Abstract:Virtual reality (VR) technology offers new opportunities for the development of innovative neuropsychological assessment and rehabilitation tools. VR-based testing and training scenarios that would be difficult, if not impossible, to deliver using conventional neuropsychological methods are now being developed that take advantage of the assets available with VR technology. If empirical studies continue to demonstrate effectiveness, virtual environment applications could provide new options for targeting cognit… Show more
“…An important question to explore for such application is to evaluate how spatial information is impacted when transferred from virtual to real environments. Several studies already found great results with disabled people about the question of spatial transfer [25][26] [27]. In this work, the authors agree that various factors can enhance this spatial transfer.…”
Section: Introductionsupporting
confidence: 70%
“…This device is also often adapted to the user's needs, notably for people with mobility issues. This the case with the elderly, patients with Parkinson's or Alzheimer's diseases, or sensorimotor injuries ( [25][26] [27]). Thus, clarifying the impact of joystick use represents a research challenge and is essential to resolve fundamental issues for clinical neuropsychological applications.…”
Abstract. We present a user study assessing spatial transfer in a 3D navigation task, with two different motor activities: a minimal (joystick) and an extensive motor activity (walking Interface), with rotations of the viewpoint either controlled by the user, or automatically managed by the system. The task consisted in learning a virtual path of a 3D model of a real city, with either one of these four conditions: Joystick / Treadmill Vs Manual Rotation / Automatic Rotation. We assessed spatial knowledge with six spatial restitution tasks. To assess the interfaces used, we analyzed also the interaction data acquired during the learning path. Our results show that the direct control of rotations has different effects, depending on the motor activity required by the input modality. The quality of spatial representation increases with the Treadmill when rotations are enabled. With the Joystick, controlling the rotations affect spatial representations. We discuss our findings in terms of cognitive, sensorimotor processes and human computer interaction issues.
“…An important question to explore for such application is to evaluate how spatial information is impacted when transferred from virtual to real environments. Several studies already found great results with disabled people about the question of spatial transfer [25][26] [27]. In this work, the authors agree that various factors can enhance this spatial transfer.…”
Section: Introductionsupporting
confidence: 70%
“…This device is also often adapted to the user's needs, notably for people with mobility issues. This the case with the elderly, patients with Parkinson's or Alzheimer's diseases, or sensorimotor injuries ( [25][26] [27]). Thus, clarifying the impact of joystick use represents a research challenge and is essential to resolve fundamental issues for clinical neuropsychological applications.…”
Abstract. We present a user study assessing spatial transfer in a 3D navigation task, with two different motor activities: a minimal (joystick) and an extensive motor activity (walking Interface), with rotations of the viewpoint either controlled by the user, or automatically managed by the system. The task consisted in learning a virtual path of a 3D model of a real city, with either one of these four conditions: Joystick / Treadmill Vs Manual Rotation / Automatic Rotation. We assessed spatial knowledge with six spatial restitution tasks. To assess the interfaces used, we analyzed also the interaction data acquired during the learning path. Our results show that the direct control of rotations has different effects, depending on the motor activity required by the input modality. The quality of spatial representation increases with the Treadmill when rotations are enabled. With the Joystick, controlling the rotations affect spatial representations. We discuss our findings in terms of cognitive, sensorimotor processes and human computer interaction issues.
“…Secondly, the environment can have stimuli and contingencies difficult to find in real world situations, thus providing exquisite control over characteristics of the environment such as geometry and size of the space and location of objects and features (like windows) within it. This ability to systematically vary environmental stimuli and contingencies should improve the analysis of spatial cognition [67] and spatial deficits. Thirdly, it is possible to test in virtual space multiple times for purposes of periodic assessment or practice and rehabilitation [23], a feature important for TBI survivors.…”
Objective: Survivors of traumatic brain injury (TBI) often have spatial navigation deficits. This study examined such deficits and conducted a detailed analysis of navigational behaviour in a virtual environment.Design: TBI survivors were tested in a computer simulation of the Morris water maze task that required them to find and remember the location of an invisible platform that was always in the same location. A follow-up questionnaire assessed everyday spatial ability. Method: Fourteen survivors of moderate-to-severe TBI were compared to 12 non-injured participants. Results: TBI survivors navigated to a visible platform but could not learn the location of the invisible platform. The difference between TBI survivors and uninjured participants was best indicated by two new dependent variables, path efficacy and spatial scores. Conclusion: This study confirms the capacity of virtual environments to reveal spatial navigation deficits after TBI and establishes the best way to identify such deficits.
“…Within that context, the present paper will summarize the ways that researchers and clinicians have employed VR to create relevant simulations that can be applied to the prevention, assessment, and treatment of PTSD. Some of the discussion in the current paper includes topics that have been discussed in previous papers, which may be consulted for deeper analysis (Rizzo et al, 2013; Rizzo, Buckwalter, & Neumann, 1997; Rizzo et al, 2010; Rizzo & Koenig, in press; Rizzo et al, 2017; Rizzo, Schultheis, Kerns, & Mateer, 2004). …”
Section: Introductionmentioning
confidence: 99%
“…VR-based testing, training, and treatment approaches that would be difficult, if not impossible, to deliver using traditional methods have now been developed that take advantage of the assets available with VR technology (Rizzo et al, 2004; Rizzo & Koenig, in press). This unique match between VR technology assets and the needs of various clinical application areas has been recognized by a determined and expanding group of researchers and clinicians.…”
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.
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