 13-21.

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Abstracts from CT15 207

–––––––––––––––––––––––––––––––––––––––––––––– some limitations of the RST, which appear when stimuli


effects of the bas and bis on decision-making contain hyper-active BAS/BIS in experimental situations
using a simulated gambling Task without mixed reward and punishment. Conversely, the
joint subsystem hypothesis (JSH) (Corr, 2002) assumes
Deok-Yong Kima and Jang-Han Leea,1 the mutual interplay of the BAS / BIS effects. It is argued
that the BAS and BIS make use of two effects, which are
Clinical Neuro-pSychology Lab., Department of
a
facilitation and antagonism. According to the JSH, high
Pschology Chung-Ang University, Seoul, BAS/low BIS groups, whom are impulsive individuals,
Republic of Korea are the most sensitive to reward. Hence, the purpose of
this study was to investigate how the relative strength be-
1
Corresponding author: tween the BAS and BIS affect decision-making under risk
Jang-Han Lee situations following gambling experiences.
Clinical Neuro-pSychology Lab
Department of Pschology methods
Chung-Ang University participants and materials
Seoul, Republic of Korea Fifty-one undergraduates (29 female) were divided into
Tel: +82 2 820 5751 four groups based on relative BAS/BIS scores, and con-
E-mail: clipsy@cau.ac.kr ducted the modified GDT, a modified version of the orig-
inal GDT (Brand, 2005). The task examines repeated
abstract decision-making processes during experimentally-manip-
The aim of the study was to investigate how the Behav- ulated winning and losing experiences, while participants
ioral Approach System (BAS) and the Behavioral Inhibi- are aware of the rules.
tion System (BIS) affect decision-making following
different feedback types. In accordance with the joint sub- procedure
system hypothesis, participants were divided into four An experimenter explains the task, the interface, and in-
groups depending on the relative strength of their formation regarding choices and winning probabilities.
BAS/BIS scores. A modified Game of Dice Task (GDT) Before starting the task, participants conducted an eight-
examined repeated decision-making processes under ex- block exercise trial. After the task, participants were de-
perimentally manipulated winning and losing experi- briefed, and paid according to how much money they
ences, while participants were aware of the rules of the won or lost during the task.
task. Results revealed that the high BAS/low BIS group
made risky decisions after winning experiences, while the results
low BAS/high BIS group made non-risky decisions after Results revealed that the high BAS/low BIS group
losing experiences, which revealed that personality and showed relatively more risky decision-making than both
decision-making interplayed between the BAS and BIS the high BAS/high BIS group, F(1,44)=12.64, p=.001,
in a realistic gambling game. and the low BAS/low BIS group, F(1,44)=11.59, p=.001,
after winning experiences. On the other hand, the low
Keywords: Decision-making, Game of Dice Task, BAS/high BIS group made more safe decisions than the
Behavioral Approach System, high BAS/high BIS group after feedback from losing,
Behavioral Inhibition System F(1,44)=5.80, p<.05.

introduction Conclusion
Gambling consists of continuous decision-making The present study found that differences of the relative
processes while being provided information about gain BAS and BIS levels affected decision-making in relation
and loss probabilities. Personality traits, such as impul- to winning and losing experiences during a realistic gam-
sivity or anxiety, affect decision-making processes during bling task. The modified GDT, which activated the sen-
gambling tasks (Martin & Potts, 2009). Gray (1981) pro- sitivity of both reward and punishment through winning
posed the Reinforcement Sensitivity Theory (RST), or losing experiences, provided valuable information re-
which suggests an independent relationship exists be- garding the relative characteristics between the BAS and
tween the BAS and BIS, to explain impulsivity. There are the BIS.

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208 Abstracts from CT15

Acknowledgement imagination. The alcohol-Stroop task, an eye movement


This work was supported by the National Research Foun- task, and self-report questionnaires about cravings will
dation of Korea (NRF) grant funded by the Korea govern- be administered to measure the efficacy of the treatment.
ment (MEST) (No. 2009-0084146).
Keywords: Alcohol Craving, Covert Sensitization,
references Virtual Reality
Brand, M., Fujiwara, E., Borsutzky, S., Kalbe, E., Kessler,
J., & Markowitsch, H. J. Decision-making deficits of Ko- introduction
rsakoff patients in a new gambling task with explicit rules In many cultures, alcohol abuse is the most prevalent type
– associations with executive functions, Neuropsychology of substance abuse. Despite harmful effects of excessive
19(2005), 267-277. consumption, cessation of risky drinking is difficult. This
kind of alcohol abuse is associated with alcohol cravings,
Corr, P. J. J. A. Gray’s reinforcement sensitivity theory: which play a critical role in triggering substance use and
Test of the joint subsystem hypothesis of anxiety and im- relapse. Therefore, we aim to decrease the intensity of
pulsivity, Personality and Individual Differences cravings using covert sensitization (CS), which is im-
33(2002), 511-532. agery-based aversive therapy designed to decrease crav-
ings and induce aversion towards abused substances.
Martin, L. E., & Potts, G. F. Impulsivity in decision-mak- However, the effectiveness of covert sensitization relies
ing: An event-related potential investigation, Personality highly on an individual's ability to use their imagination.
and Individual Differences 46(2009), 303-308. Thus, in 2008 we designed a Virtual Reality (VR) pro-
gram to compensate for the possibility a lowered ability
–––––––––––––––––––––––––––––––––––––––––––––– to use imagination, which was expected to help increase
how alcohol Cravings of heavy social drinkers are treatment effects. In a preliminary study, the VR program
influenced by Virtual Covert senstization revealed several disadvantages including a lack of realism
and that the program consisted of only two virtual envi-
Hyo Kyung Kima, Kiho Kima, and Jang-Han Leea,1 ronments. In the present study, we will modify the VR
program by adding additional aversive environments. We
Clinical Neuro-Psychology Lab, Department of
a
will also increase the sample size to enhance validity and
Pschology Chung-Ang University, Seoul, reliability.
Republic of Korea
Substance abusers tend to have an attentional bias for
1
Corresponding author: stimuli related to the relevant substance, which is known
Jang-Han Lee to be caused by cravings. Therefore, by decreasing crav-
Clinical Neuro-pSychology Lab ings using VR-CS, attentional bias should also decrease,
Department of Pschology and to test this, we will measure attentional bias using the
Chung-Ang University alcohol-Stroop task and an eye-movement task. If atten-
Seoul, Republic of Korea tional bias is decreased, we may be able to suggest that
Tel: +82 2 820 5751 cravings have decreased as well.
E-mail: clipsy@cau.ac.kr
method
abstract Participants will conduct the AUDIT (Alcohol Use Dis-
Covert sensitization (CS) is imagery-based aversive treat- orders Identification Test) along with a questionnaire
ment aiming to decrease cravings and induce aversion to about unpleasant experiences likely to occur as a result
abused drugs. Although an advantage of CS is that its ef- of excessive drinking. Using the AUDIT results, 20 harm-
fectiveness relies mainly on an individual’s ability to use ful drinkers will be assigned to the Harmful Drinkers
their imagination, this can also be a limitation. In the pres- (HD) group, and 20 non-harmful drinkers will be as-
ent study, we will use Virtual Reality (VR) to enhance the signed to the Non-Harmful Drinkers (NHD) group, which
effects of CS. VR-CS should be effective in reducing al- is also the control group. Based on a preliminary study, a
cohol cravings by offering a vivid experience, which VR-CS scenario was designed to include a virtual hospi-
should also make up for the possibility of one’s poor tal and a virtual subway using the NeuroVR software. The

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Abstracts from CT15 209

alcohol-Stroop task, an alcohol image-related eye move- SuJin Kima Kyu Hee Junga and Jang-Han Leea,1
ment task, and the Alcohol Urge Questionnaire (AUQ)
will be administered before and after six sessions of treat- Clinical Neuro-Psychology Lab, Department of
a

ment to test the effectiveness of the treatment. The alco- Pschology Chung-Ang University, Seoul,
hol-Stroop task will be presented using E-prime 2.0., and Republic of Korea
an SMI iView Red-IV will be used to track eye move-
ments. Afterwards, VR-CS treatment will be conducted. 1
Corresponding author:
Immediately after each session, participants will be asked Jang-Han Lee
to complete the AUQ a total of seven times. Following Clinical Neuro-pSychology Lab
the final AUQ, they will be asked to perform the alcohol- Department of Pschology
Stroop task and the eye-movement task. Chung-Ang University
Seoul, Republic of Korea
expected results Tel: +82 2 820 5751
We expect that VR-CS will decrease cravings in the HD E-mail: clipsy@cau.ac.kr
group, which will suggest a decrease in attentional bias
as well. We also expect that before VR-CS the HD group abstract
will show slower reaction times in the alcohol-Stroop The present study investigated whether Event-Related
task, and attend more to alcohol-related cues in the eye- Desynchronization (ERD) could discriminate between
movement task due to an attentional bias towards alcohol. deceptive responses and truthful responses. To motivate
However, the HD’s attentional bias will be decreased in participants to lie spontaneously, we developed a com-
both the alcohol-Stroop task and the eye-movement task puter-based deception simulation task. Subjects were
after VR-CS treatment. It is also predicted that no signif- shown a dice roll on a monitor and had to decide whether
icant change will be observed in the NHD group. to keep the presented number rolled (truthful response)
or lie and select a different number (deceptive response).
Conclusion Giving a truthful response involved a small reward but
These results will demonstrate that a decrease in atten- no risk, while a deceptive response increased the possi-
tional bias suggests a decrease in cravings. This will allow bility of achieving the goal of the task but also a monetary
us to assume that cravings were decreased due to the VR- risk. We expect that more alpha ERD will be measured
CS treatment. This will show the effectiveness of VR-CS during deception responses compared to truthful re-
for treating substance abusers to help them decrease their sponses, allowing us to differentiate between truthful and
cravings. deceptive responses.

Acknowledgements Keywords: Deception, Computer-based Deception


This work was supported by the National Research Foun- Simulation Task , Event-Related Desynchronization
dation of Korea (NRF) grant funded by the Korea gov-
ernment (MEST) (No. 2009-0084146) (No. introduction
2009-0083866). In daily life, people tell various lies. However, deception
can be damaging to society in forensic or business situa-
references tions. Therefore, detecting deception has been recognized
Kearney, Albert J., A Primer of Covert Sensitization, Cog- as an important issue in our modern society. To study the
nitive and Behavioral Practice 13 (2006), 167–175. discrimination between telling the truth and lying, it is es-
sential to present a situation which provokes the need to
Moon, J., & Lee, J. H. (2008). Development of virtual lie. We developed a computer-based deception simulation
aversive environment: Preliminary study of covert sensi- task to provoke natural deception in a controlled experi-
tization for alcohol craving. 13th Annual Cyber Therapy mental situation.
Conference, San Diego, CA.
Our deception task encourages participants to lie sponta-
–––––––––––––––––––––––––––––––––––––––––––––– neously because deceptive responses are necessary to
analysis of brainwave Characteristics during a achieve the goal of the task, which is compensated with
Computer-based deception simulation Task a financial reward that further motivates the participants.

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210 Abstracts from CT15

Task immersion is also increased by presenting immedi- dation of Korea (NRF) grant funded by the Korea gov-
ate feedback based on participant response during the de- ernment (MEST) (No. 2009-0084146)
ception task. An advantage of the task is that it allows a
comparison between spontaneous deception and in- references
structed deception within the same experimental session. Fink, A., Grabner, R.H., Neuper, C.,& Neubauer,
We measured Event-Related Desynchronization (ERD) A.C.,(2005). EEG alpha band dissociation with increas-
during the task. Alpha band ERD is the percentage of de- ing task demands. Cognitive Brain Research 24, 252-259.
crease in alpha power from a reference (prestimulus pe-
riod) to an activation interval (task performance). EEG ––––––––––––––––––––––––––––––––––––––––––––––
alpha power desynchronizes when individuals are men- Computer-aided Vicarious exposure (CaVe) for
tally active, and reflects increasing task demands (Fink, obsessive-compulsive disorder, implementation of a
Grabner, Neuper, & Neubauer, 2005). When lying, rela- non-immersive Virtual reality approach
tively more cognitive complexity is experienced, and this
phenomenon should be reflected as alpha band ERD. In Kenneth C. Kirkbya, Allison Matthewsa
this context, our study assumed that more cognitive effort and Joel Scanlona
during deception leads to increased alpha ERD.
a
Psychiatry, University of Tasmania, Australia
method
Participants signed an informed consent form. After a 1
Corresponding author:
baseline EEG measurement, they performed the “Jack’s Ken Kirkby
beanstalk” task. We developed a program where a dice Psychiatry, University of Tasmania
is rolled and Jack climbs up the number of steps rolled Private Bag 27
on the dice. Participants had to decide whether to enter Hobart 7000, Australia
the rolled number (truthful response) or a different num- E-mail: ken.kirkby@utas.edu.au
ber (deceptive response). The computer played the role
of a second player, but the participants believed they abstract
were playing against a real person. The goal of the task Exposure with response/ritual prevention is an established
was to reach the top of the beanstalk. Telling the truth treatment for obsessive-compulsive disorder (OCD). In
involved a small reward but no risk, whereas lying in- vicarious exposure scenarios the subject observes another
creased the probability of reaching the top of the person modeling this treatment and learns the techniques
beanstalk but also involved a monetary risk. EEG and involved and expected outcomes. This may have direct
skin conductance data was acquired using a Laxtha Poly- therapeutic benefit or prepare the subject for in-vivo ex-
G-I monitoring device. posure with response prevention, pertinent to their OCD
sympomatology. Computer-aided vicarious exposure
expected results (CAVE) uses computer graphics to depict a person un-
We predict that deceptive responses will represent more dertaking exposure with response prevention. The behav-
alpha band ERD than telling the truth, allowing us to be ior of the observed person, a screen figure, is controlled
able to discriminate between deceptive responses and by the “point and click” method, in the manner of a com-
truthful responses. puter game. An “anxiety thermometer” depicts the rise
and fall of the anxiety response to exposure. A target score
Conclusion is reached by cumulative enactments of therapeutic be-
These results would suggest that alpha band ERD could haviors. These features facilitate exploratory skill learn-
detect deceptive responses, therefore also suggesting that ing. Previous research studies on CAVE used a version
ERD may be a valuable tool in measuring deception. In with black and white perspective drawings and simple
addition, these results would imply that our task is able draw-redraw animations. A new version of CAVE has
to naturally provoke spontaneous deception in a con- been developed using non-immersive virtual reality (VR)
trolled experimental situation. to provide greater verisimilitude to the treatment process.
The features of this are demonstrated. Due to current con-
Acknowledgements straints in delivery of VR approaches on the Internet, a
This work was supported by the National Research Foun- hybrid Internet site has been designed for clinical research

