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Annual Review of CyberTherapy and Telemedicine

Virtual Healing: Designing Reality

Editors-in-Chief

Brenda K. Wiederhold, PhD, MBA, BCIA


Interactive Media Institute, San Diego, CA, USA

Stéphane Bouchard, PhD


Université du Québec en Outaouais, Canada

Giuseppe Riva, PhD, MS, MA


Istituto Auxologico Italiano, Verbania, Italy

Volume 4
Interactive Media Institute
Annual Review of CyberTherapy and Telemedicine

Copyright © 2006 Interactive Media Institute


6160 Cornerstone Court East
San Diego, CA 92121

ISBN:
ISSN: 1554-8716

All rights reserved.


Printed in the United States of America

Interactive Media Institute Website: www.interactivemediainstitute.com

LEGAL NOTICE
The publisher is not responsible for the use which might be made of the following information.
Editors-in-Chief
Brenda K. Wiederhold, Ph.D., MBA, BCIA
Interactive Media Institute

Stéphane Bouchard, Ph.D.


Université du Quebéc en Outaouais

Giuseppe Riva, Ph.D., M.S., M.A.


Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano

Editorial Assistant
Ruth Kogen
Interactive Media Institute

Editorial Board
Nathan Appel, Ph.D. Maressa H. Orzack, Ph.D.
National Institute on Drug Abuse (NIH) Computer Addiction Clinic

Maria Teresa Arredondo-Waldmeyer, Ph.D. Patrice Renaud, Ph.D.


Universidad Politecnica de Madrid Universite du Quebec en Outaouais

Cristina Botella, Ph.D. Richard Satava, M.D., FACS


Universitat Jaume I University of Washington

Alex H. Bullinger, M.D., MBA Ben Sawyer


Center of Applied Tech. in Neuroscience Serious Games Initiative

James A. Carter, Ph.D. Susan Schneider, Ph.D., R.N., AOCN


Harvard Medical School Duke University

Joann Difede, Ph.D. Heidi Sveistrup, Ph.D.


Weill Cornell Medical Center University of Ottawa

Walter Greenleaf, Ph.D. Ioannis Tarnanas


Greenleaf Medical Peopleware - Kozani University CATLab

Hunter Hoffman, Ph.D. David Thomas, Ph.D.


University of Washington National Institute on Drug Abuse

Kay Howell Cheryl Trepagnier, Ph.D.


Federation of American Scientists The Catholic University of America

Ashfaq Ishaq, Ph.D., FRSA David Walshe, Ph.D.


International Child Art Foundation University College Cork

Sun I. Kim, Ph.D. Patrice (Tamar) Weiss, Ph.D.


Hanyang University University of Haifa

Harvey Magee Mark D. Wiederhold, M.D., Ph.D., FACP


Telemedicine & Adv Tech Research Center Virtual Reality Medical Center

Fabrizia Mantovani, Ph.D. Christine Youngblut, Ph.D.


Istituto Auxologico Italiano Institute for Defense Analyses

Greg T. Mogel, M.D.


Telemedicine & Adv Tech Research Center West
General Information
Annual Review of CyberTherapy and Telemedicine (ARCTT – ISSN: 1554-8716) is published an-
nually (once per year) by the Interactive Media Institute (IMI), a 501c3 non profit organization, dedi-
cated to incorporating interdisciplinary researchers from around the world to create, test, and develop
clinical protocols for the medical and psychological community. IMI realizes that the mind and body
work in concert to affect quality of life in individuals and works to develop technology that can be ef-
fectively used to improve the standards and reduce the cost of healthcare delivery.

Interactive Media Institute, 6160 Cornerstone Court East, Suite 161, San Diego, CA, USA.

Telephone: (858) 642-0267, Fax: (858) 642-0285, E-mail: cybertherapy@vrphobia.com


IMI Web site: http://www.interactivemediainstitute.com

Copyright © 2006 by Interactive Media Institute. Printed in the United States of America

About the journal


ARCTT is a peer-reviewed all-purpose journal covering a wide variety of topics of interest to the men-
tal health, neuroscience, and rehabilitation communities. The mission of ARCTT is to provide system-
atic, periodic examinations of scholarly advances in the field of CyberTherapy and Telemedi-
cine through original investigations in the telemedicine and cybertherapy areas, novel experimental
clinical studies, and critical authoritative reviews.

It is directed to healthcare providers and researchers who are interested in the applications of ad-
vanced media for improving the delivery and efficacy of mental healthcare and rehabilitative services.

Manuscript Proposal and Submission


Because Annual Review papers examine either novel therapeutic methods and trials or a specific
clinical application in depth, they are written by experienced researchers upon invitation from our Edi-
torial Board. The editors nevertheless welcome suggestions from our readers. Questions or com-
ments about editorial content or policies should be directed to the editors only.

Manuscript Preparation
Manuscripts should be submitted in electronic format on CD-Rom or floppy disks as well as on 8½ x
11-in. paper (three copies), double-spaced format. Authors should prepare manuscripts according to
the Publication Manual of the American Psychological Association (5th Ed.).

Original, camera-ready artwork for figures is required. Original color figures can be printed in color at
the editors' discretion and provided the author agrees to pay in full the associated production costs;
an estimate of these costs is available from the ARCTT production office on request.

ARCTT policy prohibits an author from submitting the same manuscript for concurrent consideration by
two or more publications. Authors have an obligation to consult journal editors concerning prior publica-
tion of any data upon which their article depends. As this journal is a primary journal that publishes
original material only, ARCTT policy prohibits as well publication of any manuscript that has already
been published in whole or substantial part elsewhere, unless authorized by the journal editors.

Disclaimer
All the published papers, editorial news and comments, opinions, findings, conclusions, or recom-
mendations in ARCTT are those of the author(s), and do not necessarily reflects or constitute the
opinions of the Journal, its Publisher, and its editorial staff.
Table of Contents
Volume 4
Editorials 9
B. K. Wiederhold, G. Riva, S. Bouchard

CRITICAL REVIEWS

From SIT to PTSD: Developing a Continuum of Care for the Warfighter 13


B. K. Wiederhold, M. D. Wiederhold

Virtual Standardized Patients for Training Health Professionals on Chemical and 19


Biological Agent Exposures
D. L. Sticha, M. J. Roy, D. E. Olsen

Coping with stress using Virtual Reality: a new perspective 25


D. Villani, A. Preziosa, G. Riva

EVALUATION STUDIES

The use of a visible and/or an invisible marker Augmented Reality System for 33
the treatment of phobia to small animals
M. C. Juan, D. Joele, C. Botella, R. Baños, M. Alcañiz, Ch. van der Mast

Randomized Controlled Trial of CBT with Virtual Reality Exposure Therapy 39


for PTSD
M. J. Roy, W. Law, I. Patt, J. Difede, A. Rizzo, Institute K. Graap, B. Rothbaum

Efficacy of Sensory Integration Treatment based on Virtual Reality - Tangible 45


Interaction for Children with Autism
K-E. Jung, H-J. Lee, Y-S. Lee, J-H. Lee

The Usefulness of Virtual Reality Stress Inoculation Training for Military 51


Medical Females: A Pilot Study
M. C. Stetz, R. M. Wildzunas, B. K. Wiederhold, T. A. Stetz, M. P. Hunt

The virtual classroom: An ecological version of the continuous performance 59


test – A pilot study
G. Moreau, M-C. Guay, A. Achim, A. Rizzo, P. Lageix

A study of Active Navigation and Object Recognition in Virtual Environments 67


J. Hahm, K. Lee, S-L. Lim, S-Y. Kim, H-T. Kim, J-H. Lee

ORIGINAL RESEARCH

Optic Flow With a Stereoscopic Display: Sustained Influence on Speed of 73


Locomotion
W. A. Powell, S. Hand, B. Stevens, M. Simmonds
Simulation-based training of communication and emotional competence for the 79
improvement of physician-patient relationship
L. Anolli, A. Vescovo, A. Agliati, F. Mantovani, V. Zurloni

Sexual presence as determined by fractal oculomotor dynamics 87


P. Renaud, S. Chartier, M-P. Bonin, P. de Courville Nico, J. Proulx, J-L. Rouleau,
L-G Cournoyer, P. Fedoroff, J. Bradford, S. Bouchard

Physiological and Momentary Assessment for Identifying Tobacco Use Patterns 95


P. J. Jordan, L. W. Jerome, N. Faraj

Implicit Learning of an Embedded Regularity in Older Adults using a SRT 103


Reaching Task in a Virtual Reality Medium
R. Martini, L. Aquilino, S. Buissé, A. Dumais, V. Pion, E. St. Rose, H. Sveistrup, D. M. Ste-Marie

Presence: Head Mounted Display vs. Translucid Screen 111


P. Gamito, D. Morais, J. Oliveira, L. Gamito, M. Anastácio

Evaluation of Group Performance in a Mediated Environment 117


L. W. Jerome, P. J. Jordan, N. Faraj

Changes in P300 Amplitude in Smokers in Response to Cigarette- 127


Craving Cues
K-W. Jang, J-S. Lee, B-H. Yang, J-H. Lee

Smokers’ attentional bias to smoking-related cues in eye movement 131


S-M. Kwak, D. L. Na, GHo Kim, J-H Lee

Low-Cost Telerehabilitation Using Force Feedback Joysticks 137


H. Sugarman, J. Tiran, A. Weisel-Eichler, E. Dayan

Reaching out to the youth suffering from idiopathic tinnitus via the Internet 145
J. Baribeau

Sexual Preference Classification from Gaze Behavior Data using a Multilayer 153
Perceptron
S. Chartier, P. Renaud, S. Bouchard, J. Proulx, J. L. Rouleau, P. Fedoroff, J. Bradford

Application of Virtual Reality-Cue Exposure Therapy for Reducing Alcohol 161


Craving
H. Kwon, J. Choi, S. Roh, B-H Yang, J-H Lee

CLINICAL OBSERVATIONS

Evaluating the Interaction of Blind Learners with Audio-Based Virtual 167


Environments
J. Sánchez, M. Zúñiga

Generic virtual reality treatment applied to space-related phobias 175


F. Znaidi, I. Viaud-Delmon, R. Jouvent
Virtual Therapy in Patients with Depression. Preliminary Observation 181
V. ChiriŃă, M. Ilinca, R. ChiriŃă, M. Bîşcă, G. Chele

Abstracts from CyberTherapy 2006, June 13-15, 2006, Gatineau, Canada 187

7
8
Editorials
I am honored to welcome you to the fourth volume of Annual Review of CyberTherapy and Telemedi-
cine. This year’s theme, “Virtual Healing: Designing Reality,” acknowledges the importance of two
related types of scientific studies: clinical applications of virtual reality (VR) and other technologies,
and experimental research on why it has such a powerful impact on behavioral healthcare, medicine,
and neuroscience. The theme also highlights changes that have occurred in the past decade; that
which was once in the ream of science-fiction has now increasingly become part of our reality. As
readers, you will therefore have the opportunity to play a role in designing the future. By utilizing
technology for training and therapy, we are able to improve existing protocols, and disseminate care
to a wider segment of the population.

Much has changed over the past eleven years since the inception of the CyberTherapy Conference.
We have now tapped further into the potential of VR than many of us could have ever imagined. An
exciting body of research regarding the utilization of advanced technologies in behavioral healthcare
has emerged over the past decade, revealing the continuous advances and discoveries made by
over 450 investigators to help patients with both mental and physical disorders. I am proud to report
that as VR’s use in behavioral healthcare has grown, so have submissions to the Annual Review of
CyberTherapy and Telemedicine. For the first seven years, CyberTherapy was represented by a spe-
cialized symposium at the Medicine Meets Virtual Reality (MMVR) Conference featuring presenta-
tions that dealt primarily with conceptual matters and future possibilities. Over the years, the sympo-
sium continued to grow in both size and scientific evidence. In 2003, the symposium spun off into a
separate three-day conference. The 10th Annual CyberTherapy Conference, held in June 2005,
highlighted the largest program ever presented on controlled clinical trials of VR and other cutting-
edge technologies in the areas of mental health, rehabilitation, disabilities, training, and education. It
involved representatives from 21 countries, reflecting its truly international character.

I sincerely hope that you will find this year’s volume to be an interesting and intellectually stimulating
read. I continue to believe that together we can change the future of healthcare.

Sincerely,

Brenda K. Wiederhold, Ph.D., MBA, BCIA


Co-Editor-in-Chief

9
Editorials
According to recent reports presented by IST Advisory Group (ISTAG) - the Unit within the European
Union providing independent advice concerning the strategy, content, and direction of research work
to be carried out in Information and Communication Technologies (ICT) (http://cordis.europa.eu/ist/
istag-reports.htm) - the evolution of technology in support of the Knowledge Society of the 2010s will
be rooted within three dominant trends:

− Pervasive diffusion of intelligence in the space around us, through the development of net-
work technologies and intelligent sensors toward so-called “Ambient Intelligence” (AmI);
− The increasingly relevant role of mobility through the development of mobile communica-
tions, moving from the Universal Mobile Telecommunications System (UMTS) to "Beyond
3rd Generation" (B3G);
− Increase of the range, accessibility, and comprehensiveness of communications, through
the development of multi-channel multimedia technologies.

The convergence of AmI, B3G, and multi channel multimedia technologies manifests itself as the
next frontier of ICT. This convergence stimulates a change in the way health care is carried out,
making it a globally distributed process in which communication and collaboration between geo-
graphically dispersed users plays a key role.

In reaching this goal, "Immersive Virtual Telepresence" (IVT) will be essential. In IVT tools, distrib-
uted virtual reality (VR) systems are combined with wireless multimedia facilities (real-time video)
and innovative input devices (tracking sensors, biosensors, brain-computer interfaces).

In general, the IVT perspective is reached through:

− Widening of the input channel through the use of biosensors (brain-computer interface, psy-
cho-physiological measurements, etc.) and advanced tracking systems (wide body tracking,
gaze analysis, etc.).
− Induction of a sense of “presence” or “telepresence” through multimodal human/machine
communication in the dimensions of sound, vision, and touch-and-feel (haptics). Typically, a
sense of presence is achieved through multisensorial stimula, such that actual reality is ei-
ther hidden or substituted via a synthetic scenario, (i.e. made virtual through audio and 3-D
video analysis, and modelling procedures). In high-end IVT systems, multimedia data-
streams, such as live stereo-video and audio, are transmitted and integrated into the virtual
space of another participant remotely, allowing geographically separated groups to meet in a
common virtual space while maintaining eye-contact, gaze awareness and body language.
A sense of presence with other people who may be at distant sites is achieved through ava-
tar representations using data about body movement streamed over a high-speed network.

Since distance learning and e-health are principally involved with handling and transmission of medi-
cal information, IVT has the potential to enhance their user experience through the expansion of hu-
man input and output channels. The two principle ways in which IVT can be applied are:
− as an interface, which enables a more intuitive manner of interacting with information, and
− as an extended communicative environment that enhances the feeling of presence during
the interaction.

These approaches will be strengthened by the development of 3rd generation IVT systems including
biosensors, mobile communication, and mixed reality. Introducing IVT in cybertherapy will provide
significant advantages:

− IVT-based treatment differs from traditional therapy in that computer graphics and various
display and input/output technologies are integrated to provide the patient with a sense of

10
presence or immersion. In more detail, IVT provides a new human-computer interaction
paradigm in which users are no longer simply external observers of images on a computer
screen, but are also active participants within a computer-generated three-dimensional
synthetic world. In this world, the patient has the possibility to learn to manage a prob-
lematic situation.
− Moreover, IVT offers a high level of control over the experience without the constraints usu-
ally found in computer systems. IVT environments are highly flexible and programmable.
They enable the therapist to present a wide variety of controlled stimuli, such as a fearful
situation, and to measure and monitor a wide variety of responses made by the user. This
flexibility can be used to provide systematic restorative training that optimizes the degree of
transfer of training or generalization of learning to the person's real-world environment.
− Finally, IVT systems open the input channel to the full range of human expressions: in reha-
bilitation it is possible to monitor movements or actions from any body part or many body
parts at the same time. On the other hand, with disabled patients, feedbacks and prompts
can be translated into alternate and/or multiple senses.

It is interesting to note that this issue of ARCTT reflects this trend. Biosensors, augmented reality,
and eye tracking are broadening the typical tools of cybertherapy. The critical challenge, however, is
moving from preliminary studies to real-world applications.

In this context it is critical that the pioneers in this field share both information about their
experiences and examine the results of the preliminary trials so that suitable development work will
speed up. For this reason, the goal of this publication is to provide a forum for presenting and
discussing the emerging processes and tools by which cybertherapy applications will contribute to
the delivery of state-of-the-art health services. A critical aim of this journal is to stimulate more
clinicians and technical professionals to design and test these tools, improving the overall outcome
of cybertherapy interventions.

Giuseppe Riva, Ph.D., M.S., M.A.


Co-Editor-in-Chief

11
Editorials
When planning for CyberTherapy 2006, I set up four goals: (a) increase attendance to the confer-
ence and workshops by researchers and students, (b) implement a web-based submission/
registration system and database, (c) maintain (or improve if ever possible) the high standards of
innovation and quality that have been the hallmark of past CyberTherapy Conferences, and (d) offer
all of this at the lowest registration rate possible. I think we achieved these goals, with 131 scientific
communications and 174 people registered (58 students) at the time this volume went to pres. The
electronic submission/registration and database system is working efficiently and should be very use-
ful for future conferences, despite a few glitches initially encountered when sending reviews back to
the authors. These accomplishments were made possible by the financial support of our sponsors.

I hope that you will enjoy the scientific aspects of this year’s volume. As you will witness, the field of cy-
bertherapy is evolving at an increasing pace, thanks to the rigorous empirical work of all of our authors.

Stéphane Bouchard, Ph.D.


Co-Editor-in-Chief

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Critical Reviews

From SIT to PTSD: Developing a Continuum of Care for the Warfighter

B. K. Wiederhold, Ph.D., MBA1,2, M. D. Wiederhold, M.D., Ph.D., FACP2


1
Interactive Media Institute, San Diego, CA
2
Virtual Reality Medical Center, San Diego, CA

BACKGROUND

The Virtual Reality Medical Center (VRMC) is cur- ment techniques, and to improve performance
rently conducting Stress Inoculation Training (SIT) during real-life combat situations. Situations
and Posttraumatic Stress Disorder (PTSD) treat- with very high stress and a cognitive load not
ment for the United States Navy and Marine often encountered in real life can be created in
Corps, the combined result being a program that the simulation environment. These scenarios,
supports a continuum of care for troops. combined with physiological monitoring, allow
military personnel to train themselves to better
PTSD affects an estimated 5.2 million Ameri- process stress through techniques such as
cans in any given year (NIH), often resulting in breath retraining and relaxation. In this way,
a diminished quality of life and considerable cognitive skill hardening can be achieved.
emotional suffering. The current rate of PTSD
among Army and Marine Corps combatants For those personnel who require PTSD treat-
returning from duty in Iraq is about 19%. Mili- ment post-deployment, we are developing and
tary experts believe the rate is following histori- testing VR therapy environments. By placing a
cal patterns for sustained ground combat and is patient in a virtual Iraqi war setting, and then
still increasing. A continuing upward trend having him or her slowly experience that situa-
seems especially likely given the unique nature tion in a controlled way, the patient should be-
of the Iraq theater. According to recent reports, gin to habituate to his or her specific PTSD
the number of Iraq War soldiers who will experi- symptoms and come to reappraise the situa-
ence PTSD is higher than the Gulf War due to tion, allowing emotional processing to fully oc-
such factors as ground combat and long de- cur. With the goal of allowing for the earliest
ployments (Litz, 2004). A recent survey of Sol- possible intervention and treatment of PTSD,
diers and Marines deployed in Iraq describes a we have deployed a VR system to Iraq under a
very high level of combat experience, with more program funded by the United States Army’s
than 90% of respondents reporting having been Telemedicine and Advanced Technology Re-
shot at (Hoge et al., 2004). search Center (TATRC). The sections below
describe this and other VRMC projects in line
Clearly, PTSD is a serious health threat for mili- with developing a comprehensive protocol to
tary personnel. Learning to treat—or better still, address an array of needs for military person-
prevent—this disorder is a task of paramount nel, including SIT training for pre-
importance. It is our hope that SIT will help pre- deployment, tactical training for in-theater
vent or reduce rates of PTSD in returning support, and follow-up mental health care for
troops. We at the VRMC have been working for affected returning personnel.
the past 10 years to apply our clinical VR ex-
pertise to a full range of troop support, with the PRE-DEPLOYMENT TOOLS: VR FOR SIT
goal of providing effective tools for both pre- AND TACTICAL TRAINING
and post-deployment.
Stress Inoculation Training (SIT)
In regard to pre-deployment tools, we have de- SIT is a technique to help “inoculate” individuals
veloped stress inoculation training (SIT) and to future potentially traumatizing stressors. De-
virtual environment tactical training to effec- ployed personnel must often perform in ex-
tively teach personnel tactical and trauma care tremely stressful environments, and optimum
skills, enable them to practice stress manage- performance under such conditions requires the

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

management of physiological, psychological, and ing appropriate responses in the trainee. This
emotional responses to stressful stimuli. An acute enables treatment and training to be individual-
stress reaction (ASR) or combat and operational ized, focusing on those specific parts of the ex-
stress reaction (COSR) can occur during exposure perience that cause the individual the most diffi-
to exceptionally stressful events, resulting in ex- culty. By combining such measures as subjec-
treme sympathetic nervous system arousal and tive ratings, physiological data, personality type,
impaired performance. Longer-term reactions can and self-report questionnaire scores with expert
include acute stress disorder, and acute and clinical observations, it is possible to further re-
chronic PTSD. During preventative SIT, military fine and improve clinical and research-based
personnel “experience” highly stressful situations protocols.
in a virtual environment while being physiologically
monitored. Repeated exposure enables perform- By understanding the state of the student during
ers to gradually become desensitized to stimuli training, the simulated training can then be
that may initially elicit such strong physiologic modified to add or subtract stressors as would
arousal that performance is impeded (i.e., be most appropriate to the situation
“freezing in the line of fire”) and psychological (Wiederhold, Bullinger, & Wiederhold, 2006).
trauma is more likely. For example, quick mastery of a scenario could
be supplemented by a more challenging mis-
SIT is intended to help prevent or reduce rates sion, and physiological indicators that the par-
of PTSD in returning troops. There is some ex- ticipant is too overwhelmed to learn could be
isting evidence that SIT can reduce PTSD. A responded to by a “backing-off” of stressors un-
group of 106 male British soldiers preparing for til the trainee is again prepared to move for-
a 6-month tour of duty in Bosnia received a ward.
combination of pre-deployment stress training
with psychological debriefing. They demon- VRMC’s Student State Report was a three-year
strated a drastically reduced incidence of PTSD study (completed in July 2005) sponsored by
and other psychopathology, approximately 10 the Defense Advanced Research Projects
times less than figures reported from other mili- Agency (DARPA), which proved the effective-
tary samples (Deahl et al., 2000). In fact, the ness of a low-fidelity laptop simulator to train
level was too low to demonstrate any possible military personnel. The 970 participants were a
debriefing effect. combination of elite units of the U.S. Navy, U.S.
Marine Corps, and U.S. Coast Guard. The ob-
Besides decreasing stress, SIT for military per- jectives of the investigation were to examine the
sonnel is designed to improve performance. effectiveness of virtual reality training simulators
Training under stressful conditions pre- in their ability to teach personnel tactical and
deployment improves performance by training trauma care skills, enable them to practice
personnel to recognize and control their stress stress management techniques, and to improve
levels. In our ongoing SIT studies, we train mili- performance during real-life combat situations.
tary personnel in virtual environments such as The test group first received training in a virtual
an Iraqi village, a shoot house, and a ship. combat scenario while their stress and arousal
Simulations can be viewed on desktops, lap- levels were monitored through non-invasive
tops, through a head-mounted display (HMD), physiological means. The control group did not
or as a 3-wall CAVE (computer automatic virtual receive virtual training. Afterward, all partici-
environment) projection system, depending on pants were tested in a real-world version of this
the needs of the specific population to be same combat scenario to determine the effec-
trained. The training is then transferred to real- tiveness of training in a virtual environment. Sig-
world exercises in structures designed specifi- nificant transfer of skills from virtual to real world
cally for tactical training. exercises was demonstrated through standard,
objective performance measures and after-
action analysis of video. The study proved vir-
Tactical Training
tual reality training to be an extremely effective
VR allows stimuli to be presented in a system-
and efficient method of preparing military per-
atic, controlled fashion, and physiology provides
sonnel for combat situations.
objective evidence of when the stimuli are elicit-

14
W IEDERHOLD ET AL.

Currently, the VRMC is conducting a study, ing psychotherapy, only 44% of all those who
funded by the U.S. Army’s Telemedicine and enter treatment—based on a meta-analysis
Advanced Technology Research Center published early this year—will be classified at
(TATRC), to test the efficacy of virtual reality the end of the treatment period as improved
video game (VRVG) training in preparing com- (Bradley et al., 2005).
bat medics for real-life combative medical sce-
narios. The purpose of the VRVG is to provide The DSM-IV classifies PTSD as a heterogene-
an inexpensive training tool that will allow med- ous disorder that develops following exposure
ics to experience situations outside of their eve- to traumatic events such as a serious injury or
ryday training. The game will test the medics’ threat of injury or death to the self or others.
knowledge of medicine, combat training skills, Symptoms of PTSD, which must persist for at
and ability to function under the pressure of a least one month, include increased anxiety or
battlefield situation. The VRVG will contain vir- arousal, dissociation, avoidance of stimuli asso-
tual scenarios of terrain that the medics are not ciated with the trauma, numbing of general re-
able to experience in their current real-world sponsiveness, and flashbacks to the traumatic
training. The game will also allow medics to experience (APA, 2000). Both anxiety-reducing
learn from their mistakes and repeat scenarios medication as well as cognitive behavioral ther-
until they successfully complete the task. apy (CBT) can help in recovery.

In addition, the VRMC is currently providing SIT Prior to the availability of VR therapy applica-
training for the U.S. Army’s Aeromedical per- tions, the existing standard of care for PTSD
sonnel at Fort Rucker, AL. Data will be collected was imaginal exposure therapy, in which pa-
during the training, and trainees will be tracked tients “relive” the traumatic event in a graded
after returning from deployment. Uses for the and repeated process (Rizzo et al., 2006). Ex-
data may include: 1) studying the relationship posure therapy is based on emotional process-
between physiologic arousal and performance ing theory (EPT). Applying EPT to PTSD, fear
outcomes; 2) evaluating adjunctive training memories are stored as a “fear structure” and
techniques (such as relaxation training) to man- include psychological and physiological informa-
age physiologic arousal and enhance perform- tion about stimuli, meaning, and responses (Foa
ance; and 3) longitudinal tracking of personnel & Kozak, 1986). Once accessed and emotion-
physiological levels during training to determine ally engaged, the structure is open to modifica-
the fidelity of the relationship between blood tion through CBT and, over time, will result in
pressure/heart rate and combat operational extinction of the fear response.
stress reactions (COSRs) and PTSD, which
could eventually act as a predictive tool. Although exposure therapy has been shown to
be effective (Laor et al., 1998; Wiederhold &
POST-DEPLOYMENT TOOLS: VR THERAPY Wiederhold, 2004), many patients are unable or
FOR PTSD unwilling to effectively visualize the traumatic
event. Ironically (in terms of exposure therapy),
Deployment stress is a very serious problem. avoiding reminders of the trauma is one of the
PTSD has a negative impact upon return to duty defining symptoms of the disorder (Difede &
rates and health care costs. It is a disabling, Hoffman, 2002). In studies that address treat-
often chronic problem, which frequently results ment non-responders, failure to engage emo-
in poor treatment outcomes and disability pay- tionally or visualize well enough to elicit an emo-
ments to PTSD-diagnosed veterans that may tional response are cited as most predictive of
continue for years, if not decades. Front-line non-response, since the fear structure is not
antidepressant medications for the disorder— accessed and therefore not open to change
such as selective serotonin reuptake inhibi- (Jaycox, Foa, & Morral, 1998; Kosslyn et al.,
tors—rarely yield better than a 40% reduction in 1984; Van Etten & Taylor, 1998).
Clinician Administered PTSD Scale (CAPS)
scores, and most patients will still meet criteria This is where virtual reality graded exposure
for PTSD at the end of an adequate treatment therapy (VRGET) may provide an excellent mid-
trial (Hamner, Robert, & Frueh, 2004). Regard- dle ground. In recent years, VR has been

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

shown to improve treatment efficacy for PTSD ion aid station, and houses, all of which can be
in survivors of motor vehicle accidents (MVA), freely navigated. The environment is comprised of
war veterans, and those involved in the 9/11 sights and sounds such as Arabic prayer from a tem-
World Trade Center attacks, as well as in other ple, helicopters thundering overhead, distant explo-
areas (Difede & Hoffman, 2002; Rothbaum et sions, vehicles burning, terrorists running and firing
al., 1999; Walshe et al., 2003; Wiederhold & guns, and the voices of Iraqi civilians. Based on inter-
Wiederhold, 2000; 2004; Wiederhold et al., views with a population of Marine and Navy person-
2001; 2002). By placing the patients in a virtual nel recently diagnosed with combat-related PTSD
Iraqi setting, or other environment where a and receiving treatment, these are some of the most
trauma has occurred, and then having them salient memories they associate with recurring, intru-
slowly experience that situation in a controlled sive thoughts (Spira, Pyne, & Wiederhold, 2006).
way, the patient may begin to habituate to their
PTSD symptoms and come to reappraise the
situation, allowing emotional processing to fully
occur and thus free them from the past.

VRGET overcomes many of the shortcomings of


imaginal exposure by providing external visual
and auditory stimuli for the patient, thus eliminat-
ing the need for intense imagination skills. And,
unlike in vivo therapy, which takes the patient
into real-world scenarios (which is not practical or
often even possible with war veterans), VR per-
mits the patient to interact with anxiety-inducing
scenarios in the safety and confidentiality of the
therapy room. The ability of patients to feel they
exert some measure of initial control over the
situation also seems a safer, more tolerable
starting point for many. In addition, the therapist
and patient, in their therapeutic alliance, can de-
termine and control the exact “dosage” (in terms
of duration and intensity) of the exposure exer-
cise. Multiple exposures can also be done during
a single therapy session, making for more effi-
cient time usage (Wiederhold & Wiederhold,
2004). Rizzo et al. suggest that a VR system for
PTSD treatment could serve as a component
within a reconceptualized approach to how treat-
ment is accessed by veterans returning from
combat, especially in regard to hesitancy to seek
treatment (Rizzo et al., 2006).

In research funded by the Office of Naval Re-


search (ONR), we are exploring whether expo-
sure therapy for PTSD-diagnosed non-
combatants using a cognitive behavioral ther-
apy (CBT) approach is more effective when fa- Figure 1. Scenes from VRMC’s Virtual Bagh-
cilitated by VR tools. VRMC graphic designers dad, an immersive, highly realistic environment
and software developers created a Virtual comprised of both sight and sound, which is
Baghdad environment (see below) as a clinical used in combination with CBT to treat PTSD.
therapy aid for military personnel with PTSD. (The combination is known as virtual reality
This fully immersive environment can be viewed graded exposure therapy, or VRGET.) Users
on a laptop computer or with a head-mounted can freely navigate the environment and its
display (HMD) and features a market, a battal- structures and interact with virtual people.

16
W IEDERHOLD ET AL.

Participants will include 136 US Navy Seabees ising advances made so far and the new tech-
and medical personnel who have acute PTSD nologies yet to come.
stemming from combat exposure. Outcome
measures will focus on the general symptom REFERENCES
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as re-experiencing, avoidance, and arousal.
The systems will be tested at Balboa Naval American Psychological Association (2000):
Hospital and Camp Pendleton. Initial pilot test- New York.
ing of the system indicates that VR therapy pro-
duces both subjective (self-report) and objective Bradley, R., Greene, J., Russ, E., Dutra, L., &
(physiological) arousal in individuals suffering Westen, D. (2005). A multi-dimensional meta
from PTSD. In a second study funded by ONR, analysis of psychotherapy for PTSD. Am J Psy-
Stress Inoculation Training (SIT) protocols are chiatry, 162(2): 214–227.
being tested to determine if providing stress-
hardening skills prior to deployment can de- Deahl, M., Srinivasan, M., Jones, N., Thomas,
crease incidence of PTSD. J., Neblett, C., & Jolly, A. (2000). Preventing
psychological trauma in soldiers: The role of
A separate project, funded by the Telemedicine operational stress training and psychological
and Technology Research Center (TATRC), debriefing. Br J Med Psychol, 73, 77–85.
allowed us the opportunity to ship a VR system
to Iraq in August 2005. The tool is being used
by psychiatrists and psychologists deployed to Difede, J. & Hoffman, H.G. (2002). Virtual reality
Iraq, where mental health professionals are now exposure therapy for world trade center post-
far forward. In-country clinicians appreciate use traumatic stress disorder: A case report. Cy-
of the VR PTSD tool as part of an early inter- berpsychol Behav, 5(6): 529–535.
vention protocol, and provide VRMC clinicians
with valuable feedback on ways to improve the Foa, E.B. & Kozak, M.J. (1986). Emotional proc-
tool. This information from troops in-theater on essing of fear: Exposure to corrective informa-
how the software might need to be adjusted to tion. Psychol Bull, 99(1), 20–35.
better meet their needs is crucial for our system.
Having the end user in the development loop Hamner, M.B., Robert, S., & Frueh, C.B. (2004).
has been an important attribute we have en- Treatment resistant post-traumatic stress disor-
couraged over the past decade and provides for der: Strategies for intervention. CNS Spectr, 9
quicker iterations in the development cycle and (10): 740–752.
a more useful end product.

