1999
DOI: 10.1089/cpb.1999.2.89
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Virtual Environments for Targeting Cognitive Processes: An Overview of Projects at the University of Southern California

Abstract: The Virtual Environments Laboratory at the University of Southern California (USC) has initiated a research program aimed at developing virtual reality (VR) technology applications for the study, assessment, and rehabilitation of cognitive processes. This technology is seen to offer many advantages for these aims. The status of two ongoing VR projects will be discussed in this article. The projects outlined are being conducted via cooperative efforts with both the Integrated Media Systems Center and the Inform… Show more

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Cited by 21 publications
(9 citation statements)
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“…Many studies have shown that experiential factors, including computer and videogame usage, are related to spatial skill, such as mental rotation (MR;De Lisi & Cammarano, 1996;De Lisi & Wolford, 2002;Duesbury & O'Neil, 1996;Larson et al, 1999;McClurg & Chaille, 1987;Okagaki & Frensch, 1994;Rizzo et al, 1999;Roberts & Bell, 2000;Saccuzzo, Craig, Johnson, & Larson, 1996;Sims & Mayer, 2002). Likewise, studies that were focused on the impact of training with computers (including videogames) have shown increases spatial ability.…”
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confidence: 99%
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“…Many studies have shown that experiential factors, including computer and videogame usage, are related to spatial skill, such as mental rotation (MR;De Lisi & Cammarano, 1996;De Lisi & Wolford, 2002;Duesbury & O'Neil, 1996;Larson et al, 1999;McClurg & Chaille, 1987;Okagaki & Frensch, 1994;Rizzo et al, 1999;Roberts & Bell, 2000;Saccuzzo, Craig, Johnson, & Larson, 1996;Sims & Mayer, 2002). Likewise, studies that were focused on the impact of training with computers (including videogames) have shown increases spatial ability.…”
mentioning
confidence: 99%
“…Men not only perform at higher levels than women on tests of spatial ability, but they also tend to have had more spatial experiences (Baenninger & Newcombe, 1995;De Lisi & Cammarano, 1996;Grimshaw, Sitarenios, & Finegan, 1995;Nordvik & Amponsah, 1998;Tracy, 1990;Voyer, Nolan, & Voyer, 2000), including more computer and videogame usage (De Lisi & Cammarano, 1996;Dominick, 1984;Greenfield et al, 1994;Morlock & Yamanaka, 1985;Peters et al, 1995;Subrahmanyam & Greenfield, 1996). It has been suggested that those individuals with lower levels of computer or videogame experience, such as women, may have more room for improvement, and thus may improve more on spatial tasks as a result of computer use (Alington, Russell, & Monaghan, 1992;Gagnon, 1985;Rizzo et al, 1999;Saccuzzo et al, 1996;Subrahmanyam & Greenfield, 1996). Elevated performance on spatial tasks has even been elicited by simply facilitating familiarity with computers Roberts & Bell, 2000).…”
mentioning
confidence: 99%
“…This difference generated more total head movements in the JA-VR classroom, which could be correlated with social interaction traits. In previous studies, head movements were considered an indicator of participants’ distraction levels [3,16,36] or psycho-pathological problems [1,36-38]. However, head movements could instead be considered social interaction markers, as in our JA-VR classroom.…”
Section: Discussionmentioning
confidence: 99%
“…This principle has focused our efforts on the development of VR tools that address attention-memory processes, visuospatial skills, and driving ability (Rizzo et al, 2000;Rizzo et al, 1998;Rizzo et al, 1999;Schultheis & Chute, 1999;Schultheis & Mourant, in press). Individuals with acquired brain injuries (ABI), learning disabilities, and neurological disorders manifest varying degrees of CNS dysfunction, and specific VR assets offer the potential to address various residual impairments beyond what is possible with existing methodologies.…”
Section: Assets Of Vrmentioning
confidence: 99%