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Abstracts from CT15 211

whereby the CAVE program is downloaded, whereas erally proprietary and not (as yet) accessible to research
screening and assessment is Internet-based. groups wishing to develop programs. Accordingly, we
have developed a color 3-D animated version of CAVE
Keywords: Response Prevention, Obsessive for desktop computer use, deliverable by Internet down-
Compulsive, Virtual Reality load, for evaluation in settings including home-based
treatment.
introduction
Computer-aided vicarious exposure (CAVE) is based on references
the social learning theory as expounded by Bandura Bandura, A., Social foundations of thought and action: A
(1986). By observing another person or persons modeling social cognitive theory, Prentice Hall, Englewood Cliffs,
a behavior and the consequences of that behavior, the ob- NJ, 1986.
server is able to incorporate or omit that behavior from their
repertoire. This is an adaptive mechanism that serves to by- Clark, A., Kirkby, K.C., Daniels, B.A., Marks, I.M., A
pass the need to learn only through personal trial and error. pilot study of computer-aided vicarious exposure for ob-
sessive-compulsive disorder, Australian and New Zealand
method Journal of Psychiatry 32 (1998), 268-275.
We have utilized this approach in a series of interventions
taking the form of computer games, modeling exposure Dewis, L.M., Kirkby, K.C., Martin, F., Daniels, B.A.,
therapy for spider phobia, agoraphobia and obsessive- Gilroy, L.J., Menzies, R.G., Computer-aided vicarious ex-
compulsive disorder (OCD). The user directs the actions posure vs. live graded exposure for spider phobia in chil-
of a “person”, a screen figure, through a scenario where dren, Journal of Behavior Therapy and Experimental
they approach or avoid phobic stimuli, with the anxiety Psychiatry 32 (2001), 17-27.
response of the screen figure depicted on an “anxiety ther-
mometer.” Repeated exposure results in reduction of the Fraser, J., Kirkby, K.C., Daniels, B.A., Gilroy, L.J., Men-
anxiety response, simulating habituation. The desired ap- zies, R.G., Three versus six-sessions of computer-aided
proach behaviors are reinforced by a feedback score that vicarious exposure treatment for spider phobia, Behav-
augments towards a target of 2000 points. iour Change 18 (2001), 213-223

results Gilroy, L., Kirkby, K.C., Daniels, B.A., Menzies, R.G.,


In previous research the CAVE programs used were eval- Montgomery, I.M., A controlled comparison of computer-
uated in clinic-based research and were based on simple aided vicarious exposure versus in vivo exposure in the
draw-redraw animations in black and white HyperCard treatment of spider phobia, Behavior Therapy 31 (2000),
on a nine-inch screen. A series of RCTs in spider phobics 733-744.
(Smith, Kirkby, Montgomery, & Daniels, 1997;
Gilroy, Kirkby, Daniels, Menzies, & Montgomery, 2000; Gilroy, L.J., Kirkby, K.C., Daniels, B.A., Menzies, R.G.,
Dewis, 2001; Heading, 2001; Fraser, Kirkby, Daniels, Montgomery, I.M., Long-term follow-up of computer-
Gilroy, & Menzies, 2001; Gilroy, Kirkby, Daniels, Men- aided vicarious exposure versus live graded exposure in
zies, Montgomery, 2003) indicated efficacy and long term the treatment of spider phobia, Behavior Therapy 34
maintenance of treatment effect, and pilot studies have (2003) 65-76.
been reported in agoraphobia (Harcourt, Kirkby, Daniels,
& Montgomery, 1998; Kirkby, Daniels, Harcourt, Ro- Harcourt, L., Kirkby, K.C., Daniels, B.A., Montgomery,
mano, 1999) and OCD (Clark, Kirkby, Daniels, & Marks, I.M., The differential effect of personality on computer-
1998; Kirkby, 2000.) based treatment of agoraphobia, Comprehensive Psychi-
atry 39 (1998), 303-307.
Conclusions
Internet-based computer games are increasingly avail- Heading, K., Kirkby, K.C., Martin, F., Daniels, B.A.,
able. These are generally in the non-immersive virtual re- Gilroy, L.J., Menzies, R.G., Controlled comparison of
ality (VR) genre where the user watches and directs single session treatments for spider phobia: live graded
action in a 3-D computer world on the computer screen. exposure versus computer-aided vicarious exposure, Be-
However, the platforms for these online games are gen- haviour Change 18 (2001), 103-113.

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212 Abstracts from CT15

Kirkby, K.C., Daniels, B.A., Harcourt, L., Romano, A., therapy for job interview related anxiety. The results are
Behavioral analysis of computer-administered vicarious discussed in terms of how best to offer a flexible thera-
exposure in agoraphobic subjects: The effect of person- peutic environment to manage anxiety stimulus parame-
ality on in-session treatment process, Comprehensive ters in a gradual manner.
Psychiatry 40 (1999) 386-390.
Keywords: Virtual Reality Exposure Therapy,
Kirkby, K.C., Berrios, G.E., Daniels, B.A., Menzies, Job Interview Fear, Immersive VR Displays
R.G., Clark, A., Romano, A., Process-outcome analysis
in computer-aided treatment of obsessive-compulsive dis- introduction
order, Comprehensive Psychiatry 41 [2000], 259-265. A very common fear that many people experience is anx-
iety related to job interviews (McCarthy & Goffin, 2004).
Smith, K.S. Kirkby, K.C., Montgomery, IM., Daniels, This is particularly true in student populations who are
B.A., Computer-delivered modeling of exposure for spi- close to finishing their degrees and are faced with the
der phobia: relevant versus irrelevant exposure. Journal prospect of their first ever job interview which could well
of Anxiety Disorders 11 (1997), 489-497. determine their future careers. A virtual reality environ-
ment can be used as a tool for treatment of the fear of in-
–––––––––––––––––––––––––––––––––––––––––––––– terviewing, while at the same time enabling students to
The impact of Visual displays in realistic Virtual gain valuable experience at a time convenient to them.
environment for Job interview fear
A number of past studies in the field of VR therapy have
Remi. J. Kwona,1 and Benjamin H. Detenbera demonstrated the relationship between the level of im-
mersive displays and treatment outcomes in VRET (Krijn
a
Wee Kim Wee School of Communication and et al., 2004; Bullinger & Riva, 2005). However, these
Information, University of Nanyang, Singapore studies were limited to height phobia only, and compared
Cave Automatic Virtual Environment (CAVE) and Head
1
Corresponding author: Mounted Display (HMD) conditions which were both
Remi. J. Kwon fully immersive environments. Due to the lack of evi-
Wee Kim Wee School of Communication dence about how human anxiety varies in accordance
and Information with different immersive levels of VR environment, this
Nanyang Technological University study investigated the relationship between the levels of
31 Nanyang Link anxiety and various visual displays providing different
Singapore 637718 levels of immersive VR environment.
E-mail: remi.kwon@pmail.ntu.edu.sg
methods
abstract The simulation of job interview used in this study is a
Virtual reality exposure therapy (VRET) offers the pos- highly realistic multi-modal setting, including an office
sibility of tackling social anxiety in an efficient, safe and and an interviewer (figure 1).
controlled manner. A key question, however, is how ef-
fective are immersive VR environments in helping peo-
ple to deal with their anxiety in specific contexts. One
concern which affects many people from all walks of life
is the fear of a job interview. The objective of this study
was to compare a potential user’s anxiety responses in a
variety of VR environments simulating an interview sit-
Figure 1. Virtual job-interview simulation.
uation using different immersive levels of visual display:
a high-resolution of head mounted display with motion Four different forms of VR environment were developed
trackers, a large screen size of LCD screen, a laptop, and to activate diverse levels of immersion:
an audio only. The results indicate that there is a correla-
tion between anxiety and the level of immersion, which Head Mounted Display (fully-immersive display): NVIS
can inform the development of virtual reality exposure nVisor SX was encompassed by a head motion tracker

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Abstracts from CT15 213

(Polhe-mus 6DOF Motion Tracker). The HMD has a ment) had a higher increment in pulse rate than other
maximum resolution of 1280x1240x60Hz, and run with technical conditions, but no evidence was found for any
Intel Q6600 2.4GhZ core 2 Quad processor and Nvidia dissimilarity between the HMD and LCD conditions
Geforce 8800 GTX with 768 MB of RAM. (p=0.231) at 5% level. A similar result was found in the
MASI measures. The overall mean MASI response in
Large LCD (semi-immersive display): a 50-inch LCD TV each condition of HMD, LCD, LAPTOP, and AUDIO
with Intel Q6600 2.4GhZ core 2 Quad processor and was 3.82, 3.71, 2.16 and 2.46, respectively. Across the
Nvidia Geforce 8800 GTX with 768 MB of RAM. four conditions the difference in means for MASI was
significant at 5% levels (F(3; 34) = 281:98; P < 0:001).
Laptop (non-immersive display): a 14-inch laptop (Acer From the multiple comparison procedure (Sidak) it was
Aspire 5920G) in a dark room setting. The simulation was noticed that in the HMD and LCD conditions the total
rendered by NVIDIA Geforce 8600M GT TurboCache mean of MASI did not vary at 5% significant level (p =
with 1024X800X60Hz resolution. 0:485). This result indicated that, overall, the condition
of the large LCD screen provoked a similar level of anx-
Audio-only: A typical stereo headset (SONY MDR- iety to the HMD condition.
NC60) was used with a blindfold.
discussion
The initial hypothesis in this study was that the higher
immersive levels of visual display might provoke higher
levels of anxiety. The relation should be strongly corre-
lated. However, this experiment proved that this assump-
tion was not entirely valid. The study confirmed that
Figure 2. Settings for virtual reality environments. participants who have symptoms of social phobia felt
similar levels of anxiety in both fully (HMD) and semi
The target participants in this study were those who had (large LCD) immersive levels of visual display, which
at least moderate symptoms of social phobia, thus only means they were concerned more about the context than
individuals who scored more than 55 out of total 144 in the quality of immersion. However, in order to activate
Leibowitz Social Anxiety Scale (LSAS) were invited anxiety and maintain it over the course of the virtual sim-
(Liebowitz, 1987). Twenty participants were selected ulation, at least some level of immersive display is re-
from the student population at the university and their quired.
total average score of LSAS was 58.78 (SD=4.17). The
ethnic background was 14 female and 6 male, aged be- Conclusions
tween 21 and 31 years old. In order to minimize the con- The study presented here has shown that VR exposure
founding variable of experiment expectancy, informed can potentially be used as a therapeutic intervention for
consent was obtained after the introduction of the study. job interview fears. A diversity of visual displays may be
After that, they were exposed to one of the four VR en- a potential approach to treatment, providing anxiety-pro-
vironments, and measured their physiological responses. voking stimuli in a gradual order.
At the end of the course of virtual job interview, partici-
pants submitted Measure of Anxiety in Selection Inter- references
views (MASI) to report their anxiety experience Bullinger, M. and Riva, G., Treating acrophobia in a vir-
(McCarthy & Goffin, 2004). tual environment, Proceeding in the cybertherapy confer-
ence 2005.
results
The level of increment of pulse rate from baseline (PR- Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde,
b) in the first minute was similar in all conditions, but the L.C., Schuemie, M.J., et al, Treatment of acrophobia in
mean distance between conditions widened later on. The virtual reality: The role of immersion and presence, Be-
total average of PR-b in HMD, LCD, LAPTOP and haviour Research and Therapy 42(2)(2004), 229-239.
AUDIO conditions was 9.25, 6.80, 1.26 and 3.46, respec-
tively. The participants who were exposed to the virtual Liebowitz, M.R., Social phobia, Modern Problems of
job interview through HMD (fully immersive environ- Pharmacopsychiatry 22 (1987), 141-173.