CONCLUSION Hoge, C. W., Castro, C. A., Messer, S. C.,


McGurk, D., Cotting, D. I., & Koffman, R. L.
Decades after the first simulators were used to (2004). Combat duty in Iraq and Afghanistan,
train fighter pilots, advanced technologies and mental health problems, and barriers to care.
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cine. The VRMC is committed to developing,
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technology integrated with medical science to Influence of emotional engagement and ha-
successfully train, prepare, and provide follow- bituation on exposure therapy for PTSD. J Con-
up care for troops. Over the past decade, we sult Clin Psych, 66, 185–192.
have developed a variety of evaluation and as-
sessment protocols based on both subjective
Kosslyn, S.M., Brunn, J., Cave, K.R., & Walach,
and objective measures in our clinic, particularly
R.W. (1984). Individual differences in mental
by pioneering the use of physiological measures
imagery ability: A computational analysis. Cog-
while trainees perform exercises in virtual reality
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and other simulation environments. We are
greatly encouraged and motivated by the prom-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Laor, N., Wolmer, L., Wiener, Z., Reiss, A., Mul- Wiederhold, B.K. & Wiederhold, M. (2004). Vir-
ler, U., Weizman, R., & Ron, S. (1998). The tual reality therapy for anxiety disorders: Ad-
function of image control in the psychophysiol- vances in evaluation and treatment. American
ogy of posttraumatic stress disorder. J of Psychological Association: New York.
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Wiederhold, B.K. & Wiederhold, M.D. (2000).
Litz, B. T. (2004). National Center for PTSD, Lessons learned from 600 virtual reality ses-
National Public Radio. sions. CyberPsychology & Behavior, 3(3), 393–
400.
NIH. A real illness: Post-traumatic stress dis-
order (PTSD). Wiederhold, B.K., Bullinger, A.H., & Wiederhold,
M.D. (2006). Advanced technologies in military
Rizzo, A., Pair, J., Graap, K., Manson, B., medicine. In M.J. Roy (Ed.), Novel Approaches
McNerney, P., Wiederhold, B.K., Wiederhold, to the Diagnosis and Treatment of
M., & Spira, J. (2006). A virtual reality exposure Posttraumatic Stress Disorder (pp 148–160).
therapy application for Iraq war military person- Amsterdam: IOS Press.
nel with posttraumatic stress disorder: From
training to toy to treatment. In M.J. Roy (Ed.), Wiederhold, B.K., Jang, D., Kim, S., &
Novel Approaches to the Diagnosis and Treat- Wiederhold, M.D. (2001). Using advanced
ment of Posttraumatic Stress Disorder (pp 234– technologies to treat fear of driving.
250). Amsterdam: IOS Press. Proceedings of the 9th Annual Medicine Meets
Virtual Reality Conference. January 24–27,
Rothbaum, B.O., Hodges, L., Alarcon, R., 2001, Newport Beach, California.
Ready, D., Shahar, F., Graap, K., Pair, J.,
Hebert, P., Gotz, D., Wills, B., & Baltzell, D. Wiederhold, B.K., Jang, D.P., Gervitz, R.G.,
(1999). Virtual reality exposure therapy for Kim, S.I., Kim, I.Y., & Wiederhold, M.D. (2002).
PTSD Vietnam veterans: A case study. J The treatment of fear of flying: A controlled
Trauma Stress, 12(2), 263–271. study of imaginal and virtual reality graded ex-
posure therapy. IEEE Transactions on Informa-
Spira, J.L., Pyne, J.M., & Wiederhold, B. (2006). tion Technology in Biomedicine, 6(3), 218–223.
Experiential methods in the treatment of combat
PTSD. In C.R. Figley & W.P. Nash (Eds.), For
Those Who Bore the Battle: Combat Stress In-
jury Theory, Research, and Management (chap.
10). New York: Routledge (EDP: October,
2006).

Van Etten, M.L. & Taylor, S. (1998). Compara-


tive efficacy of treatments for PTSD: A meta-
analysis. Clin Psychol Psychot, 5(3), 126–145.

Walshe, D.G., Lewis, E.J., Kim, S.I., O’Sullivan,


K., & Wiederhold, B.K. (2003). Exploring the
use of computer games and virtual reality in
exposure therapy for fear of driving following a
motor vehicle accident. CyberPsychology & Be-
havior, 6(3), 329–334.

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Virtual Standardized Patients for Training Health Professionals on Chemical and


Biological Agent Exposures
D. L. Sticha, M.B.A.1, LTC M. J. Roy, MD, MPH, FACP2, and D. E. Olsen, Ph.D1
1
SIMmersion LLC, Columbia, MD U.S.A.
2
Department of Medicine, Uniformed Services University, Bethesda, MD U.S.A.

Abstract: A prototype training system has been developed, implementing experiential learning ele-
ments through the use of a Virtual Standardized Patient in order to prepare the medical community to
recognize and manage victims of bioterrorism. This training simulation replicates the function of live
standardized patients; however, it facilitates repeated use, requires limited resources, can be easily
distributed, and provides immediate feedback. This research follows initial studies on training health
care professionals to respond to bioterrorist agents through experiential learning methods instead of
the traditional didactic approaches used in medical education. Anecdotal evidence indicates that this
simulation training is extremely engaging and that the use of highly interactive role-play simulations
improves training effectiveness and “boost[s] learning retention rates dramatically” (Boehle, 2005).

INTRODUCTION

Biological and chemical warfare agents such as SPs to simulate the presentation of smallpox;
smallpox, anthrax, and sarin are candidates for the exercise was conducted before 9/11/2001
use in terrorist attacks because they have the po- and has not been previously published. Sev-
tential to create widespread panic with serious enty intern-level military physicians in various
medical and economic consequences. Since specialties participated in a simulated Emer-
these agents are unlikely to be encountered in gency Department (ED) exercise in which they
events other than terrorist attacks, most health were asked to evaluate a patient with a rash. In
care professionals have had negligible prepara- the case of simulated smallpox, 32% of the in-
tion for the diagnosis and treatment of medical terns failed to take a travel history, 25% failed
conditions caused by such agents. In particular, to wash their hands, 74% failed to use gloves
the last outbreak of smallpox was seen in the and gowns, 71% failed to discuss the possibility
United States in Texas in 1949, and the World of serious disease with the patient, 52% failed
Health Organization proclaimed the worldwide to isolate the patient, and 85% failed to notify
eradication of the disease in 1980, so few physi- public health authorities.
cians practicing today have ever seen a case, and
scant attention has been paid to it in medical train- A more recent study (Klein, Atas, & Collins,
ing for many years. As a result of an increased 2004) evaluated pre-hospital and ED care at 12
awareness and threat of terrorist attacks in recent hospitals in the care of a total of 13 trained SPs
years, medical education to prepare first respond- with simulated smallpox. None of the ambu-
ers has rapidly evolved. Of particular importance lance personnel correctly identified their pa-
are experiential training methods that have the tients’ condition, but emergency department
capability for widespread distribution. staff correctly identified 7 of the 13 SPs as po-
tentially being infected with a highly contagious
Simulations involving standardized patients agent. While 5 of the 7 were isolated, the other
(SPs) are one method of experiential training, two were recognized before they left the ED.
and we are aware of two simulation exercises The local health department was notified in two
that used trained SPs to portray bioterrorism cases, and of the 6 SPs who were not correctly
exposure. Both simulations measured the per- identified, all were inappropriately discharged
formance of medical professionals in the initial from the ED. Clearly, there is an indication for
diagnosis and management of casualties. In the educational efforts to improve the ability of
first exercise, staff from the Uniformed Services health care providers to effectively diagnose
University National Capital Area Medical Simu- patients exposed to bioterrorist agents and to
lation Center (SIMCEN) trained and moulaged help reduce casualties of bioterrorism.

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

MEDICAL EDUCATION modate a large number of learners, feedback is


subjective, and training is constrained by avail-
Traditionally, medical education has followed a able time and space.
didactic approach, based primarily on lectures
and written learning materials. However, such BACKGROUND
approaches tend to be least effective in promot-
ing retention of knowledge, especially for adults. Research conducted on simulation training pro-
We previously published a book, Physicians’ grams previously developed by SIMmersion
Guide to Terrorist Attack (Roy, 2004), and a indicates improvement in skill level and informa-
series of case-based booklets for Continuing tion retention as well as a high level of user in-
Medical Education, which address a broad terest. In an effort to augment and standardize
spectrum of chemical and biological agents FBI interview training curriculum for new agents,
(Benedek, 2005; Durning & Roy, 2005; Omori & SIMmersion developed the Mike Simmen Crimi-
Benedek, 2005; Roy, Durning, & Hall, 2005); nal Investigation simulation. A study conducted
the former of these training materials is avail- by the FBI on the effectiveness of this simula-
able electronically on an accompanying CD- tion found that trainees rapidly improved their
ROM, and the latter has already been accessed scores for identification of clues of deception
by thousands online. Nevertheless, we suspect and truthfulness by 30% and their overall inter-
that experiential learning would be far more view scores by 16% between the first and sec-
likely to promote durable knowledge retention. ond simulated interviews. Not only did students
improve their performance after completing the
In medicine, the prime method for experiential two required simulation plays, but they also con-
learning is the live patient; however, opportuni- tinued to use the simulation during their per-
ties to learn to treat bioterrorism are limited by sonal time. The same study found that new
the fact that bioterrorism agents are rarely en- agent trainees who were required to conduct
countered clinically. One viable alternative for only two simulated interviews actually spent their
experiential learning is the evaluation of SPs own time conducting an average of five additional
who are trained to mimic the effects of specific interviews with Mike Simmen. In all, over 60% of
medical conditions. We developed scenarios for the time trainees spent interviewing Mike Simmen
educational workshops at national meetings in was voluntary (Olsen et al., 1999).
which we trained SIMCEN SPs to mimic pres-
entation to physicians’ offices with smallpox, METHODS
anthrax, staphylococcal enterotoxin B, and
botulism, respectively, as well as a mass casu- To overcome the limitations of live patients and
alty exercise involving terrorist use of sarin. SPs as experiential learning tools, we devel-
Training 25 physicians at one national meeting oped a training module prototype that facilitates
required 8 hours of training time for 20 SPs, conversations between learners and a virtual
transportation of the SPs to the workshop site, standardized patient (VSP); learners include
and payment for their time in the workshop. We medical students, physicians’ assistants, and
also needed four physicians to supervise and other ancillary health care personnel. The VSP
provide feedback at both the SP training and training was created using simulation technol-
CME workshop sessions, along with a moulage ogy developed by SIMmersion LLC; the technol-
expert and an administrator to help with logisti- ogy has been implemented to create computer-
cal issues involving the SPs. While SPs are ef- based training modules that can be employed
fective in improving retention of learning objec- alone or with additional content for training top-
tives, afford the interactivity lacking in a didactic ics such as suicide intervention or substance
approach, and decrease the requirement for abuse counseling. This simulation was de-
subsequent training with repeated use, signifi- signed specifically to improve the skill of health
cant resources and expenses are associated care providers in the initial evaluation of a pa-
with this training method, with a relatively high tient presenting in a primary care setting with a
marginal cost. Training with SPs is also limited rash and accompanying symptoms. In doing so,
considerably by the fact that it cannot accom- it provides the opportunity for a health care pro-

20
STICHA ET AL.

fessional to hold a detailed conversation with a livery method. The Help Agent, an animated desk-
patient that may have signs and symptoms of top icon, is available to enact feedback using ges-
smallpox or another more common medical condi- tures such as clapping or thumbs-down. Verbal
tion for which smallpox might be mistaken. The feedback explaining why a learner’s selection of a
simulation was developed as a proof-of-concept particular question is good, bad, or neutral can be
for a training system that enables virtually unlim- spoken by the Help Agent or can, alternately, be
ited practice for building skills, increasing learning read by the learner from a pop-up window.
retention, improving trainee confidence, and
changing behavior. We link questions and responses using soft-
ware that relies on non-branching logic, result-
We developed a set of questions that a health ing in conversations that are never repeated in
care professional might reasonably be expected exact sequence or with the same content. The
to ask in the course of taking a medical history, realism of our simulated conversations is also
including options with varying degrees of appropri- attributable to the interactive audio and video
ateness; while some questions stay on task and components. The simulation has been engi-
develop rapport, others deviate from the purpose, neered to enable learners to speak with the
include personal judgment, use medical jargon, or VSP using voice-recognition software while
otherwise damage rapport. The questions were viewing movie clips that we filmed of an actor.
developed in accordance with teaching objectives, Since actors are more life-like than computer-
in order to provide learners with the opportunity to generated avatars, and consequently more en-
cover certain topics at particular points in the gaging, we chose to use an actor who was
simulation. During the course of the medical inter- moulaged to exhibit smallpox, as well as easily
view, the selection of questions may affect the mistaken conditions such as chicken pox and
patient’s mood and consequent responses. To Rocky Mountain Spotted Fever. The actor we
make this possible, a variety of responses was employed had considerable prior experience in
scripted to reflect how a patient would react, tak- medical settings, having served as an SP in the
ing into account the patient’s medical condition training of medical students learning how to per-
and mood. Response variations are reflected by form medical histories and physical examina-
content, amount of detail, attitude, and tone. In tions. Learners using the simulation also have
summary, the simulation enhances both disease- on-demand access to pop-up windows display-
specific skills and overall interviewing skills. The ing physical findings, medical images, and au-
simulation provides immediate feedback on the dio recordings such as heart and breathing
appropriateness of the learner’s questions, while sounds at appropriate points in the simulation.
making the scenario both interesting and informa-
tive enough to maintain the learner’s attention. To test the smallpox simulation module, we
The engaging quality of the simulation encour- made it available for use by a group of experi-
ages learners to use the simulation repeatedly to enced military physician educators. Each physi-
maximize learning. cian was asked to engage in a single clinical
encounter with the VSP, make a diagnosis, and
Throughout the development process, we incor- complete a questionnaire immediately upon us-
porated mechanisms into the script to provide ing the simulation. The survey consisted of a
both comprehensive and immediate feedback to series of objective questions with responses on
simulation learners. Accuracy of the diagnosis a five-point Likert scale: Poor, Fair, Good, Very
made by the learner is provided at the end of the Good or Excellent. There was also ample room
simulation; in addition, a Help Agent can deliver for physicians to make subjective comments.
verbal and non-verbal feedback to the learner
during their conversation with the VSP. Feedback RESULTS
options are available for every question, based on
user preference. For example, learners can Fifteen practicing military physicians used a pro-
choose whether they would like feedback on each totype of the smallpox simulation module and
question asked or only for those that they request were then surveyed to ascertain their opinions
help on. Learners can also select the desired de- and feedback. Eighty-seven percent of the phy-

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sicians agreed that the simulation was enter- as Good. Each category had the remaining 40%
taining and the same percentage agreed that of respondents split between Fair and Very
when the conversation was over they were curi- Good/Excellent ratings, with no Poor ratings.
ous to try the simulation again. Of the 9 partici-
pants who had experience with SPs, 56% indi- DISCUSSION
cated that the experience compared favorably
to interacting with a live SP, while the realism of Our smallpox simulation prototype appears to
the interaction with the VSP was rated by 47% be an effective method for educating physicians
as Good, by 47% as Very Good, and by 7% as and ancillary health care providers to recognize
Excellent. Forty-seven percent of the partici- and manage victims of bioterrorism. Our prelimi-
pants clearly indicated that they had not viewed nary survey results from a group of physician
any rash photos; all of these participants recom- educators support our hypothesis that VSPs
mended that the simulation offer additional have the potential to be an appealing and effec-
physical exam information or increased accessi- tive experiential learning component. By collec-
bility to the images. Of the 33% that clearly indi- tively identifying the simulation as engaging and
cated they had viewed rash photos, all rated the expressing an interest to continue to practice
photos as either Very Good or Excellent in both with the VSP, the physicians reinforced the idea
accuracy and in relevancy. Of the one-third of that training with VSPs is engaging and affords
the physicians who made recommendations for a high level of realism, both important aspects
additional physical exam information, none of of experiential learning. The high accuracy and
them had viewed any photos. Besides desiring relevancy ratings of the rash photos also con-
access to physical exam information, partici- tribute to the realism of the simulation. Results
pants indicated wanting the opportunity to in- suggested the exam functions and findings to
quire more about the VSP’s past medical and be quite important to the surveyed physicians;
travel history, exposure to those infected with a as a result, we’ve identified that the need for
rash or those who had received a smallpox vac- information currently lacking in didactic learning
cine, and details of symptoms and onset. can be addressed through training with VSPs.
While the training was not recommended as a
The medical conditions included in the differen- stand-alone product, developing VSP training
tial diagnosis for smallpox in training physicians as a supplement to existing training programs or
how to respond to potential biological threats as refresher training or as CME for experienced
was assessed as appropriate by 87% of survey health care providers seem to be viable options
participants, with comments from the remaining for product placement. Results also indicate
13% indicating that that the scope of biological implementation of VSP training into medical
threats is more extensive and that the selection curriculum as a prospect. We will be continuing
was appropriate for skin manifestations, but was to assess learner satisfaction and efficacy with
not representative of the whole spectrum of po- this simulation, as well as making improvements
tential biological threats. Two-thirds of the phy- in response to feedback.
sicians indicated that they would use the simu-
lations in their medical curriculum. When asked There are some limitations to our initial assess-
how this simulation training should be imple- ment of clinician satisfaction with the simulation.
mented as a training tool, 85% suggested that While we received some useful information that
its best fit would be as a supplement to existing allows us to make improvements to the pro-
training on this topic for all skill levels, 67% sug- gram, the individuals we surveyed are all physi-
gested that its second best fit would be as re- cians in the military, and are all involved in
fresher training or as Continuing Medical Edu- graduate medical education. Thus, their per-
cation (CME) for experienced health care pro- spectives are perhaps relatively limited and uni-
viders, and 58% identified the least effective form. It is arguably more critical for military phy-
purpose for this simulation as a stand-alone sicians to be knowledgeable about bioterrorism
product for training medical students and other because of the potential for the use of biological
physicians. When asked to rate the usability of agents in warfare. Moreover, the military has
the simulation, 60% of the physicians rated both been vaccinating soldiers against smallpox in
the clarity of directions and ease of navigation recent years, so military physicians’ awareness of

22
STICHA ET AL.

smallpox in particular has been heightened. Non- clude smallpox, chicken pox, Rocky Mountain
military physicians and ancillary providers might spotted fever, and Marburg hemorrhagic fever).
find the simulation even more useful and stimulat- The SPs have significant experience in the
ing. The fact those surveyed were medical educa- evaluation of medical students and residents
tors may make them more knowledgeable about and will be blinded to the training status of the
the advantages and disadvantages of various edu- clinician; they will perform blinded assessments
cational methods. While their level of knowledge of the clinicians’ performance. In addition, the
may improve the validity of their feedback, it sessions with the SPs will be videotaped for
probably narrows their perspective and may result additional assessment by independent blinded
in a bias toward more traditional learning methods. observers. The performance of the two groups
For example, the fact that many of the surveyed will be compared, both on individual tasks as
physicians thought the simulation would be more well as in aggregate, using students’ two-tailed
useful as an adjunct to traditional methods, rather t-tests and chi-square. We hypothesize that the
than a stand-alone product, may reflect a bias on interactive learning with the VSP will prove
their part. more effective and durable than simple review
of the key clinical information.
The fact that the product being tested and evalu-
ated by physicians is a prototype simulation di- Ultimately, if the smallpox simulation proves
rectly affected survey responses. While the proof- effective and successful, we plan to develop
of-concept demonstrates the idea of VSPs, the simulations to address other bioterrorism
depth of character responses and the breadth of agents, along with more common conditions
topics covered in the simulation are limited. Short- that would be in their differential diagnoses. For
comings identified by the survey participants can example, a pulmonary presentation could in-
be explained by the limitations of a prototype clude the bioterrorism agents anthrax, plague,
model and will be addressed in the subsequent and tularemia, along with influenza, influenza-
development of an expanded training simulation. like illness, and community acquired pneumo-
Expansion of the simulation training will include nia. Another simulation we seek to develop is
additional physical exam information, more rash the initial diagnosis and management of post-
images, the addition of Marburg hemorrhagic fever traumatic stress disorder (PTSD), which could
as a medical condition, an expanded selection of result from exposure to the aforementioned bio-
topics to discuss, and a greater variety and detail logical terrorist attacks as well as from war or
of character responses. While the simulation con- other trauma. VSPs could be used to improve
tent is focused on current bioterrorist agents that the ability of primary care physicians or mental
present with a rash, the principles of this simula- health professionals to screen individuals who
tion training can be applied to different scenarios; it may be affected by PTSD; consequently health
is feasible to develop additional systems focused care professionals could use VSPs to practice
on agents that present with pulmonary conditions. establishing an initial management plan,
whether it involves pharmacotherapy, psycho-
To evaluate the efficacy of repeated practice of therapy, or a referral.
the simulation in enhancing knowledge and
management skills beyond those acquired by CONCLUSION
usual educational experiences, we will recruit a
group of 60 clinicians. All 60 will use an elec- We have developed and conducted initial test-
tronic learning element of the system, which ing of a simulation using a virtual standardized
will, for example, educate them on the key signs patient to improve the knowledge and skills of
and symptoms for differentiating smallpox from health care professionals in an area that has
chicken pox. However, 30 of the 60 clinicians traditionally been neglected in medical educa-
will be randomized to practice taking an accu- tion. It has the advantages of being relatively
rate medical history and to implement a patient low cost, easily accessible, realistic, and engag-
management plan via the simulation. One ing. The simulation is a model of experiential
month after the training, each of the 60 clini- learning and distributed learning technologies,
cians will be asked to interview two of four live which has the potential for a myriad of applications
standardized patients (the four cases will in- in improving the palatability and efficacy of educa-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

tional endeavors for health care providers. If our


subsequent studies prove successful, they can
open the door to many new research projects with
the potential to radically change the way that medi-
cal education is delivered.

REFERENCES

Benedek, D.M. (2005). Emergency mental


health after a suicide bombing in Bioterrorism
CME case series booklet. Chicago: Rush
University Medical Center.

Boehle, S. (2005). Simulations: The next gen-


eration of e-learning. Training, 42,1.

Durning, S.J. & Roy, M. J. (2005). Viral hemorrhagic


fevers in Bioterrorism CME case series booklet. Chi-
cago: Rush University Medical Center.

Klein, K.R., Atas, J.G., & Collins, J. (2004).


Testing emergency medical personnel re-
sponse to patients with suspected infectious
disease. Prehosp Disaster Med, 19, 256-65.

Olsen, D.E., Phillips, R.G., & Sellers, W.A. (1999


December). The simulation of a human subject for
interpersonal skill training. Paper presented at the
Interservice/Industrial Training, Simulation and
Education Conference, Orlando, FL.

Omori, D. & Benedek, D.M. (2005). Smallpox:


Recognition, management, and containment in
Bioterrorism CME case series booklet. 2005,
Chicago: Rush University Medical Center.

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terrorist attack. Totawa: Humana Press.

Roy, M.J., Durning, S.J., & Hall, M. (2005). An-


thrax, in Bioterrorism CME case series booklet.
Chicago: Rush University Medical Center.

CONTACT

Michael J. Roy, MD, MPH


Department of Medicine, Room A3062
Uniformed Services University
4301 Jones Bridge Road
Bethesda, MD 20814
Phone: 301-295-9601
FAX: 301-295-3557
E-mail: mroy@usuhs.mil

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Coping with stress using Virtual Reality: a new perspective


Daniela Villani1-2, Alessandra Preziosa2, Giuseppe Riva, Ph.D.1-2
1
Department of Psychology, Catholic University of Milan, Italy
2
Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy

Abstract: This paper discusses the possible role of VR in stress management research. After ana-
lyzing the current research in this area, we propose to use VR for triggering a broad empowerment
process within the optimal experience induced by a high sense of presence. Specifically, we intend to
use VR for manipulating experience-related self-efficacy and mood following the emotion-focused
therapy approach.

On one side, we use a vivid VR experience – a beautiful island or a green hill landscape – to induce
an optimal experience. On the other side, we combine relaxation techniques to cope with a general
stressful situation, and cognitive techniques to change the meaning of the event. In this process,
emotional status plays a critical role for achieving an optimal experience. So, the protocol includes a
specific focus on emotional control based on three phases: emotional awareness, emotion regula-
tion, and transforming emotion.

INTRODUCTION

There is no doubt that stress, anxiety, and de- a section dedicated to the proposal of using VR
pression are now the leading mental health to cope with stress. To make this connection
problems in western societies. In addition, ma- we underline the potential of VR as experiential
jor illnesses like cardiovascular disease (Shah interface focusing on the relevance of presence
et al, 2004) are linked to stress. Stress does not in VR.
represent a pathology in the Diagnostic and
Statistical Manual of Mental Disorders - Fourth COPING WITH STRESS: THE TRADITIONAL
Edition (DSM-IV), but high levels of stress can APPROACHES
contribute to a pathogenic condition. Indeed,
not everyone undergoing trauma or highly Stress management (SM), as recently noted in
stressful periods develops an anxiety disorder, a review (Ong et al., 2004), is a term widely
though some authors (Mineka and Zinbarg, used with a seemingly obvious meaning, but
2006) have proposed a link between stress and that does not clarify how many different forms
generalized anxiety disorder (GAD), stating that exist and how efficacious they are according to
people with uncontrollable and unpredictable the target problem.
life stress seem to be especially prone to devel-
oping GAD. Because the way stress is conceptualized
partly determines how coping is operationally
The aim of this paper is to propose an innova- defined (Singer, 1984), we begin by examining
tive approach to cope with stress using Virtual issues related to how stress is conceived. First,
Reality (VR). Traditionally VR has been used we have to consider that stressful events have
for exposure therapy, immersing the patient in a both objective and subjective features
synthetic universe in which the anxiety stimulus (Sarason, Johnson, & Siegel, 1978). Objective
is introduced in a gradual and controlled way. features of such events have consequences
The new approach examines VR as an experi- that are shared across individuals experiencing
ential means to support coping skills in a learn- a similar event. Often, however, such features
ing process without exposure. of stressors may be less important than the
more subjective aspects of such events. In-
With this purpose, we discuss the traditional deed, in line with the Transactional model on
approaches for coping with stress, followed by the ecology of stress (Lazarus, 1966), in a

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stressful situation, it is important to understand Whereas the range of possible coping re-
how the person perceives incongruence and sponses may be limitless, strategies are gener-
dissonance between him/herself and any di- ally classified as either problem-focused or
mensions of the context he/she has to face. emotion-focused (Lazarus & Folkman, 1984).
Problem-focused strategies attempt to change
The situational (or transactional) perspective or modify the actual conditions that cause the
(Lazarus, 1999, 2000; Lazarus & Folkman, stress, involving gathering more information,
1984) represents the dominant paradigm in the goal setting, problem solving, and time-
field. The fundamental assumption of this per- management techniques. Emotion-focused
spective is that coping is a process that in- strategies target changing one's emotional re-
volves unfolding interactions between the per- sponse to the stressful event, which involves
son and his or her physical and psychosocial learning relaxation techniques to cope with a
environment. The transactional view of coping situation that must be endured or cognitive
is highly cognitive and highlights the importance techniques to change the meaning or percep-
of appraisal processes, or how one views the tions of the event.
demands of the situation (primary appraisal),
and his or her available personal and interper- Based on the initial work by Lazarus and Folk-
sonal resources (secondary appraisal). The man (1984), a more elaborate theoretical
combined primary and secondary appraisals framework (Cox & Ferguson, 1991; Endler &
determine the intensity of stress that one ex- Parker, 1994) proposes two added categories
periences; this in turn influences the choice of of coping: appraisal-focused or avoidance-
coping responses. focused. Several authors noted the inefficacy of
the last one (Mineka, 2004; Zinbarg, Craske, &
Coping researchers have begun to investigate Barlow, 1994) stating that cognitive avoidance,
the utility of positive emotions in stressful con- in which the subject attempts to suppress emo-
texts. A review of recent evidence indicates that tional and physiological responses, or to control
positive emotions help buffer against stress worry, may lead to more negative intrusive
(Folkman & Moskowitz, 2000). For instance, thoughts and may develop perceptions of un-
positive coping strategies, such as positive re- controllability over worry. These thoughts are in
appraisal, problem-focused coping, and infusing turn associated with greater stress, leading to a
ordinary events with positive meaning are re- vicious cycle.
lated to the occurrence and maintenance of
positive affect (Folkman & Moskowitz, 2000) Rather than concentrating on toning down or
and predict increases in psychological well- suppressing emotions, people need to guide
being and health (Affleck & Tennen, 1996). their emotions toward constructive action or
These findings suggest that positive emotions transform them into emotions that are more fa-
are valuable tools for establishing enhanced vourable and more helpful to problem solving.
outcomes in well-being. In this sense, people who are experiencing high
levels of stress and distress could receive
The appraisal theory represents a crucial factor greater help from using emotion-focused strate-
to understanding the relations between emotion gies (Ptacek & Pierce, 2003.) that do nothing to
and cognition. Within this perspective, cogni- directly alter the situation causing the stress,
tions and emotions are interwoven. In particu- but may help the person feel better.
lar, Scherer (2001), in his component process
theory, proposes that the organism makes five In the clinical context, emotion-focused therapy
types of checks in response to a stimulus: nov- (Greenberg, 2004) is based on two phases:
elty, intrinsic pleasantness, relevance to meet- arriving and leaving. The premise is that one
ing plans, ability to cope with perceived event, cannot leave a place until one has arrived at it.
and compatibility of the event with self-concept Emotional support inside therapy is the founda-
and social norms. He believes that organisms tion for therapeutic effectiveness, based on
need the information that such checks afford in three emotional processing principles: 1) in-
order to choose how to respond. creasing awareness of emotion, 2) enhancing
emotion regulation, and 3) transforming emo-

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VILLANI ET AL.

tion. These three principles act as a general nologies that, when combined, provide an inter-
guide for working with emotions: face to a computer-generated world. VR pro-
− Emotional awareness helps people under- vides such a convincing interface that users be-
stand what they are really feeling at their lieve they are actually present in a three-
core by paying attention to their bodies and dimensional world, and navigate and interact
making contact with sensations. Clients are with it in real time, where their actions and reac-
asked to become aware of and track sen- tions are experienced in the present moment
sorimotor processes (the sequence of (Wiederhold & Wiederhold, 2005). It is possible
physical sensations and impulses) as they to delineate VR as something that overcomes
progress through the body (Perls, Heffer- technology and comes ever closer to the experi-
line, & Goodman, 1951) and to be mindful ence. This represents the principal potential of
of their internal experience (Kabat-Zin, VR and allows us to describe VR as an experien-
1993). tial interface. A virtual experience may evoke the
− Emotion regulation skills involve such same reactions and emotions as a real one; this
things as identifying and labelling emotions, emerges mainly from the sense of presence
allowing and tolerating emotions, establish- (Riva et al. 2003; Ijsselteijn 2001). Some authors
ing a working distance, augmenting positive suggest that presence is a neuropsychological
emotions, reducing vulnerability to negative phenomenon defined as the “feeling of being in a
emotions, self-soothing, breathing, and dis- world that exists outside of the self” (Riva &
traction. Another important aspect of regu- Waterworth, 2003). According to this vision,
lation is developing patients’ abilities to tol- presence has a simple but relevant role in our
erate emotion and to self-soothe. Emotion everyday experience: the control of agency
can be down regulated by developing toler- through the unconscious separation of
ance and by soothing at different levels. “internal” and “external.
Physiological soothing involves activation of
the parasympathetic nervous system to However, there is not a shared vision about the
regulate heart rate, breathing, and other role and the nature of presence. From a techno-
sympathetic functions that speed up under logical point of view, the main determinants of
stress. presence are: the use of multiple sensorial chan-
− Transforming emotion is the process of nels (particularly vision, hearing and feeling); the
“changing emotion with emotion.” This immersion (through the exclusion of external
novel principle suggests that a maladaptive stimuli to the ones offered by the virtual environ-
emotional state can be transformed best by ment); the egocentric location (offered specially
undoing it with another, more adaptive, by the head-mounted display (HMD), which pro-
emotion. For example, positive imagery is a vides images in accordance with the head’s loca-
good strategy of affecting an emotional re- tion); the possibility of action in the environment,
sponse. With practice, people can learn provided by an environment’s response to our
how to generate opposing emotions movements. However, as IJsselsteijn (2003)
through imagery and use these as an anti- stated, although the breadth and depth of sen-
dote to negative emotions. sory experience are important in improving the
media experience “the basic appeal of media still
From this perspective it seems clear that there lies in its content, the storyline, the ideas and
is no single approach to coping with stress, but emotions that are being communicated.” Thus, to
the focus on emotional aspects could represent allow the participant to feel a sense of presence,
a valid way to learn internal strategies. Our pro- it is important to work on the proposed content
posal is to use this emotional focus with an in- within the mediated experience. In agreement
novative method to generate experience. with Scherer theory (Sander et al., 2005), we
retain that the coherence between the content of
THE EXPERIENCE IN VIRTUAL REALITY’ the experience and the goal of the users is criti-
cal: the users may feel more present in a virtual
Virtual Reality (VR) is a new technology that al- environment (VE) when they consider the medi-
ters the way individuals interact with computers. ated experience relevant for their goals. Our pro-
It has been defined as a set of computer tech- posal is to take advantage of the potential of this

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

technological tool by enhancing the quality of tropical island or a hilly landscape, which in-
the experience through the elicitation of the cludes different zones corresponding to specific
sense of presence. experiences (see Figure 1).

VR TO COPE WITH STRESS

Formerly, Virtual Reality has been used to de-


liver graded exposure as an adjunct to cogni-
tive–behavioral therapy (CBT; Wiederhold,
2001; Moore, 2002) to treat pathologies such as
phobias, post-traumatic-stress disorder (PTSD),
and others related to anxious stimuli manage-
ment (Botella et al., 2004; Riva, Wiederhold, &
Molinari, 1998). Typically, using VR, the thera-
pist controls a repertoire of stimuli to structure
graded exposure of relevant arousing stimuli.
The principal disadvantage of this approach is
that is content-specific: a new virtual environ-
ment has to be developed for each particular
context. So, it is hardly applicable to some con- Figure 1. The Dream Island –
ditions, like stress and generalized anxiety dis- http://www.thedreamisland.com
order, which are not strongly related to a spe-
cific scenario.
Within the environment, it is important to in-
Nonetheless, VR could give a strong contribu- clude contextual sensorial cues to enhance the
tion to stress management research. Recently, realism and the sense of presence experienced
some authors observed (Plante et al., 2006; by the participants. An audio narrative supports
2003) that individuals who interact in an en- each phase of the protocol, guiding participants
riched environment with a variety of positive in navigation and helping them in performing
visual and auditory stimulation report greater the cognitive and relaxation exercises. Within
improvement in self-efficacy and mood this process, emotions play a critical role for
(McAuley, Talbot, & Martinez, 1999; Turner, achieving an optimal experience. Following the
Rejeski, & Brawley, 1997). emotion-focused therapy (Greenberg, 2004),
our protocol includes three phases: emotional
This suggests that it is possible to use VR for awareness, emotion regulation, and transform-
manipulating experience-related self-efficacy ing emotion. Figure 2 better explains the differ-
and mood. Further, the effects are related to the ent phases and the role of VR in them.
affective, social, and environmental experience
associated with the interaction. What are the other advantages of using VR for
stress management? Positive imagery repre-
Our perspective is to use VR for triggering a sents a powerful strategy of effecting an emo-
broad empowerment process within the optimal tional response. The visual presentation of a
experience, induced by a high sense of pres- calm scenario can facilitate participants’ prac-
ence. Within this general approach, our strategy tice and mastering of relaxation and acceptance
combines relaxation techniques to cope with a techniques. Thanks to VR, the experience is
general stressful situation and cognitive tech- more vivid and real than what most subjects
niques to change the meaning or perceptions of can create through their own imagination and
the event. How can we set up this intervention? memory (Vincelli, 1999).

First, we should develop a VE including positive The possibility of planning “virtual experiences”
visual and auditory stimulation aimed at produc- in which participants have an active role should
ing an optimal experience. A typical relaxing help them to experience themselves as compe-
scenario could be a natural environment, like a tent, efficacious, and influential. According to

28
VILLANI ET AL.

Emotional Emotion Transforming


Awareness Regulation emotion

The therapist has to make


explicit the aim of the experi- Through relaxation exercises The participant can use virtual
ence that should be coherent the participant develops positive images and the re-
with the goals of the partici- physiological soothing involv- lated experience to cope with
pant. ing activation of the parasym- negative emotions.
pathetic nervous system to
Through specific exercises regulate heart rate, breathing The therapist helps the pa-
the participant is asked to and other sympathetic func- tient both to retrace the whole
become aware of sensorimo- tions that speed up under experience and to attribute to
tor processes and stress. it a significant meaning.
to be mindful of their
internal experience.

Figure 2. The three phases of the protocol

Bandura’s theory (Bandura, 1977), once estab- On one side, we use a vivid VR experience – a
lished, self-efficacy tends to generalize to other beautiful island or a green hilly landscape – to
situations. Practically, the acquisition of specific induce an optimal experience. On the other side,
skills of stress management during the virtual we combine relaxation techniques to cope with a
experience promotes a sense of personal effi- general stressful situation and cognitive tech-
cacy and prepares the participant to cope with niques to change the meaning of the event. In this
real stressful situations. Indeed, once acquired, process, emotional status plays a critical role for
these competencies assigned to internal factors achieving an optimal experience. So, the protocol
become a means to management of stressful includes a specific focus on the emotional control
situations and they can be transferred and ap- based on three phases: emotional awareness,
plied to other contexts. emotion regulation, and transforming emotion.

CONCLUSIONS However, significant efforts are still required to


move VR into routine clinical use for stress man-
In this paper, we discussed the possible role of agement. First, building new virtual environments
VR in stress management research. The is important to help therapists in investigating how
emerging results in this area (Plante et al., to apply these tools in their day-to-day clinical
2006; 2003) showed that subjects interacting in practice. We need controlled clinical trials to com-
an enriched environment report greater im- pare the efficacy of the proposed approach with
provement in self-efficacy and mood (McAuley, competing methods.
Talbot, & Martinez, 1999; Turner, Rejeski, &
Brawley, 1997). Finally, the importance of presence for inducing
optimal experiences requires more studies to ex-
We propose the use of VR for triggering a plore its link with the different features of a virtual
broad empowerment process within the optimal experience.
experience, induced by a high sense of pres-
ence. Specifically, we intend to use VR for ma- ACKNOWLEDGEMENTS
nipulating experience-related self-efficacy and
mood following the emotion-focused therapy The present work was supported by the Italian
(Greenberg, 2004) approach. MIUR FIRB programme (Project “Neurotiv

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Managed care basata su telepresenza user presence in synthetic environments. Am-


immersiva virtuale per l'assessment e sterdam: IOS Press.
riabilitazione in neuro-psicologia e psicologia
clinica” - RBNE01W8WH- http:// Kabat Zin, J. (1993). Full catastrophe living.
www.neurotiv.org - and Project “Realtà virtuale New York: Delta.
come strumento di valutazione e trattamento in
psicologia clinica: aspetti tecnologici, Lazarus, R. S. (1966). Psychological stress and
ergonomici e clinici” – RBAU014JE5). the coping process. New York: McGraw-Hill.

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JUAN ET AL.

Evaluation Studies
The use of a visible and/or an invisible marker Augmented Reality System for the
treatment of phobia to small animals

M.C. Juan1, D. Joele2, C. Botella3, R. Baños4, M. Alcañiz1, Ch.van der Mast2

1
MedICLab (Universidad Politécnica de Valencia)
2
Unit Man-Machine Interaction (Delft University of Technology)
3
Departamento de Psicología Básica y Psicobiología (UJI)
4
Departamento de Personalidad, Evaluación y Tratamientos Psicológicos. University of
Valencia (Spain)

Abstract: Virtual Reality and in vivo exposure have been used extensively for the treatment of several
psychological problems, but Augmented Reality (AR) has not been exploited in this field. We have re-
cently presented an Augmented Reality system for treating the fear of cockroaches and spiders that
uses visible markers. With this system, we successfully treated ten patients, four with a phobia of spi-
ders and six with a phobia of cockroaches. One important step in the treatment is when the patient
must search for an animal that is possibly hidden behind an object. This stimulates patients’ anxiety
because they do not know which object the animal is hidden behind or if there is a hidden animal at all.
When using visible markers it is very easy to know if animal/s is/are going to appear, because at the
moment the patient sees the marker, they know an animal will appear. We realized that having visible
markers was a negative aspect of our system, and this is why we have developed a Markerless Aug-
mented Reality system. The system works in the same way as the visible marker system, but in this
case the markers are not visible. In this paper, we present the markerless system. At present, we are
investigating whether the sense of presence and reality judgment in normal users (those without fear) is
the same when using the visible marker system as when using invisible marker system.

INTRODUCTION
gery training can also be done using AR because
Augmented Reality of its 3D visualization and interaction capabilities.
There are several application areas in which In psychology, its use for treating patients with
Augmented Reality (AR) is already utilized. phobias is being investigated. Our group has
Some of the most popular application areas are been a pioneer in the use of AR for the treatment
the following (Azuma et al., 2001; Azuma et al., of phobias to small animals (cockroaches and
1997; Vallino, 1998): spiders; Juan, Alcañiz, et al., 2005; Botella et al.,
− Medical 2005). We have also presented an Augmented
− Military Reality System for the treatment of acrophobia
− Education using immersive photography (Juan, Pérez, et al.,
2005; Juan et al., 2006).
− Engineering design
− Manufacturing, maintenance and repair
In the military area, AR is used primarily to pro-
− Entertainment vide soldiers with real-time information (e.g.,
maps, occluded buildings, and troop concentra-
This list includes some of the areas where AR has tions) in a battle situation. Military training and
been applied, but other areas may be included in simulation also benefit from AR.
this list. Any area where adding virtual information
to real world stimulus could help users in their AR might have the ability to change traditional
work is a candidate for the use of AR. education methods because it can be used to
visualize abstract theories and offers a high de-
In the medical area, AR can offer possibilities to gree of interactivity. Geometry and spatial relation-
support minimally invasive techniques through ships between planets are two examples of cases
image-guided surgery. Surgery planning and sur- that have already been investigated.

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In engineering design, AR can offer an interac- The required information about the position and
tive and collaborative way to construct models. orientation of the ‘invisible marker’ is obtained.
Such virtual models are tangible and can be The virtual elements are overlapped over the
viewed from different angles. Examples are the desired position in the coordinate system.
construction of the layout of a new city block or
the interior design of an apartment. Hardware
The video stream is captured using a FireWire
In manufacturing, maintenance, and repair AR camera (color image). We have used a Dragon-
can provide real-time information from instruc- Fly Camera (Figure 1). The IR Bullet Camera
tion manuals to facilitate working processes. (715nm IR filter) has been used to obtain the
This information could be annotations of parts of infrared image where the invisible markers are
a machine, instructions for assembly or disas- detected (Figure 2). The Daeyang i-Visor(DH-
sembly, or visualization of hidden inside views. 4400VPD) has been used as a visualization sys-
tem (Figure 3). The IR invisible Ink Writing Pen –
Entertainment can profit from the interactivity 840 nm Peak has been used to draw the invisible
AR offers. AR could change existing gaming markers. This ink is invisible for the color camera,
concepts, such as board and strategy gaming, but visible for the infrared camera.
and could even make outdoor gaming possible.
Interactive story telling is an example of using
the application for children.

Marker or Markerless Augmented Reality System?


A marker Augmented Reality System utilizes
markers (e.g., a white square with a black border
containing symbols or letters). The system recog-
nizes the marker and obtains the position and
orientation of the camera with respect to the
marker. A markerless Augmented Reality Sys-
tem does not need a marker.
One important step in the treatment of the fear of
small animals is that patients have to search for an
animal that might be hidden behind an object. This
stimulates the anxiety of patients because they do
not know which object the animal is hidden behind Figure 1. DragonFly Camera
or whether there is an animal hiding at all. When
using visible markers it is very easy to know if ani-
mal/s is/are going to appear, because at the mo-
ment the patient sees the marker, they know an
animal will appear. We realized that having visible
markers was a negative aspect of our system, and
this is why we have developed a Markerless Aug-
mented Reality system.
The Markerless system works in the same way
as the visible marker system, but in this case the
markers are not visible. They exist, but they are
not visible for users.

CHARACTERISTICS OF THE MARKERLESS


SYSTEM

The AR system is video see-through. That is, a Figure 2. IR Bullet Camera


color camera captures the image of the real
world. This image is then treated by the system.

34
JUAN ET AL.

of presence and reality judgement when partici-


pants use both systems. We believe that the
markerless system will be even more effective
than the marker system.

The study is still in progress, and at the mo-


ment, includes participants recruited by adver-
tisements on the University campus, all of
whom are students, scholars, or employees at
the Technical University of Valencia (ages 21 to
40). All participants fill out the Fear and Avoid-
ance to cockroaches and spiders question-
naires, adapted from Szymanski and
O'Donohue’s Questionnaire (1995). Participants
are divided into two groups. The first group uses
first the marker system and later the markerless
system. The second group uses the markerless
system first and later the marker system.

In order to check the sense of presence that


Figure 3. Daeyang i-Visor(DH-4400VPD) HMD participants experience using both systems,
they fill out an adapted questionnaire by Slater
Description of the system et al. (1994). For checking the reality judgment
The infrared and colour cameras are situated in that participants experience using both systems,
known positions, so the transformation matrix they fill out a questionnaire adapted from the
from the position of the infrared camera to the Reality Judgment and Presence questionnaire
position of the colour camera is easy to obtain. by Baños et al. (2000).
Both cameras capture the image of the real
world. The infrared image is analyzed to identify The study is still in progress, and for the moment
the position and orientation of the marker. Later, we do not have enough participants to extrapolate
using the above-mentioned transformation ma- conclusions. However, in a preliminary analysis of
trix, the real position where the virtual objects the data, we can say that participants have a
have to appear over the colour image is ob- greater sense of presence and reality judgment
tained. The cockroach/spider appears over the using the markerless system than using the
invisible marker in the colour image. In this way, marker system. Moreover, these scores are
the system knows the position where the ani- greater if participants first use the marker system
mals have to appear, but the user cannot see it. and then the markerless system. We will be able
to extrapolate the final conclusions once the study
The functionality of the system is the same as is completed.
the marker system (Juan, Alcañiz, et al. 2005).
CONCLUSIONS
RESULTS
We have presented a Markerless Augmented Re-
This section includes some images taken during ality system, which is an improved version of our
the execution of the Augmented Reality system marker AR system for the treatment of a phobia
with markers and without markers. Figures 4 and of small animals (Juan, Alcañiz, et al., 2005;
5 show similar situations. As figure 4 depicts, one Botella et al., 2005). The system presented
participant is using the marker system. In con- here will be suitable for cases in which user
trast, figure 5 presents the same participant us- must not see the marker, keeping them un-
ing the markerless system. aware of where the virtual elements will appear.

Before testing the system with real patients, we We intend to test the system with real patients.
are carrying out a study to determine the sense The marker version has proved to be effective

35
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Figure 4. Marker system. a) Participant using the system. b) View of the participant using the system
Marker system. a) Participant using the system. b) View of the participant using the system

Figure 5. Markerless system. a) Participant using the system. b) View of the participant using the system

in the treatment of real patients. We treated one At present, a study comparing the marker and
patient with a phobia of cockroaches (Botella et the markerless systems is being carried out.
al., 2005) and five patients with a phobia of While we have yet to finish our study, we can
cockroaches and four with a phobia of spiders say that the participants who have tested the
(Juan, Alcañiz, et al. 2005). Before treatment, system have a greater sense of presence and
none of the patients were able to approach or reality judgment with the markerless system
interact with the live animal without fear. In all than with the marker system. The study is still in
cases, patients reduced their fear and avoid- progress and we will be able to present final
ance of the feared animal in only one session. conclusions once it is completed.
Moreover, all of them were able to kill the real
animal after the treatment.

36
JUAN ET AL.

REFERENCES Slater, M., Usoh, M., & Steed, A. (1994). Depth


of presence in virtual environments. Presence:
Azuma, R., Baillot, Y., Behringer, R., Feiner, S., Teleoperators and Virtual Environments, 3, 130-
Julier, S., & MacIntyre, B. (2001). Recent Ad- 144.
vances in Augmented Reality. IEEE Computer
Graphics and Applications, 21(6), 34-47. Szymanski, J. & O'Donohue, W. (1995). Fear of
spiders questionnaire. Journal of Behavior Ther-
Azuma, R. (1997). A Survey of Augmented Re- apy and Experimental, Psychiatry, 26(1), 31-34.
ality. Presence: Teleoperators and Virtual Envi-
ronments, 6(4), 355 – 385. Vallino, J. (1998). Interactive Augmented Real-
ity, Ph.D. Thesis, Department of Computer Sci-
Baños, R.M., Botella, C., García-Palacios, A., ence, University of Rochester, Rochester, NY.
Villa, H., Perpiña, C., & Alcañiz, M. (2000).
Presence and Reality Judgment in Virtual Envi-
ronments: A Unitary Construct? Cyberpsychol-
ogy & Behavior, 3(3).

Botella, C., Juan, M.C., Baños, R.M., Alcañiz,


M., Guillen, V., Rey, B. (2005). Mixing Reali-
ties? An application of Augmented Reality for
the Treatment of Cockroach Phobia. CyberPsy-
chology & Behaviour, 8(2), 162-171.

Juan, M.C., Pérez, D., Tomás, D., Rey, B.,


Alcañiz, M., Botella, C., & Baños, R. (2006). An
Augmented Reality system for the treatment of
acrophobia. 8th International Workshop on
Presence (Presence’06), 315-318.

Juan, M.C., Baños, R., Botella, C., Pérez, D.,


Alcañiz, M., & Monserrat, C. (2006). An Aug-
mented Reality System for Acrophobia: The
sense of presence using immersive photogra-
phy. Presence: Teleoperators and virtual envi-
ronments, August.

Juan, M.C., Alcañiz, M., Monserrat, C., Botella,


C., Baños, R., & Guerrero, B. (2005). Using
Augmented Reality to treat phobias. IEEE
Computer Graphics and Applications, Nov-Dic,
31-37.

Kato, H. & Billinghurst, M. (1999). “Marker track-


ing and HMD calibration for a video-based aug-
mented reality.” Conferencing system. 2nd IEEE
and ACM International Workshop on Aug-
mented Reality (IWAR’99), San Francisco
(California), 85-94.

Öst, L., Salkovskis, P., & Hellstroöm, K. (1991).


“One-session therapist directed exposure vs.
self-exposure in the treatment of spider phobia.”
Behavior Therapy, 22, 407-422.

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38
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

ROY ET AL.

Randomized Controlled Trial of CBT with Virtual Reality Exposure Therapy


for PTSD
M. J. Roy1, W. Law1, I. Patt1, J. Difede2, A. Rizzo3, K. Graap4, B. Rothbaum5
1
Uniformed Services University of the Health Sciences, Bethesda, MD.
2
Weill Medical College of Cornell University, New York, NY.
3
Institute for Creative Technologies, University of Southern California.
4
Virtually Better, Inc., Atlanta, GA.
5
Emory University, Atlanta, GA.

Abstract:
Background: Posttraumatic stress disorder (PTSD) has frequently been identified in U.S. service
members returning from Operation Iraqi Freedom. Untreated or undertreated, PTSD is associated
with significant adverse health and life consequences. Unfortunately, PTSD is relatively resistant to
therapy, with even first-line treatments failing half the time. Cognitive behavioral therapy (CBT) with
exposure therapy is the preferred non-pharmacologic therapy, but it can be difficult to get patients to
engage in traditional imaginal exposure. Virtual reality (VR) may overcome this obstacle, enabling
therapist-guided exposure to progressively present more intense trauma-associated stimuli. VR ex-
posure therapy (VRET) has shown promise for PTSD treatment in prior small studies. The “Virtual
Iraq” environment, adapted from the Microsoft® X-box game Full Spectrum Warrior, is the most real-
istic and sophisticated ever applied to PTSD treatment; we present plans for blinded controlled com-
parisons of its performance versus other therapies. Objective: To compare the efficacy of CBT/
VRET vs. supportive psychotherapy in conjunction with a relaxation virtual environment, as well as
vs. CBT with imaginal exposure, with blinded outcome measures. We hope to establish a feasible
control for CBT/VRET, to get an initial measure of the efficacy of CBT/VRET, and to assess the
added value of VRET vs. traditional imaginal exposure. Methods and Design: Consenting combat
veterans with PTSD will be randomized to CBT/VRET or supportive psychotherapy/relaxation VR in
one study, and CBT/imaginal exposure vs. CBT/VRET in a parallel trial. An experienced psycho-
therapist will train study therapists in CBT, imaginal exposure, and VRET. A blinded, independent
investigator will assess response to therapy, using the gold standard Clinician-Administered PTSD
Scale (CAPS) to compare outcomes. The study using supportive therapy and relaxation VR as the
control will be conducted on outpatients with newly diagnosed PTSD. The trial using imaginal expo-
sure as the control will be in the partial hospitalization program on the psychiatry service at Walter
Reed Army Medical Center, where it is expected to have more severe illness with higher rates of co-
morbidity, so that the more active control arm will be important. Assessment of CBT/VRET in two
different populations should enhance the generalizability of the results.

BACKGROUND

Posttraumatic stress disorder (PTSD) was ini- that escape efforts to attribute them to environ-
tially codified in the aftermath of the Vietnam mental factors. PTSD is also frequently seen
War, but the symptoms and associated func- after terrorism, genocide, and personal assaults
tional impairment it represents have been well such as rape. The current conflict in Iraq, in-
documented for centuries. Perhaps Cain was volving snipers and suicide bombings as well
the first to suffer the torment of this disorder, as concerns about prisoner mistreatment, is
and Homer certainly depicts its symptoms in his unfortunately a perfect recipe for PTSD, with
account of Achilles in The Iliad. More recently, the first sizeable study of Operation Iraqi Free-
hundreds of accounts from the American Civil dom (OIF) veterans finding that 12.9% meet a
War, both World Wars, and other national and strict case definition, and 18% a broader defini-
international conflicts have documented symp- tion (Hoge et al., 2004). Untreated or under-
toms of distress: myriad physical and psycho- treated, PTSD is linked to higher rates of de-
logical symptoms linked to the stress of war pression and other psychological conditions,

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poorer physical health, missed work, impaired accident (Walshe et al., 2003)), as well as for
function at work and home, and higher health- anxiety disorders (Rothbaum & Hodges, 1999)
care costs. In 1998, in the U.S. alone, PTSD and PTSD. Some of our co-investigators docu-
and related anxiety disorders were estimated to mented improvement in an open trial of Vietnam
cost $63 billion (Ullman & Siegel, 1996; Kessler, War veterans with PTSD (Rothbaum et al.,
2000; Wagner et al., 2000; Walker et al., 2003). 2001). More recently, another co-investigator
Unfortunately, PTSD is also remarkably persis- documented significant improvement in World
tent: 20% of Vietnam veterans still suffered from Trade Center workers after 9/11/01, with
PTSD many years after the war (Marmar et al., CBT/VRET compared to waitlist controls
1994), and PTSD was documented in 12.7% of (Difede, Hoffman, & Jaysinghe, 2002; Difede
a cohort of Gulf War veterans several years af- & Hoffman, 2002).
ter that conflict (Roy, Koslowe, Kroenke, & Ma-
gruder, 1998). For military personnel, inade- We describe our plans to utilize the “Virtual Iraq”
quate treatment may lead to separation from the environment, adapted from the Microsoft® X-
service, greater utilization of medical care in the box game Full Spectrum Warrior, which is the
both the Department of Defense and Veterans most realistic and sophisticated ever applied to
Affairs systems, prolonged functional impair- PTSD treatment. It is being used in an open trial
ment, and loss of Quality Adjusted Life Years of PTSD at the Naval Medical Center San
(Frueh et al., 2003). Diego, but in order to achieve widespread ac-
ceptance of this approach, it will be critical to
Over the past decade, selective serotonin reup- make blinded comparisons in controlled studies.
take inhibitors such as sertraline have been
found to be beneficial in the treatment of PTSD, METHODS
though response rates have been 40-60% at
best (Davidson et al., 2001). Cognitive behav- To determine the efficacy of 12 weeks of CBT/
ioral therapy (CBT) that incorporates exposure VRET, we will conduct two parallel, randomized,
therapy is considered first-line therapy (Foa, controlled trials. In one study, we will compare
Davidson, & Frances, 1999; Ballenger et al., CBT/VRET with a combination of supportive
2000). CBT corrects irrational beliefs and psychotherapy and exposure to a relaxing vir-
thoughts and promotes rational behavioral tual environment, with blinded outcome meas-
changes, while imaginal exposure helps indi- ures. We hope that this design will serve two
viduals to repeatedly confront stimuli associated purposes: first, to establish the virtual relaxation
with their traumatic experience until anxiety de- as a feasible control for CBT/VRET, and sec-
creases. However, it is difficult to get some pa- ond, to give us an initial measure of the efficacy
tients to engage in traditional imaginal expo- of CBT/VRET. We will also conduct a separate
sure, since avoidance of reminders of trauma is study to compare CBT and imaginal exposure
one of the cardinal features of PTSD, and therapy with the CBT/VRET combination, to
imaginal exposure asks them to repeatedly de- estimate the added value of VRET in compari-
scribe it. Virtual reality exposure therapy son to the current standard of care.
(VRET) offers an intriguing method for overcom-
ing this obstacle by directly exposing patients to We will use the lowest possible threshold on the
auditory and visual, and even tactile and olfac- 4-item PC-PTSD as an initial screen for PTSD
tory, manifestations of their trauma in a safe, in veterans of Operation Iraqi Freedom seen at
therapist-controlled environment. It is only re- Malcolm Grow Medical Center, Andrews Air
cently that technology has achieved sufficient Force Base, MD, and National Naval Medical
VR quality to make it realistic enough to employ Center in Bethesda, MD (ambulatory clinics and
in this manner. VR has been utilized to success- inpatients). Individuals with at least one positive
fully help patients overcome phobias (e.g., response will then be asked to complete the
claustrophobia (Botella et al., 2002), fear of fly- PTSD Checklist, Military Version (PCL-M), and
ing (Rothbaum et al., 2000), fear of heights those with a score of 44 or higher will be invited
(Emmelkamp, Bruynzeel, Drost, & van der to a baseline evaluation to confirm the diagnosis
Maast, 2001), fear of spiders (Carlin, Hoffman, of PTSD and to consider participation in a treat-
& Weghorst, 1997; Garcia-Palacios et al., ment trial.
2002), and fear of driving after an automobile

40
ROY ET AL.

The second study will be conducted at Walter VR relaxation environment will be introduced in
Reed Army Medical Center (WRAMC) in Wash- the 5th session and continued through the 11th
ington, DC, where participants will be enrolled session, comprising 15-20 minutes, or approxi-
within a psychiatric partial hospitalization pro- mately half, of each of these visits.
gram; as such, they are likely to already carry a
diagnosis of PTSD, and may already be receiv- All participants will be re-assessed by phone at
ing some form of therapy. In both studies, the 2-week intervals throughout the treatment pe-
Clinician-Administered PTSD Scale (CAPS) will riod, by a mental health professional who is
be used to confirm diagnoses. A study psy- blinded to the treatment status of participants,
chologist will administer the CAPS and will also utilizing the CAPS, IES, PCL, PRIME-MD To-
conduct a brief clinical assessment to document day® (Spitzer, Kroenke, & Williams, 1999), and
prior psychiatric history, treatment, psychosis, SF-36 (Ware & Sherbourne, 1992). Each tele-
and suicidal or homicidal ideation. A medical phonic interview is expected to take 20-30 min-
examination will be conducted to rule out seri- utes. Phone administration of the CAPS has
ous comorbid medical conditions. The compari- been previously shown to compare favorably
son with imaginal exposure will be conducted at with face-to-face interviews in the diagnosis of
WRAMC, where the study population is ex- PTSD (Aziz & Kenford, 2004).
pected to be more severely ill, an indication for
a more proven therapy in the control arm. In the All participants will be re-assessed at 4-week
first study, we anticipate enrollment of an aver- intervals during a 12 week follow-up period after
age of one participant every two weeks, up to a cessation of therapy, utilizing the CAPS, IES,
target number of 26 (13 per arm), based upon PCL, PRIME-MD Today®, and SF-36. Each
the acknowledgement that approximately 3 indi- telephonic interview is expected to take 20-30
viduals in each arm may voluntarily discontinue minutes. Analyses will be performed based
treatment prior to the completion of the study, upon completers as well as upon intention to
leaving us with 10 patients having completed treat, comparing baseline scores on PTSD in-
each arm, a number our sample size estimates struments, as well as the PRIME-MD Today® and
indicate should provide sufficient data for analy- SF-36, with those for each later time period, and
sis. Participants will be randomized to either comparing the two arms against each other.
CBT/VRET or supportive therapy/relaxation by
a coin-flip, until thirteen subjects have been ran- CBT will provide psycho-education about PTSD
domized to one arm or the other. for individuals about PTSD and its symptoms,
and the role that their thoughts and behaviors
For those randomized to receive CBT/VRET, have in the persistence and disability associ-
each of 12 sessions will be approximately 90 ated with the condition. It will feature instruction
minutes in length. The first 3-4 sessions will fol- on a variety of exercises and tasks for individu-
low a cognitive behavioral therapy approach, als to engage in between sessions, including
without VR. The initial exposure to the virtual breathing exercises, in vivo exposure, and cog-
environment, during the 4th or 5th session, will nitive restructuring. The CBT/VRET approach to
be a relatively innocuous introduction to the be employed is adapted from that utilized by
“Virtual Iraq” environment, tangentially touching Difede for World Trade Center survivors, which
upon the stressor; subsequent sessions at 3- to in turn draws upon the work by Rothbaum and
10-day intervals (goal of 7-day intervals, but others in treating Vietnam veterans. However,
limited flexibility based on schedule availability) the environment developed by Rizzo and others
will more closely approximate the primary at ICT is more advanced and sophisticated than
stressor for each individual. The final session those of prior studies. The “Virtual Vietnam” en-
will focus on ensuring that the individual is pre- vironment did not include a human element at
pared to go forward, with clear follow-up care all—it was a graphic representation of the to-
plans established, and will not include VRET. pography of Vietnam, with rice fields, rivers and
The VR element will comprise no more than half riverbanks, viewed from inside a helicopter, with
of each session, with the remainder of the time gunfire exchanges. The World Trade Center
following a CBT approach. For those random- environment included avatars (computer-
ized to receive ST/relaxation therapy, each of generated figures), but consisted of a single
12 sessions will be 35-40 minutes in length. The sequence of events to be followed in every

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

case, regardless of the actual experience of the 40 degrees of field view). This provides a highly
individual being treated. The “Virtual Iraq” envi- realistic and intense experience for the participant,
ronment enables the therapist to individualize while the therapist is able to control sensory stimuli
the experience to a far greater degree, provid- and closely monitor the participant via computer.
ing a range of user perspectives, such as from The headset tracking device will be supplemented
the inside of a building, on urban streets, in a by a motion platform to provide tactile stimuli, for
small rural village, on a desert highway, at a example, when there is an explosion, gunfire, or
vehicle check point, from inside a the participant is within a virtual moving vehicle.
“HUMVEE” (military human transport vehicle), Tactile elements enhance the sense of immersion
or from inside a helicopter. Not only are avatars in the virtual environment.
included, but the therapist can also control
whether the participant is in the environment Exposure sessions are not strictly timed; rather,
alone, with a buddy, or with a patrol. The thera- they are conducted so that a participant’s reac-
pist can introduce intermittent or persistent ma- tions to material guide the necessity for more
chine gun fire, mortars, or rocket-propelled gre- exposure. SUDs provide the primary guide and
nades. The therapist has the ability to insert the will be tracked by the therapist at 5-minute inter-
participant at any point in the environment, con- vals. Our VR system also enables the therapist
trols whether it is night or day, and can add rain to continually monitor a variety of physiological
or a sandstorm. The therapist is able to continu- measures such as skin impedance, heart rate,
ally monitor physiologic responses such as skin respiratory rate, and blood pressure, which pro-
impedance (a measure of diaphoresis), respira- vide valuable additional data in assessing the
tory rate, heart rate, and blood pressure, inte- degree of distress associated with exposures.
grating these involuntary responses with the
participant’s subjective units of discomfort Supportive therapy (ST) is the most widely
(SUDs ) score to determine whether to progress available type of psychotherapy in the commu-
to a closer approximation of the individual’s nity and is presumably more robust than a sim-
trauma, or to remain with the scene currently ple placebo control. However, a recent Coch-
being presented. The VR exposure will begin rane systematic review found that across 29
with relatively innocuous sequences, gradually studies that met their quality criteria, there was
approximating the actual trauma experienced by no difference between “other” (supportive ther-
the participant over the course of a number of apy, non-directive counseling, psychodynamic
sessions. The range of visual elements in the therapy and hypnotherapy) therapies and wait-
virtual environment will be supported by an list or usual care controls, whereas trauma-
equally compelling range of stereo-surround focused cognitive behavioral therapy/exposure
sounds (in addition to machine guns and explo- therapy was significantly better (Bisson & An-
sions, characteristic features of the Middle East- drew, 2005). For this arm, the therapist will pro-
ern environment will include calls to prayer, Ara- vide empathy, support, and reflection, encour-
bic music, and marketplace chatter) and smells aging the participant to express their feelings
(e.g., spices, burning rubber, chordite, and body about their symptoms and experiences. Partici-
odor). Olfactory sensations have not been previ- pants’ efforts to cope with their symptoms will
ously utilized in VRET for PTSD, but may have be supported, but the therapist will not actively
particular relevance due to the close proximity try to alter negative or counterproductive
of the olfactory bulb to areas of the brain that thoughts or actions. The approach will be flexi-
are believes to be especially important in the ble and reflective rather than systematic and
development of PTSD, such as the amygdala. direct like CBT. The accompanying VR relaxa-
tion environment will feature a Jacobsonian pro-
Participants will wear Emagin Z800 3DHead gressive muscle relaxation technique. This will
Mounted Displays (HMDs) with tracking—a vi- be conducted with the same VR hardware as for
sor with goggles and noise-canceling stereo the VRET and is designed to teach participants
earphones. HMDs feature small visual displays an 8 or 13 muscle group relaxation exercise.
and optics that display computer-generated im- The therapist will explain and demonstrate the
ages to each eye from a computer screen; the exercises in the first two sessions. Some subse-
HMDs are very lightweight with relatively high- quent sessions will be guided, but others will be
resolution color displays (600 by 800 pixels, and completed at the participant’s own pace with

42
ROY ET AL.

audio input. Virtual scenery available for con- but it seems plausible to think that a relaxation
ducting relaxation exercises includes a river environment might be beneficial with symptoms
bank, beach, country field, and other relaxing of hypervigilance and sleep disturbance, for ex-
scenarios. The relaxation program is 22 minutes ample. Finally, our work will represent the first
in length. controlled test of a virtual environment that can
be tailored by the therapist to meet the needs of
The second study, using CBT with imaginal ex- the individual patient, rather than following a
posure as the control, will provide significant predetermined pathway through the virtual envi-
additional data, further expanding our knowl- ronment that is identical for all patients. This
edge base regarding CBT/VRET. We intend to has significant theoretical advantages, but re-
enroll 20 patients from a partial hospitalization mains to be proven.
program in each arm, as there are ample num-
bers in this population, and the comparison with If the results of our initial studies meet expecta-
a proven therapy will require greater numbers to tions, we then hope to be able to conduct a lar-
assess differences. Since the partial hospitaliza- ger study assessing whether the combination of
tion program requires greater resources, and CBT/VRET and pharmacotherapy have a supe-
includes a more seriously ill population, we will rior response rate to either therapy alone. Since
accelerate the therapy process, conducting ses- no monotherapy has thus far been proven to
sions 2 to 3 times per week rather than once work for more than half of those treated, there
weekly, to try to achieve a significant response remains significant room for improvement, and it
in approximately one month’s time. This com- seems plausible that the mechanisms of these
parison will enable us to assess patient accept- two approaches are different enough that the
ability or satisfaction with VRET vs. imaginal combination may prove superior.
exposure, as well as whether VRET results in a
more rapid, or higher rate of, response. REFERENCES

DISCUSSION Aziz, M.A. & Kenford S. (2004). Comparability


of telephonic and face-to-face interviews in as-
Completion of the two parallel studies should sessing patients with posttraumatic stress disor-
have several significant implications. First, by der. J Psychiatr Pract, 10, 307-13.
comparing CBT with imaginal exposure to CBT
with VRET, we will be able to get an initial esti- Ballenger, J.C., Davidson, J.R., Lecrubier, Y.,
mate of the added value of VRET. There is rea- Nutt, D.J., Foa, E.B., Kessler, R.C., McFarlane,
son to think that VRET may accelerate and en- A.C., & Shalev, A.Y. (2000). Consensus state-
hance the therapeutic process, facilitating recall ment on posttraumatic stress disorder from the
of trauma by the patient, increasing its immedi- International Consensus Group on Depression
acy and impact, and providing avenues for the and Anxiety. J Clin Psychiatry, 61, 60-6.
therapist to be able to help the patient over-
come symptoms of avoidance, hypervigilance, Bisson, J. & Andrew, M. (2005). Psychological
and intrusion. While we do not know whether treatment of post-traumatic stress disorder
we will have sufficient power to demonstrate a (PTSD). Cochran Database Syst Rev,
difference, we should at least be able to esti- 2:CD003388.
mate the effect size to help determine what
sample size will need to be included in future Botella, C., Banos, R.M., Perpina, C., Villa, H.,
studies in order to have the power to show the Alcaniz, M., & Rey, A. (2002). Virtual reality
size of the added benefit. The power to demon- treatment of claustrophobia: a case report. Be-
strate an advantage for the CBT/VRET combi- hav Res Ther, 36, 239-46.
nation over supportive therapy and a relaxation
virtual environment should be greater. Suppor- Carlin, A.S., Hoffman, H.G., & Weghorst, S.
tive therapy has not been shown to be superior (1997). Virtual reality and tactile augmentation
to waitlist controls, but it seems more ethical to in the treatment of spider phobia: a case report.
engage patients with at least this approach than Behav Res Ther, 35, 153-8.
to just follow them without intervention. There is
little data on the potential benefit of relaxation,

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Davidson, J.R.T., Rothbaum, B.O., van der Rothbaum, B.O. & Hodges, L.F. (1999). The
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Efficacy of Sensory Integration Treatment based on


Virtual Reality - Tangible Interaction for Children with Autism
K-E. Jung, B.A.1, H-J. Lee, M.Sc.2, Y-S. Lee, M.D., Ph.D.3, J-H. Lee, Ph.D.1
1
Department of Psychology Chung-Ang University Seoul, Korea
2
School of Design and Media, Hongik University, Seoul, Korea
3
Department of Neuropsychiatry, College of Medicine,
Chung-Ang University, Seoul, Korea

Abstract: Children with autistic spectrum disorders have difficulties integrating motor and sensory
experiences. It is important to address therapeutic interventions for these children. However, there
are some limitations to sensory integration therapy (SIT) and the application of virtual reality (VR) for
autistic children. SIT based on the VR-Tangible Interaction System (VR-TIS) has three components:
measurement of coordination ability, social skills training, and sensory integration therapy. These
components all originated from sensory integration therapy.