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214 Abstracts from CT15

McCarthy, J.M., and Goffin, R.D., Measuring interview introduction


anxiety: Beyond weak knees and sweaty palms, Person- Social cognitive neuroscience benefits considerably by
nel Psychology 57 (2004), 607-637. using animated virtual agents. With the development of
an interactive technology, the user is able to experience
–––––––––––––––––––––––––––––––––––––––––––––– virtual environments consisting of more lifelike environ-
neural mechanism of the interactive manner effect ments. In previous studies, interactive manner affected
to social Cognition on interacting with Virtual other the user’s feeling of presence. The different feelings of
presence affected the user’s cognition, performance of
Hyeongrae Leea, Jeonghun Kua,1, Wonho Leea, Kang Jun tasks, immersion level, memory and other factors. How-
Yoonb, In Young Kima and Sun I. Kima ever, it is unclear how the interactive manner affects so-
cial cognition on interacting with another. Therefore, in
a
Department of Biomedical Engineering, this study, we aimed to explore how the effect of interac-
Hanyang University, Seoul, Korea tive manner relates to social cognition using a handshake
b
St. Peter’s Hospital, Seoul, Korea paradigm by a conventional interactive manner and a real
interactive manner.
1
Corresponding author:
Jeonghun Ku methods
Department of Biomedical Engineering, subjects
Hanyang University Sixteen healthy participants were recruited for the fMRI
17 Haengdang-dong, Seongdong-gu experiment.
Seoul, 133-791
Korea experimental environments
E-mail: kujh@bme.hanyang.ac.kr We conducted an fMRI study using an interactive hand-
shake paradigm in which the user shook hands with a vir-
abstract tual other. There are two kinds of interactive manners to
In previous studies, interactive manner affects the user’s control my virtual avatar. In the conventional manner, the
feeling of presence. The different feelings of presence in- subject presses the left button to raise my avatar’s hand
fluence the user’s cognition, performance of tasks, im- up, and presses the right button to lower my avatar’s
mersion level, memory and other factors. In this study, hand. In the real manner, my virtual avatar’s hand motion
we aimed to investigate how interactive manner affects is synchronized with the subject’s hand motion by calcu-
social cognition using a handshake paradigm by a con- lating the position of marker on the subject's right hand.
ventional interactive manner using a button so that the The other avatar responds by accepting or refusing the
subject’s hand motion synchronized with the avatar’s subject's offer. For the twelve pairs of avatars used in the
hand motion. In results, the subjects felt more presence virtual environment (VE), each pair of avatars wears dif-
and social presence in the real interactive manner condi- ferent clothes for the acceptance action and the refusal
tion. The main effect of the other avatar response was action. After the fMRI experiment, subjects were asked
shown in the right superior temporal sulcus (STS), right to complete the questionnaire about the their feelings to-
inferior frontral gyrus (IFG) and left mid orbital gyrus. In wards the virtual other’s response. The fMRI data were
both interactive manners, The STS was significantly more analyzed with AFNI. We conducted ANOVA with facto-
activated with the refused response, and the mid orbital rial model (interactive manner [real, button] by other
gyrus was more activated with the acceptive response. avatar response [acceptance, refusal]) for group level
However, the IFG was significantly more activated with analysis.
the acceptive response in the real interactive manner, but
was not differently activated in the conventional manner. results
The subjects felt more presence and social presence in the In questionnaire results the subjects felt more presence
real interactive manner, and this different sense of pres- and social presence with the real interactive manner. Dif-
ence affects a part of the mirror neuron system. ferent brain activations affected by the interactive manner
were in the left postcentral gyrus, left superior parietal
Keywords: Social Cognition, lobule, left middle cingulate cortex and left paracentral
Interactive Manner, Handshake lobule. The right superior temporal sulcus (STS), right in-

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Abstracts from CT15 215

ferior frontral gyrus (IFG) and left mid orbital gyrus were chology and behavior. These findings and discussions
activated with the main effect of the avatar response. The with psychologists who use Mindfulness-Based Stress
STS, which is associated with interpretation of the actions Reduction (a validated CAM therapy), and advice from
and intentions of others, was significantly more activated experts in military social work, has led us to develop a
with a refused response in both interactive manners. The virtual jogging system in the online virtual world of Sec-
mid orbital gyrus, which is implicated in the processing ond Life. Our system is novel in that we use breathing to
of reward and social reinforcement, was significantly control the movement of the avatar rather than keyboard
more activated with an acceptive response in both inter- controls. There is no spirometer but breath detection is
active manners, but the IFG, which is related with imita- instead done with a microphone by using the seldom-used
tion of action and processing a symbolic gesture, was volume level detection technology available in Second
significantly more activated with the acceptive response Life that is interpreted through a custom scripting solu-
in the real interactive manner, but was not differently ac- tion.
tivated in the conventional manner.
Keywords: Virtual World, Therapy, Complementary &
Conclusion Alternative Medicine, CAM, Stress Mitigation,
In this study, we explored how interactive manner af- Breathing, Immersion
fected social cognition with shaking hands using a con-
ventional interactive manner and a real interactive introduction
manner. The subjects felt more presence and social pres- An extensive 2008 study by the Rand organization, titled
ence in the real interactive manner, and this different pres- Invisible Wounds of War (Rand, 2008), reported that at
ence affects a part of the mirror neuron system that is an least 300,000 soldiers have symptoms of serious psycho-
important factor of social cognition. logical stress, and also that gaps exist in the ongoing ef-
forts to provide veterans with proper health care for such
–––––––––––––––––––––––––––––––––––––––––––––– deployment-related psychological injuries.
no sweat: Jogging in a Virtual World The Coming Home project at the University of Southern
using breath as avatar Control California's Institute for Creative Technologies (USC
ICT) is collaborating with experts in the fields of Com-
Jacquelyn Ford Moriea,1, Eric Chancea, Kip Haynesa, plementary and Alternative Medicine (CAM) and veteran
and Dinesh Purohita support to explore novel ways of extending available
health care possibilities for veterans. According to Dr.
a
University of Southern California Institute for Creative Jose Coll, Clinical Associate Professor and Chair of Mil-
Technologies, Marina del Rey, California, U.S.A. itary Social Work and Veteran Services at USC, disabled
veterans often express how much they miss jogging and
1
Corresponding author: other physical training activities they are used to doing
Jacquelyn Ford Morie every day.
University of Southern California Institute
for Creative Technologies Given recent research in the positive effects of virtual
13274 Fiji Way world activity on real life, we believe that recreating such
Marina del Rey, California, U.S.A. an activity in a virtual world might have a positive benefit
E-mail: morie@ict.usc.edu on a person’s psychological and physical well-being. This
is a reasonable assumption based on research by Bailen-
abstract son and colleagues at the Stanford Virtual Human Inter-
Recent research in the fields of Complementary and Al- action Lab on what they term The Proteus Effect (Yee &
ternative Medicine (CAM) and virtual technologies sug- Bailenson 2007; Yee, Bailenson & Ducheneaut, 2009),
gest some potentially new and beneficial therapies that which indicates that users’ observations of their avatars’
may help returning servicemen who present symptoms of behaviors can result in psychological effects and a change
psychological stress. CAM therapies are now being val- in their real behavior. In one of the lab’s studies, users
idated with evidence-based research. Data from the who observed a virtual representation of themselves ex-
emerging field of Self-Perception Theory shows that the ercising reported significantly higher levels of exercise
use of avatars in virtual worlds can affect a user’s psy- in the real world after their session than those who

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216 Abstracts from CT15

watched a representation of someone else exercising or Conclusions


watching themselves not exercising (Fox & Bailenson After the current development cycle is complete and
2009). Research by Lim and Reeves (2005) at Stanford final revisions are implemented, a more extensive
also shows that the simple act of allowing the user to round of user testing will be conducted to show the va-
choose their avatar, and viewing that avatar in a third per- lidity of our approach as part of a novel CAM therapy
son perspective, leads to greater physiological arousal and to help reduce stress. We believe that real world con-
an increased sense of presence in a virtual environment. trols used within a virtual world setting hold a great
deal of promise for veterans and others with specific
method/Tools/Challenges health needs.
Based on Dr. Coll’s suggestion and our preliminary re-
search, we set about creating a running path for veterans ––––––––––––––––––––––––––––––––––––––––––––––
in the virtual world Second Life. We felt it would be the night Vision in open surgery preliminary
most beneficial if a real world activity or input could be report on rabbits
transferred to the virtual world as a control mechanism,
rather than the conventional method where a player sim- V.J.L. Mossoa, O.R. Gonzaleza, R.G.Arrellína,
ply hits a key to make an avatar run. Therefore, we made S.E. Rodrigueza, and L.D. Mossoa
the movement of the avatar dependent upon slow, regular
breathing. As long as the user maintains this breathing Department of Surgery Panamericana University,
a

rhythm, the avatar will run. This concept was based on Mexico City, Mexico
clinical research that has shown that slow, regular breath-
ing accompanied by biofeedback for as little as ten min- 1
Corresponding author:
utes a day can be effective in lowering blood pressure Jose Luis Mosso
(Grossman 2001), as well as by the technique of being at- Calle Magdalena 218, interior 401
tentive to one’s breathing that is often employed in Mind- Colonia del Valle
fulness-Based Stress Reduction, a CAM therapy that is Delegacion Benito Juarez,
used for stress reduction. Codigo postal 03100
Several challenges were anticipated in the early develop- Mexico City, Mexico
ment cycle. These included virtual world limitations such E-mail: quele01@yahoo.com
as seamless region crossing while jogging, lack of spe-
cific types of avatar movement and user control, and na- abstract
tive data collection solutions. Anticipated challenges on objective
the user’s end, such as calibrating the microphone for Night vision technology permitted us to perform seven
input, and training to use the system, were addressed via open surgeries in the thorax and abdominal regions in rab-
an instructional video. bits with no complications.

results Keywords: Night Vision, Open Surgery, Cybertherapy


Initial usability testing was completed in early January
2010, with veterans who had considerable experience method
using the Second Life platform, and who accessed the In 2009, at the Department of Surgery at the Panameri-
jogging activity via a home-based microphone system. In cana University, Mexico City, we conducted a study using
this testing, none of the participants were able to complete a wireless microcamera with infrared light mounted on
the full length of the jogging path. We determined this the head of a surgeon, and night vision infrared stealth
was due to several factors including variability in the mi- goggles for the first assistant. The intraoperative, scrub
crophones, the alibration instructions were unclear, and nurse and anesthesiologist didn´t used the systems, Re-
the fact that the code could be improved to enable a sults. It was possible to perform eight surgeries on rabbits
greater sensitivity for the breath input. We have com- without surgical complications. Surgeries performed in-
pleted these revisions and the second round of testing is cluded one laparotomy, one appendectomy, three
in progress through the month of January and early Feb- nephrectomies, one splenectomy, one left thoracotomy,
ruary. Results are being analyzed to determine if a third and one right thoracotomy, which were done under gen-
round of adjustments are necessary. eral anesthesia.

JCR
Abstracts from CT15 217

Conclusions influence each others behavior (Hamm, 2000; Hogue &


Open surgeries performed on rabbits with the aid of night Steinberg, 1995; Jaccard, Blanton, & Dodge, 2005;
vision technology showed promising results. In future Kirke, 2004). There have been studies examining smok-
works, it is necessary to improve the resolution of micro- ing and drinking habits, among various problem behav-
cameras and all participants in the operating room must iors. However, there is a question of whether or not
use the same equipment. Future surgical procedures adolescents choose best friends in real life that are sim-
which could be performed on humans using this tech- ilar to themselves or not according to their behaviors on-
nique include non-complicated hernia repairs, large lipo- line. Do adolescents choose people to become their
mas in soft tissues, subclavian catheter insertions and leg friends who are spending as much time as themselves
amputations. This technology could be improved with online and doing similar activities online?
technology such as augmented reality and 3-D vision. Cy-
bertherapy could thus be used during surgical applications method
to allow patients to be immersed in total darkness during participants
surgery, making VR immersion more realistic. Three-hundred Lithuanian adolescents, aged from 12-
17 years, participated in a four-year longitudinal study.
–––––––––––––––––––––––––––––––––––––––––––––– Data used for the presentation are from the first wave
adolescents’ online activities and of the longitudinal study.
Their friends in the real life
measures
Vilmante Pakalniskienea Demographic information; information about the best
friend at school; evaluation of friendship quality; per-
Vilnius University, Lithuania
a
sonality traits; self-esteem; activities online; time spend
online; having friends online; participation in certain
Corresponding author:
1
games, social networks, discussions online.
Vilmante Pakalniskiene
Vilnius University analysis
Universiteto 9/1, Room 202 Social network analysis with SIENA software was used
Vilnius, Lithuania 01513 for all analysis and Visone software for visualization.
E-mail: vilmante.pakalniskiene@fsf.vu.lt SIENA software helps to analyze the choices of adoles-
cents and characteristics of the network. Visone soft-
abstract ware helps to visualize the social network.
The purpose of this study is to evaluate adolescents
choice of best friend according to results
According to demographic characteristics younger ado-
Keywords: Internet Use, Friendship, lescents tend to play more games online compared to
Similarity, Adolescents older adolescents. Thus, activities affecting the best
friend choice are different according to age and gender.
introduction Initial results of social network analysis suggest that
Many adolescents spend time online chatting, playing younger adolescents tend to choose friends similar to
games, discussing various issues, or doing other activ- them, according to their online activities and time spent
ities. There are many studies examining adolescents’ online. While for older adolescents it is the other way
activities and also their behaviors online and compar- around – they tend to choose friends who are not similar
ing them to adolescents’ behaviors in real life. But according to what they do online or how much time they
there is a lack of knowledge if adolescents’ behaviors spend online.
online could be somehow related to their best friends’
behaviors. In an additional analysis, the model including several
youth characteristics, such as personality traits or prob-
From peer network literature it is known that sole ado- lem behavior, would be included and tested to see if per-
lescents choosing friends that are similar to themselves sonality could have a stronger affect on adolescents
or that friends become similar over time – in turn, they online activities and friendship per se, or not. Prelimi-