There are significant differences between autistic children and healthy controls in coordination ability
measurements and social skills training. We found that it is possible to apply our system to the as-
sessment of, and therapy for, autistic children.

INTRODUCTION

Children with autistic spectrum disorders have and variety of places that can be used as ex-
difficulties integrating motor and sensory ex- periences for children in therapy, so the therapy
periences (Baranek, 2002). These abnormali- may become repetitive.
ties in sensory processing affect all aspects of
adaptive, cognitive, social, and academic func- Several studies have reported on the clinical
tioning, and correlate with higher levels of use of virtual reality (VR) technology for autistic
stereotypic, rigid, and repetitive behaviors in children. Children with autism performed as
autism. It may, therefore, be important to ad- well as controls on a computerized version of
the Wisconsin Card Sorting Task (WCST), but
dress this in therapeutic interventions for chil-
significantly worse than controls on the stan-
dren with autistic spectrum disorders (Piek & dard, non-computerized version. Pascualvaca
Dyck, 2004). (1998) suggested that social/motivational fac-
tors could be responsible for the effect; that is,
Sensory integration therapy (SIT) is based on a children with autism might prefer to receive
theory developed by Ayres (1972), which em- feedback about their performance from a com-
phasizes the relationship between sensory ex- puter rather than an examiner. Virtual environ-
periences, and motor and behavioral perform- ments for social skills training would best be
ance. SIT is intended to focus directly on the used in collaboration with other people (Murray,
neurological processing of sensory information 1997). VR technology is an exciting tool that
as a foundation for learning higher-level (motor allows children with autism to practice behav-
iors in role-play situations, while providing a
or academic) skills (Baranek, 2002). There are safe environment for rule learning and repeti-
some advantages of SIT. It is possible that un- tion of tasks (Parsons & Mitchell, 2002).
structured therapy using role-play situations
can provide social skills training through prac- However, some ethical and technical concerns
ticing intimacy with friends. However, most sen- surround the use of fully immersive VR technol-
sory integration therapies involve a therapist ogy. For example the use of head-mounted dis-
treating a child. In such instances, the limita- plays (HMDs) can elicit ‘cyber sickness’ in
tions of sensory integration therapy for autistic
some people (Cobb et al., 1999). Moreover,
children are the length and cost of treatment. In
because HMDs place some limitations on the
addition, there are limitations on the number
child’s interaction with another person, mixed

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

and augmented reality is more useful for group Our VR–TIS consisted of a Pentium IV PC, a
interactions and sensory experiences. projector, a screen (200 × 150 cm), an infrared
reflector, a digital camera, and tangible devices
The known limitations of preexisting therapeutic (e.g. a stick, a rotation board, a trampoline).
intervention methods for autistic children may
be reduced through SIT based on the VR – Visuomotor Coordination Ability Assessment
Tangible Interaction System (VR-TIS). VR-TIS The Visuomotor Coordination Ability Assessment
is a system that connects the human body, the is a measuring program for visuomotor coordina-
physical environment, and a computer. It meas- tion ability, which does not require the whole sce-
ures human behaviors accurately and makes nario, and only measures a specific phase. The
sense of their behaviors through visual feed- therapist can control the levels. The program in-
back (Hornecker, 2004). In addition, tangible volves breaking virtual balloons with a real stick,
features are designed to make the artificial bar- and reinforcements are provided for success.
rier less apparent and more intuitive by mixing
the synthetic virtual environment with the natu- Social Skills Training
ral physical environment (Lee, 2002). Social skills training was designed to minimize
sound effects and background, allowing conver-
The purpose of this study was to develop a pro- sation between participants and the therapist,
gram of SIT based on VR-TIS for the assessment and allowing the participants to concentrate on
and treatment of autistic children. We also aimed the graphic factors.
to verify that the program is an efficacious assess-
ment and treatment for autistic children. Sensory Integration Therapy
To measure the functions of sensory integration
treatment effectively, images were developed
METHODS from various rides in an amusement park. It
was expected that exposing the client to such a
Participants range of vivid stimuli, which would be impracti-
A total of 12 autistic children and 20 healthy cal or unsafe in the real world, would be benefi-
controls, all aged between five and six years, cial. Conditions such as swaying from side to
participated in this study. All children in the au- side and backward and forward, stairs, screen
tism group met the DSM-IV criteria for autism rotation, user rotary motion (such as turning
and were recruited from the outpatient unit at four sides or turning the screen), running, and a
the Children’s Hospital in Seoul. Unrelated trampoline were used.
healthy children were recruited from the kinder-
garten belonging to C University, in Seoul.
Procedure
The mean IQ of the 12 autistic children (2 girls, Demographic data were collected before the
10 boys) was 64. The mean social maturity test was started by examining the records of the
scale (SMS) index was 73, and all were six children and their degree of adaptation to the
years old. Of the 12 autistic children, one therapist. We also tested the children’s sociability
dropped out of the study. (SMS) and sensory integration, and researched
their preferred visual and auditory reinforcements.
Instruments We then tested the SIT, social skills training, and
SIT based on VR-TIS (VR-SIT) has three com- visuomotor coordination ability in ten sessions.
ponents: coordination ability measurement, Although we had planned to test sociability and
social skill training, and sensory integration sensory integration again, we decided that admin-
therapy. These components all originate from istering the test after all ten treatment sessions
sensory integration therapy. Each component would be affected by the repetition of the tests. It
was developed through discussion with an ex- was also difficult to test the children because of
pert and a designer, and was tailored to the their treatments in other fields. After the ten ses-
study purpose. sions, we discussed the usefulness of our system
with the therapist and assistants.

46
JUNG ET AL.

Data analysis = 0.663, p = n.s.) and moving the balloon (F


We measured the reaction time of children in (2,3) = 10.401, p = 0.08) did not show any sig-
the tasks of stopping the balloon, moving the nificant results.
balloon, and reading the mind, to find the
changes in reaction time and the adaptation of Sensory Integration Therapy
children to each task. We also measured the The low number of sessions (three to eight) and
accuracy, the distance the stick was moved, the limitation of the stimuli used for sensory in-
and mean reaction time of coordination ability to tegration training (primarily focused on vestibu-
find the adaptation and improvement in the ad- lar organs) made the effects of SIT difficult to
aptation ability exercise in each session. Data measure, as they use the same measurement
were analyzed by repeated measure Analysis of of sensory profile. Moreover, there are no vari-
Variance (ANOVA). ables that can be measured that differ from the
social skills training and coordination ability
RESULTS measurement. It is possible that to judge the
effect of the sensory integration therapy, the
Visuomotor Coordination Ability Assessment overall impression of the effect of the sensory
We tested the Visuomotor Coordination Ability integration test immediately after those of socia-
measurements of reaction accuracy, movement bility and coordination ability, and indirect ob-
of the stick, and average reaction time by re- servation of the interest of the children who en-
peated measure ANOVA analysis. As repetition gaged the sensory integration therapy program,
increased, the accuracy of the reaction in- could be used.
creased, and the movement of the stick de-
creased. However, the mean reaction time As in other forms of therapy, boredom had a
changed greatly (a = 0.031, R2 = 0.011). large effect. The children had time to adapt but
became bored easily. On the other hand, pref-
Movement of The Stick erence for unrepeated stimuli such as running,
Movement of the stick was efficient in later ses- increased as the sessions progressed. Thus,
sions. Although the movement was not great, we can assume that the preference for tangible
accuracy improved and more space was used interaction had an effect.
as the sessions progressed.
Influence on the social skills program and coor-
Comparison to Healthy Control Children dination ability that operated after the sensory
Autistic children became more accurate due to integration therapy did not affect the statistics of
their practice. However, there was no significant the sensory integration therapy.
difference between autistic and healthy control
children because the variance of the autistic DISCUSSION
children was so dramatic (t = 1.803, p = n.s.).
Healthy control children showed more move- Until now, there has been no research on autis-
ment of the stick (t = 4.962, p < .01) and faster tic children using VR-TIS. From our research,
reaction times (t = 3.931, p < .01), indicating however, we can see its possibilities. It may be
that they performed more efficiently than the difficult to employ because autistic children
autistic children. have mental disabilities that affect their ability to
participate (Luke, 2003). However, all but one of
Social Skills Training our original participants were able to complete
We tested the reaction time of each child to the tasks. There was a significant difference
the social skills training, such as stopping the between healthy controls and autistic children.
balloon, moving the balloon, and reading the This implies that this program can be used to
mind. We used repeated measure ANOVA for classify normal and autistic children. Specifi-
the ten sessions. cally, we found that it is possible to apply our
system of, and therapy for, autistic children.
As the number of sessions increased, the mean
reaction time gradually decreased, but the vari- In this study, social skills training and coordina-
ance was very high. Reading the mind (F (1,2) tion ability measurement had better effects than

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

sensory integration or the trampoline. This was venience. We should also be careful with the
caused by individual differences in the case of lighting for face-to-face interactions.
the sensory integration therapy. In addition, the
contents of the problem solving and recognition Some limitations in this study are apparently
of social training and coordination ability tasks due to the use of VR-TIS for assessment of au-
were more interesting to the children than any tistic children for the first time. However, we
other tasks. The social skills training program believe that our findings have potential for the
produced more interaction (through conversa- clinical field. We will address the identified limi-
tion with the therapist) than sensory integration tations in future studies. Subsequently, VR-TIS
therapy (which represented reality). might be a useful tool for assessing and treating
those children with autistic and pervasive devel-
The social skills training module can elicit various opment disorders.
conversations, so it was useful both before and
after treatment, while measuring the coordination
REFERENCES
ability was more useful during the training module.
By recognizing these special features of the mod-
ules, we can develop the applicability to other Ayres, J. (1972). Improving academic scores
therapy programs. The sociable module could be through sensory integration. Journal of Learning
made more interesting by including the transcripts Disabilities, 5, 338-343.
or voices of these conversations.
Baranek, G. T. (2002). Efficacy of Sensory and
However, some limitations of our study have to Motor Interventions for Children with Autism.
be considered. First, there are differences in the Journal of Autism and Developmental Disor-
preferences and adaptation levels of partici- ders, 32, 397-422.
pants, even though they have the same symp-
toms (Parsons & Mitchell, 2002), so the therapy Cobb, S., Nichols, S. C., Ramsey, A., & Wilson,
should be individualized (our program was not). J. (1999). Virtual reality induced symptoms and
Thus, in future trials, the therapy should be indi- effects. Teleoperators and Virtual Environments,
vidualized to be more effective. The level of 8, 169-186.
contents should also be individualized.
Greenspan, S. I. & Wieder, S. (1997). Develop-
During the ten sessions of the test, many chil- mental patterns and outcomes in infants and
dren became bored even though we tried to children with disorders in relating and communi-
vary the contents. Also, during the adaptation cating. Journal of Developmental Learning Dis-
test, in which the children were able to practice orders, 1, 87-141.
two to four times before the real test, some chil-
dren tended to concentrate more during prac- Hornecker, E. (2004). A Design Framework for
tice, and later became bored by the repetition. Designing Tangible Interaction for Collaborative
In future studies, we suggest that the adapta- Use. DanishHCI.
tion tests be excluded and that new and more
varied materials be developed. Luke, Y. & Tsai, M.D. (2003). Pervasive devel-
opmental disorders. Washington: National Dis-
To allow a larger screen projection, we used a semination Center for Children with Disabilities.
wide, dark room. This led to the room being too
dark for face-to-face interaction. It is very impor- Murray, D. K. C. (1997). Autism and Learning: A
tant to consider the mental aspects for autistic Guide to Good, London: David Fulton.
children (Greenspan & Wieder, 1997). The lay-
out of the therapy room was designed to be Parsons, S. & Mitchell, P. (2002). The potential
parallel with the therapist and children, but it of virtual reality in social skills training for peo-
was sometimes difficult to see the children. It ple with autistic spectrum disorders. Journal of
would be helpful to offer several pieces of furni- Intellectual Disability Research, 46, 430-443.
ture so that participants can be comfortable and
can complete their exercises without any incon- Pascualvaca, D. M., Fantie, B. D., Papageor-
giou, M., & Mirsky A. F. (1998). Attentional ca-

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pacities in children with autism: Is there a gen-


eral deficit in shifting focus? Journal of Autism
and Developmental Disorders, 28, 467-478.

Piek, J. P. & Murray, J. D. (2004). Sensory-


motor deficits in children with developmental
coordination disorder, attention deficit hyperac-
tivity disorder and autistic disorder. Human
Movement Science, 23, 475–488.

CONTACT

Jang-Han Lee, Ph.D.


Assistant Professor
Clinical Neuro-pSychology Lab
Department of Psychology
Chung-Ang University
221, Heukseok-dong, Dongjak-gu
Seoul 156-756, Korea
Tel: +82-2-820-5751
Fax: +82-2-816-5124
clipsy@cau.ac.kr

49
50
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

The Usefulness of Virtual Reality Stress Inoculation Training for


Military Medical Females: A Pilot Study
M. C. Stetz, Ph.D.¹, R. M. Wildzunas, Ph.D.¹, B. K. Wiederhold, Ph.D., MBA², T. A. Stetz, Ph.D.,
MSM¹, & M. P. Hunt¹

¹United States Army Aeromedical Research Laboratory, Fort Rucker, Alabama; United States
²Virtual Reality Medical Center

Abstract: Warfighters face stressors such as sleep deprivation, information overload, exposure to
injuries/dead bodies, and anxiety for the welfare of fellow Warfighters and family left behind. Conse-
quently, we are continuously losing Warfighters due to psychological stress. Researchers have re-
cently reported that approximately 18% of Warfighters returning from Iraq and 11% returning from
Afghanistan (n = 6, 201) screened positive for Post Traumatic Stress Disorder (PTSD). PTSD is a
debilitating condition resulting from experiencing trauma, characterized by continuous memories of
the traumatic experience. Military medical personnel are not immune to stress since they have a
challenging and demanding dual role — that of a Warfighter and a first responder. In fact, it has
been reported that many first responders report serious psychological distress, including PTSD.
Even though many researchers are studying Warfighters’ stress, there is still a gap in the literature
on studies with support personnel (i.e., medics) and females. During a recent interview, a researcher
reported finding no statistically significant PTSD symptoms difference between males (11%, n = 300)
and females (12%, n = 50) in a sample of Warfighters holding violence-prone support jobs (i.e., med-
ics). However, other researchers had previously reported that approximately 20% of females and 8%
of males who had been exposed to traumatic events did develop PTSD symptoms. Furthermore,
some researchers suggest that females might be less likely to be exposed to adverse stressful
events but more likely to develop PTSD if exposed. Thus, an overall increased prevalence of PTSD
in females (10% vs. 5% in males) can be accounted for by a significantly greater vulnerability to de-
velop PTSD after exposure. Females also seem to have a longer course of illness than males with a
median time to remission being 35 months for females compared to 9 months for males. The pur-
pose of this study is not to identify which gender is more prone to PTSD. However, given the prem-
ise that males typically grow-up being exposed to more stressful situations than females (i.e., teasing
each other, playing rough sports), and the lack of studies on female Warfighters (especially, in the
medical field), we propose to test the effectiveness of Stress Inoculation Training (SIT) for female
military medical personnel. SIT proposes that repeated exposure in stressful, but controlled condi-
tions (i.e., via virtual reality) enables individuals to gradually adapt to stressors and learn how to
cope. By conducting virtual reality SIT, or “VR-SIT”, the stressors can be applied systematically and
paced appropriately for each individual. Our VR-SIT pilot study is currently underway and preliminary
findings will be presented at the 2006 CyberTherapy Conference in Canada.
INTRODUCTION

Warfighters face a myriad of stressors when that 1 in 10 U.S. Iraq veterans suffer some type
deployed to the battlefield, such as sleep depri- of stress disorder (Hoge, Auchterloni, & Milliken,
vation, information overload, exposure to inju- 2006). Additionally, Stetz et al. (2006) found
ries/dead bodies, and anxiety for the welfare of that in 2003, 7% (21 out of 282) of medical
fellow Warfighters and family left behind (Lukey, evacuations in Operation Enduring Freedom
Stetz, & Romano, 2005). Hoge et al. (2004) re- and 6% (365 out of 5,389) of those in Operation
ported that approximately 18% of Warfighters Iraqi Freedom were due to psychiatric illness.
returning from Iraq and 11% returning from Af- Stetz et al. (2006) also reported that 21% of
ghanistan (n = 6, 201) screened positive on those evacuated had prior psychiatric histories
stress-related measures (i.e., Post Traumatic before deploying to the theater of operations.
Stress Disorder (PTSD)). They also reported Most prior histories were either related to stress

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

(i.e., PTSD, n = 33, 31%) or to depression (n = Stetz, Stetz, & Castro, in press), lower well-
72, 66%). being, and decreased reenlistment intentions.

PTSD is a psychiatric disorder that follows trau- VIRTUAL REALITY’S ROLE IN STRESS DE-
matic events. It can occur after exposure to ex- TECTION, MEASUREMENT, TREATMENT,
treme traumatic stressors during combat de- AND PREVENTION
ployment such as coming under fire, suffering
injuries that require medical attention, seeing There are many ways to measure stress. For
casualties (Nisenbaum, Barrett, Reyes, & example, researchers can administer paper-
Reeves, 2000), or handling human remains and-pencil or computerized surveys, such as
(McCarroll, Ursano, & Fullerton, 1993). To be the Clinician-Administered PTSD Scale, to de-
considered PTSD, symptoms must be present termine individuals’ psychological states. Stress
for more than one month (to rule out Acute can also be measured via physiological appara-
Stress Disorder), and the disturbance must tuses that capture stress markers such as
cause clinically significant distress or impair- breathing rate, heart rate, and skin temperature.
ment in social, occupational, or other important Luckily, some battlefield stressors can be
areas of functioning. Major symptoms of PTSD treated with non-invasive measures. For exam-
consist of a persistent reexperience of the trau- ple, sleep loss, a typical byproduct of the quick
matic event, avoidance of stimuli associated tempo in the battlefield, can be monitored using
with the trauma, numbing of general respon- a wrist-mounted actigraph and treated with hyp-
siveness, and increased arousal (i.e., difficulty notics, phase delay light therapy, or strategic
sleeping, anger, irritability). Danckwerts and naps. Increased physical activity is also recom-
Leathem's (2003) PTSD review shows that the mended for everyone aiming to feel better. Le-
severity of PTSD symptomatology is influenced duc, Caldwell, and Ruyak (2000) found that
by the extent or gravity of the actual exposure while the alerting effects of exercise were short
to the stressful event (e.g., the sudden unex- lived, short but vigorous bouts of exercise
pected death of a loved one carries a risk of placed during the circadian ebbs actually
14% for triggering PTSD, while combat, bomb- helped the participants “get over the hump."
ing, or mass violence has a risk factor as high However, treating extreme stress (i.e., PTSD) is
as 20–40%). Individuals with PTSD report not that easy. Research shows that only 44% of
symptoms related to cognitive impairment such those individuals who enter psychotherapy
as an inability to think, concentrate, or make “significantly improve” (Bradley, Greene, Russ,
decisions. They may appear easily distracted or et al., 2005). Psychological debriefing (PD),
complain of memory difficulties (Amer. Psych. designed to mitigate acute distress and prevent
Assoc., 2002). long-term psychopathology, is undergoing in-
tense scrutiny. Some critics question its efficacy
In addition to deployment and battlefield stress, (McNally, Bryant, & Ehlers, 2003), while others
Warfighters experience job-related stressors claim it may increase the risk of developing
such as work overload, time demands, uncer- long-term psychological symptoms following
tainty, and poor leadership that can decompen- traumatic events (McFarlane, 1986). Critical
sate in sub-clinical emotional states of anxiety incident stress debriefing (CISD) is also used to
and fear. For example, under conditions of high help Warfighters manage stress upon returning
workload, individuals tend to experience anxiety home or immediately after a traumatic expo-
because of an inability to cope with work re- sure, but has received mixed empirical support
quirements (Bliese & Stetz, in press) and indi- (Kavanagh, 2006). While most recipients of
vidual performance declines. Unpredictability at psychological debriefings report feeling better
work has also been shown to lead to low per- or that the debriefing was helpful, there is not a
formance. Warfighters tend to report higher per- clear or robust relationship to either mitigation
formance and well-being when predictability/ of psychological symptoms or functional out-
certainty at work is high (Fleming, O’Keeffe, & comes. Ironically, this approach is currently
Baum, 1991). Organizational constraints (i.e., used extensively in the military, law enforce-
lack of equipment) have also been associated ment, fire fighting, emergency rescue, and air-
with lower satisfaction (Spector & Jex, 1998; line industries. Drugs, or antidepressant medi-

52
STETZ ET AL.

1 2

3 4

Figure 1-4. Photos of Data Collections During Virtual Reality- Stress Inoculation Training: (1) Male
Participant and Researcher in Lab Setting; (2) Male Participant and Researcher in Afghanistan; (3)
Female (Stetz) Participant and Researcher in the VRMC; and (4) Medical Female in USAARL’s B-
HIVE (Battlefield Highly Immersive Environment).

cations (i.e. selective serotonin reuptake inhibi- Training (SIT) is a prevention strategy that aims to
tors), rarely yield better than a 40% reduction in mitigate the negative effects of psychological
the Clinician-Administered PTSD Scale scores, stressors in healthy individuals. Its foundation
and most patients will still meet criteria for dates back to Wolpe’s work on cognitive/
PTSD at the end of their treatment trial behavioral stress-coping training in the early
(Hamner, Robert, & Frueh, 2004). 1970’s. The cognitive-behavioral preventive ap-
proach, which is central to SIT, has been imple-
It is often said, “An ounce of prevention is worth a mented in military, medical, and other settings.
pound of cure.” This saying rings true with regard SIT attempts to immunize an individual from react-
to stress casualties. The Department of Defense ing negatively to stress exposure (Abramson, Met-
(DoD) is earnestly looking for ways to prevent and alsky, & Alloy, 1989). The individual and the
treat Warfighters’ mental health problems like stressful condition must be identified a priori
PTSD. DoD asks all units to complete health (Adams, 2005). Gradual and repeated stress ex-
questionnaires before (DD Form 2795) and after posure desensitizes individuals to stimuli that may
(DD Form 2796) deployments. However, both of impede performance and produce psychological
these surveys only ask a few questions concern- trauma (Wiederhold, Bullinger, & Wiederhold,
ing mental health. Furthermore, most questions 2006), decreasing the probability of future
are asked upon redeployment back home. There- negative responses (Driskell & Johnston, 1998).
fore, there is limited pre-deployment screening That is, through successive approximations,
effect. Moreover, units do not tend to follow the individuals build a sense of expectancy that is
same process as prescribed by DoD (Centers for integrated into positive cognitive appraisal,
Disease Control). Stress Inoculation [exposure] providing a greater sense of mastery and

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

confidence or “self-efficacy.” The rationale for PTSD. A group of 106 male British soldiers pre-
stress-reduction is based on the premise that the paring for a 6-month tour of duty in Bosnia re-
availability of information or pre-exposure to the ceived a combination of pre-deployment stress
stress reduces the novelty of stressful tasks. SIT, training and PD. The study demonstrated a
therefore, increases the likelihood of a positive drastically reduced incidence of PTSD and
expectation and greater sense of predictability and other psychopathology, approximately 10 times
control with a consequent reduction in both less than figures reported from other military
physiological and emotional reactivity. samples (Deahl, Srinivasan, Jones, et al.,
2000). Saunders et al. (1996) conducted a
Saunders et al. (1996) offer the following find- meta-analysis of SIT studies to determine the
ings regarding the effectiveness of SIT effect of such training on subjective (anxiety)
(Abramson, Metalsky, & Alloy, 1989): the and objective (performance) measures. They
greater the number of training sessions the bet- found a strong overall effect for SIT to reduce
ter (Adams, 2005); there is no difference in ef- performance anxiety (anxiety resulting from en-
fect for laboratory and field (not necessarily bat- gaging in a task). They also found a moderate
tlefield) interventions; SIT is more effective for effect for reducing state anxiety (anxiety that is
state anxiety if used with small groups while not necessarily task-related) and increasing
more effective for performance anxiety if used performance. Their results are similar to Driskell
with larger groups; and finally, (Banderet & and Johnston, (1998) who studied over-
Russo, 2005) SIT programs using imagery learning. Stahl (2004) notes that both SIT and
components are more effective at reducing per- stress management approaches have been
formance anxiety than those that do not use studied extensively, and overall, these two ap-
imagery, unless the latter uses behavioral prac- pear to have a positive effect on subjective
tice in coping. Meichenbaum (1985) states that measures of stress and anxiety prior to and dur-
SIT’s success is also dependent upon employ- ing performance.
ing stress-coping training-features and instruc-
tional design. Adaptive coping strategies and BATTLEFIELD STRESS, VR, AND PER-
their associated appraisals could act as a mod- SONAL CHARACTERISTICS
erating buffer against stress-induced impair-
ment. Coping skills, such as combat breathing, Even though battlefields are very stressful,
can first be taught in a safe environment. After some Warfighters decompensate more than
the basic skill is taught, the individual can be others. For example, Killgore, Stetz, and others
asked to perform the skill in a more vivid envi- (2006) compared Soldiers who had been de-
ronment. Vividness is an important component ployed (to either OEF or OIF) with those who
of the SIT approach and it must be controlled, had not been deployed. They found that (in
allowing individuals to gradually adapt to stress- consonance with theories of stress reaction,
ors and learn how to cope. repression, and somatic amplification) combat-
experienced Soldiers reported limited affective
With recent advances in virtual reality (VR), the complaints, but greater somatic complaints than
technology leads itself quite well to be used in Soldiers without combat experience. Also, in
SIT. Stressors can be systematically added regards to gender, during a recent interview by
and vividness can be increased as the individ- Elias (2005), a researcher reported finding no
ual habituates. Military personnel can train in statistically significant PTSD symptoms differ-
virtual environments (i.e., an Iraqi village, a ence between males (11%, n = 300) and fe-
shoot house, or a ship) where simulations can males (12%, n = 50) in a sample of Warfighters
be viewed on desktops, laptops, through a holding violence-prone support jobs (medics,
head-mounted display, or as a one- or three- mechanics, and drivers). Interestingly, Foa et
wall CAVE projection system. The training is al. (1999) had previously reported that approxi-
then transferred to real-world exercises in struc- mately 20% of females and 8% of males who
tures designed specifically for tactical training. had been exposed to traumatic events did de-
VR-SIT is consistent with a current emphasis velop PTSD symptoms. Some researchers sug-
on embedding training in Warfighters’ systems. gest that females might be less likely to be ex-
There is some evidence that SIT can reduce posed to adverse stressful events but more

54
STETZ ET AL.

likely to develop PTSD, if exposed. Thus, an time than women, but there was no statistical
overall greater prevalence of PTSD in females difference between the genders in the number
(10% vs. 5% in males; Kessler et al., 1995) can of errors and unnecessary movements. They
be accounted for by a significantly greater vul- also found that subjects with a right hand domi-
nerability to develop PTSD after exposure. Fe- nance made fewer errors, fewer unnecessary
males also seem to have a longer course of movements, and had an overall trend of better
illness than males with a median time to remis- results in terms of time and errors overall. Sub-
sion being 35 months for females compared to jects who reported use of computer games
9 months for males (Breslau, Davis, Andreski, & made fewer errors than nonusers. Finally, age
Peterson, 1997). It is widely known that in the de- is another important demographical variable to
velopmental stages of childhood, male children consider. Schultz and Schultz (2003) studied
are often encouraged not to show their feelings, the affects of age on stress levels as they relate
while females are encouraged to do the opposite. to overall performance and found that age did
It is possible that women may not be experiencing not directly affect stress levels of the subjects
PTSD more often than men, they are just more during an evaluation. Montoya et al. (2003)
likely to come forward and seek help. Moreover, studied the characteristics of drug users who
animal models show no difference in stress reac- were diagnosed with PTSD. They studied age,
tions between sexes. Incidentally, Campbell and race, gender,and income as the independent
Elison (2005), claim their studies on coping re- variables and found that people with a higher
ported that Long-Evans’ rats, when exposed to income were more likely to develop PTSD. Ad-
stressful situations, showed no significant differ- ditionally, they found that young females were
ence between genders. Specifically, they found in a higher risk of PTSD than older females.
that the main difference between genders was
that female rats had higher recovery cortisol levels CONCLUSION
than males.
The above review shows that there is some
Participant’s characteristics are also important research suggesting demographical differences
factors to consider when analyzing stress data when studying stress and using VR. The pur-
in VR studies. MacCluskie (1998) suggests that pose of the present paper is to share with read-
eye movement desensitization and reprocess- ers that The United States Army Aeromedical
ing may elicit differential treatment effects Research Laboratory (USAARL) is conducting a
based on client variables that have yet to be pilot study on genders’ vulnerability to stress,
identified. Furthermore, Cheung (2002-2003) and “VR-SIT” usefulness. Given the premise
found from a study of male and female reac- that males typically grow-up being exposed to
tions to stress in a VR setting that there is no more stressful situations than females (Bridget,
significant difference in subjective symptoms 1999), and the reported difference when using
rating and blood flow measurements between VR technology (courtesy of the Virtual Reality
the sexes. It was found, however, that data sug- Medical Center), we predict that females will yield
gested that females may be more inclined to higher stress markers than males. We will capture
admit discomfort, as indicated by their re- stress-related data by using the Multiple Affect
sponses to a survey of motion sickness history Adjective Check List-Revised (MAACL-R) survey
prior to the experiment. Park and Hu (1999) (courtesy of the Army Research Laboratory
also found that while women reported a higher (ARL)), a physiological apparatus to capture heart
incidence of motion sickness history, the sever- rate, and an amylase test created by the North-
ity of symptoms of motion sickness while view- western University in collaboration with ARL—all
ing a rotating optokinetic drum were not signifi- measures that provide immediate on-site data.
cantly different. Klosterhalfen et al. (2005) sug- This stress data will be collected before, during,
gest that susceptibility to motion sickness is and after the participants navigate VR scenarios.
affected by not only gender but also ethnic ori- We also predict that females will respond faster to
gin. Also, Grantcharov et al. (2003) compared the coping strategies than males, and that males
the impact of hand-dominance, gender, and will be looking for those scenarios where they can
experience with computer games on perform- more actively participate (i.e., shoot the enemy).
ance in virtual reality laparoscopy. They found
that men usually completed the tasks in less

55
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

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CONTACT

Melba C. Stetz, Ph.D.


United States Aeromedical Research Laboratory
P.O. Box 620577
Fort Rucker, AL, 36362
Phone: 334-255-6899
Fax: 334-255-6937
Cell: 334-498-1336
E-mail: melba.stetz@us.army.mil

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

The virtual classroom: An ecological version of the continuous performance test –


A pilot study
G. Moreau, Ph.D Candidate1, M-C. Guay, Ph.D.1, A. Achim, Ph.D.1, A. Rizzo, Ph.D.2,
P. Lageix, M.D.3
1
University of Quebec in Montreal
2
University of Southern California
3
Rivière-des-Prairies Hospital.