JCR
218 Abstracts from CT15

nary results of this model suggest that adolescents tend Kirke, M., Chain reactions in adolescents’ cigarette, al-
to choose friends who are similar according to their ac- cohol and drug use: Similarity through peer influence or
tivities online, but not personality traits. Also, adoles- the patterning of ties in peer networks? Social Networks
cents who are doing certain activities online are more 26 (2004), 3–28.
popular among friends and tend to get more attention in
real life. ––––––––––––––––––––––––––––––––––––––––––––––
Visual fixations and eye-movement
Conclusions in the Weapon focus effect during a
Certain online activities, such as participation in social simulated eyewitness Crime scene
networks and playing certain games, could affect ado-
lescents’ friendship characteristics, such as reciprocity, Kevin Kiwon Parka and Jang-Han Leea,1
hierarchy, or similarity.
a
Clinical Neuro-Psychology Lab, Department of
Certain youth characteristics, such as gender, age, or Psychology, Chung-Ang University, Seoul,
self-esteem could moderate the role of online activities Republic of Korea
and time spent online and how this relates to similarity
of friends. 1
Corresponding author:
Jang-Han Lee
Participating in online activities tends to make adoles- Clinical Neuro-pSychology Lab
cents more popular among friends. Department of Pschology
Chung-Ang University
discussion Seoul, Republic of Korea
This study looks at adolescents’ best friend choice while Tel: +82 2 820 5751
examining certain youth activities online. Earlier studies E-mail: clipsy@cau.ac.kr
evaluating adolescents friendships did not include or
control for youth activities online or time spent online. abstract
Considering that there are many activities online that The weapon focus effect (WFE) states that eyewit-
adolescents do, it is important to include this aspect in nesses to crimes involving weapons focus more on
adolescent research. We also lack knowledge on what it weapons than on details of the perpetrator or the crime
is going on over time, if adolescents’ friends could affect scene. We will investigate whether witnesses remain fo-
adolescents’ behaviors online or various activities on- cused on a weapon preventing them from looking at
line. In this presentation first results from longitudinal other details, or actually look at the whole scene but
data would be presented as well to evaluate changes simply do not remember what they saw. Using an eye-
over time and to evaluate if adolescents could model tracker, we will measure eye movement and visual fix-
their friends' behavior online. ations of participants while presenting a slide show of
a man taking a knife or money out of his pocket. We
references will then test memory and target identification perform-
Hamm, J.V., Do birds of a feather flock together? Indi- ance. Expected results are decreased memory and iden-
vidual, contextual, and relationship bases for African tification performance, with increased memory of the
American, Asian American, and European American ado- weapon, in the weapon conditions, but not in the money
lescents' selection of similar friends, Developmental Psy- conditions. We expect the participants in the money
chology 36 (2000), 209-219. conditions will also notice an unusual probe in the
probe conditions, while the weapon conditions fail to
Hogue & Steinberg, L., Homophily of internalized dis- notice the probe. This will demonstrate that the pres-
tress in adolescent peer groups, Developmental Psychol- ence of a weapon in fact causes witnesses to fixate on
ogy 31 (1995), 897–906. the weapon, ultimately leading to a decrease in memory
for peripheral details.
Jaccard, J., Blanton, H., & Dodge, T., Peer influences on
risk behavior: An analysis of effects of a close friend, De- Keywords: Weapon Focus Effect,
velopmental Psychology 41 (2005), 135-147. Visual Fixations, Eye Movement

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Abstracts from CT15 219

introduction Conclusion
The weapon focus effect (WFE) states that crimes involv- Until now, researchers have only been able to show that
ing weapons cause attention to be focused on central de- the WFE causes memory impairment for peripheral de-
tails – the weapon – leaving little attention to be spent tails through research. The present study may be able to
elsewhere. This causes memory impairment for periph- demonstrate whether this is because witnesses fixate only
eral details, such as the perpetrator’s external features or on central details, or actually see peripheral details but
the surrounding environment. The purpose of this study simply do not remember them. This information could
is to determine whether eyewitnesses fixate on peripheral help investigators interview eyewitnesses of crimes in-
details, but fail to remember what they saw, or whether volving weapons more effectively.
they spend all their attentional resources visually fixating
only on central details, such as a weapon. Acknowledgements
This work was supported by the National Research Foun-
method dation of Korea (NRF) grant funded by the Korea gov-
The computer-based stimulus environment will be pre- ernment (MEST) (No. 2009-0084146).
sented on a 22” wide LCD monitor, which will be con-
nected to a fully non-invasive eye-tracking system (SMI references
iView X RED-IV) attached at the base of the monitor. Loftus, E. F., Loftus, G. R., & Messo, J. (1987). Some
Therefore no equipment will be in physical contact with Facts About “Weapon Focus.” Law and Human Behavior,
the participant during the experiment. A digital slide show 11(1), 55-62.
of a simulated crime, or a typical encounter, depicting a
man (Target) entering a store, approaching the counter, and Pickel, K. L., Ross, S. J., & Truelove, R. S. (2006). Do
interacting with the clerk (6 slides) is presented on a com- weapons automatically capture attention? Applied Cog-
puter monitor. The third slide shows the Target reaching nitive Psychology, 20(7), 871-893.
into his pocket, followed by the fourth slide (critical slide)
which shows the Target a) handing over a check (Control ––––––––––––––––––––––––––––––––––––––––––––––
condition), or b) pointing a knife (WFE condition). Also, new Technologies and highly
half of the participants in each condition will view the crit- specialized rehabilitation
ical slide containing an unusual-peripheral detail (UPD) in
the top-left corner (Probe condition), and half without the Caterina Pistarinia, and Giorgio Maggionia
probe (No-probe condition). While viewing the slide show,
the eye movements and visual fixations will be measured Neurorehabilitation Unit, IRCCS Salvatore Maugeri
a

with the eye-tracking system. After viewing a slide show, Foundation, Scientific Institute of Pavia, Pavia, Italy
participants will complete a memory test regarding the cen-
tral detail (money or knife) as well as peripheral details 1
Corresponding author:
(e.g., Target appearance, environment), and a photo lineup. Caterina Pistarini
A 2(WFE vs. Control) x 2(Probe vs. No-probe) ANOVA Salvatore Maugeri Foundation
will be used for data analysis. via maugeri 10
27100 Pavia, Italy
expected results E-mail: caterina.pistarini@fsm.it
We predict that the WFE conditions will spend more time
fixating on the central details, compared to the control abstract
conditions, leading to increased memory for the central The background against which SIRAS (the Italian So-
details and decreased memory for peripheral details. In ciety of High Specialisation Rehabilitation) recently or-
contrast, the control conditions will spend less time fix- ganized its IV Annual Meeting is on new technologies,
ating on the central details, resulting in better retention focusing on the clinical and rehabilitation implications,
for peripheral details compared to the WFE conditions, consolidated applications and innovative developments
and will also show better retention for the Probe. We also of these technologies. This event provided an opportu-
expect participants in the control conditions to perform nity to swap experiences at different levels and was
better on the photo lineup than participants in the WFE structured around the following main topic areas – tel-
conditions. erehabilitation, nanotechnology, robotics, imaging, and

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220 Abstracts from CT15

ethical considerations. The meeting fulfilled its aim, nications Technologies (ICT) for the actual delivery of
which was to compare the various clinical and research remote clinical care. Some issues include whether ICT
activities conducted in highly specialized areas of in- are accessible? Which kind of application can now be
terest to SIRAS, including cardiology, pneumology and supported? Where (from and to) can we remotely con-
neurology, bringing together a large number of experts nect? Accessibility is a general term used to describe
interested in contributing to the rehabilitation of dis- the degree to which a product is accessible by as many
abilities associated with various diseases that can re- people as possible or the "ability to access" the func-
duce an individual’s chances of leading an active life. tionality and its possible benefits. Increasingly, ICT
Here, description is presented of the actual Italian and today is no longer a major constraint issue but an ac-
European situation in regards to this topic and our per- cessible, fast and reliable supporting tool for applica-
sonal experience in neurorehabilitation tions and devices for the actual development by Health
Organization of Telemedicine Integrated Solutions.
Keywords: Tele-health, Neurorehabilitation,
Kinematic Garment Concerning actual European policies, European mem-
ber States are urged to assess their needs and priorities
introduction in telemedicine by the end of 2009, as stated in Brussels
The medical and healthcare fields have always kept a on the 4th of November, 2008. These priorities should
very close eye on what technology can offer to improve be part of the national health strategies to be presented
diagnosis and treatment. Concrete evidence of this and discussed at the upcoming 2010 eHealth Ministe-
trend emerges in all aspects of rehabilitation. Recent rial Conference.
and ongoing advances in the fields of engineering, elec-
tronics and information technology have led to the method and our experience
availability, at increasingly accessible costs, of compo- With the aim of fostering in-home rehabilitation, we
nents, devices and systems offering solutions to im- studied and used a kinesthetic garment (with piezo-re-
prove the health of patients, increase their level of sistive sensors) able to detect upper limb posture and
independence, and give them a better quality of life. It movements. The garment, wirelessly connected to a
is thus easy to see how technology touches on many as- personal computer (PC), is the basis of a system that
pects of the rehabilitation process. Furthermore, in re- will detect any movements, providing alerts to both pa-
cent years the change of the concept of rehabilitation tients and physicians. The core outcomes of our e-re-
has led to a strengthening of this tendency – rehabilita- habilitation program are the continuity of rehabilitation
tion is now understood as the care of the person as a at home for stroke patients with limb movement dis-
whole. The advantages for rehabilitation offered by abilities after being hospitalized and fostering the pa-
technological developments include the possibility of tients’ discharge to return home more quickly and
guaranteeing maximum homogeneity and measurability recover in a familiar environment without losing the
of treatments and thus the possibility of conducting ex- feeling of being taken care of. The design of our study
tensive and meaningful clinical investigations to pro- is based on a tele-assistance, tele-consult, tele-monitor-
vide evidence on biomechanical, functional and ing and tele-rehabilitation therapy framework. A central
cognitive aspects, as well as on individual perform- server is at the core of the system to foster interaction
ances. Some potentially complicating issues exist. One between the therapist or physician at the hospital and
is the difficulty of correlating real rehabilitation needs patients at home. Patients are linked to their device at
and the outcome of technological research with the nec- home (or in a gym and in several different locations)
essary monitoring actions on the real effectiveness of and they can interact in real time with their PC as well
the innovations. Furthermore, patients may not accept as in real time, or at a later, delayed time, with the op-
many devices. erator. The operators may interact with patients and the
server. Proper study design is based on progressive
On the contrary, another undeniable advantage is the phases: a) T0-T1 (hospital): one month for recruitment
possibility of developing the use of telerehabilitation in and clinical assessment; b) T1-T2 (home): patients’ per-
order to allow sustained and continuous treatments in forming therapy; c) T2-T3 is the resting phase (one
an economically sustainable framework. Telemedicine month) and then there is a final clinical evaluation.
and telerehabilitation rely on Information and Commu- Every treatment session for motor therapy needs an ini-

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Abstracts from CT15 221

tial phase of movement recognition and patients are abstract


often helped by the operator first, then caregivers. Dur- Virtual Reality (VR) has been shown to increase en-
ing the treatment, we provided several movement algo- gagement and reduce pain in some patient groups, but
rithms’ recognition since there is an important need for there is little work reporting the benefits for the chal-
a tolerance range for movement recognition, particu- lenging area of chronic shoulder pain and restriction.
larly during initial sessions. The movement calibration This pilot study investigates the feasibility of an inter-
at the beginning of each session sometimes seems to be active VR task for shoulder range of motion (ROM) ex-
difficult both for the patient and the caregiver. The de- ercises. We recorded the upper limb motion of five
sign of the user’s interface (changed several times while individuals with shoulder pain and dysfunction per-
performing the observation), on the contrary, was re- forming a range of motion tasks with and without ex-
vealed to be well-accepted and widely understood. Pa- posure to VR. Results suggest that VR may increase the
tients' comments on the garment’s motor rehabilitation ROM in some tasks, and reduces the perception of pain
highlighted the difficulties concerning wearability, but during ROM exercise.
problems were overlooked with the help of a caregiver,
and generated great overall interest. The initial calibra- Keywords: Virtual Reality, Virtual Rehabilitation,
tion phase of the therapy is not considered to be easily Shoulder, Pain
understood and there has been a need for at least three
or four trainee sessions with the therapist to learn to use introduction
the PC. Restricted shoulder conditions are relatively common
(Buchbinder & Hetrick, 2003) with traumatic and atrau-
Conclusion matic aetiology, and can lead to progressive loss of mo-
Notwithstanding some difficulties, today's technologi- bility and associated pain, which compromises quality
cal innovations can make an important contribution to of life and hinders rehabilitation efforts. Therapeutic
rehabilitation, favoring correct, effective and safe – ap- exercises to promote the range of motion in the affected
propriate – use of the different applications available. joint have been shown to improve physical function
Within the bounds of what is currently available, ap- (Buchbinder & Hetrick, 2003). However, adherence to
propriate technology can help to eliminate or reduce the such a therapeutic program can be problematic due to
disabling effects of a disease and facilitate a patient’s pain and low motivation.
re-education, and reintegration into his/her family, so-
cial and working environment. Virtual Reality (VR) is showing great promise in reha-
bilitation, both by increasing engagement (Rizzo &
–––––––––––––––––––––––––––––––––––––––––––––– Kim, 2005) and providing distraction from pain (Hoff-
shoulder restriction influenced by man et al., 2004). However, there has been little work
rotation Tasks in Virtual reality exploring the use of 3-dimensional tracking and VR to
improve internal and external rotation at the shoulder.
Vaughan Powella,1, Brett Stevensa, Steve Handa, This paper reports the results of a pilot study investi-
and Maureen Simmondsb gating the feasibility of an interactive VR task for
shoulder range of motion (ROM) exercises.
a
School of Creative Technologies, University of
Portsmouth, U.K. method
b
School of Physical & Occupational Therapy, McGill Five subjects, two male and three female aged between
University, Canada 34-45 years, participated in the study. All were suffer-
ing from pain and restriction in one shoulder. Motion
1
Corresponding author: and position data was obtained using Ascension Tech-
Vaughan Powell nology “Flock of Birds” magnetic motion tracking,
University of Portsmouth with sensors placed on the acromion process, lateral
Eldon Building epicondyle of the humerus and radial styloid. Partici-
Winston Churchill Avenue pants were immersed in a large-screen Virtual Environ-
PO1 2DJ Portsmouth, U.K. ment (representing an orchard), and were encouraged
E-mail: vaughan.powell@port.ac.uk to grasp 10 virtual target objects (apples) using shoul-