INTRODUCTION

Attention Deficit Hyperactivity Disorder (ADHD) tive and valid measure for the assessment of
is one of the most common psychiatric disor- ADHD with or without the presence of comor-
ders of childhood (NIH, 1998). Teacher and par- bidity, but lacks specificity. Börger & van der
ent rating scales are often used to assess Meere (2000) noted that, during CPT perform-
ADHD symptoms (Barkley, 1991). Yet there is a ance, children with ADHD tend to look away
trend in the increased use of cognitive meas- from the monitor; this relevant behaviour is typi-
ures as an adjunct to subjective rating scales to cally lost in the assessment process using
enhance diagnostic decision-making (Barkley, flatscreen stimulus delivery.
1991; Berlin, Bohlin, Nyberg, & Janols, 2004).
Research on ADHD suggests that assessment It was demonstrated that most current labora-
should be accomplished through a multi-method tory methods for assessing ADHD symptoms
procedure (Barkley, 1998; Guay, Parent, & have a low to moderate degree of ecological
Lageix, in press). validity, with some proving to be clearly unsatis-
factory (Barkley, 1991). Ecological validity refers
The Continuous Performance Test (CPT) is one to the degree to which measurement results
of the most frequently used tasks in the clinical represent the actual target behaviours as they
assessment of ADHD (Rapport, Chung, Shore, occur in real life settings (Barkley, 1991). Direct
Denney et al., 2000). There are several ver- observations of behaviour in its natural setting
sions of the test. Generally, the child is asked to would represent a highly ecologically valid
sustain his attention and react to the presence measure. In contrast, weak ecological validity is
of targets while ignoring distracters. A large represented by a measure of behavior that is
multi-site study compared the performance of unlikely to be encountered in a real life setting,
498 children presenting with ADHD according to as is exemplified by traditional CPTs (Barkley,
gender and type of comorbidity on a CPT and 1991). The closer the measure is to direct ob-
ratings scales (Newcorn, Halperin, Jensen, servation in a natural setting, the more ecologi-
Abikoff et al., 2001). It was found that inatten- cally valid its results should be.
tion and impulsivity errors on the CPT were high
in all ADHD subgroups, but dominant error type Since direct observation of behaviour is time
on the CPT and ratings differed with respect to consuming, expensive, and prone to the influ-
comorbidity and gender. Children with ADHD ence of subjective judgment, an alternate
and conduct disorder were more impulsive on means of assessing behaviour is desirable. Vir-
both types of measures. Children with ADHD tual reality (VR) offers an elegant solution. At-
and anxiety disorders appeared more inatten- tention abilities have been addressed using VR
tive on ratings only. Girls’ performance was less (Wann, Rushton, Smyth & Jones, 1997; Rizzo,
impaired than boys’ performance on most rat- Buckwalter, Neumann, Chua, et al., 1999), and
ings and on several CPT indices, particularly has shown promising results in the assessment
impulsivity. Girls with ADHD and anxiety made of ADHD symptoms in children (Rizzo, Bowerly,
fewer impulsivity errors than girls with ADHD Buckwalter, Klimchuk, et al., 2006), in the as-
only. It was concluded that the CPT is a sensi- sessment of driving abilities of teenagers and

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

adults presenting with ADHD (Barkley, 2004), etc.). Attention performance in the VR Class-
and in the treatment of ADHD symptoms (Cho, room, like for other CPT measures, is quantified
Ku, Jang, Kim, et al., 2002). VR offers the clear in terms of reaction times and its standard error
advantage of placing the participant in a realistic and of commission and omission errors. While
environment. Yet, it remains a test and, to the task is performed, a head tracking device
some extent, carries the limitation, in terms of monitors movements, documenting to what ex-
ecological validity, of being more attractive and tent the child turns away from the stimulus deliv-
playful than corresponding real-life situations for ery location.
many children.
Objectives of this pilot study
In using VR for the assessment of ADHD symp- 1. Compare performance from children diag-
toms, research results (Rizzo et al., 2006) indi- nosed with ADHD and children in a control
cate that children with ADHD, compared with group on the VR Classroom test, including
normal controls, have slower correct hit reaction head movement measures.
times (RT), higher RT variability, and more 2. Determine if the cognitive profile of children
omission and commission errors. While effect with ADHD outlined by the traditional CPT
sizes (d) for variables derived from traditional corresponds to the one outlined by the VR
CPT and other psychological tests seldom ex- Classroom (ecological CPT).
ceed 1.0 (Frazier, Demaree & Youngstrom, 3. Compare performance on the VR Class-
2004), these effect sizes from the VR CPT room to a standard neuropsychological bat-
ranged from 1.05 to 2.07, the highest one being tery on variables of commission and omis-
obtained on the number of omissions. The task sion errors, reaction time (RT) and its stan-
used by these researchers consisted of a CPT dard error and determine ecological validity
presented on a chalkboard within a virtual class- according to Barkley’s criteria (1991).
room environment. Two conditions were used,
with and without distracters, and results were RESEARCH METHODOLOGY
equally or more significant in the distraction
condition. Such impressive effect sizes certainly Participants: Twenty-two participants (15 boys
justify further studies. Currently, large effect with ADHD and 7 boys in a comparison group)
sizes are only obtained from questionnaires, all aged between 9 and 13. Boys with ADHD
with d values ranging from 1.3 to 3.7, depending were recruited from the Montreal area through
on the questionnaire (Green, Wong, Atkins, various health agencies and Rivière-des-
Taylor et al., 1999). This, however, is partly tau- Prairies Hospital. Boys in the comparison group
tological since the diagnosis of ADHD is explic- were unaffected siblings of participants with
itly based on testimonies from parents and ADHD. Both groups were tested with the VR
teachers concerning specific behaviours also Classroom, standard neuropsychological tests,
investigated by the questionnaires. and parent ratings on behavioural question-
naires. ADHD-diagnosed participants were
The VR Classroom is a computer-based pro- tested prior to taking their daily medication and
gram that uses a head mounted display (HMD) tests were not repeated if recent administration
to deliver both visual and auditory stimuli within results were already available in medical chart
a simulated classroom virtual environment. (less than six months).
Within the VR Classroom, a CPT designed to
test attention in school-aged children is adminis- VR Classroom procedure: Participants sat on a
tered. The child is immersed in a 360-degree standard “school chair,” wearing the HMD dis-
classroom environment and presented with a playing the interior of a classroom. The scenario
standard A-K CPT on a chalkboard at the front consisted of a standard rectangular classroom
of the class. This task requires children to hit a environment containing four rows of desks, a
response button whenever they see an A-K se- teacher’s desk at the front, a chalkboard across
quence of letters appear over a six minute pe- the front wall, a female virtual teacher between
riod. During the assessment, visual and auditory the desk and chalkboard, nine virtual children
distracters are presented (i.e. ambient class- seated at desks around the participant, a large
room and hall noise, movement of virtual class- window on the left side wall looking out onto a
mates, activity occurring outside the window, street with moving vehicles, and a pair of door-

60
MOREAU ET AL.

ways, one at each end of the wall facing the win- (Brickenkamp & Zillmer, 1998) on omission and
dow, through which activity occurred. The techni- commission errors variables; Strength Difficul-
cian then instructed the participant to spend a ties Questionnaire (SDQ; Goodman, 1997)
minute looking around the room and naming ADHD and total problems subscales, ADHD
various objects observed. The participant was Rating Scale-IV (DuPaul et al., 1998) total prob-
provided with a one-minute practice of the vir- lem subscale and Achenbach System of Empiri-
tual task before actual testing started. The vir- cally Based Assessment (CBCL; Achenbach &
tual teacher then warned the participant that the Rescorla, 2001) ADHD and total problems sub-
testing proper was about to start and instructed scales. VR-CPT was administered at the end of
him to view a series of letters appearing on the the 40-minute assessment period.
chalkboard and to hit the left mouse button only
after he viewed the letter “K” preceded by an RESULTS
“A” (successive discrimination task) and with-
hold their response to any other stimulus letter. Side effects
This A-K version of the CPT consists of the let- No significant side effects were observed in ei-
ters A, B, C, F, G, H, I, J, K, L, S, T, U, V, X, Y ther group, based on post VR testing using a
and Z. The letters are white on a green back- cybersickness questionnaire (Laboratoire de
ground (virtual chalkboard) presented at a fixed Cyberpsychologie, 2002).
position directly in front of the child. The stimuli
remained on the screen for 150ms, with a fixed VR Classroom performance
1200ms stimulus onset asynchrony. Three hun- − Independent samples one-tailed t-tests
dred stimuli were presented in the six minutes (with 20 degrees of freedom) were done to
task. The target letter K (correct hit stimulus) compare performance of both groups on
and the letter K without the A (incorrect hit various variables of the VR Classroom. It
stimulus) each appeared with equal probability was found that:
of 10%. The letters A and H both appeared with − Participants with ADHD made significantly
a frequency of 20%. The remaining fourteen more omissions than participants in the
letters occurred with equal probability. Stimuli comparison group (mean raw: 27 omissions
occurred in the presence of mixed 3D immersive versus 8; t=3.426, p=0.0015; after log trans-
audio and visual distracters. Distracters consisted form to correct positively skewed distribu-
of (a) pure auditory: constant ambient classroom tions: t=2.968, p= 0.011, d= 1.36).
sounds (i.e., whispering, pencils dropping, chairs − RT variability (standard error) was signifi-
moving, etc.), (b) pure visual: paper airplane flying cantly higher for children with ADHD
directly across the participant’s field of view (182ms versus 135; t=1.758, p<0.05; after
(occurring three times throughout the 6-minute log transform to correct negatively skewed
task), (c) mixed audio and visual: cars and school distributions: t=1.986, p=0.031, d=0.91).
buses “rumbling by” outside the window on the left − The ADHD group had slower RT (568ms
(occurring three times each), and a virtual person versus 544ms) and made more commis-
coming in and out of doors on the right side of the sions errors than the comparison group but
classroom, with sounds of the door “creaking these differences were not significant.
open,” footsteps, and hallway activity (occurring
once). Reaction time, response variability, and Traditional CPT
commission and omission errors were used as Independent samples one-tailed t-tests were
performance measures, while the tracking device done to compare the performance of the ADHD
on the HMD was used to monitor head movement. and comparison groups on the Conner’s CPT
on equivalent variables reported for the VR
VR performance was also compared with re- Classroom:
sults from standard neuropsychological tests: − Children with ADHD presented significantly
Color-word interference Test (Stroop; DKEFS, more omission errors than children without
2001) conditions 3-inhibition and 4-flexibility, on ADHD (mean: 41 omissions versus 7;
total errors variables; CPT-II (CPT; Conners, t=3.844, p=0.0005, d=1.76; no transforma-
2000; lasts 15 minutes; task is to inhibit re- tion required).
sponse to letter X) on RT, RT standard error, − The ADHD group had significantly longer
omission and commission errors variables; d2 RT (518ms versus 356ms; t=4.406,

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

p=0.00013, d=2.02). longer distinguish the groups (F=0.360,


− The RT had significantly higher standard p=0.555) but the CPT RT standard error
error of the mean in the ADHD group (26ms variable still did (F=27.895, p<0.0005).
versus 8; t=5.767, p=0.000006; after log
transform to correct positively skewed distri- VR Classroom and neuropsychological tests
butions: t= 6.164, p=<0.0001, d=2.82). Univariate analyses of covariance were also
− Commission errors were exactly the same done to compare equivalent variables of VR
for both groups (26 commissions). Classroom and neuropsychological tests, after
verifying that slopes were homogeneous.
VR Classroom head movements − When possible shared variance between d2
Independent samples one-tailed t-tests were and VR Classroom omissions was re-
done to compare head movement of both moved, the earlier significant variable, the
groups during the VR Classroom: RV omission, still significantly distinguished
− The amplitude of head movement from side the two groups (F=15.628, p=0.001) but the
to side (Yaw: farthest left to farthest right) of d2 omission variable no longer distin-
participants from the ADHD group was sig- guished them (F=0.009, p=0.927).
nificantly higher than in controls (Yaw: 154 − Similarly with the Stroop total errors on the
degrees versus 42; t=4.462, p=0.0005, inhibition condition, when possible shared
d=2.04). variance was removed, the RV omission
− Amplitude of head movement up and down variable still significantly distinguished the
(Pitch: farthest position looking up to far- two groups (F=14.282, p=0.001) but not the
thest down) in the ADHD group was signifi- other variable (F=0.154, p=0.699).
cantly higher than in the comparison group − VR omission variable and total errors on
(Pitch total absolute amplitude: 74.96 de- flexibility condition of the Stroop test had
grees versus 28.5; t=3.752, p=0.001; after significantly different slopes in the two
log transform to correct positively skewed groups. Analysis of covariance was there-
distributions: t= 3.547, p= 0.001, d=1.62). fore not done.
− VR commission compared to d2 commis-
VR Classroom and CPT sion and total errors of the Stroop test did
Univariate analyses of covariance (with degrees not significantly distinguish the two groups,
of freedom 1 and 19) were done, after verifying once the shared variance was removed.
that the slopes were homogeneous across
groups, to assess the unique contribution of VR Classroom and parent ratings
equivalent variables from both tests to discrimi- Bivariate one-tailed Pearson correlations on
nate between the two groups. A significant various behavioural ratings filled by parent and
group difference remaining once the corre- significant RV variables (as determined by t-
sponding variable from the other test is taken tests) were obtained for the ADHD group only
into account indicates that the test reveals infor- (since boys of the comparison group obtained
mation relevant to group difference that is not scores near 0 on all three ratings). Significant
already provided by the other test. correlations (based on 13 degrees of freedom)
− When possible shared variance between were observed:
both variables was removed, the RV omis- − Between VR Classroom omission errors
sion variable still significantly distinguished and both SDQ scales (ADHD scale, r=0.69,
the two groups (F=10.253, p=0.005), but the p=0.002; Total problems scale, r=0.602,
CPT omission variable no longer distin- p=0.009).
guished them (F=2.761, p=0.113). − Total absolute Pitch amplitude of head
− When possible shared variance was re- movement with the SDQ ADHD scale
moved, the earlier significant variable on t- (r=0.602, p=0.009) and CBCL ADHD (DSM)
test, CPT RT still distinguished the two scale (r=0.508, p=0.027).
groups (F=18.507, p<0.0005). − Total absolute Yaw amplitude of head
− Finally, when possible shared variance was movement and SDQ ADHD scale (r=0.460,
removed, the earlier significant variable on p=0.042).
t-test, RV RT standard error, could no

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MOREAU ET AL.

DISCUSSION groups: The present study included a group


of non-ADHD boys. Larger studies need to
The first objective of the pilot study was to com- include several clinical comparison groups.
pare performance from children diagnosed with 2. Correlation with assessments that have pre-
ADHD and from children in a control group on viously established ecological validity: Few
the VR Classroom test, including head move- neuropsychological tests meet the criteria.
ment measures. The study partly replicates re- To do so, performance on such measures
sults obtained with a previous form of the VR ought to be correlated with observation in
Classroom (Rizzo et al., 2006) on the omission similar real life settings. An experimental
and RT variability scores (children with ADHD measure of a spelling test in a simulated
made significantly more omission errors and real life classroom was done with boys of
their RT varied more over the test than children the ADHD group but results are yet to be
without ADHD). Results for head movements compiled and analysed. Results obtained
were not reported previously (children with on VR Classroom did correlate with tradi-
ADHD have wider amplitude of head movement tional neuropsychological tests on equiva-
either up and down or from side to side). This lent omission variable and added new infor-
study, however, did not replicate the group dif- mation regarding the variable, as outlined in
ference in mean RT and in commission errors. the covariance analyses.
The previous version lasted for a total of 20 3. The assessment shows similar directional
minutes compared to 6 minutes for the present changes as that of the ecological criterion
version. The 20-minute version is evidently when exposed to experimental manipula-
more strenuous in terms of sustained attention tions known to affect the criterion, such as
compared to the 6-minute version. The differ- medication: This condition was not included
ence in duration might explain the generally lar- in the present study.
ger effect sizes obtained with the first version of 4. Correlations between the assessment and
VR Classroom (Rizzo et al., 2006). ecological criterion such as caregiver rat-
ings: Results of the VR Classroom were
The second objective of the study was to deter- compared with various parent ratings for
mine if the cognitive profile of children with which ecological validity have been estab-
ADHD outlined by the traditional CPT and VR lished in previous studies. High correlations
Classroom (ecological CPT) differed or not. It were found between some VR variables
seems that the VR Classroom is efficient in dis- (omission errors and pitch and yaw total
tinguishing boys with ADHD from those without amplitude of head movement) and some
on a few traditional variables of continuous per- SDQ and CBCL subscales (parent ratings).
formance tasks (omission and variability of RT).
Traditional CPT appears more efficient in distin- This being a pilot study, there are limitations to
guishing both groups if compared on similar take into account for future studies. First, the tradi-
variables. Since the standard CPT results, tional CPT used does not assess the same skills
taken from the patient records, contributed to a as the VR CPT, as determined by covariance
positive diagnosis of ADHD, the CPT effect analyses. Conners’ CPT is a measure of the ability
sizes are likely biased positively. For that rea- to inhibit a response and to adjust in a changing
son, the contribution of one test to discriminate rhythm in answering. On this respect, the VR CPT
the groups beyond what the other test contrib- is closer to the Gordon Diagnostic System (GDS;
utes is more relevant to appreciate the respec- Gordon, 1983), which measures the ability to react
tive merits of the two tests. It turns out that the to a specific stimulus when stimuli are presented
VR Classroom more often contributes new infor- at a fixed rate. Also, the VR Classroom used here
mation than does the traditional CPT. is shorter in duration (6 minutes) than most tradi-
tional CPT (around 15 minutes). Performing longer
The final objective of the study was to compare tasks demands further mental effort from the par-
the VR Classroom performance to neuropsy- ticipant. Duration might have an effect on the ef-
chological tests and determine ecological valid- fect sizes (d values) obtained since the longer ver-
ity. To establish ecological validity, Barkley sion of the VR Classroom (version 1) obtained
(1991) recommends four sources of evidence. higher effect sizes. Future versions of the test
1. Difference between ADHD and control should take this observation into consideration.

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

The number of participants in both groups was The virtual classroom is in its second version
limited. Only two types of participants were and early in its development. Future changes
compared, those with ADHD and the compari- should consider returning to a longer duration,
son group without ADHD. It would have been and possibly embedding other attention tasks.
relevant to measure the specificity of the VR The VR CPT sensitivity, specificity, and ecologi-
Classroom relative to traditional CPT’s, knowing cal validity in discriminating ADHD participants
that they lack the ability to discriminate between from non-ADHD have yet to be established in
various clinical groups (Berlin et al., 2004; larger scale research
McGee, Clark & Symons, 2000; Riccio & Rey-
nolds, 2001). The particular combination of REFERENCES
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Diagnosis and Treatment of Attention Deficit Newcorn, J. H., Halperin, J. M., Jensen, P. S.,
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A study of Active Navigation and Object Recognition in Virtual Environments

J. Hahm, M.A.1, K. Lee, M.A.2, S-L. Lim, M.A 2, S-Y. Kim, B.A.2, H-T. Kim, Ph. D.2, J-H. Lee, Ph. D.1
1
Department of Psychology, Chung-Ang University, Seoul, Korea
2
Department of Psychology, Korea University, Seoul, Korea

Abstract: We investigated the importance and efficiency of active and passive exploration on the
recognition of objects in a variety of virtual environments (VEs). In this study, 54 participants (19
males and 35 females) were randomly allocated into one of two navigation conditions (active and
passive navigation). The 3D visual display was presented through HMD and participants used key-
board to navigate VEs in active navigation condition. The VEs consisted of exploring four rooms
(library, office, lounge, and conference room), each of which had 15 objects. ‘Active navigation’ was
performed by allowing participants to self-pace and control their own navigation within a predeter-
mined time limitation for each room. ‘Passive navigation’ was conducted by forced navigation of the
four rooms in random order. Total navigation duration and objects for both navigations were identical.
After navigating VEs, participants were asked to recognize the objects that had been in the four
rooms. Recognition for objects was measured by response time and the percentage of hit, miss, cor-
rect rejection, and false alarm responses. Those in the active navigation condition had a significantly
higher percentage of hit responses (t (52) = 4.000 p < 0.01), and a significantly lower percentage of
miss responses (t (52) = –3.763, p < 0.01) in object recognition than those in the passive condition.
These results suggest that active navigation plays an important role in spatial cognition as well as
providing a better explanation about the efficiency of learning in a 3D-based program.

INTRODUCTION

In recent years, 3D-based simulated programs spatial knowledge. In general, the visual infor-
that people can interact with and explore in real mation that can be used to memorize and to
time are popularly referred to as virtual reality or recognize, which is essential for learning in vir-
virtual environments (Willson, 1992). Their po- tual environments, can be acquired in a variety
tential benefits as training media for optimizing of ways; it can be obtained both in the course of
environment–human behavior interactions have active navigation of an environment and during
been accepted for many years: for example, in passive one. In addition, one factor that may
flight simulation (Kalawsky, 1993), battle-field promote learning in both real and virtual envi-
training (Johnson & Wightman, 1995) and train- ronments is the user’s type of navigation
ing for disabled children and adults (Wilson, (Wilson, 1999). Evidence from real world experi-
Foreman, & Tlauka, 1996;1997). Specifically, ments generally suggests that active navigation
there has been growth in the interest in VEs as is necessary for effective orientation and way-
tools for acquiring spatial knowledge of a novel finding (Appleyard, 1970; Hazen, 1982; Cohen
environment (Peruch & Gauthier, 1998); these & Cohen, 1985). The demonstration of spatial
interaction systems appear to have significant competence in experimental settings seems to
potential as aids to human learning. For exam- occur most efficiently when the subject has
ple, exposure to VEs was effective in training freely navigated the testing environment. Thus,
people to find their way along a specific route as suggested in previous studies, self-
through a large office block (Witmer, Bailey, produced, voluntary movement in space may be
Knerr, & Parasons, 1996) and firefighters could necessary for the construction and use of spa-
apply route knowledge learned in a VE to a tial representations (Bertenthal & Campos,
mock rescue in the real world(Bliss, Tidwell, & 1987; Larish & Andersen, 1995). In addition to
Guest, 1997). Evidence from these results the findings on active versus passive navigation
clearly shows that VEs offer advantages to in experimental settings, evidence from real
training with actual equipment and environ- world experiments suggests that active naviga-
ments, and have ecological validity for acquiring tion is necessary for good orientation. For ex-

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ample, a study of hundreds of city inhabitants recruited at K University in Korea. Nineteen


using different types of navigation in an urban (35.2%) were males and 37 (64.8%) were fe-
area found that car passengers learned less males; mean ages were 24 years (SD = 2.13)
than automobile drivers about the layout of a and 22 years (SD = 2.45) respectively. All par-
town route (Appleyard, 1970). There was also a ticipants gave written consent.
small but significant advantage in wayfinding
ability following active navigation of a VE com- Instruments and measures
pared with a condition in which participants pas- The virtual environments were created using the
sively watched a prerecorded route through the Direct X, Pentium IV PC, with an Open CL Ac-
environment (Peruch, Vercher, & Gauthier, celerator VGA card. The 3D visual display was
1995). These results imply that active naviga- presented through an Olympus FMD-250W
tion plays an important role in determining how Head Mounted Display (HMD) with resolution of
vision is used to assist spatial knowledge and 800 x 600 pixels. The virtual environments con-
learning. However, not all studies have shown sisted of four rooms (library, office, lounge, and
superiority of activity over passivity (Ito & Ma- conference room). Participants were required to
tsunaga, 1990; Gaunet, Vidal, Kemeny, & Ber- complete a demographic form and a Simulator
thoz, 2001). There has been a failure to find a Sickness Questionnaire (Kennedy, Lane, Ber-
beneficial effect of active exploration on orienta- baum, & Lillienthal, 1993) designed to measure
tion in VEs. Moreover, a recent study compared the incidence of simulator sickness symptoms in
experimental conditions which were active, pas- a variety of task performance environments.
sive, and snapshot, in directing exploration us-
ing a driving simulator (Gaunet et al., 2001). Procedure
The active and passive exploration conditions Before the experiment, participants were asked
led to similar performances for path memory but to complete and return their demographic ques-
the snapshot exploration condition resulted in tionnaire. Participants were randomly divided
lower performance. There were no differences into one of two VE navigation conditions; 22
in performance between the active and passive were in the active navigation group and 32 were
exploration, although continuous visual stimula- in the passive navigation group. The VE con-
tion was essential for the acquisition of spatial sisted of four rooms (library, office, lounge, and
abilities. These inconsistent results suggest that conference room), and each room had 15 ob-
factors such as the amount of attention directed to jects (total of 60 objects). The rooms were iden-
the task and the kinds of information available may tical in size. The participants in the active navi-
influence the active-passive navigation (Flach, gation group were shown how to move around
1990). In other words, these studies have failed to the virtual environment using the HMD and key-
show a superiority of active navigation in VEs; the board and asked to explore at their own pace
driving simulator environment was limited in its within the predetermined time limitation for each
ability to test exact spatial abilities and the amount room. Participants in the passive navigation
of attention in active and passive conditions were group passively explored the four rooms in ran-
not identical (e.g., only the participants in the ac- dom order. During the passive navigation, each
tive navigation condition were limited to the visual target object was presented for 2000 ms without
and tactile simulated apparatus). In the present motion, and the Inter-Stimulus Interval (ISI) be-
study, therefore, we examine the role of active tween objects was 5000 ms. The total duration
navigation in the efficient acquisition of spatial of navigation was limited to 125 s and objects
knowledge, and further investigate the relative presented in both conditions were identical. Af-
effectiveness of active navigation and passive ter navigation, all participants were asked to
navigation by controlling for the previously men- complete the recognition task with 60 old items,
tioned limitations. which had previously been shown during the
navigation, and 60 new items, which had not
MATERIALS AND METHODS been presented before. The familiarity, emo-
tional valence and arousal dominance items
Participants were matched on two categories (old and new
Participants were 54 adults in the range of 19– objects) in a previous survey. Before the recog-
29 years of age (M = 22.72, SD = 2.5) who were nition task, participants were instructed to com-

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HAHM ET AL.

plete the Simulator Sickness Questionnaire The active navigation group made significantly
(SSQ). During the recognition task, stimuli were more hit responses (t (52) = 4.000, p < 0.01)
presented for 500 ms with 2000, 3000 or 4000 and fewer miss responses (t (52) = –3.763, p <
ms inter-trial intervals. Participants were asked 0.01) than did passive condition.
to use a keypad of two response buttons to indi-
cate if they had seen the stimulus during the DISCUSSION
previous navigation
The most important finding in this experiment
Data analysis was the difference in object recognition between
In the object recognition task, we conducted t- the individuals who navigated actively and those
tests to compare the response times and the who navigated passively. The study was de-
response percentages of the active navigation signed by controlling for the limitations men-
group with those of the passive navigation tioned in the introduction, and the results are
group. The response times and percentages consistent with those of previous studies
were measured by several scales including hit, (Appleyard, 1970; Cohen & Cohen, 1985) that
miss, correct rejection, and false alarm re- found active navigation of VEs allows more ac-
sponse. curate recognition of spatial objects than does
passive navigation. Although we expected the
RESULTS active navigation group to outperform the pas-
sive group on the recognition task, only a signifi-
The response times of recognition cant difference in response percentages of rec-
The mean response times for correctly identify- ognition was found. In particular, differences
ing old objects and new ones were 734 ms (SD = between conditions were shown in hit and miss
154) for active navigation and 721 ms (SD = 163) response percentages which represent the most
for passive navigation. The mean response times accurate responses among several response
for missing old objects were 821 ms (SD = 214) measurements. This implies that active naviga-
and 749 ms (SD = 196) for active and passive tion promotes higher memory performance and
navigation conditions respectively. The active navi- more efficient spatial learning than when individ-
gation group had longer overall reaction times than ual was passively navigated. However, there
passive navigation group, though this difference was no difference in the response times of rec-
was not significant. ognition between the two navigation conditions.
There are a number of reasons why this may
The response percentages of recognition have occurred. One possibility is that the em-
The mean percentage of correct rejection was phasis of current study was on testing response
87.50 (SD = 6.68) for the active navigation accuracy than response times in memory ability
group and 88.70 (SD = 7.72) for the passive through a recognition task. The present results
group. The mean percentage of false alarm was appear to be of some theoretical interest in rela-
12.27 (SD = 6.80) and 10.36 (SD = 6.84) for the tion to neurobiological models of spatial cogni-
active and passive groups, respectively. In this tion and mapping. In influential theory (O’Keefe
analysis, we failed to find a difference between & Nadel, 1978), self-initiated movement plays a
the groups. crucial role in the establishment of cognitive
spatial maps by means of processes occurring
The mean percentage of hit responses that cor- within the forebrain hippocampus. The theory
rectly identified old objects by active navigation emphasizes the need for the integration of suc-
was 70.61 (SD = 10.97); by passive navigation cessively encountered environmental cues into
it was 56.15 (SD = 14.30). The mean percent- more global spatial representations in the hippo-
age of miss responses in which participants campus, to allow predictions to be made about
failed to correctly recognize old objects was the consequences of self-initiated movement.
29.02 (SD = 11.19) for the active navigation The time base for these sequential processes is
group, and 42.76 (SD = 14.38) for the passive thought to be the theta rhythm, a sinusoidal
group. The analysis revealed a significant differ- waveform prominent in the hippocampal EEG
ence between the conditions in hit and miss and notably coincident with so-called voluntary
response percentages for object recognition. behaviors, such as exploratory movements

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

(Vanderwolf, 1971). The results of the present 6. Gamberini, L. (2000). Virtual reality as a
study may support the assertion that self- new research tool for the study of human
initiated movement is vital for generating hippo- memory. CyberPsychology & Behavior, 3,
campal cognitive maps and is closely associ- 337-342.
ated with memory ability. Our results also have
7. Gaunet, F., Vidal, M., Kemeny, A., & Ber-
implications for the use of 3D-based programs
thoz, A. (2001). Active, passive and snap-
for spatial learning. Although most research has
shot exploration in a virtual environment:
been done using paper and pencil, and comput-
influence on scene memory, reorientation
erized tasks, virtual environments provide a new
and path memory. Cognitive Brain Re-
tool for cognitive research (Gamberini, 2000;
search, 11, 409-420.
Mania & Chalmers, 2001). Present results sug-
gest that active navigation is generally useful in 8. Hazen, N. L. (1982). Spatial exploration and
promoting spatial awareness: walking around a spatial knowledge: Individual and develop-
building or city is probably the best way to learn mental differences in young children. Child
to recognize the environmental stimuli as well Development, 53, 826-833.
as learn its spatial layout. It may used for the
9. Ito, H., & Matsunaga, K. (1990). Relative
benefit of disabled individuals who are unable to
distance perception through expanding and
establish efficient cognitive maps, and individu-
contracting motion and the role of proprio-
als who are less able to utilize spatial concepts,
due to damage or disease. In conclusion, we specific information in walking. Ecological
found evidence that active navigation provided Psychology, 2, 113-120.
a significant advantage over passive navigation 10. Johnson, D. M., & Wightman, D. C. (1995).
under conditions that actually tested spatial Using virtual environments for terrain famili-
abilities, and controlled confounding variables. arization. ARI Research Report 1686. U. S.
Active navigation promoted spatial learning. Army Research Institute for the Behavioral
Finally, it is possible to study the extent to which and Social Science. Alexandria, VA.
active navigation is beneficial in other kind of
VE tasks. Spatial encoding and the memory 11. Kalawsky, R. S. (1993). The Science of Vir-
mechanism underlying active navigation remain tual Reality and Virtual Environments.
to be investigated. Reading, MA: Addison-Wesley.
12. Kennedy, R. S., Lane, N. E., Berbaum, K.
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Sickness Questionnaire (SSQ): A new
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of structuring a city. Environment and Be- International Journal of Aviation
havior, 2, 100-116. Psychology, 3(3), 203-220.
2. Bertenthal, B. I., & Campos, J. J. (1987). 13. Larish, J. F., & Andersen, G. J. (1995). Ac-
New directions in the study of early experi- tive control in interrupted dynamic spatial
ence. Child Development, 58, 560-567. orientation: The detection of orienting
3. Bliss, J. P., Tidwell, P. D., & Guest, M. A. change. Perception & Psychophysics, 57,
(1997). The effectiveness of virtual reality 533-545.
for administering spatial navigation training 14. Mania, K., & Chalmers, A. (2001). The ef-
in firefighters. Presence: Teleoperators and fects of levels of immersion on memory and
Virtual environments, 6, 73-86. presence in virtual environments: A reality
4. Cohen, S. L., & Cohen, R. (1985). The role centered approach. CyberPsychology &
of activity in spatial cognition. In R. Cohen Behavior, 4, 247-264.
(Ed.), The Development of Spatial Cogni- 15. O’Keefe, J., & Nadel, L. (1978). The Hippo-
tion. Hillsdale, NJ: Lawrence Erlbaum. campus as a Cognitive Map. Oxford: Clar-
5. Flach, J. (1990). Control with an eye for per- endon Press.
ception: Precursors to an active psycho-
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16. Peruch, P., & Gauthier, G. M. (1998). Virtual


environments as promising tool for investi-
gating human spatial cognition. Current
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(1995). Acquisition of spatial knowledge
through visual exploration of simulated envi-
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18. Vanderwolf, C. (1971). Limbic-diencephalic
mechanisms of voluntary movement. Psy-
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19. Willson, P. N.(1992). Use of virtual reality
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Foreman & R. Gillett (Eds.), Handbook of
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20. Wilson, P. N. (1999). Active exploration of a
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(1997). Transfer of spatial information from
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(1996). Transfer of spatial information from
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Correspondence should be addressed to:


Jang-Han Lee, Ph.D.
Assistant Professor
Clinical Neuro-pSychology Lab
Department of Psychology
Chung-Ang University
221, Heukseok-dong
Dongjak-gu, Seoul, 156-756, Korea
Tel: +82-2-820-5751
Fax: +82-2-816-5124
E-mail: clipsy@cau.ac.kr
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

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Original Research
Optic Flow With a Stereoscopic Display: Sustained Influence
on Speed of Locomotion
W. A. Powell1, B.Sc.(H) D.C., S. Hand1, Ph.D., B. Stevens1, Ph.D., M. Simmonds2 , Ph.D., PT
1
Department of Creative Technologies, Portsmouth University, UK
2
School of Physical and Occupational Therapy, McGill University, Canada

Abstract: Previous studies have shown that walking speeds can be modulated over short timescales
by varying the rate of optic flow. This study investigated whether the modulating effect of optic flow
on treadmill walking speed could be sustained for the longer time periods necessary for rehabilita-
tion. An animated moving walkway was created in 3D Studio Max and rendered into a stereoscopic
movie using Virtalis StereoWorks. The movie was projected (moving toward the subjects) onto a 5m
wide screen in front of a self-paced treadmill. The movie was projected at three different speed con-
ditions (0.75m/s, 1.5m/s and 3.0m/s) in counterbalanced order. Nine participants were instructed to
maintain ‘comfortable walking speed’ throughout the 5-minute duration of each speed condition. A
significant difference was found between the mean walking speeds of the participants at different
animation speeds (ANOVA p<0.01); with lower animation speed associated with faster walking
speeds and vice versa. This modulating effect was sustained for the duration of each 5-minute test,
which suggests that it does have potential for use in rehabilitation and training. This study used
healthy subjects, and further work is proposed to investigate the extent of this modulating effect on
clinical groups.

INTRODUCTION

Pain and motor slowing in rehabilitation


Generalized psychomotor slowing and persis- Although rehabilitation approaches have tar-
tent slowing of movements are frequent con- geted movement speed, an ongoing challenge
sequences of injury, illness, pain, and aging, is the need to engage and motivate patients to
giving rise to an inability to function effectively actively participate in their rehabilitation. Virtual
in the community (Ada, Dean, Hall, Bampton, Reality displays, as a tool for rehabilitation,
& Crompton, 2003). Slow movements are also have been demonstrated to help engage pa-
associated with the fear of falling tients (Rizzo & Kim, 2005) and also improve
(Chamberlin, Fulwider, Sanders, & Medeiros, movement (Merians et al., 2002). Boian, Bur-
2005). This adds to the physical burden, be- dea, Deutsch and Winter (2004) noted that most
cause slow movements are relatively ineffi- individuals do not fully recover their walking
cient both in terms of time taken and energy ability after stroke and proposed a system of
required (Simmonds, Goubert, Moseley, & training using Virtual Reality to enrich the reha-
Verbunt, 2006). bilitation environment. In addition, Hoffman et
al. (2004) demonstrated that pain responses in
A study using regular ambulation on a treadmill the human brain can be significantly reduced by
without the use of Virtual Reality showed promis- using Virtual Reality as a distraction. If this pain-
ing results, with significant increases in walking reducing phenomenon can be combined with an
speed and walking capacity (Ada et al 2003). environment which improves movement speed,
Moreover, Sullivan, Knowlton, & Dobkin (2002) and perhaps reduces the fear of falling, patients
found that post-stroke individuals achieved the may be able to engage in rehabilitation at a
greatest improvement in overground walking ve- higher functional level, leading to increased
locity (OWV) when trained at speeds above the long-term gains in mobility.
patient’s typical OWV. This is supported by the
findings of Lamontagne and Fung (2004), who Optic flow and movement
also found that fast walking improved the overall The image of an object on the retina enlarges
walking pattern of stroke subjects. as it comes nearer and shrinks as it moves

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

away, and this optic flow phenomenon is used ception of the walking speed of the subject to be
as a visual cue to assess both speed of move- closer to that of the optic flow rather than physi-
ment and direction (Harris, 2002). Although the cal speed. Indeed, a study investigating the ef-
visual system can be used to determine the fects of optic flow in a Virtual Environment found
relative movement of different objects, in order that a mismatch between walking speed and optic
to discriminate between movement of objects in flow stimulated recalibration of visually directed
the environment, and movement of self motion in the real world (Mohler et al., 2004). This
(egomotion), optic flow alone is insufficient, par- study also found that the speed at which the walk/
ticularly when there is relatively little visual de- run gait transition occurred was modulated by the
tail or richness. speed of optic flow of the virtual environment, sup-
porting the idea that visual information tends to
A study by Prokop, Schubert, and Berger (1997) dominate the calibration of human movement.
suggested that the rate of optic flow has a Thus systematic manipulation of optic flow within a
modulating effect on walking speed, demon- Virtual Environment could enable these modulat-
strating an inverse linear relationship between ing effects on locomotion to be applied to the reha-
optic flow and walking velocity. This agreed with bilitation domain.
the findings of Pailhous, Ferrandez, Fluckiger,
and Baumberger (1990), in which modulating Studies of this phenomenon to date have con-
the rate and direction of optic flow gave rise to centrated on modulations over short time
modulations in stride length, cadence and ve- scales, typically of a few seconds in duration.
locity. Moreover, Durgin, Gigone, and Scott However, if there is to be a practical application
(2005) compared the perception of optic flow for rehabilitation or training, then the effect
speed with and without the influence of self- needs to be sustained for longer time periods.
motion and found that the rate of optic flow was The objective of this study was to investigate
perceived to be lower while walking, suggesting whether the manipulation of optic flow via a
an internal calibration between locomotion and large-screen stereoscopic display could be used
visual perception. to sustain the modulating effect of optic flow on
walking speed over several minutes, or whether
Thus, in addition to the visual stimuli, the brain the sensorimotor feedback would override any
receives regular information updating aware- short-term effects.
ness of body position and movement, and this
sensorimotor feedback is processed in combi- MATERIALS AND METHODS
nation with the optic flow to differentiate egomo-
tion from object motion. However, it would seem Participants
that the interaction between these two systems Nine healthy volunteers (5 men and 4 women)
is complex, and discrepancies between ex- between the ages of 33 and 57 (mean age
pected and actual rate of optic flow appear to 45.6) participated in this study. Participants
stimulate a recalibration of the motion percep- were from the University of Portsmouth staff,
tion system. A study to determine visual- and all gave their informed consent prior to
vestibular cortical interaction during visually- inclusion in the study.
induced circular vection (illusory self-rotation)
found that visual motion stimulation with circular Apparatus
vection not only activates the visual area of the The experimental system included a self-driven
cortex, but simultaneously deactivates the vesti- treadmill in front of a 5m x 2.5m stereoscopic
bular area of the cortex, suggesting that inhibi- display screen. To minimize visual distractions,
tory visual-vestibular interaction may be a the experimental room was dark, with the main
mechanism to protect visual perception of self- light source being the display screen itself
motion from vestibular mismatches (Brandt, (Figure 1A).
Bartenstein, Janek, & Dieterich, 1998). Although
this study used circular vection, it is conceivable Two equidistant reflective markers were placed
that a similar mechanism may be brought into on the treadmill belt (104 cm apart). Each test
play during a mismatch between vestibular acti- was recorded using a small video camera
vation and linear optic flow, influencing the per- mounted behind the treadmill, with a local light

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POWELL ET AL.

Figure 1. (A) Subjects walked on a self-driven treadmill in front of a 5m wide display. (B) The Virtual
Environment simulated a moving walkway between vertical columns.

source focussed on the treadmill belt to high- utes familiarizing themselves with the equip-
light the reflective markers. The footage was ment and walking on the treadmill. They each
recorded at a rate of 25 frames per second, and participated in all four conditions in counterbal-
by noting the frame number each time a marker anced order. Each test required the participants
appeared it was possible to accurately calculate to walk on the treadmill for five minutes at a
the speed of the treadmill belt and thus the self-selected comfortable pace, with a five-
walking speed of the participants. minute rest between each test. Participants
were instructed to attempt to maintain the same
The animation was created using 3D Studio pace throughout all the tests. During each test,
Max and rendered into a stereoscopic format participants wore earplugs to minimise the influ-
using Virtalis StereoWorks. It consisted of two ence of external noise such as the treadmill
parallel rows of vertical columns on either side belt. They also wore lightweight 3-D glasses to
of a walkway (Figure 1B). A rolling ball was enable stereoscopic viewing.
added in the middle distance to focus the par-
ticipant’s attention on the screen. RESULTS

The animation was designed to run at three dif- An analysis of variance (ANOVA) was performed
ferent speeds, all approaching the subject. Con- on the average walking speeds, and a significant
dition B was set at 1.5m/s, which is the average difference between optic flow conditions was
overground walking speed for the general popu- found (F(3,24)=7.22, p<0.01). Post-Hoc tests re-
lation under 65 years of age (Knoblauch, vealed that the walking speed in condition A was
Pietrucha, & Nitzburg, 1996). In Knoblauch’s significantly faster than that in condition B
study, the walking speeds were found to be (p<0.05), condition C (p<0.01), and condition D
tightly clustered around the mean, suggesting (p<0.05). In addition, the walking speed in condi-
that fixed animation condition speeds would be tion B was significantly faster than that in condition
appropriate for all subjects. Condition A was C (p<0.01). There was little difference between
half the speed of B, and condition C twice the the control condition (D) and the optic flow of
speed, to provide high and low optic flow condi- 1.5m/s (B). The faster (C) and slower (A) condi-
tions. A fourth condition (D) was added as a tions demonstrated a significant effect on the walk-
control, and this involved a static display with no ing speed, such that walking speed was lower with
optic flow. a faster optic flow and higher with a slower optic
flow (Figure 2).
Procedure
Prior to the task, all participants were given the The significant difference in walking speeds be-
experimental instructions and spent a few min- tween the optic flow conditions was sustained

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Figure 2. Effect of Optic flow on mean walking speeds of participant group (n=9)

throughout the full five minutes (Min1 F(3,24) speeds were appropriate to provide the desired
=3.10, p<0.05; Min2 F(3,24)=4.77, p<0.01; Min3 high and low optic flow rates.
F(3,24)=7.17, p<0.01; Min4 F(3,24)=6.91,
p<0.01; Min5 F(3,24)=5.98, p<0.01). Post-Hoc The decrease in walking speed with higher optic
analysis of the minute-by-minute results con- flow rates supports Durgin et al. (2005) who
firmed that the pair-wise differences between suggested that there may be a predetermined
the conditions were consistent throughout the 5- expectation of the visual effects associated with
minute tests (Table 1). a particular walking speed.

DISCUSSION If the actual rate of optic flow is different from the


expected rate, the participants appear to adjust
The results of this study confirmed that treadmill their rate of locomotion in an attempt to correct the
walking-speed can be influenced by the speed optic flow rate to that expected (i.e. when the optic
of optic flow on a large-screen stereoscopic dis- flow is too high, the speed of locomotion is re-
play, and demonstrated that the effect can be duced as this would reduce optic flow in normal
sustained over several minutes. circumstances, and vice versa). It appears that the
visual information is overriding the other sensory
Although the experimental design based the input that would normally help to regulate the loco-
optic flow speeds on multiples of the ‘normal’ motor speed. This supports the findings of Brandt
overground walking speed of 1.5m/s, the sub- et al. (1998) of vestibular deactivation by visual
jects in this study walked on the treadmill at an stimulus. The modulation in walking speed was
average speed of 0.95 m/s (SD 0.21), which is maintained for the full five minutes of each test,
similar to the steady treadmill walking speeds in suggesting a recalibration of locomotion as ob-
Varraine, Bonnard, & Pailhous (2002). This served by Mohler et al. (2004). Although this study
might suggest a need for a slower optic flow was carried out on healthy participants and further
(around 1m/s) for the matched condition (B), but work is needed to assess the extent of the effect
previous studies have suggested that optic flow on clinical groups, these preliminary results sug-
needs to be increased by as much as 50% to gest that decreasing the rate of optic flow during
seem normal to subjects walking on a treadmill treadmill walking may cause a significant increase
(Banton, Steve, Durgin, & Proffitt, 2000). The in walking speed. Incorporating this effect into a
close matching of average walking speed in Virtual Environment, where optic flow is geared up
conditions B and D reported here confirms the or down via a treadmill-to-environment interface,
previous finding. Thus the selected simulation could enhance gait rehabilitation.

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POWELL ET AL.

Table 1: Analysis of Variance and Post-Hoc analysis of mean participant walking speeds for each
minute of the four optic flow conditions
Walking speed m/s Post-Hoc analysis - pairwise comparison of walking speeds in the
Minute
Mean SD four optic flow conditions
A 0.99 0.21
B 0.93 0.19
walking speed in A > walking speed in C p < 0.01
1
C 0.89 0.21 walking speed in A > walking speed in D p < 0.05
D 0.90 0.22
A 1.08 0.22
B 0.99 0.19 walking speed in A > walking speed in C p < 0.01
2 walking speed in A > walking speed in D p < 0.05
C 0.94 0.20
walking speed in B > walking speed in C p < 0.05
D 0.97 0.25
A 1.11 0.20
walking speed in A > walking speed in B p < 0.05
B 1.02 0.18
walking speed in A > walking speed in C p < 0.01
3
C 0.96 0.19 walking speed in A > walking speed in D p < 0.05
walking speed in B > walking speed in C p < 0.01
D 0.99 0.26
A 1.14 0.22
B 1.04 0.19 walking speed in A > walking speed in C p < 0.01
4 walking speed in A > walking speed in D p < 0.05
C 0.98 0.19
walking speed in B > walking speed in C p < 0.01
D 1.02 0.25
A 1.16 0.23
B 1.07 0.18 walking speed in A > walking speed in B p < 0.05
5 walking speed in A > walking speed in C p < 0.01
C 1.01 0.19
walking speed in B > walking speed in C p < 0.01
D 1.05 0.26

CONCLUSION of Portsmouth and the School of Health Profes-


sions and Rehabilitation Sciences at the Univer-
The findings of this study extend the work of sity of Southampton.
Pailhous et al. (1990) and Prokop et al. (1997)
by demonstrating that the modulating effect of REFERENCES
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visual cortex together with dominance of the ground walking program improves walking in
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ACKNOWLEDGEMENTS
Banton, T. A., Steve, J., Durgin, F. H., & Proffitt,
This project was jointly funded by the Depart- D. R. (2000). The calibration of optic flow and
ment of Creative Technologies at the University treadmill speed during treadmill walking in a

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

virtual environment. Investigative Ophthalmol- (2004). Visual motion influences locomotion in a


ogy and Visual Science, 41(4), S718. treadmill virtual environment. Paper presented
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Simulation-based training of communication and emotional competence for the


improvement of physician-patient relationship

L. Anolli1, Ph.D., A. Vescovo1, Ph.D. candidate, A. Agliati1, Ph.D.,


F. Mantovani1-2, Ph.D., V. Zurloni1, Ph.D.
1
CESCOM - Centre for Research in Communication Science,
University of Milan – Bicocca, Milan, Italy
2
ATN-P LAB – Applied Technology for Neuro-Psychology Lab,
Istituto Auxologico Italiano, Milan, Italy

Abstract: Recent research has determined that the training of health-care professionals in commu-
nication and emotional skills management is related to patients’ satisfaction and compliance towards
medical treatments. Moreover, good communicative and emotional competence enhances the phy-
sician’s sensitivity to the psychosocial aspects conveyed by patients, and it may also help the physi-
cian to cope with his/her own emotions, thus reducing burn-out. Training in such capacities has tra-
ditionally been conducted via didactic learning. However, recent work in computer-based simulation
offers a viable and promising alternative.

The present work, as part of the EU-funded project “MySelf: Multimodal e-learning System based on
Simulations, Role-Playing, Automatic Coaching and Voice Recognition interaction for Affective Pro-
filing” (www.myself-proj.it), aims to describe the potential of computer-based interactive simulations
for enhancing communication and emotional competence training in the physician-patient relation-
ship. In particular, this work is focused on the translation of typical interactive medical situations into
3D simulations with animated characters; this offers the possibility for physicians to train their com-
municative and emotional skills (e.g. empathy, emotional coping, non-verbal communication, etc.) in
critical settings through interactive scenarios that improve the user’s identification and experience in
a virtual context.

INTRODUCTION

Recent research has determined that the training 2000; Paiva et al., 2004) offers new opportuni-
of health-care professionals in communication ties for the training of communication and emo-
and emotional skills management is related to tional competence in different professional con-
patients’ satisfaction and compliance with medical texts, including health care.
treatments. Moreover, communicative and emo-
tional competence enhances the physician’s sen- Simulation can be defined as a learning method
sitivity to the psychosocial aspects conveyed by designed to replicate a real-life situation as
patients (van Dulmen & van Weert, 2001) and it closely as possible, to give the user the oppor-
may also help the physician to cope with his/her tunity to experience this situation in a realistic
own emotions, then subsequently reducing burn- but non threatening context (Schank, 1997).
out (Fallowfield & Jenkis, 2004). The efficacy of simulation in soft skills training
has been explored in several projects. For ex-
These capabilities are learned primarily through ample, the IDEAS project (Marsella, 2000) aims
experience, since they require a number of to improve problem solving skills in mothers of
cues that are managed hic et nunc, in the flow paediatric cancer patients. Learning is based
of the communicative exchange. Therefore on interactive stories where two virtual agents,
communication competence has been tradition- Carmen and Gina, play the role of the mother of
ally considered as a typical face-to-face/ a seriously ill child and of a clinical counsellor,
classroom learning topic. However, recent work respectively. Through identification with the
on computer-based interactive simulations and characters, the user can improve his or her
autonomous agents (Aldrich, 2003; Marsella, problem solving abilities. In addition, Aldrich’s

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Virtual Leader (Aldrich, 2003) works to improve Fincke, Hermanns & Johnson, 2002;
leadership skills with a training program based Hammond, Franche, Black & Gaudette, 1999;
on simulations that show several different Baile, Lenzi, Parker, Buckman & Cohen, 2002).
managerial and business scenarios. Specific training focused on the communicative
and emotional skills needed to cope with these
The present work, as part of the EU-funded circumstances can diminish their psychological
“MYSELF-project-Multimodal e-learning System impact on the physician, reducing the risk of
based on Simulations, Role-Playing, Automatic burn-out (Libert et al., 2001; Farrell, Ryan &
Coaching and Voice Recognition interaction for Langrick, 2001; Rosenbaum & Kreiter, 2002). A
Affective Profiling” (www.myself-proj.it), aims to general survey on the communicative and emo-
investigate the potential benefits of computer- tional traits that characterize the medical en-
based interactive simulations for enhancing counter can help the comprehension of the role
communication and emotional competence of relational skills training in this field.
training in physician-patient relationship. After
an introductory section describing the specific The medical encounter can be defined as a
characteristics of communicative and emotional non-symmetrical interaction, where the physi-
competence training in health-care, this contri- cian’s position is higher than the patient’s with
bution will focus on the rationale for the use of respect to many variables, including profes-
computer-based simulations for physicians’ sional competence, and often social status. It
training in various relational skills. Some critical can be a non-voluntary relationship (for exam-
elements related to the design and develop- ple in case of emergency) and always requires
ment of interactive simulations will be presented close cooperation between physician and pa-
and discussed, with particular reference to the tient. In this respect, many studies have under-
goal of eliciting a sense of presence in the lined that good and effective communication by
simulation’s user/trainee in order to foster learn- the physician plays a critical role in the patient’s
ing transfer to actual professional contexts. compliance with therapy and consequently in
the achievement of a good therapeutic outcome
COMMUNICATIVE AND EMOTIONAL (Siminoff & Fetting, 1991; Ley, 1988).
COMPETENCE TRAINING IN MEDICINE
The communicative elements that characterize
The medical encounter represents a complex physician-patient interaction can be schema-
communicative situation, deeply pervadee with tized as instrumental and affective behaviors.
emotional elements. Consequently, good man- The instrumental communicative behaviors are
agement of communicative and emotional skills task focused; that is, they are related to the
by the physician is a key element for an effec- physician’s medical expertise and to the techni-
tive relationship with the patient (Fallowfield & cal skills that enable him to analyze and solve
Jenkis, 2004). the patient’s problem (Hall, Roter, & Katz,
1987). These elements can be also defined as
Even if the training of these abilities can be con- cure oriented (Ong, de Haes, Hoos, & Lammes,
sidered a basic element of medical education, 1995) and are identifiable in the dialogue parts
some clinical scenarios invariably make the focused on the medical problem, both by the
physician’s emotional control particularly diffi- physician and the patient. On the other hand,
cult. For example, in the oncologic field, the affective communicative behaviors can be de-
physician is repeatedly faced with serious dis- fined as care oriented (Ong, de Haes, Hoos, &
eases, and consequently with death. Other Lammes, 1995), since they are related to the
medical specialties, like paediatrics, gynaecol- socio-emotional aspects of the disease. They
ogy, obstetrics, cardiology and emergency include, among other elements, giving the pa-
medicine also are frequently confronted with tient reassurance and encouragement, showing
stressful communicative situations. Giving bad empathy and approval, and asking information
news and facing possible therapeutic failures about the patient’s social and family context
involves an emotional distress in medical pro- (Roter, 1991).
fessionals that may be particularly significant,
as some physicians have reported (Orlander,

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ANOLLI ET AL.

In light of the emotional connotation of the In medical training courses, one of the most
medical encounter, the affective aspects should frequently used learning devices in the class-
prevail over the instrumental ones, but the com- room setting is role-playing (Petrusa, 2002). It
municative scenario is quite different. is based on the simulation of real interactive
situations that physicians often deal with in their
Experimental studies focused on the verbal as- daily relationships with patients. Traditional
pects of the physician-patient interaction have role-playing implies the presence of so-called
revealed that the instrumental elements are quan- standardized patients, individuals who are spe-
titatively more frequent than the affective ones cifically trained to realistically interpret the pa-
(Weston, Brown & Stuart, 1989). Moreover, other tients’ role, and consequently display the physi-
studies reported that the communicative ex- cal and psychological behaviors related to dif-
change is mainly managed by the physician, as ferent pathological syndromes.
his contribution to the dialogue, in terms of speak-
ing time, is higher than the patient’s one (Roter, Though improvement of the physician’s com-
Hall, & Katz, 1988). These results seem to outline municative competence through the use of role-
a communicative scenario in which the emotional playing has been acknowledged (Boehle, 2005;
aspects related to the situation are scarcely man- Barrows, 1993; Wallace, 1997; Fincher &
aged and encouraged. Lewis, 2002), some critical aspects related to
this traditional learning device have been re-
In this respect, helping physicians to improve cently highlighted (Olsen & Sticha, 2006).
their communicative and emotional competence
in their relationship with patients can be consid- First, role-playing demands a classroom setting
ered a primary learning objective. and quite a long amount of time. Second, the
learning efficacy depends to a great degree on
In 1999, the American Council of Graduate the actors’ competence: qualified role-players
Medical Education (ACGME) certified and ap- may be difficult to find and a small amount of
proved some communicative skills that should subjectivity is always present, even in an expert
be considered a fundamental aspect of medical standardized patient. Furthermore, even if role-
education. In particular, the capability to recog- play based simulations can be considered
nize and respect the patient’s emotional state realistic, actors are usually healthy individuals
and also the socio-demographic variables who are trained to act “as if” they were patients;
(patient’s age, culture, gender, nationality) that they are not actually patients. Finally another
can influence his relationship with the disease critical aspect can be identified in the lack of
and the medical setting, are considered ele- repetition: repeated practice of the same
ments of basic competence for health workers. learning experiences is not possible. On the
whole, such limitations can produce a decrease
In general, the learning of these abilities is usu- of the ecological validity of the role-playing
ally rooted in real experience, since they re- based methodology. In order to overcome
quire a number of cues that are managed hic et some of these drawbacks, interesting
nunc, in the flow of the communicative ex- opportunities might be offered by the use of
change. In spite of the importance of such com- computer-based interactive simulations
petence, communicative training in the medical designed to improve the realism and the
field is fragmentary, and often accidental. One objectivity of the learning situation.
of the current modalities is the observation of a
peer or a supervisor facing a difficult communi- COMPUTER-BASED SIMULATIONS FOR
cative situation, like a diagnosis of incurable PHYSICIAN’S LEARNING OF
cancer or the announcement of the patient’s COMMUNICATION SKILLS
death to his relatives (Vaidya et al., 1999). This
training can be useful, but not systematic and is In medical education, Virtual Reality environ-
necessarily limited to the colleague’s communi- ments and interactive simulations have been
cative competence. increasingly used for the training of clinical and
surgical skills. For example, the training of clini-
cal competence has been endowed with virtual

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

reality based learning devices (Satava & Jones, through the repetition of the simulation experi-
1997), in order to make the learning experience ence. Furthermore, the simulation provides the
as objective as possible. In this perspective, the user with an immediate feedback about her
medical examination of a prototype based on learning performance.
augmented reality has been used to expand the
range of potential physical abnormalities related Within this framework, the development of com-
to specific pathologies available for training puter-based simulations for physicians’ training
(McKenzie et al., 2006). The prototype, a realis- of communicative and emotional skills is a main
tic human-like mannequin, allows the medical goal of the EU-funded MYSELF-project
practitioner to listen to physiological or abnor- (www.myself-proj.it). These simulations are fo-
mal pre-recorded heartbeats and lung sounds. cused on specific communicative situations that
A preliminary experimental study of this device emerged as particularly emotional involving,
was carried out during the annual Observed according to medical professionals’ evaluation.
Structure Clinical Examination (OSCE), and the In order to maximize the realism of the learning
results confirmed this tool’s validity for the clini- experience, the simulations are experienced in
cal diagnosis of a circulatory pathology. 3D virtual environments with virtual characters
playing the physician and patient role. Charac-
When moving from the training of surgical and ters were modelled and animated with Poser 5
clinical skills to the training of communicative and particular attention was paid to their non-
and emotional ones, the learning objective verbal modalities: characters’ appearance, ges-
shifts to the comprehension of the relational tures, posture, and tone of voice were studied
environment that characterizes the physician- to try to mirror the real physician-patient rela-
patient interaction and a realistic representation tionship within a coherent environmental set-
of it through the simulation. Therefore, a com- ting. In this respect, the trainee has the oppor-
puter-based simulation as a learning device for tunity to verify his communicative and emo-
communicative and emotional skills should de- tional skills while managing the conversation
pict the social dynamics and the typical conver- with the virtual patient within the simulation’s
sational patterns of such an interactive situa- path. The skills that have been identified as
tion. This type of experiential training holds learning goals are multiple and include empa-
great potential in helping the physician to cope thy, emotional coping, non verbal communica-
with difficult patients in relational contexts that tion management, reassurance, focusing on the
require specific communicative strategies and patient’s needs, personal commitment, etc.
emotional control (Schank, 1997; Olsen &
Sticha, 2006). The system is endowed with speech-
recognition capabilities, so that conversational
In a computer-based simulation, the medical interaction in the simulation is mainly voice-
practitioner generally takes the physician’s role based, as in a real physician-patient relation-
and manages the interaction with a virtual pa- ship. A screenshot from one of the simulations
tient and/or with her relatives. Her character is represented in Figure 1.
can be described by definite personality traits,
which are depicted in the character’s profile at The figure represents the character playing the
the beginning of the simulation. In this way, the physician role, which is animated according to
user has to act according to these variables the communicative options chosen by the user
and to the relational process that is gradually during the virtual interaction with the patient. A
displayed during the learning experience. More- similar scenario is used for the character play-
over, the physician could also play the patient’s ing the patient role.
role, experiencing the same situation from a
different perspective. When compared with tra- The process of developing training simulations
ditional role-play, a computer-based simulation necessitates the analysis of certain key fea-
provides the user with the possibility of poten- tures, in order to guarantee learning efficacy.
tially infinite standard replications of the learn- These elements are strictly related to the elici-
ing process. In this way, the physician can think tation of the user’s sense of presence, which is
over her communicative choices and their re- a fundamental element in virtual learning
lated outcomes and can modify these outcomes (Mantovani & Castelnuovo, 2003). Such key

82
ANOLLI ET AL.

Figure 1. A screen-shot from MYSELF project simulations,


showing the physician from the patient’s perspective.

features are represented by the simulation and culturally influenced and acquired; they
architecture and rationale definition, the dia- help individuals to give stability to the real
logue scripting, and the simulation’s charac- world, as a contribution to the psychological
ter animation. The simulation’s architecture process of meaning attribution.
building includes the identification of the
learning targets, and consequently, of the The simulation’s architecture thus obtained
communicative and emotional skills related to generally follows a branching narrative ap-
the physician-patient interaction. proach, with which the complexity of the real
situation can be preserved. At many points in
To this end, the expertise of medical profes- the virtual conversation with the patient, the
sionals is required in order to identify involving physician has to choose between different con-
interactive situations with highly demanding versational strategies, and then experience dif-
patients whose management calls for communi- ferent patient reactions as a consequence of
cation strategies and emotional control by the their choice. Therefore, good dialogue scripting
medical practitioner. Such professional exper- is essential for an effective simulation, since
tise has to be integrated with expertise in train- dialogues must be able to draw the trainee into
ing communication skills. This expertise makes the scenario and be emotionally and intellectu-
the identification of learning targets possible, ally involving at the same time.
beginning with the professionals’ evaluations,
the operationalization of the communicative and In the same way, character animation is a fun-
emotional skills, and the building up of a coher- damental trait of the simulation’s visible output,
ent learning path, designed and structured to and together with the previous elements, plays
reach the predetermined learning objectives. In a critical role in the elicitation of the user’s
this way, the communication expert should inte- sense of presence. The simulation’s animation
grate the information coming from the health- demands technological and computer graphics
care professional with the mental model of the expertise to reproduce the simulation rationale
targeted situation. This mental model can also in actual implementation. In this respect, virtual
be defined as a script (Schank, 1986), i.e. a patients have to be designed and animated to
cognitive representation of the structure and be believable: their personalities, appearance
organization of an event. Scripts are socially and clothing, general attitudes, nonverbal be-

83
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

haviors and conversational interventions must design approach and a serious and systematic
be compatible with the medical problems they evaluation and validation process.
represent. In medical e-learning, in particular,
the characters’ nonverbal modalities should be References
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Sexual presence as determined by fractal oculomotor dynamics


P. Renaud 1 2 3, S. Chartier 1 2, M-P. Bonin 1, P. de Courville Nico1, J. Proulx 2, J-L. Rouleau 4,
L-G. Cournoyer 4, P. Fedoroff 5, J. Bradford 5, S. Bouchard 5
1
Département de psychoéducation et psychologie, Université du Québec en Outaouais
Gatineau, Canada
2
Centre de recherche de l’Institut Philippe Pinel de Montréal,
Montréal, Canada
3
Hexagram: Institut de recherche / création en arts et technologies médiatiques
4
Université de Montréal, Montréal, Canada
5
Royal Ottawa Hospital, Ottawa, Canada

Abstract: This paper presents a tentative model of sexual presence. Using linear stepwise regres-
sion analyses, indices of eye movements’ fractal dynamics are shown to be more effective than
standard computations of eye movements in predicting sexual presence.

INTRODUCTION

“Presence is a psychological state or subjective tual extraction of sexual visual information plays
perception in which even though part or all of an essential role in the interplay between sex-
an individual's current experience is generated ual arousal and the subjective state of sexual
by and/or filtered through human-made technol- awareness.
ogy, part or all of the individual's perception
fails to accurately acknowledge the role of the EYE-MOVEMENTS
technology in the experience” (ISPR, 2006). By
extension, feeling of sexual presence refers to Eye movements are dependent upon the coor-
the illusion of being in a real encounter situation dination of six extra-ocular muscles, the four
of a sexual or potentially sexual nature, engen- recti and the two obliques, which are organized
dered by a technical montage conducive to in agonist-antagonist dynamics, allowing control
sensory immersion (Renaud, 2004; Renaud, over the direction in which the eyes turn
Rouleau, Granger, Barsetti & Bouchard, 2002; (horizontal, vertical and rotational). Foveation
Renaud et al., 2006). As a theoretical and psy- involves movements initiated to align visual
chometric construct, sexual presence may be stimuli with the fovea and to keep this align-
very helpful in fields that would be using virtual ment stable. Fixations, which are the steady
sexual stimuli for research or clinical purposes gazes holding over stationary objects, range in
(experimental and forensic psychology and sex- time from 150 ms to 600 ms with an average of
ology, for instance). 300 ms (Stern & Dunham, 1990; Viviani, 1990).
Saccades are rapid movements of the eye to
SEXUAL RESPONSE search a visual scene, they are usually greater
than 1.2 degrees and take between 100 and
As a multidimensional process, sexual re- 300 ms to initiate.
sponse cannot be reduced solely to sexual
arousal. It comprises at least three compo- FRACTAL DYNAMICS
nents: esthetic interest, sexual attraction, and
sexual arousal (Kalmus & Beech, 2005; Singer, Classic Euclidian geometry cannot easily en-
1984). Moreover, distinct levels of perceptual compass the intricate details of naturally occur-
and cognitive processing can probably differen- ring objects and events, especially for behavior
tially interact with subjective and physiologic and limb coordination. For this reason, fractal
outputs of the sexual response (Janssen, Ever- geometry was developed to describe the poten-
aerd, Spiering & Janssen, 2000; Spiering, Ever- tially infinite similitudes that exist across differ-
aerd & Laan, 2004). In this perspective, percep- ing scales of observation (Mandelbrot, 1975). A

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

fractal process generates a time series with the emergence of the subjective feeling of sex-
fluctuations organized in a self-similar manner ual presence is described.
at multiple time scales, and as such, can be
considered a scale-free phenomenon. Fractal Participants
dynamics have been found in various physio- Fifteen heterosexual male participants aged
logical (Buldyrev et al., 1993; Haussdorf, Peng,
Ladin, Wei & Goldberger, 1995; Haussdorf et between 20 and 57 ( X = 36.9, SD = 12.8)
al., 1996; Peng, Havlin, Stanley, & Goldberger, were recruited for our study. Seven of them
1995) and behavioral phenomena (Abraham, were diagnosed as paraphiliacs and were at-
Abraham, & Shaw, 1990; Heath, 2000; Shaw & tending therapy at the Forensic Program of the
Kinsella-Shaw, 1988; Treffner & Kelso, 1995; Royal Ottawa Hospital.
Aks, Zelinsky, & Sprott, 2002; Renaud, Décarie,
Gourd, Paquin, & Bouchard, 2003). They have Apparatus
also been observed in eye-head coordination Our experiment was running on a Pentium IV
phenomena (Renaud et al., 2003; Renaud et computer (1000 MHz). 3D animations were pre-
al., 2006; Shelhamer, 1997). Moreover, it was sented on a computer monitor. The eye-
demonstrated that head-tracking behavior dur- tracking device was a pan-tilt ASL pupil/corneal
ing virtual immersion can exhibit fluctuations reflection tracking system sitting at the bottom
organized in long-range correlations with scale of the computer monitor. This system relies on
invariance (Renaud, Bouchard, & Proulx, 2002; the corneal reflection of an infra-red source that
Renaud, Singer, & Proulx, 2000). These fractal is measured relative to the pupil center location.
patterns found in head-tracking dynamics were These particular corneal reflections, known as
indeed modulated by the constaints imposed by the first Purkinje images (Duchowski &
the tasks, and they were correlated with affec- Vertegaal, 2000) can be located with video-
tive state and presence. based eye trackers collecting infrared reflec-
tions. A single eye tracker returns 2 DOF, i.e.
PERCEPTUAL INVARIANCE EXTRACTION variations in an x and y plane with an accuracy
of 0.5 degree.
The extraction of invariant information in the
ambiant optic array is the main purpose of the Penile responses were recorded from a Lime-
visual perceptual system’s coordination; by ex- stone Tech penile plethysmograph. This device
tracting these invariances, the beholder is per- uses a circumferential transducer, i.e. a mer-
ceiving what his surroundings can afford him for cury-in-rubber strain gauge that is placed
action. According to Gibson (1966, 1979), the around the shaft of the subject’s penis to meas-
affordances of an object, event, or environment ure his sexual arousal (Freund, 1963; Simon &
are the opportunities for action that the object, Schouten, 1991). Sexual arousal is measured
event, or environment offers the observer. Af- by the maximum gauge stretching value.
fordances are thus tightly linked to goals and
organismic states, as they instantiate at the per- Procedure and stimuli
ception-action level the coupling between an Subjects were seated and asked to relax while
organism and its environment (Renaud et al., looking at 3D animations. First, a sexually neu-
2002; Renaud et al. 2000). It is most probably tral animation was presented for a 3-minute
through this coupling that the feeling of being period. Then, after a break of 2 minutes, a sex-
present in a particular sexual context or object ual animation was presented, also for a 3-
might emerge by specifying how important or minute period (see Figures 1a and 1b). Neutral
how salient environmental features are accord- and sexual animated characters were display-
ing to one’s adaptive objectives (Renaud et al., ing the same sequence of movements. A soft
2003; Flach & Holden, 1998). white noise was delivered through headphones
to isolate subjects from surrounding noises.
METHODS AND HYPOTHESIS
At the outset of the experiment, subjects had to
In this section the method that we used to as- answer the Immersive tendency questionnaire
sess the significance of oculomotor dynamics in whose total score is made up of three factors:
involvement, focus, and gaming (Witmer &

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RENAUD ET AL.

a) b)

4
3.5
3
Duration (ms)

2.5
2
1.5
1
0.5
0
1 22 43 64 85 106 127 148 169 190 211 232 253 274
Fixations
c)
Figure 1. a) Snapshot of the neutral character b) snapshot of the sexual 3D animation depicting a na-
ked adult female with fixations (blue dots) and saccades (red lines) superimposed; dots’ size are pro-
portional to fixation duration c) transposition of fixation duration in time series.