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222 Abstracts from CT15

der flexion and abduction and place them in virtual bas- Magee, D., Orthopedic Physical Assessment, Saunders,
kets using internal and external rotation. The task was Philadelphia, 1987.
repeated in three different conditions in a randomized
order – no VR, mono VR and stereo VR – for each Rizzo, A., and Kim, G., A SWOT analysis of the field
limb. The absolute position of the three sensors was of virtual reality rehabilitation and therapy, Presence -
recorded at the point of maximum rotation, and the dis- TeleOperators and Virtual Environments 14(2)(2005),
tance between the shoulder and wrist sensors was cal- 119-146.
culated as a proxy measure of rotation (Magee, 1987).
Pain scores (QVAS) were recorded after the non-VR ––––––––––––––––––––––––––––––––––––––––––––––
and VR conditions. a novel approach to Camera Tracking
in a Vr reaching Task for patients with
Descriptive statistics of average internal and external shoulder and neck pain
rotation were calculated and evaluated for trends in the
data. The sample size was too small for full statistical Vaughan Powella,1 and Wendy Powella,1
analysis to be meaningful at this stage.
a
School of Creative Technologies, University of
results Portsmouth, U.K.
All participants reported enjoyment of the VR task, and
many of them demonstrated high levels of physical and 1
Corresponding author:
verbal engagement with the tasks in the VR conditions. Vaughan Powell
For the internal rotation tasks the ROM in the VR con- University of Portsmouth
ditions generally matched the ROM achieved in the Eldon Building
non-VR task, and in the external rotation tasks the VR Winston Churchill Avenue
conditions were associated with a higher ROM than the PO1 2DJ Portsmouth, U.K.
non-VR, and this was seen in both the affected and un- E-mail: wendy.powell@port.ac.uk
affected shoulders. Interestingly, all participants re-
ported lower pain scores after the VR task than the abstract
non-VR task, in spite of the increased ROM performed Immersive camera tracking in Virtual Reality (VR)
during this part of the study. generally uses head-mounted markers or sensors to ori-
ent the camera position with respect to the user posi-
Conclusion and discussion tion and orientation. However, patients with painful
This pilot study indicates that VR may be a useful tool restricted shoulder and neck movement have a limited
for shoulder rehabilitation, with the potential to reduce range of motion, and find it easier to use either a
perceived pain and even increase mobility. Range of greater degree of eye movement or full body reorien-
motion exercise for chronic shoulder pain and restric- tation to allow the virtual camera to be oriented to-
tion is an area of ongoing challenge for therapists, and wards the desired visual target. We present an
the potential of VR to increase engagement and adher- alternative solution which allows a more ecologically
ence to therapy, combined with the potential to increase valid camera movement by orienting the camera to-
ROM and reduce pain, suggests that this may have sig- wards the active hand as it reaches towards the visual
nificant therapeutic potential, and a larger study is in target. The development of the prototype software is
progress to further investigate these findings. discussed, and informal user testing from a patient
group is presented.
references
Green, S., Buchbinder, R., Hetrick, S.E. Physiotherapy Keywords: Virtual Reality, Virtual Rehabilitation,
interventions for shoulder pain. Cochrane Database of Neck Pain, Camera Tracking
Systematic Reviews(2), 2003.
introduction
Hoffman, H., et al. Modulation of Thermal Pain-Re- View display in immersive Virtual Reality (VR) appli-
lated Brain Activity with Virtual Reality: Evidence cations is updated in real time to reflect the user's posi-
from fMRI, Neuroreport 15(8)(2004), 1245-1248. tion and orientation. Although the virtual camera

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Abstracts from CT15 223

simulates the position of the users eye (both eyes for initial acceptability Testing
stereo display), it is impractical to mount tracking de- Twenty healthy volunteers and thirteen volunteers with
vices on the eyes themselves, and therefore the tracking neck and shoulder pain carried out a series of reaching
device is generally head-mounted, with an offset being tasks in the orchard VE using the new camera tracking
calculated to calibrate the virtual view to the eye posi- algorithm. After a short training period all the volun-
tion. For most applications, whether delivered via teers completed the tasks successfully. All were easily
Head Mounted Display (HMD) or Flat Screen Display able to manipulate and visually track the virtual hand
(FSD), this type of tracking is considered both accept- and acquire the target apples, and none of the volun-
able and efficient. Indeed, in healthy individuals there teers reported any negative experiences or side effects.
is generally only around 27o of eye movement without The volunteers generally did not realize that the camera
concomitant head movement (Stahl, 2001), so this was tracking their hand movements, and indeed a num-
could be argued to be the most ecologically valid solu- ber of them were convinced that it was their head or
tion to the problem of view updating. However, in in- eye movements that were controlling the camera view.
dividuals with restricted head movement, such as There was complete acceptance of the transfer of the
occurs with neck or shoulder dysfunction, there is an camera to straight-ahead gaze when the hand moved
increase of this eye-only movement to around 66o out of the natural visual boundary, and in fact very few
(Stahl, 2001), For these individuals head-tracking volunteers even noticed the transition of control to and
alone is clearly insufficient to simulate eye-gaze, and from the hand tracker.
this may lead to a lower sense of presence and de-
creased perceptual stability (Foxlin, 2002). discussion
We present a novel approach to view-updating in VR
It has been observed that during reaching tasks the eye which overcomes the limitations of conventional head
gaze typically is directed towards the reaching hand tracking for patients with restricted neck and shoulder
during active target acquisition (Crawford, Medendorp, movement. Initial testing suggests that this is both ac-
& Marotta, 2004) and regardless of whether this is ceptable and ecologically sound, and further evaluation
achieved by head, eye or whole body movement, it does and refinement is underway.
suggest an alternative approach to view updating. We
present a novel solution to simulate this natural gaze references
direction in VR shoulder rehabilitation. Crawford, J.D., Medendorp, W.P., Marotta, J.J., Spatial
Transformations for Eye-Hand Coordination, J. Neuro-
procedure physiol 92(1)(2004), 10-19.
The Virtual Environment (VE) used for the reaching
tasks is an orchard, with target apples for the user to Foxlin, E., Motion Tracking Requirements and Tech-
"pick." Magnetic tracking (Ascension Technologies nologies, in Handbook of Virtual Environments: De-
Flock of Birds) is used to monitor the position of the sign, Implementation and Applications, Lawrence
shoulder, hand and elbow during target acquisition. A Erlbaum, Mahwah, NJ, 2002.
tracker placed on the shoulder (acromiom) of the active
hand was linked to the virtual camera, with an offset Stahl, J., Adaptive Plasticity of head movement propen-
calculated to simulate eye position. The camera was sity. Experimental Brain Research, 139(2)(2001), 201-
then directed along a vector calculated from the eye to 208.
hand position, and this was updated in real-time to sim-
ulate the natural eye-hand gaze. A visual cue of a virtual ––––––––––––––––––––––––––––––––––––––––––––––
hand was linked to the hand tracker to facilitate senso- a neuroVr based Version of the multiple errands
rimotor recalibration in the VE. Observation of volun- Test for the assessment of executive functions in
teers testing the VE revealed that they broke patients with different etiologies
eye-contact with the active hand when it either moved
behind the plane of the body or when it dropped below Simona Raspellia, Noomi Katzd.e, Giovanni Albanif,
waist height, and therefore the algorithm was adjusted Riccardo Pignattif, Alessandro Maurof,
to revert to forward gaze while the active hand was out- Barbara Polettig, Barbara Corrag, Vincenzo Silanig,
side either of these boundaries. Francesca Morgantib, Laura Carellib and Giuseppe Rivaa.c

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224 Abstracts from CT15

a
Applied Technology for Neuro-Psychology Lab, Isti- by certain rules and is performed in a mall-like setting
tuto Auxologico Italiano, Milan, Italy or shopping center. The tasks vary in terms of com-
b
Department of Human Sciences, University of Berg- plexity and there are a number of “hidden” problems
amo, Bergamo, Italy in the tasks that have to be acknowledged and the pos-
c
Department of Psychology, Catholic University of sible course of action has to be revaluated. After the
Milan , Milan, Italy tasks and rules have been explained, patients are able
d
Department of Occupational Therapy, University of to plan and choose the sequence of actions to complete
Haifa, Haifa, Israel the tasks. In this way the executive functions stimu-
e
Research Institute for the Health & Medical Profes- lated are numerous, from the ability to plan a sequence
sions, Ono Academic College, Kiryat Ono, Israel of actions, to problem solving and cognitive and be-
f
Department of Neurosciences and Neurorehabilitation, havioral flexibility.
Istituto Auxologico Italiano, IRCCS,
Piancavallo-Verbania, Italy The present work the MET procedure, previously mod-
g
Department of Neurology and Laboratory of Neuro- ified according to the requirements of the NeuroVR soft-
science, “Dino Ferrari” Center, University of Milan, ware system, was presented within a virtual supermarket.
IRCCS Istituto Auxologico Italiano, Milan, Italy Subjects were requested to select and buy various prod-
ucts presented on shelves with the aid of a joy-pad.
1
Corresponding author:
Simona Raspelli results and conclusions
Applied Technology for Neuropsychology Laboratory Twelve patients suffering from Parkinson’s disease
Istituto Auxologico Italiano (PD) (mean age=65.4 years, std.dev=11.2; mean num-
Via Pelizza da Volpedo 41 ber of school years=7.1 years, std.dev.=3.4;
20100 Milan, Italy MMSE=26.5, std.dev.=2.7) and six patients with cog-
E-mail: s.raspelli@gmail.com nitive impairment derived from stroke (mean age=63
years, std.dev=8.05; mean number of school
abstract years=15.33 years, std.dev.=2.58; MMSE=28.13,
The goal of the present study was to develop a tool for std.dev.=1.38) were selected according to the severity
the assessment of executive functions by customizing of the impairment, in line with neuropsychological and
a Virtual Reality (VR) version of the Multiple Errands physiatrist assessment.
Test (MET) (Shallice & Burgess, 1991; Fortin, God-
bout, & Braun, 2003). This is an assessment of execu- The mean rank for PD patients was significantly higher
tive functions in daily life which consists of tasks that for errors in executing the task than for stroke patients
abide by certain rules and which is performed in an ac- (Asym. Sig. = 0.02; M = 25.08 vs. 18.17; SD = 4.75
tual shopping mall-like setting where there are items vs. 2.71) and the same result was also found for most
to be bought and information to be obtained. The spe- of the partial errors of the seven tasks. Moreover, PD
cific goal of this study was to conduct a pilot study patients have a significantly higher mean of partial er-
using the virtual version of MET (VMET) with two rors of specific tasks than the other group and in par-
clinical samples – patients suffering from Parkinson’s ticular for the task of buying a chocolate bar (Asym.
disease (PD) and patients with cognitive impairment Sig. = 0.04; M = 13.25 vs. 9; SD = 3.88 vs. 1.67); buy-
derived from stroke. ing a sponge (Asym. Sig. = 0.02; M = 13.33 vs. 8.33;
SD = 3.94 vs. 0.82); buying a product that is on sale
Keywords: Virtual Reality, Executive Functions, (Asym. Sig. = 0.03; M = 13.58 vs. 9.67; SD = 3.65 vs.
Multiple Errands Test (MET) 2.34); buying two products from the refrigerated prod-
ucts aisle (Asym. Sig. = 0.04; M = 12.83 vs. 9.17; SD
introduction and methods = 3.33 vs. 1.33); going to the beverage aisle and asking
The goal of the present study was to develop a tool for about what to buy (Asym. Sig. = 0.00; M = 15.17 vs.
the assessment of executive functions, by customizing 10.33; SD = 1.99 vs. 1.21). Finally, the mean rank for
a Virtual Reality (VR) version of the Multiple Errands rule breaks was higher for stroke patients than for PD
Test (VMET) (Shallice & Burgess, 1991; Fortin, God- patients (Asym. Sig. = 0.03; M = 28.83 vs. 24.92; SD
bout, & Braun, 2003). This consists of tasks that abide = 1.72 vs. 3.42) while strategies were inferior as re-

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Abstracts from CT15 225

lated to PD patients strategies (Asym. Sig. = 0.00; M Istituto Auxologico Italiano, Italy
= 40 vs. 47.33; SD = 4.29 vs. 3.34). This means, on b
ICE-NET Lab., Università Cattolica del
the basis of the scoring key employed, that stroke pa- Sacro Cuore, Italy
tients break fewer rules and use more strategies than c
Centre for Studies in Communication Sciences, Univer-
PD patients. sity of Milan-Bicocca, Italy
d
Research Institute Brain and Behaviour, Maastricht
These comparison results show more consistent im- University, The Netherlands
paired performance at the VMET test in PD patients,
with respect to stroke patients. This can be partly ex- 1
Corresponding author:
plained by our stroke patients’ characteristics. In fact, Giuseppe Riva
lesion site was not a relevant criterion for the inclusion Istituto Auxologico Italiano
in this clinical sample, since patients with conditions Via Pelizza da Volpedo 41
other than frontal stroke localizations were also re- 20100 Milan, Italy
cruited. For these reasons, comparison results reflected E-mail: giuseppe.riva@unicatt.it
the planning and set shifting deficits typically associ-
ated with PD. abstract
Generalized Anxiety Disorder (GAD) is a common
As a whole, these results provide support for the fea- anxiety disorder characterized by more than six
sibility of using the VMET as an assessment tool of months of "excessive anxiety and worry" about a vari-
executive functions in these two clinical samples. Em- ety of events and situations. Anxiety and worry are
ploying larger groups of both healthy adults and also often accompanied by additional symptoms like rest-
stroke patients with frontal stroke localizations will lessness, being easily fatigued, difficulty concentrat-
provide additional support for the use of the VMET in ing, irritability, muscle tension and disturbed sleep.
assessment and rehabilitation intervention. GAD is usually treated with medications and/or psy-
chotherapy. In particular, the two most promising treat-
Acknowledgments ments seem to be cognitive therapy and applied
The work in preparing this paper was supported by the relaxation. In this study we integrated these approaches
funded project "Immersive Virtual Telepresence (IVT) through the use of a biofeedback enhanced Virtual Re-
for Experiential Assessment and Rehabilitation,” ality (VR) system used both for relaxation and con-
IVT2010, RBIN04BC5C. trolled exposure. Moreover, this experience is
strengthened by the use of a mobile phone that allows
references patients to perform the virtual experience even in an
Fortin, S., Godbout, L., & Braun, C.M.J., Cognitive outpatient setting. The presentation will outline the re-
structure of executive deficits in frontal lesioned head sults of a controlled trial involving 21 GAD patients
trauma patients performing activities of daily living, randomly assigned to the following groups – the VR
Cortex 39 (2003), 273-291. and Mobile group (VRMB) including biofeedback, the
VR and Mobile group (VRM) without biofeedback,
Shallice, T. & Burgess, P.W., Deficits in strategy ap- and the waiting list (WL) group.
plication following frontal lobe damage in man, Brain
114 (1991), 727-741. Keywords: Generalized Anxiety Disorder, Virtual Re-
ality, Biofeedback, Relaxation, Portable Devices,
–––––––––––––––––––––––––––––––––––––––––––––– New Technologies
The use of advanced Technologies in the Treatment
of generalized anxiety disorders introduction
Generalized Anxiety Disorder (GAD) is a psychiatric
Giuseppe Rivaa,b,1, Davide Algeria, Federica Pallavicinia,c, disease characterized by long-lasting anxiety that is not
Claudia Repettoa,b, Alessandra Gorinia,d, focused on a specific object or situation.
and Andrea Gaggiolia,b
Within the treatment of GAD, physical (relaxation and
a
Applied Technology for Neuro-Psychology Lab., controlled breathing), behavioral (visualization and

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226 Abstracts from CT15

controlled exposure) and cognitive control strategies events. The patients were then asked to use the learned
(challenging negative thoughts) represent a key part of relaxation techniques to cope with them.
the treatment, even if they are often difficult to learn.
2.VR + Mobile Phone with Biofeedback Condition
To overcome this limitation this EU-funded IN- (VRMB). The patients experienced the same protocol
TREPID research project aims to improve the treat- described above, but with the biofeedback support.
ment of GAD using some advanced technologies Specifically, in the sessions with the therapist, heart
including Virtual Reality (VR), biofeedback and mo- rate (HR) variations were used to modify specific fea-
bile phones. tures of the virtual environment:

The approach of the inTrepid project: a. Campfire (sessions 1-2). HR controls the fire inten-
a controlled study sity: a reduction of the patient's physiological activa-
Specifically, the INTREPID research project aims to tion reduces fire intensity until it disappears;
improve the treatment of GAD through the use of a
biofeedback enhanced VR system used both for relax- b. Beach (sessions 3-4). HR controls the movement of
ation and controlled exposure. Moreover, this experi- the waves: a reduction of the patient's physiological
ence is strengthened by the use of a mobile phone that activation reduces the movement of the waves until the
allows patients to perform the virtual experience even ocean becomes completely calm;
in an outpatient setting. To study the efficacy of the
proposed approach, a between subjects design was c.Waterfall (sessions 5-6): HR controls the movement
used with three experimental conditions and repeated of the water: a reduction of the patient's physiological
measurements (pre and post-treatment). Specifically, activation reduces the movement of the water until the
the study compared the following conditions using a water flow becomes completely still;
sample of 21 GAD patients:
d.Gazebo (sessions 7-8): HR controls the size of a
1.VR + Mobile Phone without Biofeedback Condition stressful image or video: a reduction of the patient's
(VRM). In this experimental condition patients re- physiological activation reduces the size of the stimu-
ceived an eight-session VR-based treatment including lus until it disappears;
both relaxation and exposure, and techniques sup-
ported by HR biofeedback. In sessions one through six, 3.Waiting List Condition (WL). This was a control con-
the patient explored a beautiful tropical island experi- dition, in which patients were included in a waiting list
enced with a head-mounted display and head-tracking, and did not receive any kind of relaxation training.
following a predefined path leading to different relax-
ing areas – Campfire, Beach and Waterfall. In these The final data provided initial evidence for improved
areas the patients started to relax by observing the efficacy of the treatment for the VRMB group, even if
flickering campfire, watching waves lapping gently on the VRM group, too, reported some significant im-
a shore, or looking to the waterfall and fish pond. Each provements at the end of therapy.
experience was supported by an audio narrative based
on progressive muscle relaxation and/or autogenic ––––––––––––––––––––––––––––––––––––––––––––––
techniques. To improve the efficacy of the training and analysis of heart rate Variability in Virtual envi-
to increase the effects of relaxation, patients experi- ronments for emotional induction (4senses project)
enced a non-navigable version of the same VR envi-
ronment experienced during the therapy at home, using Alejandro Rodrigueza,b,1, Beatriz Reya,b, Jaime
a mobile phone. The patient was asked to train relax- Guixeresa,b, Mariano Alañiza,b, B. Serranob,c, Rosa Maria
ation abilities at least once a day for the entire duration Bañosb,d, Cristina Botellab,c
of the treatment following the treatment plan provided
by the therapist. In sessions seven and eight the pa- a
Instituto en Bioingeniería y Tecnología Orientada al
tients explored the same island, this time reaching a Ser Humano, Universidad Politécnica de Valencia,
Gazebo in which they are exposed to pre-selected Valencia, Spain
words or images related to their personal stressful b
Ciber Fisiopatología Obesidad y Nutrición,

JCR
Abstracts from CT15 227

Instituto Salud Carlos III 2001). Nowadays, there are numerous researches
Departamento de Psicología Básica, Clínica y Psicobi-
c
where different variables are analyzed to determinate
ología, Universidad Jaume I, Castellón de la Plana, Spain emotional states. One of the aspects that is analyzed is
d
Departamento de Personalidad, Evaluación y HRV and that is the reason why our research has been
Tratamientos Psicológicos, Universidad de Valencia, focused on the relation of HRV with the emotional
Valencia, Spain state of the individual under investigation.

1
Corresponding author: method
Alejandro Rodriguez Physiological signals were recorded on 118 volunteers.
Instituto en Bioingeniería y Tecnología Orientada al Ser Twenty-three of them were assigned to a neutral con-
Humano, Universidad Politécnica de Valencia dition (control group, without emotional induction)
Camino de Vera s/n, and the others were grouped in 4 experimental condi-
46022 Valencia, Spain tions and were placed in a VE with the aim of inducing
E-mail: arodriguez@labhuman.i3bh.es relaxation (a different version of the VE was used in
each group).
abstract
This paper aims to identify differences in heart rate The first step to analyze HRV is to obtain the RR sig-
variability (HRV) before and after an inducted state of nal. The Tompkins’ Algorithm (Guger et al., 2004) was
relaxation. Several physiological variables (electrocar- applied (using Matlab) because its efficiency is better
diogram -ECG-, respiration and Skin Conductance - on the detection of peaks than other algorithms, such
SC-) were recorded in 118 volunteers while they were as Zelemberg’s.
exposed to a virtual environment (VE) for emotional
induction. Different features were extracted from the Some of the measures that are calculated from the RR
recorded ECG files, both in temporal and frequency signal, in both time and frequency domain, are (Kim
domain, in two specific baselines. The first baseline is & André, 2008; Heart Rate Variability, 1996):
recorded when the individual is first introduced in the –MeanRR(ms): RR interval mean
mentioned virtual environment and does not have any –SDNN(ms): standard deviation of NN intervals.
knowledge about his/her surroundings. The second one –MeanHR(bpm):heart rate mean
is recorded when the individual has navigated in the –SDHR(bpm):standard deviation of the heart rate
virtual environment and has changed its appearance –LF: power spectral density sum for frequencies be-
according to his/her preferences (participants can tween 0.04 and 0.15 Hz
change the texture of ceramic floor and walls). The RR –HF: power spectral density sum for frequencies be-
signal can be obtained from the ECG records, to sub- tween 0.15 and 0.4 Hz
sequently calculate its mean, typical deviation, maxi-
mum, minimum, etc., and also, applying the Welch These features were calculated in two specific base-
method, its Power Spectral Density (PSD) to analyze lines (before and after the emotional induction).
the frequency components that compose that signal
(VLF,LF,HF). Preliminary analysis of the frequency results
spectrum indicates that induction of relaxation seems We present here preliminary results about the analysis
to be useful to avoid that the participant gets stressed of the LF and HF components of the HRV. In the neu-
during the exposure to the VE. tral group, a tendency is observed to an increase in the
normalized LF and a decrease in the normalized HF
Keywords: Emotional State, ECG, between the first and the second baseline. In the other
Tompkins, HRV, Welch experimental groups, in which relaxation was induced,
the tendency of the normalized LF and normalized HF
introduction is to remain stable.
Emotional detection is a field that has been investi-
gated for several years, but a solid conclusion about Conclusions
the relationship between physiological variables and Increases in LF component and decreases in HF com-
mood has not been achieved (Stern, Ray, & Quigley, ponent, which are observed in the neutral group, indi-

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228 Abstracts from CT15

cate mental stress (Guger et al., 2004). However, in the for future achievements. This study surveyed 307 on-
conditions where relaxation is induced, this pattern is line gamers with scales used in previous studies. Con-
not observed, so it seems that the induction of relax- firmatory factor analyses demonstrated sufficient
ation is useful to avoid that the participant gets stressed reliability (four indices) and validity (convergent va-
during the exposure to the VE. lidity and discriminant validity) by comparing the sta-
tistics with the criteria proposed by previous studies.
references Structural equation modeling was used for testing the
Guger, C., Edlinger, G., Leeb, R., Pfurtscheller, G., hypotheses. Analytical findings indicated that skill and
Antley, A., Garau, M., Brogni A., Friedman D., Slater, challenge anteceded expectation for future achieve-
M., Heart-Rate Variability and Event- Related ECG in ments (path coefficients = .19, .28, p < .05), and then
Virtual Environments; PRESENCE 2004,pp 140-145[5 led to gamer loyalty (path coefficient = .57, p < .05).
page(s)(article)]. This study is the first to propose the new construct of
expectation for future achievements, and to identify its
Heart Rate Variability: Standards of Measurement mediator role in the relationships among gamer skill,
Physiological Interpretation, and clinical Use; Circu- challenge, and loyalty, encouraging future studies to
lation 1996; 93: 1043-1065. study this novel construct.