Singer, 1998). Then, after exposure to the 3D 2) The total number of current sex partners
animations they had to answer the following two (steady or occasional) was taken as an index of
questions: 1) To what extent did you consider the level of sexual activity.
this character realistic? and 2) To what extent
did you consider this character sexually attrac- 3) The maximum penile gauge stretching value
tive? Subjects answered using a 7-point Likert (log-transformed) was taken as an index of sex-
scale ranging from Not at all to Completely. ual arousal.
Sexual presence was obtained by adding these
two scores. 4) Standard eye movement computations pro-
vided the total number of fixations, the average
Data analysis fixation duration (expressed in ms), the average
In addition to the total immersive tendency length of saccades (expressed in degree), the
score, nine variables were computed to be in- average pupil diameter, and the pupil diameter
cluded as independent variables in a stepwise standard deviation (SD) for each subject.
linear multiple regression. The dependent vari-
able to be predicted was the score of sexual 5) The
α exponent stemming from the De-
presence (Tabachnik & Fidell, 2001). Those trended Fluctuation Analysis (DFA) was taken
variables were: as an index of oculomotor dynamics (Buldyrev
et al., 1993; Hausdorff et al., 1995; 1996). DFA
1) Classification of normal (1) or paraphiliac (2) was performed on fixation duration data trans-
subjects was entered in the regression to con- formed into time series in which each data point
trol for a possible group effect. corresponded to an individual fixation duration
datum (see Figure 1c).

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Determination of Long-Range Correlations: statistically differentiate each original computed


Mainly used with physiological time series, DFA α from α s coming from random processes.
is a modified random-walk analysis relying on
the possibility of mapping a long-range corre- For each fixation duration time series, 20 surro-
lated time series to a self-similar process by gate time series were generated by performing
integration (Haussdorf et al., 1995; Haussdorf a Fourier transform of the original data (the
et al., 1996; Heath, 2000). A time series is thus phase of each Fourier component was set to a
first integrated into an accumulated sum, and random value between 0 and 2π) while preser-
fluctuations [F(n)] are then calculated at differ- ving their power spectrum and correlation func-
ent observation windows with the objective of tion (Sprott, 2003; Sprott & Rowlands, 1995).
finding a power-law scaling relationship be-
The mean ( X ) of the 20 surrogate
α
tween F(n) and window size. The average at a s were
given window size is computed as the standard then computed and compared to the original
deviation (SD) of the residues of a linear re- α
to determine statistical significance for
gression fit to the integrated time series at each each subject using one sample t-tests.
observation window of size n. DFA subtracts a
locally best fit line before performing the fluctua- RESULTS
tions analysis and as such is fairly immune to
nonstationarity. Generally, F(n) increases with n α
and if a linear relationship is found on a double- DFA exponents
log graph, it can be said that F(n) corresponds DFA
α s ranged from .357 to .710 (see Table
to n to the power of
α, where
αis obtained α
1). Correlation coefficients associated with
by calculating the slope of the line relating log exponents indicated a linear relationship
of F(n) to log of n. This exponent,
α , was (ranging from .98 to .99) between fixation dura-
used here to ascertain fractal long-range corre- tion fluctuations [F(n)] and windows’ size (n).
lations and self-similarity in fixation duration Surrogate data tests showed that 11 out of the
time series. 15 original
α s were statistically different from
random uncorrelated noise (p = .005 to p
Persistent long-range fractal correlations are < .0001), i.e. they were presenting long-range
detected if 0.5 <
α ≤ 1.0. An α < 0.5 correlations with fractal self-similarity.
indicates anti-persistence, i.e. a negative corre-
Multiple linear regression
lation between past and present data points; in
Table 1 gives a summary of the variables, includ-
this case a value larger than the mean tends to
ing sexual presence. All these variables entered a
be followed by a value smaller than the mean.
stepwise linear multiple regression as independ-
Otherwise, white noise (completely uncorrela-
ent variables to predict sexual presence.
ted time series), gives an
α = 0.5. 1/f noise
α < 1.0) As shown in Table 2, data entered in the multi-
is at the limit between stationarity ( ple regression analysis have led the stepwise
α > 1.0). Finally, brown procedure to a significant prediction model (
and nonstationarity (
noise (integrated white noise), is non-stationary R = .88, F (2,11) = 18.82, p < .001
), keeping
and shows an
α of 1.5. Besides the self- only two independent variables of the nine ini-
α gives information about tially introduced, namely the DFA fractal index
similarity aspect, of fixation duration and the number of sexual
the “roughness” of the original time series. The partners. This model applies only for the sexual
larger its value, the smoother the time series. stimulus. No significant regression models
came out with the neutral stimulus (which was
In addition to looking at the exponent’s value, a tested with and without the question, “To what
surrogate data method introduced by Theiler extent did you consider this character sexually
and colleagues (1992) and adapted by Haus- attractive?” for obvious reasons).
dorff and colleagues (1995, 1996) was used to

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RENAUD ET AL.

Table 1
Summary of the variables
Descriptive Statistics: Sexual stimulus

Minimum Maximum Mean Std. Deviation


Sexual presence 2.00 12.00 7.2667 3.63449
DFA fixation duration
.357 .710 .57600 .084134
alpha
Nb of fixations 158.22 458.54 285.4682 93.75318
Avg fixation duration .23 .72 .4259 .14856
Avg length of saccades 1.39 3.95 2.5929 .63624
Avg pupil dilation 22.70 39.87 29.5335 4.50913
Pupil dilation SD 1.80 3.49 2.7089 .48157
Immersive tendency 29 95 68.57 19.937
Sexual arousal -.44 1.74 .5020 .64081
Nb of female sexual
0 1 .67 .488
partners

Table 2
Multiple stepwise regression
Unstandardized Standardized
Coefficients Coefficients
B Std. Error Beta t Sig.
(Constant) 23.493 3.550 6.618 .000
DFA fixation duration
-33.129 6.181 -.784 -5.360 .000
alpha
Nb of sexual partners 4.220 1.063 .580 3.969 .002

Table 3

Correlations

Sexual DFA fixation Immersive Nb of sexual Sexual


presence duration alpha tendency partners arousal
Sexual presence
Pearson Correlation 1.000 -.671 .352 .428 .320
DFA fixation duration
-.671 1.000 -.531 .195 -.495
alpha
Immersive tendency .352 -.531 1.000 -.032 .226
Nb of sexual partners .428 .195 -.032 1.000 -.215
Sexual arousal .320 -.495 .226 -.215 1.000
Sig. (1-tailed) Sexual presence . .004 .108 .064 .132
DFA fixation duration
.004 . .025 .253 .036
alpha
Immersive tendency .108 .025 . .457 .219
Nb of sexual partners .064 .253 .457 . .230
Sexual arousal .132 .036 .219 .230 .

2 and the number of sexual partners for 32% (


According to the adjusted R , this model
could explain 73% of the sexual presence sr 2 = .569, t (14) = 3.969, p < .01
score’s variance. The DFA fractal index of fixa- ). Table 3
tion duration could answer for about 59% of this presents bivariate correlations on a subset of
the variables. DFA
α
correlates negatively
sr 2 = .769, t (14) = 5.360, p < .001
variance ( ), with the immersive tendency as well as with

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

sexual arousal. The number of sexual partners ceptual dynamics, but which is much less signi-
(sexual activity) does not correlate with oculo- ficant in the establishment of sexual presence.
motor dynamics. α
Indeed, when DFA is taken off the regres-
These data are subsumed in the causal dia- sion model, sexual activity is no more statisti-
gram shown in Figure 5. According to this cally significant in predicting sexual presence.
model, oculomotor dynamics play a pivotal role
in the emergence of the subjective feeling of
α
sexual presence. Indeed, DFA appears to
be inversely related to sexual presence, as if a
specific mode or regime of oculomotor control 12.50

would be associated with the emergent subjec-
tive state of sexual presence (see Figure 6).    

Sexual presence

α 10.00
Rougher DFA exponents are more clearly 

associated with a high subjective feeling of sex-


α 7.50
ual presence, antipersistence exponents (  

α
< .5) being even more presence inducing. It
5.00
is as though fixation durations have to be punc-
 
tuated in a particular way (short fixation dura-
 
tions followed by long fixation durations) to pro- 2.50
duce high sexual presence. This rhythmic pat- 

tern also appears in the negative correlation 0.400 0.500 0.600 0.700

found between oculomotor dynamics and sex- DFA fixation duration alpha
ual arousal, the latter (sexual arousal) being
indirectly linked to sexual presence (Table 3). Figure 3. Sexual presence as a function of DFA
fixation duration
α
CONCLUSION

To conclude this tentative exploration of the


interplay between perceptual-motor dynamics
and sexual presence, we first have to note that
standard computations of eye movements do not
correlate with sexual presence. Only the fractal
α
oculomotor dynamics index turned out to be a
significant oculomotor predictor of sexual pres-
ence. This result is most probably attributable to
the fact that this fractal index of visual scanning
tells us how perceptual invariance extraction oper-
ates in a dynamic way at different temporal scales
Figure 2. Diagram of the causal relationships of the process (Buldyrev et al., 1993; Haussdorf et
between variables. al., 1995, 1996; Heath, 2000; Sprott & Rowlands,
1995). In doing so, this index brings out the essen-
In the same way, immersive tendency seems to tial role of perceptual-motor pacing in getting into
be a trait modulating oculomotor activity in- a sexual state at the physiologic arousal level as
volved in visual information extraction taking well as at the subjective phenomenological level.
place with sexual stimuli. In fact, it seems that this fractal pacing acts as a
keystone in the priming of the automatic instinctual
Finally, sexual activity, i.e. the number of sexual processes involved in sexual arousal and in the
partners, seems to be a factor distinct from per- emergence of sexual presence (Janssen et al.,

92
RENAUD ET AL.

2000; Spiering et al., 2004). to visual perception. Mahwah: Erlbaum.

ACKNOWLEDGEMENT Hausdorff, J. M., Peng, C. K., Ladin, Z., Wei, J.


Y., & Goldberger, A. L. (1995). Is walking a ran-
This study was realized with the financial sup- dom walk? Evidence for long-range correlations
port of the Canadian Institutes for Health Re- in the stride interval of human gait. Journal of
search, the Canadian Foundation for Innova- Applied Physiology, 78, 349-358.
tion, the Université du Québec en Outaouais,
the Institut Philippe-Pinel de Montréal, the Hausdorff, J. M., Purdon, P., Peng, C. K.,
Simulation and Advanced Gaming Environ- Ladin, Z., Wei, J. Y., & Goldberger, A. L.
ments network (Social Sciences and Humani- (1996). Fractal dynamics of human gait: stability
ties Research Council of Canada) and Hexa- of long-range correlations in stride interval fluc-
gram: Institut de recherche / création en arts et tuations. Journal of Applied Physiology, 80,
technologies médiatiques. Specific program- 1448-1457.
ming for this project was done by Christian Vil-
lemaire. Authors can be contacted by email at Heath, R. (2000). Nonlinear dynamics: Tech-
the following address: patrice.renaud@uqo.ca. niques and applications in psychology.
Mahwah.
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Physiological and Momentary Assessment for Identifying Tobacco Use Patterns


P. J. Jordan, Ph.D., L. W. Jerome, Ph.D., N. Faraj R.D., M.S.

Pacific Telehealth &Technology Hui


Honolulu, HI

Abstract: Cigarette smoking is the leading cause of morbidity and mortality in the United States.
Approximately 70% of smokers report that they want to quit but only about 4% of smokers who try to
quit smoking each year succeed. Nicotine is a highly addictive, psychoactive drug that induces
physiologic and psychological effects that clearly reinforce the continued use of tobacco products
(Smith, 2003). Research with sensor technologies supports the utility of biosensors for the detection
and prediction of arousal associated patterns of tobacco use. Sensors have the ability to capture
data that can be used to create algorithms for the identification and prediction of arousal patterns
associated with cravings and addiction. If we can identify physiologic patterns associated with crav-
ing, it may be possible to intervene prior to the onset of an addiction-behavior spiral. The primary
objective of this ongoing three-phase study is to detect the physiological antecedents that prompt
smokers to use tobacco through the analysis of biometric and behavioral data. For Phase 1, nine
smokers completed baseline questionnaires about smoking history, self-efficacy to quit smoking,
decisional balance, and readiness to change. Participants wore non-invasive armband sensors con-
tinuously for seven days at baseline and for four days at three-month follow-up. Participants pressed
an “event button” on the armband each time they lit a cigarette. This article will present the method-
ology and analyses that are being used for the development and testing of predictive algorithms, and
will discuss implications and future applications of these findings. Biometric and psychological data
are currently being analyzed. The goal of data analysis during Phase 2 is to generate statistical algo-
rithms, based on individual baseline patterns of craving and tobacco use. The goal of Phase 3 is to
then use the follow-up data to test the predictive validity and specificity of the algorithms created in
Phase 2. This research lays a foundation for developing innovative treatment approaches by inte-
grating contemporary advances in technology with emergent findings related to the biological sub-
strates and behavioral mechanisms of cravings and addictions. The information gained from this pi-
lot research is a requisite step for the development of innovative behavioral health interventions that
will endow consumers with greater control over maintaining their health. New interventions are envi-
sioned that will be tailored to individual biometrics and daily routines, delivered at optimal moments
for effective intervention.

INTRODUCTION

Cigarette smoking is the leading cause of pre- While a number of evidence-based pharmacologi-
ventable disease, disability, and death in the cal and behavioral interventions have proven to
United States, contributing to the deaths of be effective in smoking cessation, 70-80% of
more than 430,000 people each year (Centers smokers relapse after a single quit attempt and
for Disease Control and Prevention [CDC], require several serious attempts before becoming
2005b). Currently, approximately 21% of U.S. smoke free (Schacter, 1992; Schwartz, 1987).
adults are smokers (CDC, 2005b). Smoking is
associated with a broad range of serious ill- Emerging technologies offer new opportunities
nesses, chronic disease, reproductive effects, for delivering behavioral interventions (Walters,
and increased risk for certain types of cancers. Wright, & Shegog, 2006). Electronic modes of
Smoking cigarettes causes over 85% of lung delivery are well suited for tailoring interven-
cancers and 30% of all cancer deaths (CDC, tions to the individual, a strategy that has
2005b). Approximately 70% of all smokers re- proved to be more successful than non-tailored
port that they would like to quit (CDC, 2002). or no interventions (Strecher, Wang, Derry, Wil-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

denhaus, & Johnson, 2002). Tailored behavioral fare, 1979). These physiologic aspects associ-
interventions have typically been based on self- ated with craving are predictable and measurable.
report assessments, the results of which are
matched to a specific characteristic of the individ- While physiologic patterns associated with
ual (e.g., gender, stage of change, nicotine de- cravings have not been a previous research
pendence), or a combination of two or more psy- focus, the relationship between tobacco
chosocial variables (e.g., self-efficacy, perceived smoking and stress has long been an area of
barriers, attitude, social support, etc.); however, interest (Smith, 2003). Kecklund and
these types of expert systems are based on static Åkerstedt (2004) concluded that there are
variables and delivered at a time not usually con- many well-established physiological markers
trolled by the researcher. New technologies offer for the measurement of stress. This research
unique opportunities for the translational scientist provides good evidence for the arousal pat-
to advance treatment programs by building on terns that appear related to cravings. Individ-
contemporary understandings of the biological ual stress responses are quite consistent,
substrates and behavioral mechanisms of nicotine even when the stressor differs (Levine,
and tobacco addiction. 1986); however, individual variations in base-
line levels and reactivity patterns are large,
Recent investigations using biosensors suggest making it difficult to establish normative val-
that the physiologic arousal associated with spe- ues or cut-offs. Fortunately, individual vari-
cific behavioral events can be accurately detected ance can be mitigated by strategies that
and predicted (Adam, 2005; Doser et al., 2003; measure several parameters simultaneously
Lang, 1995). Sensor technologies for human be- and examine the fluctuations over time
havior have been used for this purpose, to deter- (Kecklund & Åkerstedt, 2004). It is not the
mine whole body and specific behavioral meas- overall level of a single physiological marker
urement related to sports, entertainment, and that discriminates between low and high
medical care (Kanasugi, 2005). Furthermore, stress situations; rather, it is the profiles over
autonomous agents are currently being utilized to time that reflect the differences. This is the
create adaptive responses to dynamic environ- basis upon which the current research builds.
ments. Researchers at the MIT Media Lab are
developing a wearable system with sensors that Participants in the current study wore non-
can continuously monitor the user's vital signs, invasive sensors to collect continuous biometric
motor activity, social interactions, sleep patterns, data including motion, heat flux, skin tempera-
and other health indicators (Pentland, 2004). ture, and galvanic skin response. Each time
These wearable systems amass objective data to participants lit up a cigarette, they pressed an
improve diagnoses and provide early warning of “event stamp” that recorded their tobacco use
an impending health crisis. as a specific behavioral event in the raw physi-
ologic data. It is our hypothesis that biometric
Cravings are critical factors associated with data can be used to create statistical algorithms
smoking behaviors and relapse (Kelly, Barrett, to identify and predict the arousal patterns as-
Pihl, & Dagher, 2004). Most smokers experi- sociated with craving and/or tobacco use be-
ence cravings and withdrawal symptoms within havior. To facilitate the predictive modeling,
a few hours of abstaining from nicotine (Smith, algorithms utilizing both deep knowledge and
2003). Even a partially abstinent smoker can be surface knowledge (Velicer & Prochaska, 1999)
regarded as being in a chronic state of with- are being used in order to create individually
drawal (U.S. Department of Health, Education tailored responses that will adapt based on an
and Welfare, 1979). Cravings for cigarettes and incoming stream of physiological data. This re-
other addictive substances are both physiologic search seeks to develop a conceptual model
and behavioral events that lend themselves to that, in our long-range vision, establishes the
measurement and pattern detection. Decreases foundation for developing new approaches to
in heart rate and diastolic blood pressure, as smoking cessation interventions, which will be
well as a decrease in metabolic changes, are tailored to individual physiological and psycho-
observed as early as six hours after cessation logical patterns of behavior.
(U.S. Department of Health, Education and Wel-

96
JORDAN ET AL.

The technical framework on which the project is undergoing Nicotine Replacement Therapy for
based is artificial intelligence research that has smoking cessation, reported any smoking-
matured to the point where it can be applied to related health conditions, and/or required pre-
commercially available products and informed scription medication that may affect the norma-
by theoretically sound therapies, such as cogni- tive data collected by the biosensor (e.g.,
tive behavioral therapy, social learning theory, asthma, hypertension, low cardiorespiratory
and the transtheoretical model. Through these fitness, etc.). All participants were required to
methodologies, we seek to develop tailored in- wear an armband biosensor for 24-hours per
terventions that will adapt according to individ- day for a one-week period. Informed consent
ual styles, patterns, and readiness for change. was obtained from all participants following a
30-minute orientation to the study and the
There are three phases to this study. Phase 1 equipment involved, and prior to their comple-
consisted of continuous biometric data collec- tion of baseline questionnaires. A total of 11
tion from nine cigarette smokers. Baseline data participants were recruited to the baseline
were collected via non-invasive biosensor arm- Phase 1 portion of this study; however two indi-
bands that participants wore 24 hours a day for viduals were unable to complete the seven-day
a period of seven days. Three-month follow-up baseline citing personal reasons (n=9). All par-
data were collected for four days’ duration. We ticipants were contacted to participate in a
are currently completing Phase 2 of the study, three-month follow-up for an additional four-day
which is focused on the exploration of the trial. Eight of the 9 participants agreed to partici-
Phase 1 data to identify physiological arousal pate in the follow-up phase, which was com-
patterns that are associated with smoking. This pleted in May 2006. The ninth participant was
data will be used to develop statistical algo- no longer eligible to participate, having quit
rithms for the accurate prediction of individual smoking approximately one week after Phase 1
patterns of tobacco use and smoking behavior. was complete.
We have also commenced with Phase 3 of the
project wherein data is being collected from Measures
eight of the nine Phase 1 smokers. The aim of Self-report questionnaires
Phase 3 of the study is to verify the strength Immediately following informed consent proce-
and predictive ability of the algorithms created dures and orientation, participants completed
in Phase 2. Given the ongoing nature of this the following baseline measures.
research and data analysis, this paper will ad-
dress the theoretical basis for the study, the Smoking History and Behavior (BCC-LM): The
methods, and the anticipated findings and impli- Behavior Change Consortium’s (BCC) Tobacco
cations of this project. Dependence Workgroup (TDW) recommends a
combination of validated smoking behavior
METHOD questionnaires (Williams, McGregor, Borrelli,
Jordan, & Strecher, 2005). The BCC-LM in-
Participants cludes the Fagerstrom Tolerance Questionnaire
Human subjects approvals were obtained by (Fagerstrom & Schneider, 1989), a stage of
the University of Hawai`i’s Institutional Review change assessment (DiClemente et al., 1991),
Board and the U.S. Army and Materiel Com- and single-item assessments of seven-day
mand’s HSSRB. Recruitment was conducted point prevalence, confidence to quit, motivation
primarily at the university campus between Oc- to quit, habit, and smoking environment.
tober 2005 and February 2006 using flyers,
handbills, public service announcements, e-mail Situational Self-Efficacy (Temptations): This
and classroom presentations. Inclusion criteria nine-item measure determines each partici-
for the study required participants to be current pant’s situational temptation to smoke (Velicer,
smokers between the ages of 18 and 54, Eng- DiClemente, Rossi, & Prochaska, 1990). The
lish-speaking, in good health, and demonstrate measures support three-item subscales: 1)
the ability to read, understand, and complete all positive affect/social situations; 2) negative af-
self-report questionnaires. Prospective partici- fect; and 3) habit/craving. Respondents were
pants were considered ineligible if they were asked to rate their own temptation to smoke on

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

a five-point Likert scale, ranging from “not at all on the armband each time they lit up a ciga-
tempted” (1) to “extremely tempted” (5). Lower rette. The event button recorded a timestamp
self-efficacy scores have been shown to be a (or “annotation”) on the raw data, so smoking
predictor of increased smoking behavior, in- could be correlated with a physiological antece-
creased risk for relapse (Yates & Thain, 1985), dent. The researchers made no attempt to con-
and perceived severity of addiction (Rothman, trol extraneous variables and the participants’
2000). Low self-efficacy is also associated with were instructed to carry on with their normal
poor coping response to stress (Gerin, Litt, daily routines.
Deich, & Pickering, 1996).
Data Analysis Plan
Pros and Cons (short form): This six-item Biometric data collected by the armbands were
measure will be used to assess changes in de- downloaded directly using InnerView™ Re-
cisional balance (Velicer, DiClemente, Pro- search Software v4.0, developed by BodyMedia
chaska, & Brandenburg, 1985). Respondents specifically for the device. Data were exported
were asked to rate the importance of each item into Microsoft® Excel and MATLAB for analysis.
in their decision to smoke on a five-point Likert Data from the self-report questionnaires were
scale, ranging from “not important at all” (1) to input, managed, and analyzed with SPSS 14.0.
“extremely important” (5). Pros and cons are
associated with smoking cessation (Bane, Gaussian smoothing filters have been applied to
Ruggiero, Dryfoos, & Rossi, 1999). Further- the physiologic data as a means of partitioning
more, the magnitude of shifts in decisional bal- five-minute averages for sequential data points.
ance is indicative of an individual’s readiness to This form of data reduction will provide a more
change behavior (Prochaska, 1994). manageable data set. Data analysis will include
the statistical analysis of physiological (sensor)
Physiological Measures and self-report data collected from participants to
BodyMedia SenseWear® Pro2 armband: It has detect associations between tobacco use and
already been established that cigarette smoking variance in the physiological data.
and the arousal associated with withdrawal
generates a number of physiological and meta- Hierarchical Linear Regression
bolic changes, affecting heart rate, skin tem- A collection of bivariate and multivariate analy-
perature, and skin conductance. Many of these ses will be used to create algorithms from the
same data channels were collected by the arm- best linear combination of all physiological and
band sensor: heat flux—the rate of heat ex- psychological variables. Specifically, the algo-
changed between the wearer’s arm and the rithms will be developed from the physiological
outside environment; skin temperature— data collected by the participants’ armband
temperature of the skin under the armband; data, participants’ smoking events, and self-
reflective of the body's core temperature, al- report questionnaire data.
though it is several degrees cooler; ambient
temperature—the air temperature immediately A series of multivariate regression analyses will
around the arm; galvanic skin conductance— be utilized in the initial steps of algorithm devel-
has been found to correlate positively with opment. Algorithms created from the derived
novel stimuli, intensity, and/or emotional con- functions will utilize a split-half subset of the
tent, and may also show increased levels data. These will be tested against the balance of
during stress (Andreassi, 2000; Fichera & the collected observations. In the next stage of
Andreassi, 1998); movement—longitudinal analysis, a search algorithm will be run in an at-
and transverse accelerometers track forward tempt to identify a subset of data that produces
and lateral movement. accurate descriptors. After a subset of data has
been identified to be an accurate predictor, cross-
Procedure validation will be used to randomly divide the data
During the first phase of the study, participants in an attempt to validate the algorithm (Reunener,
wore the armband continuously for seven days 2003). Hierarchical linear regression will be used
as a means of collecting baseline data. Partici- to explore combinations of both physiologic and
pants were instructed to press an “event button” psychological constructs in order to reduce the

98
JORDAN ET AL.

variable set to a minimum set of predictors (SD=26.8). Participants reported little readiness
(Raudenbush & Bryk, 2002). to change, and self-selected into either the pre-
contemplation (77.8%) or contemplation
Algorithm Development (22.2%) stage of change for smoking cessation.
Response algorithms will be designed utilizing Participants in this study rated a moderate to
an autonomous agent framework. This algo- high level of nicotine dependence, with a mean
rithm architecture was selected because of its nicotine dependence score of 4.6 at baseline
ability to adapt responses to subsequent data. (SD=2.5; range=0-7). According to the Fager-
Sequential Forward Floating Selection (SFFS) strom Nicotine Tolerance Questionnaire (FNTQ;
will be applied to determine best fit for the con- Fagerstrom & Schneider, 1989), individuals
straints imposed by the data collection method who score between 7-10 demonstrate a high
and sample size of the study. SFFS in combina- level of addiction (n=1), scores between 4-6
tion with Fisher Projections also result in robust indicate a medium level of addiction (n=5), and
predictive models having an accuracy rate of as scores below 4 correspond to low levels of ad-
much as 81% (Nasoz, Alvarez, Lisetti, & Finkel- diction (n=2).
stein, 2003). Back propagation neural networks
have also demonstrated an ability to predict Baseline and Follow-up Comparisons
behaviors from large sets of data that don’t eas- Phase 1 participants wore the armband over a
ily correlate to results. seven-day period for an average of 9,314 min-
utes (SD=1558.1; range=6,808 - 12,526). Dur-
Initially, normative data will be given greater ing Phase 1, participants smoked an average of
weight in the prediction of smoking events. As 108.78 cigarettes in total (SD=92.2 range=36-
supplementary individualized data is processed, 330), an average of 0.7 cigarettes per hour
individualized predictive models will be derived (SD=.6; range=0.23-2.03). At baseline, most
for each subject. The modeling algorithms will participants reported being in the pre-
slowly shift reliance from normative data to indi- contemplation stage for smoking cessation
vidualized tobacco use indicators over time. (77.8%; n=9). Baseline participants also re-
After a substantial accumulation of individualized ported a mean decisional balance (cons of quit-
data is collected to accurately predict patterns ting minus pros of quitting) value of -3.0
associated with tobacco use, the reliance on nor- (SD=13.7).
mative data as a predictive tool will be gradually
eliminated from the calculations. The strength and Participants in the follow-up phase wore the
predictive ability of these algorithms will be exam- armband for a period of approximately four
ined in a later phase of the study. days for an average of 4,675.4 minutes
(SD=1,628.0; range=1,765-6,737). During the
RESULTS follow-up phase, participants smoked an aver-
age of 63.3 cigarettes in total (SD=59.6;
Descriptives range=9-180), an average of 0.7 cigarettes per
Descriptive statistics were tabulated for the hour (SD=.6; range=0.15-1.88). Follow-up par-
sample (n=9). Participants were predominantly ticipants had a mean FNTQ score of 5.9
male (63.6%), with a mean age of 32.9 (SD=2.8; range=2-10). These participants also
(SD=10.3), college educated (mean years of reported a slight shift in stage of change distri-
education=15.3, SD=2.8), unmarried (55.6%), bution with 62.5% (n=6) at pre-contemplation,
and in very good health (55.6%). Most partici- and 25% (n=2) at preparation. Average deci-
pants identified their ethnicity as White (77.8%), sional balance scores at follow-up were posi-
Samoan (11.1%), or Chinese (11.1%), with tively skewed at 4.38 (SD=11.5)
22.2% claiming Hispanic origins.
DISCUSSION
Smoking History
Overall participants began smoking in adoles- Nicotine is a highly addictive, psychoactive drug
cence (mean age=16.4, SD=3.6), have smoked that induces physiologic effects to reinforce the
an average of 15.3 years (SD=11.9), and continued use of tobacco (Smith, 2003). Distinct
smoke an average of 25.9 cigarettes per day patterns of withdrawal symptomatology have

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been specified in the DSM-IV (American Psy- validity and reliability of the algorithms with a
chiatric Association, 1994), and include de- view toward determining the optimal time-
pressed mood, insomnia, irritability, anxiety, frame for delivery of a cessation or relapse
difficulty concentrating, restlessness, and in- prevention message.
creased appetite. Definitive physiological
changes are found to occur with cigarette depri- As data from this project is analyzed, a larger
vation, including decreases in heart rate, de- project is envisioned that will expand on the
creases in cortical arousal associated with pilot project in three ways: the sample size will
drowsiness and decreased vigilance, hypersen- be increased; a more robust research design
sitive visual stimuli, reduction in auditory has been constructed; and the project will be
evoked response, decreases in blood pressure augmented with the addition of a controlled
and respiratory rate, and increases in skin tem- laboratory condition. The project will be carried
perature (CDC, 1988). These physiologic pa- out in order to provide definitive evidence that
rameters are observable and measurable patterns of physiological arousal associated
across time and therefore predictable at an indi- with tobacco craving can be identified in smok-
vidual level. ers through statistical algorithms; to differentiate
between psychological craving and physiologi-
In recent years, the capacity of sensor technol- cal arousal in smokers; and, to identify robust
ogy has increased and portability has improved. algorithms that can be used for intervening in
Non-invasive, wearable wireless sensors offer tobacco use behaviors.
new opportunities for research and intervention
for a broad range of psychophysiological re- It is possible that each individual’s cravings
search. Specifically, research using sensor demonstrate a unique physiologic pattern that is
technologies supports their utility for the detec- identifiable by immediate changes in one physi-
tion and prediction of arousal associated with ologic channel (e.g., heart rate, skin tempera-
addictions. Because of high relapse rates, re- ture). It is also possible that the gateway chan-
searchers now characterize tobacco depend- nel may be different for each individual. This
ence as a chronic condition that requires re- program of research seeks to understand these
peated intervention (Paul & Lucas, 2005). patterns and develop a conceptual model for
Autonomous agents have been successfully developing new approaches to smoking inter-
used to create adaptive responses to dynamic ventions. Tailored and portable intervention ap-
environments. This means that individually tai- plications are envisioned for a variety of addic-
lored, early intervention methodologies are pos- tions. Identifying individual patterns of craving
sible to assist in treating addiction in more and tobacco use may provide a window for the
timely and meaningful ways. Interventions will earliest possible intervention, before a spiral of
be useful for treating addictions of all kinds, in- behavior begins. Interventions that are de-
cluding those who are resistant to change, signed to be delivered ‘just-in-time,’ offer critical
those already in treatment, and those who need opportunities for optimal effectiveness.
help preventing relapse.
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Implicit Learning of an Embedded Regularity in Older Adults using


a SRT Reaching Task in a Virtual Reality Medium
R. Martini1, L. Aquilino1, S. Buissé1, A. Dumais1,
V. Pion1, E. St. Rose2 , H. Sveistrup1, & D. M. Ste-Marie2

1
Occupational Therapy Program, School of Rehabilitation Sciences, Faculty of Health Sciences,
University of Ottawa
2
School of Human Kinetics, Faculty of Health Sciences, University of Ottawa