Kim, J., André, E., Emotion Recognition Based on Keywords: Online Game, Expectation for Future
Physiological Changes in Music Listening; IEEE Achievements, Gamer Loyalty, Skill, Challenge
Transactions on Pattern Analysis and Machine Intelli-
gence, Vol 30, Nº 12 December 2008: 2067-2083. introduction
Previous studies have demonstrated that achievement
Stern, R.M., Ray, W.J., Quigley, K.S., Psychophysio- is one of the key motivators for playing online games
logical Recording; Oxford University Press 2001; Sec- (Yee, 2006). No studies, however, have addressed ex-
ond Edition. pectation for future achievements and its role in online
game play, indicating a significant research gap. Fill-
–––––––––––––––––––––––––––––––––––––––––––––– ing this gap is important in academics. Academic re-
expectation for future achievement: search on a novel construct (as expectation for future
Key to online gamer loyalty achievements) and its impact can help understand in-
dividual psychology and behavior in cyberspace.
Ching-I Tengaa,1
When predicting user psychology or behavior with re-
a
Chang Gung University, Taiwan gard to achievement, the goal-setting theory (Locke,
1996) is useful for identifying relevant constructs. The
1
Corresponding author: goal-setting theory (Locke, 1996) posits that confi-
Ching-I Teng dence in achieving goals and payoff of the goals posi-
259 Wenhua 1st Rd. tively contributes to individual motivation to pursue
Gueishan Shiang, Taoyuan, Taiwan these goals. Skill indicates individual capability and
E-mail: chingit@mail.cgu.edu.tw. thus may increase individual confidence at achieving
goals. Challenge indicates the difficulty of a goal and
abstract thus individuals may perceive a high payoff when
Achievement has been known to be one important rea- achieving a challenging goal. Thus skill and challenge
son for playing online games. However, no studies are possible antecedents for expectation for future
have investigated expectation for future achievements achievements. Moreover, motivation for pursuing an
and its role in online game play. The goal-setting the- online gaming goal requires an individual to play
ory (Locke, 1996) can be used to hypothesize that skill games repetitively, revealing that gamer loyalty is a
and challenge may antecede expectation for future key consequence for expectation for future achieve-
achievements and then predict gamer loyalty to a cer- ments. This study thus investigates if gamer skill and
tain game. This study thus investigated if the goal-set- challenge influence expectation for future achieve-
ting theory can actually predict the role of expectation ments, and if it influences gamer loyalty as well.

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Abstracts from CT15 229

method Yee, N., Motivations for play in online games. Cy-


This study solicited online gamers to complete an on- berPsychology & Behavior 9 (2006), 772-775.
line questionnaire, obtaining 307 usable responses.
Among them, 65.5% were male and 59.5% were under Zeithaml, V.A., Berry, L.L., Parasuraman. A., The be-
25 years old. Items came from the studies on skill and havioral consequences of service quality. Journal of
challenge done by Novak, Hoffman, & Yung (2000) Marketing 60 (1996), 31-46.
and loyalty (Zeithaml, Berry, & Parasuraman, 1996).
Items measuring expectation for future achievement ––––––––––––––––––––––––––––––––––––––––––––––
were adapted from the scale of Yee (2006). Cronbach’s social anxiety and preference for solitude
alpha for items measuring each construct exceeded .85. of heavy internet users
Lower bounds of confidence intervals for alpha values
exceeded 80. Composite reliabilities exceeded .88. Av- Yann-Jy Yanga, and Chih-Chien Wangb,1
erage variance extracted (AVE) exceeded .66, indicat-
ing good reliability. Indicator loadings exceeded .75, a
National ChengChi University, Taiwan
indicating satisfactory convergent validity. Maximum b
National Taipei University, Taiwan
squared correlations were below the minimum of AVE,
indicating sufficient discriminant validity. Fit indices 1
Corresponding author:
performed acceptable (CFI = .96, IFI = .96, and NNFI Chih-Chien Wang
= .95). PO. Box 4-1, Sansia Township
Taipei County 23799, Taiwan.
results E-mail: wangson@mail.ntpu.edu.tw
Analytical findings indicated that skill and challenge
anteceded expectation for future achievements (path abstract
coefficients = .19, .28, p < .05), and then it leads to The study conducted an online questionnaire survey to
gamer loyalty (path coefficient = .57, p < .05). explore the relationship among preference for solitude,
social anxiety, and Internet usage. The study recruited
Conclusion heavy Internet users as respondents. Data analysis re-
Expectation for future achievements is key to online sults indicated that the time spent in using instant mes-
gamer loyalty. saging and participating in online communities was
relative to the preference for solitude and level of so-
novelty cial anxiety, while e-mail and online dating activities
This study is the first in proposing the new construct were not significantly relative to these factors. This
of expectation for future achievements and identifying study proposed an argument that people who prefer
its mediator role in the relationships among gamer solitude and also exhibit social anxiety behavior may
skill, challenge, and loyalty, encouraging future studies also prefer to participate in online community activi-
to study this novel construct. ties and use instant messaging to communicate with
others.
Acknowledgements
The author thanks National Science Council, Taiwan, Keywords: Preference for Solitude, Social Anxiety,
for financial support (NSC96-2416-H-182-002-MY3). Internet Usage

references introduction
Locke, E.A., Motivation through conscious goal-set- The Internet is an integral part of daily life for many
ting. Applied and Preventive Psychology 5 (1996), Internet users. Some heavy Internet users spend signif-
117-124. icant amounts of time on the Internet. Previous studies
have linked heavy Internet usage to the negative con-
Novak, T.P., Hoffman, D.L., Yung. Y.F., Measuring the sequences of the Internet. However, some personality
customer experience in online environments: A struc- traits, including preference for solitude and social anx-
tural modeling approach. Marketing Science 19 iety, cause heavy Internet users to spend their time on
(2000), 22-42. the Internet.

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230 Abstracts from CT15

This study focuses on the influence of Internet usage activities is positively related to preference for soli-
and preference for solitude, and social anxiety. This tude and social anxiety. Time spent on online auction
study advocates that heavy usage of the Internet is rel- sites was significantly negatively related to prefer-
ative to the individuals' personality traits. Individuals ence for solitude, while the relationship with social
with personality traits of preference for solitude and anxiety was not significant. Time spent on online
tendencies towards social anxiety do not like commu- game was significantly relative with NSSF, while the
nicating face-to-face with others. Computer-mediated relationships with other social anxiety dimensions
communication is now one alternative to communicate and preference for solitude was not significant. Time
with others, due to the advance of Internet technology. spent in e-mail, blog and online dating were not sig-
They may use the Internet to communicate with others nificantly relative.
to cover up their preference for solitude and tendency
towards social anxiety. discussion
Based on the empirical survey results, this study re-
method vealed that heavy Internet users who prefer solitude
The current survey collected data in an online commu- and have tendency towards social anxiety prefer to use
nity which is the most widely known online commu- instant messaging services to communicate with oth-
nity Web site in Taiwan. The original sample was ers. They also spent a large amount of time in online
comprised of 772 participants. To focus on heavy In- community activities than others. Internet messaging
ternet users, only 368 respondents who spent at least services may be regarded as a tool to overcome social
20 hours per week on Internet activities were included anxiety when they need to communicate with others.
in the study. Of them, 30.97% were male and 69.03% Online community activities may be a substitute for
were female, with an average age of 23.53 years old physical social activities for individuals with a prefer-
and standard deviation of 3.02 years old. Respondents ence for solitude and social anxiety.
reported that they spent an average of 6.45 (SD=1.44)
days per week and 5.64 (SD=3.11) hours per day on Another finding of the study was the negative relation-
the Internet. ship between time spent on online auction sites and
preference for solitude. The possible reason is that in-
This study employed a three-session online question- dividuals with a preference for solitude and social anx-
naire survey to examine the relationship among pref- iety do not like communicating with strangers, while
erence for solitude, social anxiety, and Internet usage. it is necessary for online auction buyers to communi-
The first section consisted of four items to measure in- cate with sellers.
dividuals’ preference for solitude. The four items were
adapted from the 12-item relational privacy preference references
scale developed by Craddock (1997). To shorten the Craddock, A.E., The measurement of privacy prefer-
online questionnaire, we used only four items in the ences within marital relationships: The relationship
current survey. The second section was composed of privacy preference scale, American Journal of Family
the Social Anxiety Scale for Adolescents developed by Therapy 25(1997), 48-54.
Myers et al. (2002). There are three dimensions for the
Social Anxiety Scale for Adolescents – Fear of Nega- Mayers, M.G., Stein, M.B., and Aarons, G.A., Cross
tive Evaluation (FNER), Novel Social Situation Fears validation of the social anxiety scale for adolescents in
(NSSF), and General Social Situation Fears (GSSF). a high school sample, Journal of Anxiety Disorders 16
The last section consisted of demographic data and (2002), 221-232.
items relating to usage of Internet activities.
––––––––––––––––––––––––––––––––––––––––––––––
data analysis learning natural science and ecology issues of the
The current study used correlation analysis to test the mediterranean sea in the Virtual aquatic World:
relationship among preference for solitude, social a pilot study
anxiety, and Internet usage. The correlation analysis
results revealed that time spent using instant messag- Maja Wrzesiena,1, David Pérez Lópeza,
ing services and participating in online community and Mariano Alcañiz Rayaa

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Abstracts from CT15 231

a
Instituto Interuniversitario de Investigación en interactive-gaming part. Students then participate in
Bioingeniería y Tecnología Orientada al Ser Humano, learning about photosynthesis, distinguish between dif-
Universidad Politécnica de Valencia, Valencia, Spain ferent types of animals, seagrass, seaweed and plants,
and judge the positive or negative actions that human
1
Corresponding author: beings can have on the ecosystem.
Maja Wrzesien
Instituto Interuniversitario de Investigación en method
Bioingeniería y Tecnología Orientada al Ser Humano Twenty-four children participated in the virtual learn-
Universidad Politécnica de Valencia, Camino de Vera s/n ing session (E-Junior). The following qualitative meas-
46022 Valencia, Spain ures were used in this pilot evaluation – a post-test
E-mail: mwrzesien@labhuman.i3bh.es feedback questionnaire with open-ended questions and
informal observations of the children.
abstract
The aim of this study is to present a pilot evaluation of results
the E-Junior application. E-Junior is a Serious Virtual The results from the post-test feedback questionnaire
World (SVW) for teaching children about natural sci- showed that the children enjoyed the game – “[I really
ence and ecology issues of the Mediterranean Sea enjoyed] following and catching the oxygen.” The 3-
while playing. A pilot evaluation on a sample of 24 D effect were also appreciated – “[ really enjoyed] that
children showed that students thoroughly enjoyed the it was real.” The frequently mentioned negative criti-
virtual learning session, and were engaged with and cism concerned the length of the speeches made by the
had fun interacting with the system. Moreover, some virtual tutor –“[I didn’t like] when the fish was talking
suggestions for improvement were given by the partic- and talking to us all the time.”
ipants. The results and their implications are discussed.
According to the informal observation of the children,
Keywords: Interactive Learning Environments, the students seemed to be deeply absorbed, engaged,
Virtual Reality, Ecology and involved. However, their level of attention to what
the virtual tutor was explaining was not very high.
introduction Children were running around trying to explore the vir-
Serious Virtual Worlds (SVWs) have proven to be po- tual aquatic environment. The majority of the students
tentially effective educational tools in numerous appli- collaborated collectively and helped each other to un-
cation domains as shown by De Freitas (2006), for derstand the game rules – “You are the photon, you
example, and games used for educational purposes rep- have to go to the right”).
resent an effective learning environment for a number
of reasons (Kebritchi & Hirumi, 2008). Therefore, discussion and Conclusions
from a research point of view, it is relevant to study This study presents and evaluates E-Junior. The pilot
the ways in which SVWs could be an effective tool to evaluation showed that the children seemed to be sat-
engage and satisfy students. This study presents a pilot isfied and engaged in the virtual learning session and
evaluation of the E-Junior system, which aims at pro- had a lot of fun while interacting with the system. Ac-
moting interest among children to learn about the cording to Prensky (2003), this aspect is crucial during
Mediterranean Sea and ways to protect it. the learning process, especially when the application
is directed at school-aged children, which is a very de-
E-Junior is a SVW based on pedagogical theories and manding demographic. This issue should be addressed
the curricular objectives of Spanish primary schools. in the future evaluation of E-Junior.
The goal of E-Junior is to introduce children to the
basic notions of natural science and ecology, and to en- Although this paper presents a pilot evaluation, the
courage active learning within a highly immersive, data has already brought some interesting information
fun, and interactive environment. Each part of the to light. The most frequent negative comments about
game is constructed with a theoretical introduction to the virtual learning session concerned the long concept
the scientific concept that is presented by the virtual introduction given by the virtual tutor, thus, some ele-
tutor, a fish from the Brown Grouper species, and an ments of the lecture should be transformed into inter-

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232 Abstracts from CT15

active game segments. We hope that the planned introduction


changes will improve the system. Self-register techniques are considered necessary for
both assessment and treatment phases in eating dis-
references order therapies (Barker & Kirschenbaum, 1993). The
De Freitas, S., Learning in Immersive worlds. A review goal is to evaluate behaviors in a natural setting, such
of game-based learning. Rapport prepared for the JISC as home or school. The patient is given a paper
e-Learning Program (2006). which explains the behavior that needs to be
recorded and the conditions under which it must be
Kebritchi, M., Hirumi, A., Examining the pedagogical done (Burke et al., 2008). It is important that the be-
foundations of modern educational computer games. havior is recorded immediately in order to minimize
Computers & Education 51 (2008), 1729-1743. memory bias (Beasley, Riley, Davis, & Singh, 2008).
The information obtained allows the clinic to iden-
Prensky, M., Digital game-based learning. ACM Com- tify behavior cues and the thoughts and emotions as-
puters in Entertainment 1, 1 (2003). sociated with the behavior. A more accurate
evaluation can then be made, and the treatment ef-
–––––––––––––––––––––––––––––––––––––––––––––– fects and the patient’s progress can be properly as-
use of mobile devices for eating disorders sessed.

Irene Zaragozáa,b, Mariano Alcañiza, Rosa Maria Bañosc, New technologies are becoming more and more pres-
and Ausiàs Cebollaa,d ent in our everyday lives. Moreover, almost everyone
has at least one mobile device, like a telephone or a
a
Instituto Interuniversitario de Investigación en PDA, which they use daily. The idea of using mobile
Bioingeniería y Tecnología Orientada al Ser Humano, devices to complete self-registers in therapies for
Universidad Politécnica de Valencia, Valencia, Spain eating disorders has the following advantages.
b
CIBER Fisiopatología de la Obesidad y Nutrición, Firstly, it reduces the work done by the therapist,
Valencia, Spain since data introduced by the user are automatically
c
Universitat de València- Valencia, Spain corrected and stored in a database. Previously, the
d
Universidad Jaume I- Castellón, Spain therapist had to correct the registers done on paper
and manually input the results into the database. Sec-
1
Corresponding author: ondly, it prevents loss of information. Until now it
Irene Zaragozá was possible that paper registers would be lost or
Instituto Interuniversitario de Investigación en questions remained unanswered, with with mobile
Bioingeniería y Tecnología Orientada al Ser Humano devices that does not happen because the whole data
Universidad Politécnica de Valencia collection process is automated. Lastly, the data col-
Camino de Vera s/n lection method is more attractive. The patient is more
46022 Valencia, Spain satisified and comfortable completing self-registers
E-mail: izaragoza@labhuman.i3bh.es on a mobile device than on paper because the infor-
mation is presented with bright colors and images.
abstract Additionally, the user can complete them at any time
Self-monitoring techniques such as the use of dietary – he/she only needs to carry the mobile device.
and physical activity registers are considered to be cen-
tral to cognitive-behavioral weight control programs. methods
Traditionally, these conventional diaries have been cre- Two applications have been previously developed to
ated using pen and paper. The objective of this paper introduce self-registers in eating disorder therapies
is to describe the advantages of using mobile devices using mobile devices.
for recording food and physical activity for the treat-
ment of eating disorders The first is an application for a diary for obese chil-
dren. This diary allows children to record informa-
Keywords: Mobile Device, Eating Disorder, tion about food intake and activity. The food diary
Obesity, Electronic Diary allows the child to record everything he has eaten,

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Abstracts from CT15 233

specifying the order, amounts, and the applications applications is stored in a database and it is presented
asks about when, where and with whom the child ate. in a report whenever the therapist wants.
It also allows recording of the childs’ emotions be-
fore and after eating. In the exercise diary the child results and Conclusions
records information about physical activity com- Two applications using mobile devices to improve data
pleted, and time and intensity of exercise. collection in therapies for eating disorders have been
developed. These applications are going to be tested to
The second application is related to adult eating dis- demonstrate their efficiency and the advantages men-
orders (especially binge eating disorders). The appli- tioned in the introduction.
cation presents a set of questions for the user to
realize if there has been a binge, how, when and if We must exploit the advantages provided by new
there has been loss of control and possible compen- technologies in order to facilitate the work done by
satory behavior undertaken. It also asks about the therapists in the data collection arena to make the
emotion of the user before and after eating. idea of complete self-registers more attractive to the
patient.
To simplify the maximum the use of the mobile de-
vice, in both cases the application is started automat- references
ically when starting the PDA. When it is turned on a Barker R., Kirschenbaum D., Self-monitoring may be
main screen appears. This screen consists of an necessary for successful weight control, Behavioral
image with the name/logo of the application and a Therapy 24 (1993), 377-394.
button with the tag “self-registers.” In this way the
user interface is very easy to use and when the user Beasley M., Riley W.T., Davis A. & Singh J., Evalua-
wants to complete a self-register they only have to tion of a PDA-based dietary assessment and interven-
press the “self-register” button, and when the register tion program: a randomized controlled trial, Journal of
is complete the application returns to the main screen the American College of Nutrition 27 (2008), 380-386.
described before. The application should be opened
all the time, so that if the PDA is set to “standby/save Burke L.E., Sereika S.M., Music E., Warziski M., Styn
of energy” mode, on returning to the active mode this M.A., Stone A., Using instrumented Paper
main screen appears again without the need of ma- Diaries to Document Self-Monitoring Patterns in
nipulating the device to start the application. As Weight-Loss, Contemporary Clinical Trials 29 (2008),
mentioned before, all the data collected with these 182-193.

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235

CyberproJeCTs

IN THIS FEATURE, we will try to describe the char- you. It’s your colleague, asking if you have time for cof-
acteristics of current cyberpsychology and rehabilitation fee. Thanks to all the cooperative vehicle-infrastructure
research. In particular, CyberProjects aims at describing systems (CVIS), you are early for work so you catch a
the leading research groups and projects, actually run- quick coffee with your friend.
ning around the world, with a special focus on European
research. CooperaTiVe driVing
This is a future without road rage, a future of cooperative
The inTerneT of Cars drivers using cooperative vehicle infrastructure systems.
It is the vision of the CVIS project, which is itself part
An "Internet of cars" promises a road system designed of a broader international trend with a focus on Intelli-
around cooperative technology enabling each element gent Transport Systems (ITS).
of the traffic system – cars, drivers, traffic lights, signs
– to cooperate proactively to create a safer, more effi- The U.S.A., Japan and Europe are all thinking of coop-
cient driving experience. No road rage required. erative systems like this, according to Paul Kompfner,
Head of Sector, Cooperative Mobility at ERTICO – ITS
Your cooperative dashboard flashes a warning: “Emer- Europe and coordinator of the CVIS Project.
gency vehicle crossing at the next intersection!” You start
slowing down. On cue, the lights on your route turn red, “On every continent, part of the spectrum has been re-
simultaneously turning green for a fire engine crossing served for cooperative systems, 5.9 GHz in the States
at the intersection. That fire engine will surf a "wave" of and Europe, and 5.8 GHz in Japan, so this subset of ITS
green lights all the way to the blaze further downtown. is certainly coming. Right now, I’d say Europe has some-
As the lights turn green, your display suggests a diver- thing of a lead in technology development and validation
sion that will skirt the scene of the accident, avoiding across a wide range of test sites,” suggests Kompfner.
any risk of congestion. You take the suggested turn and
your car advises you of a new speed limit. Europe also leads on vision, with the development by the
CVIS team of an open, state-of-the-art ITS platform
You slow down and gain some extra "green miles," which can function on a variety of levels, from in-vehicle
bonus points awarded to careful drivers, redeemable and roadside systems to portable devices. It can also
against a range of privileges, such as driving in the city evolve over time to take advantage of new technologies
center without charge, or using bus lanes outside rush and business models.
hour.
It is a large vision, and the project has the resources to
The day started more or less as any other. Your mobile deliver.
phone woke you a little earlier than usual because heavy
rain meant traffic was less fluid than usual.The SafeR- The CVIS project is huge, literally and figuratively. The
oute service you subscribe to estimated a 10-minute budget is over €40 million with €20 million coming from
delay in your normal commute and so sent your mobile the EU, and there are 62 partners developing several core
an earlier alarm. technologies to create a totally integrated, open-source
"Internet of cars."
Now you are glad for the early start – an unhurried drive
is a happy one. There have been many piecemeal attempts to create a
compelling mobile platform for infrastructure-to-car
As you make the final turn on the way to work, your co- communication, and other efforts for car-to-car commu-
operative co-pilot reads a message from the car behind nication, and still other initiatives for mobile ITS and

JCR
236 CyberProjects

mapping, but except for GPS none have really broken applications which run across the CVIS platform – a kind
through. of "ITS app store."

The cooperative vehicle infrastructure system tackles all large-sCale Trials


these issues and many others, and incorporates highly Finally, the project tested the combined technologies in
ambitious technical goals, compelling applications and many large-scale trials in seven countries and the team
extensive demonstration, validation and exploitation has developed a progressive and detailed exploitation
plans – the latter being a particular weakness in many plan that should see these technologies adopted and de-
earlier efforts of this kind. ployed in the short- to medium term.
Complete infrastructure
The project coordinator is ERTICO, a European public-
First off, CVIS has developed a complete communica- private partnership representing all the stakeholders, in-
tions infrastructure, running from hardware, through pro- cluding car and traffic system manufacturers,
tocols, standards, middleware application programming governments, road operators, telecom operators, users
interfaces (APIs) and cross-platform integration. and service providers. Every aspect of road use will be
impacted by the new Internet of cars, and it is set to be-
In communications hardware alone, the CVIS team has come the model for how other Intelligent Transport Sys-
developed a platform that can essentially use any known tems will be developed in the future.
communication infrastructure, including WiFi, WiMAX,
broadcast radio, satellite communication, dedicated The CVIS project was demonstrating its main applica-
short-range communications (DSRC), radio frequency tions at the Cooperative Mobility Showcase 2010 in Am-
identification (RFID), microwave, 3G and even infra- sterdam, held March 23-26, 2010. The general public
red. was welcomed and present to see some of the coopera-
tive technologies in action.
Bolted on to a scalable hardware chain is a massively
scalable, open (and partly open-source) software chain. The CVIS project received funding from the ICT strand
It handles all the different elements of the CVIS frame- of the EU’s Sixth Framework Programme for research.
work – traffic management, vehicle-to-vehicle (V2V)
communications, floating vehicle data collection, appro- For more information visit http://www.ta2-project.eu/.
priate integration of city traffic networks with public
communication networks, and so on.
Compiled by Giuseppe Riva, Ph.D.
But it also creates a series of APIs and an open applica- Istituto Auxologico Italiano
tion development suite that will allow third-party soft- Data provided by ICT Results
ware developers and service providers to create (http://cordis.europa.eu/ictresults).

JCR
237

CyberfoCus

New technologies are developing at a rapid pace. To help you stay abreast of the latest trends in advanced technolo-
gies and healthcare, this feature showcases upcoming, 2009- 2010 events, which will provide you with the oppor-
tunity to connect with leading experts worldwide and remain on the cutting edge of the most recent developments.

The CyberFocus column welcomes your contributions. To supply relevant information for this feature, please send
an e-mail to: office@vrphobia.eu.

Cyberpsychology & CyberTherapy 16


June 20-22, 2011
Gatineau, Canada
www.interactivemediainstitute.com

The Journal of CyberTherapy & Rehabilitation is the official journal of the CyberTherapy Conference. The 16th An-
nual International CyberTherapy Conference (CT16) brings together researchers, clinicians, policy makers and funding
agencies to share and discuss advancements in the growing discipline of CyberTherapy & Rehabilitation, which in-
cludes training, education, prevention, rehabilitation, and therapy. The focus of next year’s conference is two-fold–first,
“Technologies as Enabling Tools” will explore the use of advanced technologies in diagnosis, assessment and pre-
vention of mental and physical disorders. In addition, attention will be drawn to the role of interactive media in training,
education, rehabilitation and therapeutic interventions. Secondly, CT16 will investigate the “Impact of New Tech-
nologies” and how they are influencing behavior and society through cyberadvertising, cyberfashion and cyberstalking,
among others. Technologies featured at the conference include VR simulations, video games, telehealth, the Internet,
robotics, brain-computer interfaces, and non-invasive physiological monitoring devices. Conference attendees have
the opportunity to play a role in designing the future of mental healthcare. CT16 features interactive exhibits at the
Cyberarium allowing participants to experience the technologies firsthand as well as the opportunity to display their
exhibits in a forum-type setting.

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2010 Conferences

WCbCT 2010-World Congress of behavioral and Cognitive Therapies


June 2 - 5
Boston, Massachusetts, USA
http://www.wcbct2010.org/

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Cyberpsychology & CyberTherapy 15


June 13 - 15
Seoul, Korea
www.e-therapy2010.org

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siggraph 2010
July 25 - 29
Los Angeles, California, USA
http://www.siggraph.org/s2010/

JCR
238

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3rd international symposium on intelligent interactive multimedia: systems and services


July 28 - 30
Baltimore, Maryland, USA
http://iimss-10.kesinternational.org/

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2010 american psychological association Conference


August 12 - 15
San Diego, California, USA
http://www.apa.org/convention/

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8th iCdVraT with artabilitation


August 31 - September 2
Valparaiso, Chile
http://www.icdvrat.rdg.ac.uk/

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The 5th international Conference on interactive mobile and Computer aided learning
September 16 - 17
Hasselt University, Belgium
http://www.imcl-conference.org/

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10th international Conference on intelligent Virtual agents (iVa 2010)


September 20 -22
Philadelphia, Pennsylvania, USA
http://iva2010.org/

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40th european association for behavioural and Cognitive Therapies annual Conference
October 7 - 10
Milan, Italy
http://www.eabct2010-milan.it/

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association for behavioral and Cognitive Therapies (abCT 2010)


November 18 - 21
San Francisco, California, USA
http://www.abct.org/dMembers/?m=mMembers&fa=Convention

JCR
Join the iACToR
Ning Network
Join the iACToR online community by creating your profile and
joining the discussion between eminent experts in the field today.
Plus get access to the official journal and official voice of the
association, the Journal of CyberTherapy & Rehabilitation and
CyberTherapy & Rehabilitation Magazine!

http://iactor.ning.com

BECOME A PREMIUM MEMBER OF iACToR


receive discounted membership to affiliated
conferences, associations and societies

DISCUSS, SHARE AND COLLABORATE


facilitate important dialogue about transforming
health care through technology for free

RECEIVE THE WEEKLY NEWSLETTER


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241

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Inclusive page numbers for all articles or chapters in Page or paragraph numbers need to be provided in text
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JCR
243

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