INTRODUCTION

Motor learning in rehabilitation can be facilitated embedded regularities (i.e., a regularly occur-
by different forms of knowledge (Strangman, ring predictive pattern), and our research focus
Heindel, Anderson, & Sutton (2005). To do so was on the latter. The ability to note recurrent
appropriately, it is important to understand how regularity in the physical or social environment
different tasks may facilitate or inhibit these dif- is necessary to be able to adapt to a changing
ferent forms of knowledge. Learning any task world. Researchers exploring the learning of
involves at least two forms of learning: explicit regularities have investigated whether implicit
and implicit. Explicit learning is characterized as learning of an embedded regularity can occur.
learning within conscious awareness and is Traditionally, serial response time (SRT) tasks
under intentional or voluntary control of the per- have been employed that require a finger key
former (Gentile, 2001). In contrast, implicit press in response to a visual stimulus (Goschke,
learning is described as operating outside one’s 1998). A predictive sequence (regularity) is em-
conscious awareness and is under automatic bedded throughout the visual stimuli presentations
control of the performer (Gentile, 2001). In gen- and the standard result is that the response times
eral, declarative and metacognitive processes for the embedded pattern are faster than for ran-
are the equivalent of explicit knowledge. Proce- dom sequences, despite the participants not dem-
dural knowledge, on the other hand, relates onstrating conscious awareness of that regularity
more strongly to implicit knowledge (Dienes & (Meulemans, Van der Linden, & Perruchet, 1998).
Perner, 2002). Traditional theories of motor
learning generally propose that the earliest In the literature, age has been shown to affect
phase of motor skill acquisition is acquired ex- the acquisition of tasks requiring conscious
plicitly and, as learning progresses, skill per- processing; whereas tasks that can be learned
formance becomes more implicit (Gentile, without conscious awareness are not influ-
2001; Maxwell, Masters, Kerr, & Weedon, enced by the effects of age (Durkin, Prescott,
2001). Recent research has challenged this Furchtgott, Cantor, & Powell, 1995; Willingham,
assumption (Maxwell et al., 2001). Evidence 1998). The SRT task is said to have a motor
suggests that many skills are learned without component (Goschke, 1998; Willingham, 1999).
ever encoding verbal rules or acquiring con- It is well known that older subjects demonstrate
scious knowledge regarding underlying rules or slower motor responses (Willingham, 1998).
regularities (Goschke, 1998). More recently, Regardless of this motor slowness, similar de-
researchers have argued that initial representa- grees of implicit learning of a simple, or low,
tions acquired during learning can take either order SRT repeated pattern by both older and
explicit or implicit forms, and with practice, each younger adults have been shown, with older
can be transfigured from one form to the other adults performing more poorly on a test of ex-
(Maybery, Taylor, & O’Brien-Malone, 1995; plicit knowledge of the repeated sequence
Park & Shea, 2005). (Howard & Howard, 1989; Howard & Howard,
1992). However, when using sequences that
Past investigations of implicit and explicit learn- required more complex or higher-order learn-
ing have focused on two different issues: the ing, older adults were able to implicitly learn
learning of a specific task and the learning of some second order associations, but demon-

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strated poorer implicit learning of more complex pants. The participants had a mean age of 68.8
sequences (Curran, 1997; Howard & Howard, years (range = 63-80 years). Participants were
1997; Howard, Dennis, Yankovich, & Vaidya, excluded if they presented with any of the fol-
2004). In their study of spatial and spatiotempo- lowing self-reported conditions: physical limita-
ral context learning, Howard et al. (2004) found tions in upper extremity range of motion, bal-
dissociation between older and younger adults ance problems, or poor standing tolerance. Due
using a higher order visuospatial sequence (i.e., to technical difficulties with the virtual reality
an alternating structure serial reaction time-ASRT) system, the data from six of the participants
task, but such dissociation was not found for their were dropped, leaving the data of 11 partici-
contextual cuing task that did not entail motor se- pants for analysis.
quencing. So they proposed that differences
found in the ASRT task may be attributed to age- Experimental task
related impairments in motor sequencing and that A novel virtual reality (VR) SRT task was used.
these deficits only become apparent when higher A digital camera captured the participants’ im-
order sequences are used. age in real-time allowing the participants to see
themselves on a television monitor within the
The SRT tasks used in these earlier studies, virtual environment. A tripod was placed in front
however, employed similar simple movement of each participant at the level of the home po-
response that is not reflective of the kind of sition as a consistent point of reference for ini-
complex processing required for most daily ac- tiation of movement. Participants placed their
tivities. This is a serious limitation of the previ- preferred hand on the tripod and reached out to
ous research in this field. Indeed, Wulf and contact balls as quickly as possible as they ap-
Shea (2002) claim that findings from studies peared at one of the four quadrants of the
that use simple skills do not readily transfer to screen. They returned their hand to the home
the learning of more complex skills. Thus, to position (response) after each reach as this ac-
understand different forms of learning proc- tivated the appearance of the next ball
esses, more complex skills need to be used in (stimulus). The response-stimulus interval was
motor learning research. For some tasks, com- set at 0ms as it was demonstrated that such an
plexity can be influenced by factors such as interval facilitates implicit learning (Destrebecqz
movement time or degrees of freedom (Wulf & & Cleeremans, 2001). The time that it took for
Shea, 2002). The present study used a dy- participants to move their hand from the tripod
namic, whole body movement task that required to each of the blue balls (response time) was
both spatial and temporal precision demands. recorded by the system.
Specifically a gross motor reaching task was
used in a virtual reality environment. For this Studies that have used an SRT task to deter-
study, SRT will refer to serial response time, as mine implicit learning of a repeated pattern
in Willingham (1999), as this was the actual used a high number of trials. For example,
measure obtained during the reaching task. Shanks, Rowland and Ranger (2005) used 100
trials over nine blocks and Destrebecqz and
The purpose of the present study was to deter- Cleeremans (2001) used 96 trials over 15
mine whether older adults learn an embedded blocks. The present study employed a task
regularity in a gross motor serial response time requiring gross motor movement that is more
(SRT) reaching task in a virtual reality environ- susceptible to fatigue than a simple motor task
ment. In addition, we hoped to determine such as key presses. A high number of trials
whether they learned the pattern implicitly and/ would have therefore been excessively tiring
or explicitly. and may have affected ability to detect learning.
Thus, for the SRT task during the acquisition
METHOD phase of this study, the same second order
conditional (SOC) pattern as in Meulemans et
Participants al.’s (1998) study was used. Despite its smaller
Ten female and seven male (n = 17) healthy number of trials (5 blocks of 84 trials), the re-
older adults recruited from local community sults of Meulemans et al.’s (1998) study dem-
centers in the Ottawa region served as partici- onstrated implicit learning of the repeated pat-

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MARTINI ET AL.

tern in both children and young adults. The re- pattern during the game?” “Did you notice any
peated sequence of ball appearance and trajec- pattern in the way balls appeared during the
tory was, 0, 3, 2, 0, 1, 3, 0, 2, 3, 1 with each game?” and “Do you think there was any pat-
number representing a quadrant in which the tern repeated during the game?” The purpose
ball appeared. For example, the 0 represented of the specific questioning was to determine
the ball appearing in the lower left quadrant. how much prompting was needed before a par-
Three phases were implemented: an acquisition ticipant could identify that they had recognized
phase to evaluate learning of the sequence; a the presence of a pattern, if at all. If the partici-
retention phase to evaluate if learning of the pant was able to state that they were aware of a
sequence was maintained; and a recognition pattern early on in the interview, it was hypothe-
phase to evaluate the form of learning. sized that a level of explicit learning had oc-
curred. Conversely, if the participant required
PROCEDURE continued questioning to verbalize awareness
of the pattern, it is then hypothesized that learn-
Acquisition phase. This phase consisted of five ing was more implicit than explicit on the contin-
blocks of 84 trials (a trial was equivalent to one uum of implicit to explicit learning. Such ques-
ball). Each block started with 4 random trials tioning to determine pattern awareness has
(random sequence) followed in series by 10 been used in previous SRT studies (Howard &
repeating trials (repeating sequence), 6 random Howard, 1997; Howard et al., 2004). However,
trials, 10 repeating trials, until 84 trials were Shanks and Johnstone (1999) argue that the
complete. This mixing of repeating and random interview taps into reportable knowledge, so it is
sequences was expected to make it less prob- not exhaustive and may not completely reflect
able that participants became aware of the pat- conscious knowledge. Therefore, two additional
tern (Curran, 1997; Meulemans et al., 1998). methods of determining explicit knowledge
The participants were instructed to reach with have been implemented.
their preferred hand to contact the ball as
quickly and as accurately as possible. At the After the interview, participants were told that
end of each block, participants were informed of there was in fact a pattern present during the
their total time to complete the block and were task. The purpose of the PDP was to dissociate
encouraged to obtain an even faster time on the implicit learning from explicit learning
next block. (Destrebecqz & Cleeremans, 2001). The PDP
consisted of two conditions, one being the inclu-
Retention phase. This phase followed after a 30 sion condition and the second being the exclu-
min filled delay interval. To avoid learning of the sion condition. In the inclusion condition, partici-
sequence within the retention phase, the partici- pants were asked to reproduce the pattern that
pants were asked to complete a series of 16 was in the acquisition phase. In the exclusion
balls, composed of a random sequence (6 balls) condition, participants were asked to avoid pro-
and the same repeated sequence (10 balls) that ducing the patterned sequence. If participants
had been presented in the acquisition phase. were able to reproduce the pattern in the inclu-
sion condition and were able to avoid producing
Recognition phase. Following the retention the pattern in the exclusion condition, it was as-
phase, the recognition phase involved three sumed that the pattern was learned explicitly be-
tasks: the interview, the process dissociation cause they were able to manipulate their knowl-
procedure (PDP), and the recognition task. edge. If participants nevertheless reproduced the
pattern in the exclusion condition, this demon-
The interview consisted of a questionnaire that strated that they learned it implicitly as they were
was verbally administered following the reten- unable to manipulate their knowledge and so
tion phase to determine whether or not there could not avoid reproducing it (Curran, 2001; De-
was evidence of explicit learning of the pattern. strebecqz & Cleeremans, 2001).
Questions began very generally and then be-
came more specific. They were: “Did you notice For the recognition task, participants were pre-
anything about this game?” “Did you notice any- sented with 16 sequences of four balls. Half of
thing during the game?” “Did you notice any the sequences presented were “old”, being part

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of the repeated sequence whereas the other ble touches per block for the repeated se-
half of the sequences presented were “new” quence was 1.2 and for the random sequence
and had never been seen by participants be- was 1.6. The initial response time to the stimulus
fore. For each of the 16 sequences, they were and corrected times were used in our analysis.
to answer “yes” or “no” to whether the pattern
that the four balls appeared in looked like any To determine whether there was learning of the
part of the pattern that was in the acquisition repeated pattern, the mean response times for
phase. Once again, this allowed us to deter- both the repeated and the random sequences
mine whether participants had explicitly learned were examined using a 2 (pattern) X 5 (block)
the pattern. If so, they would have been able to analysis of variance (ANOVA), with repeated
correctly recognize it. Such a forced-choice rec- measures on the last factor. Results showed
ognition task has been recognized as a valid that there was a significant improvement across
test of explicit sequence knowledge blocks for both the repeated and random pat-
(Destrebecqz & Cleeremans, 2001; Goschke, terns, F (4,40) = 20.233, p < .000. More impor-
1998; Shanks & Johnstone, 1999). Also, Tun- tantly, response times were significantly faster
ney and Shanks (2003) have found that the bi- for the repeated sequence than for the random
nary technique described above is more sensi- sequence, F (1,10) = 9.981, p < .010, thus dem-
tive than continuous scales. onstrating that learning of the repeated pattern
had occurred (Forkstam & Petersson, 2005).
RESULTS Upon closer analysis of the graph, it seems as
though the repeated pattern was initially faster
Acquisition than the random pattern in block one. This may
Anticipation toward the wrong ball, that is move- be interpreted as a potential confound, with the
ment toward a ball that did not actually appear possibility that the repeated sequence was just
in that particular corner of the screen, was con- an easier movement sequence to perform. To
sidered an error. These errors were identified examine this more closely, a comparison of
using a freeware computer program (accessed mean repeated and random response times
at http://www.health.uottawa.ca/biomech/csb/ across the 5 random and repeated sequence
software/) that allowed for graphical representa- trials within block one was done. This was ex-
tion of the participants’ movements. The mean amined using a 2 (pattern) X 5 (sequence trial)
number of errors per block for the repeated se- analysis of variance (ANOVA), with repeated
quence was 2.31 and for the random sequence measures on the last factor. We found that the
was 2.29. There were no significant differences difference in response times between patterns
in the number of errors between repeated and was not significant, F (1,10) = .000, p < .996,
random sequences. It is important to note that indicating that the mean response times of both
the response times recorded during these mis- sequences were equivalent from the start.
takes would no longer be representative of the
overall time it took to respond to the stimulus. Retention
Therefore, trials corresponding to wrong direc- The retention phase allowed us to determine
tions were initially omitted from all calculations of whether learning of the pattern was maintained.
mean response times. However, a repeated The difference in mean response times be-
measure ANOVA was completed using mean tween block 5 and retention were examined by
times for repeated blocks with and without errors. using a paired sample t-test. It was found that
The results indicated that the difference in mean the mean retention response time was slower
times was not significant, F (1,10) = 4.755, p than in block 5 (see Figure 2), but that the dif-
< .054. For this reason, mean response times with ference was not significant (t = -1.425, p
errors included were analyzed. < .185). The difference between repeated and
random mean times in the retention phase was
Further, a technical difficulty with using the vir- also examined. It was found that the repeated
tual reality system was that it did not always sequence continued to be significantly faster
record the first touch, so participants sometimes than the random sequence (t = -2.412, p
had to reach for a ball twice before the stimulus < .037). These results indicate that learning of
disappeared. The mean number of these dou- the pattern was maintained.

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MARTINI ET AL.

Recognition tern implicitly and was unable to avoid producing it


This phase of the study was designed to deter- in the exclusion condition; this same participant
mine whether or not there was evidence of ex- also replicated the most sets of threes from the
plicit learning. Explicit learning of the repeated repeated pattern in the inclusion condition.
pattern was measured via three different tasks.
If subjects were unable to demonstrate the Sequence recognition task. A one-way ANOVA,
learning of the repeated pattern through these with response as the dependent variable and
tasks, it was assumed that the learning that had sequence as the factor, was done to determine
occurred was implicit (Curran, 1997). whether or not participants were able to consis-
tently identify the old and new sequences. Results
Interview. All participants except for one dem- indicated no significant number of correctly identi-
onstrated some level of awareness of a pattern fied sequences (correct identification = no re-
at some point of the interview. Seventy three sponse to new sequences and yes response to
percent (8/11) of the participants reported old sequences), F (1, 74) = 1.367, p < .244. This
awareness of a pattern by the second interview concludes that participants could not discriminate
question. Though none of the participants were between the old and new sequences.
able to explicitly convey what the repeated pat-
tern was, most appear to have had some DISCUSSION
awareness of the existence of a pattern.
The results of the acquisition phase of the pre-
PDP. Since a SOC sequence was used, the sent study indicated learning of the repeated
number of three-element chunks that were part pattern during a gross motor task. Despite the
of the repeated pattern were calculated for both gross motor nature of the task used in this
inclusion and exclusion condition. It is possible study, the results replicated those of similar
that participants produced these sets by SRT studies that have utilized simple motor
chance; however, if participants were able to tasks. Both Howard and Howard’s (1989; 1992)
produce patterns above chance, some level of and Cherry and Stadler’s (1995) results using
explicit learning of the pattern can be presumed the traditional key press task showed signifi-
(Destrebecqz & Cleeremans, 2001). As per De- cantly faster reaction times for across blocks for
strebecqz and Cleeremans (2001), chance level the repeated pattern. It is therefore plausible
was calculated to be 0.33 for this sequence. In that implicit learning during a gross motor task
examining the PDP results, it was found that occurs in much the same manner as in a simple
73% of participants (8 out of 11) were able to pro- motor task. Interestingly, the participants in this
duce patterns above chance level, possibly indi- study appeared to be cautious in their perform-
cating the presence of explicit learning. Further ance, as they made few errors in both the ran-
examination of the results showed that the begin- dom and repeated conditions. Such cautious-
ning and end chunks of the repeated pattern were ness was also noted by Howard & Howard
more frequently recalled. This may be indicative of (1997) in their elderly participants.
a serial list position effect, i.e., that it is easier to
recall the first and last items on a list (Darley & The results of the present study also demon-
Glass, 1975). A similar effect has been noted with strated that learning of the repeated pattern
lists of movements (Wilberg, 1990). was maintained after a 30-minute interval.
These findings are similar to those produced by
The second condition of the PDP task was the Cherry and Stadler (1995). Meulemans et al.
exclusion condition. Unfortunately, results were (1998) also included a retention task that was
inadmissible, as all but four individuals pro- completed one week following the acquisition
duced a pattern that was artificial (e.g., select- phase and showed that the mean reaction
ing balls in a clockwise direction until the task times were similar in both sessions.
was completed). Also, one participant failed to
follow directions and touched balls twice in a During the interview, many of the older partici-
row. Of the three participants analyzed, only pants verbalized a level of awareness of the
one reproduced sets above chance level. This pattern being present; however, none were able
suggests that this participant learned the pat- to report it. This is typical of traditional SRT

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studies (Howard & Howard, 1989; 1992). Some who had significant explicit knowledge were
level of explicit learning was also demonstrated excluded from analysis, participants who merely
during the PDP task. Eight out of eleven partici- observed the stimuli did not show implicit se-
pants recalled an above-chance number of quence knowledge. Interestingly, observation of
chunks from the repeated pattern during the a model performing the SRT task has been
inclusion condition, and two out of the three shown to result in sequence learning as much
participants analyzed for the exclusion condition as physical practice (Heyes & Foster, 2002);
were successful in avoiding chunks from the the authors caution that observation may result
repeated pattern. These findings are contrary to in greater explicit learning. During their inves-
those of Howard and Howard (1989; 1992), tigation of the response structure of an upper
where the older adults showed little pattern arm movement sequence, Park and Shea
learning (below chance level) compared to the (2005) found that all participants demon-
younger adults. Both older and younger adults strated strong explicit knowledge of the re-
reported noticing a pattern; however, the older peated sequence.
adult performed more poorly than younger
adults when it came to identifying the actual Perhaps the reaching task’s increased move-
pattern or parts of it (Howard & Howard, 1989). ment time facilitates an observational compo-
Harrington and Haaland (1992) used a task nent that in turn may increase explicit aware-
where participants learned a pattern of different ness. It is also plausible that, unlike in Harring-
hand postures in response to lights being used ton and Haaland’s (1992) experiment, implicit
as cues. Unlike previous pattern-detection stud- learning was maintained in the SRT reaching
ies, the elderly in their study demonstrated task because pattern learning focused on re-
equivalent impairment in both implicit and ex- sponse location; whereas the hand posturing
plicit learning of the cognitive-motor sequence. task required participants to learn different mo-
The processing speed theory predicts that older tor responses, which requires greater attention.
subjects will be less likely to spontaneously no- The increased attentional demand of the hand-
tice and explicitly memorize the sequence. This posturing task was put forth as a possible ex-
hypothesis was considered by the study’s au- planation for the poor sequence learning in their
thors, but was not found to be valid in explain- study (Harrington & Haaland, 1992).
ing the results (Willingham, 1998).
Finally, similar to Meulemann et al. (1998), the
As with the present study, not only did most results of the sequence recognition task in the
participants in the hand posturing study report present study indicated that participants were
awareness of a pattern, but recall in the free not able to differentiate between old and new
recall test exceeded chance level, indicating sequences, despite the interview and PDP find-
explicit learning. However, unlike the Harrington ings. When participants were asked to verbally
and Haaland (1992) study, the older adults in demonstrate explicit learning of the pattern,
the present study showed some evidence of they were unable to convey any consistent
implicit learning of the sequence (as noted in awareness of the pattern. Considering these
the recognition test and the exclusion condition findings, it may be that greater movement times
of the PDP task). Perhaps the greater move- increased awareness of the presence of a pat-
ment times necessitated by the reaching task tern, but not enough to identify it. It is plausible
used in the present study and the hand postur- that the greater movement time compensates
ing task in the Harrington and Haaland (1992) for the slower processing speed. Further re-
study facilitated this awareness and improved search is necessary to determine if tasks with
pattern identification. It has been shown that different movement times influence the gain in
responding in an SRT task results in sequence explicit knowledge. Perhaps tasks with greater
learning, while simply observing the sequence movement times facilitate awareness. This may
on screen does not (Howard, Mutter, & Howard, be an important aspect to consider in rehabilita-
1992; Kelly & Burton, 2001). Willingham (1999) tion for teaching various motor abilities and
showed that the sequence learning in Howard daily tasks.
et al. (1992) was actually facilitated by explicit
knowledge of the sequence. Once participants

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MARTINI ET AL.

CONCLUSION

These study results show that older adults can Durkin, M., Prescott, L., Furchtgott, E., Cantor,
learn a repeated pattern during a gross motor J., & Powell, D. A. (1995). Performance but not
SRT task. Whether the learning during a gross acquisition of skill learning is severely impaired
motor SRT task in the older adults compares to in the elderly. Archives of Gerontology and
learning in young adults and children, as it has Geriatrics, 20, 167-183.
been shown in simple tasks, remains to be
seen. The participants in this study did not ap- Forkstam, C. & Petersson, K. (2005). Towards
pear to be cognizant of the repeated pattern per an explicit account of implicit learning. Current
se; however, they did demonstrate a greater Opinion in Neurology, 18, 435-441.
awareness of the presence of a pattern than in
previous studies using the more simple key Gentile, A.M. (2001). Skill acquisition: Action,
press task. Whether movement time required movement, and neuromotor processes. In Carr
for a task influences whether learning remains & Shepherd (Eds.), Movement Sciences: Foun-
implicit or becomes explicit needs to be ex- dations for rehabilitation, (pp. 111-187). Mary-
plored. This will have implications not only on land: Aspen Publishers, Inc.
the understanding of the learning of novel motor
tasks in the elderly, but on what instructional Goschke, T. (1998). Implicit learning of percep-
methods best facilitate each type of learning. tual and motor sequences. In M. A. Stadler and
P.A. Frensch (Eds.), Handbook of implicit learn-
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Howard, J. H., Mutter, S. A., & Howard, D. V. Willingham, D. B. (1999). Implicit motor se-
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CONTACT
Maybery, M., Taylor, M., & O’Brien-Malone, A.
(1995). Implicit learning: Sensotive to age, but not Rose Martini, PhD, OT(C)
IQ. Australian Journal of Psychology, 47, 8-17. Assistant Professor, Occupational Therapy
Program, School of Rehabilitation Sciences
Meulemans, T., Van der Linden, M., & Perruchet, Faculty of Health Sciences
P. (1998). Implicit sequence learning in chil- University of Ottawa
dren. Journal of Experimental Child Psychol- 451 Smyth Rd.
ogy, 69, 199-221. Ottawa, Ontario, K1H 8M5
Tel. (613) 562-5800 ext. 8028
Park, J. H. & Shea, C. H. (2005). Sequence Fax: (613) 562-5428
learning: Response structure and effector trans- E-mail: rose.martini@uottawa.ca
fer. The Quarterly Journal of Experimental Psy-
chology, 58A, 387-419.

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implicit learning (pp. 401-443). Thousand Oaks,
CA: Sage.

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GAMITO ET AL.

Presence: Head Mounted Display vs. Translucid Screen


P. Gamito1, Ph.D., D. Morais1, M.Sc.. candidate, J. Oliveira1, Ph.D. candidate,
L. Gamito, M.D. & M. Anastácio1
1
Universidade Lusófona de Humanidades e Tecnologias, Lisbon, Portugal.

Abstract: Among others, two displays are used when exposure to virtual worlds is required: Head
Mounted Displays (HMD) and Translucid Screens (TS). The higher sense of immersion brought
about by these two devices gives them an advantage over traditional media displays. In fact, both
HMD and TS enable a superior sense of presence in virtual worlds. However, the difference in the
degree of presence between them is not well documented. This article presents and discusses a
study that measured presence using a HMD and a TS. Sixty-nine subjects were exposed to two dif-
ferent neutral virtual worlds (20 minutes each world), one using a HMD and other a TS. Presence
was assessed through Slater-Usoh-Steed questionnaire (1994). Significant differences (α=.05) were
found between HMD and TS. In fact, results from Paired Samples T-Test (t(68)=-5.49, p=.00) re-
vealed that presence with the HMD (X=3.23; s=.61) was significant higher than the one with the TS
(X=3.01; s=.51). Cybersickness was found on 21.7% of the HMD subjects and on 27.5% of the TS
subjects. In both conditions, presence was significantly inferior on subjects with cybersickness.

INTRODUCTION

According to Schuemie and Van der Mast Witmer and Singer (1998) stated that presence
(1999), during any virtual reality (VR) experi- is all about attention processes, involvement
ence subjects often have the sense of being and immersion being the two most important
within the computer-generated environment. concepts. Involvement may be defined as the
This sense of “being there” is defined as pres- psychological state concerning attention to-
ence. Ditton (1997) refers to presence as the wards a set of relevant stimuli, whereas, immer-
ability to interact with a VR environment as if he sion refers to the psychological state character-
or she were in a real environment. Sheridan ized by the perception of being included in or
(1992) proposed three categories for presence: interacting with the VR environment (i.e. an ex-
(a) quantity of sensorial information displayed to perience of entering a multi-sensory representa-
the subject; (b) subject control level over the VR tion of three-dimensional space; Witmer &
environment; and (c) subject capacity to alter Singer, 1998).
the environment. On the other hand, Heeter
(1992) divides presence into three types: (a) Whatever it may be, presence is an important
Personal Presence – how the subject experi- variable to take into account when studies with
ences herself or himself as part of the VR envi- VR take place, as it measures the environ-
ronment; (b) Social Presence – existence of ment’s ability to pull the subject into the VR
other beings in the VR environment; and (c) world. Higher levels of presence may indicate
Environmental Presence – the ability of the VR that the subject recognizes the VR environment
environment to recognize the subject. as a real world experience. This can be crucial
when VR is the best solution for replacing real-
The nature and origin of presence is still un- ity. Such is the case for VR worlds that are de-
clear. Although it can be characterized, from the veloped to mimic war scenarios. Subjects with
neurophysiologic perspective, as a process re- war PTSD (Posttraumatic Stress Disorder) are
sulting from a synchrony between cognitive and exposed to virtual war situations (Gamito et al.,
perceptive systems (Heeter, 2003), the multi- 2005; Rothbaum et al., 1999; 2001) as a psy-
tude of associated processes reduces the chotherapy strategy to help them overcome
chances of brain mapping presence. More their anxiety disorder. VR as a substitution for
likely, presence is a dynamic set of reactions real experiences is also applied to the treatment
that take place between several brain structures of several phobia and panic disorders
rather than a localized and individual process. (Rothbaun et al., 1999; Riva et al., 2001; Em-

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melkamp, et al., 2002; Botella et al., 2000; cause retinal strain. Screens allow for use by
Blanchard et al., 1998; Wiederhold et al., 2002). more than one subject at a time and are not as
These studies showed that high levels of pres- intrusive as HMDs. Nevertheless, because the
ence enabled the development of fear as a re- field of view is limited to the projection area and
sponse to the displayed anxiogenic stimuli, they lack a tracking system, screens usually
which is the basis of psychotherapy proce- produce less immersion.
dures. In fact, in psychotherapy it is required
that the subject is exposed to his or her fears Despite a number of studies, it is not yet clear
until he or she can manage them. which device, the HMD or the screen, provides
the best sense of “being there.” This paper pre-
Some studies reported cybersickness on sev- sents and discusses a comparative study that
eral subjects that were exposed to VR environ- assesses differences in presence between
ments (LaViola, 2000; Lo & So, 2001; Hale & HMD and screen exposure.
Stanney, 2006). Stanney et al. (2002) charac-
terized cybersickness as a discrepancy be- METHODOLOGY
tween visual, vestibular and proprioceptive in-
formation. By moving the head during a VR This study took place at the Psychology Com-
simulation with a HMD, the sensation of move- puting Laboratory at University Lusofona de
ment that is produced by the subject’s inner ear Humanidades e Tecnologias, Lisbon, Portugal.
is some milliseconds desynchronized with the It involved 69 subjects that were assigned to
movement generated by the computer graphic two VR worlds. This sample, drawn from a uni-
board. This means that when subjects ‘see’ versity population, consisted of 31 males and
movement on the screen, the information from it 38 females, with an average age of 23.71
was already sent to the brain by the inner ear. (s=4.6) years old.
The subsequent incongruence may produce
nausea, headaches, spatial disorientation, and Virtual world A was a beach scenario (Figure
vomiting. According to LaViola (2000), the 1a) and virtual world B was a city environment
cause of this discrepancy resides in the preci- (Figure 1b). Both VR worlds A and B were
sion of tracking devices (in the case of HMDs), modified from two of Valve’s Half Life 2 maps.
and on the reduced frame rate of screens. Gen- On each world, subjects were to perform a sim-
der and age also matter. Women are more sus- ple task of finding a bird. To accomplish this,
ceptible to cybersickness because their percep- VR worlds needed to be exhaustively explored
tion of screen flickering is stronger than men’s. for approximately 20 minutes. Two subjects
On the other hand, Arns and Cerney (2005) examined the same world simultaneously.
pointed out that younger subjects (less than 30
years old) reported less cybersickness. Two P4 3.4 GHz with NVIDIA 6600 GT graphic
boards were connected on a local area net-
Typically VR may be experienced using one of work. While one subject was playing with a Cy-
following types of settings: (a) desktop personal bermind HiRES 800 Head Mounted Display
computer (PC); (b) workbench; (c) CAVE, (d) (HMD) with an intertrack InertiaCube (Figure
HMD, and (e) screens. The PC, workbench, 2a), the other was experiencing the world
and CAVE are usually neglected in psychology watching a 295cm x 225cm Translucid Screen
studies, the first because the level of immersion (TS; Figure 2b). Headphones were plugged into
and presence are not consistent with the de- both personal computers. After 20 minutes,
sired ones, the final two because of the finan- subjects switched worlds and exposure de-
cial resources required to set them up. Conse- vices. Following each world experience, sub-
quently, HMDs and screens are currently used. jects were asked to fill in the SUS presence
The HMD, when associated to a tracking sys- questionnaire (SUS, 1994). This scale meas-
tem, allows a 360-degree field of view and 3D ures one single dimension of physical presence
stereoscopy, which are the factors considered in an environment through six items.
to be responsible for its effectiveness in immer-
sion. On the other hand, most HMDs are heavy, Data was processed using SPSS 14. Two vari-
expensive, and when used for a long time, may ables were created: SUS_MEAN_HMD (Head

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GAMITO ET AL.

Figure 1a. Beach scenario Figure 1b. City scenario

Figure 2a. HMD Figure 2b. Translucid screen

Mounted Display) and SUS_MEAN_TS 3,0139; s = 0,51350), pointing towards a higher


(Translucid Screen). In order to assess the nor- presence when using HMD than when using TS
mality of these two variables Kolmo- (Table 1). HMD 360º point of view is most likely
gorov_Smirnov (K-S) was performed. Related responsible for this difference, since it enables
Sample T Test tested the existence of signifi- higher interaction with the environment. Higher
cance between variables. interaction is conducive to higher presence
(Held & Durlach, 1992; Sheridan, 1992;
RESULTS AND DISCUSSION Steuer, 1992).

The distribution of both variables Nevertheless, both variables showed low aver-
(SUS_MEAN_HMD and SUS_MEAN_TS) was age values. In fact, SUS questionnaire re-
normal. Kolmogorov_Smirnov (K-S) test did not sponses were always less than 5, on a 1 to 7
find significant differences between test prob- Likert scale. This means that both devices did
ability function and the probability function of not bestow subjects with a sense of being in the
each variable. VR environment. Several reasons may have
contributed to this outcome. Despite the fact
Related Sample T Test showed significant dif- that hardware and software used in this study
ferences between SUS_MEAN_HMD and were state of the art, both VR worlds (beach
SUS_MEAN_TS (r = .000*), with and city environments) may not have captured
SUS_MEAN_HMD (X = 3,2281; s = 0,61340) subjects’ full attention. Contrary to studies that
significantly higher than SUS_MEAN_TS (X = assessed presence on phobic subjects (Krijn et

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Table 1. Related Sample T Test for SUS_MEAN_TS and SUS_MEAN_HMD

Std.
Mean Deviation t
Pair SUS_MEAN_TS 3,0139 ,51350
-5,493*
SUS_MEAN_HMD 3,2281 ,61340
(*r < ,05)

al., 2004; Hoffman et al., 2003) where phobic condition would be higher than the TS condition,
cues (spider, elevator, and heights, for example) which did not occur. Probably, this comes from the
are themselves partially responsible for the sub- fact that subjects in the TS condition did not move
ject being drawn into the VR world, in this experi- their head along with VR world movements, creat-
ence, besides the VR environment, task goal, and ing a sensory conflict. In the HMD condition, sub-
interaction with the other player were the only jects had to move their heads as scenes were
events that would catch subjects’ attention. coming, reducing conflicts between vestibular and
visual systems. On both HMD and TS conditions
On the other hand, the SUS questionnaire subjects with cybersickness reported significantly
(1994) assesses presence through a compari- less presence (Table 2) than other subjects.
son between the virtual and real world. Basi-
cally, through six questions, subjects are asked The sample was divided into two groups ac-
if their experience in VR worlds is similar to re- cording to age P50 (P50 = 23). Significant dif-
ality. This means that only subjects who estab- ferences (Table 3) were found between older
lished a parallelism between the specific VR and younger groups in relation to presence in
perceived world and the real world may be able the TS condition. The younger group mani-
to positively answer the questionnaire. This fested higher presence than the older sub-
probably indicates that for subjects that find no jects. No significant differences were found
correspondence between the VR world and any between genders.
real world that they know, presence would be
reduced. Usoh et al. (2000) found a similar FINAL CONSIDERATIONS
trend in a study that assessed presence
through the SUS questionnaire (1994) on non- This paper presents and discusses a compara-
phobic subjects. tive study on presence. Sixty-nine subjects
were immersed in two virtual reality environ-
Cybersickness may have also contributed to ments using a HMD and a TS. One VR world
these results. In fact, cybersickness was pre- was a beach scenario and the other a city set
sent in 21,7 % of the HMD condition and in 27.5 up. On both worlds subjects were to perform a
% of the TS condition. The incidence of cyber- simple task of finding a bird. The SUS question-
sickness is in accordance with DiZio and Lackner naire (1994) reported lower presence independ-
(1997) and Wilson et al. (1995; 1997). These stud- ently of the VR world or exposure device. How-
ies revealed that 5% to 30% of subjects experi- ever, significant differences were found be-
enced symptoms of cybersickness. Nevertheless, tween HMD condition and TS condition, the
it was expected that cybersickness on the HMD latter being inferior to the former. Cybersick-

Table 2. Independent Sample T Test for SUS_MEAN_TS and SUS_MEAN_HMD


Std.
Cybersickness Mean Deviation t
SUS_MEAN_TS YES 2,9642 ,50352
-,28576*
NO 3,2500 ,51553
SUS_MEAN_HMD YES 3,1865 ,60237
-,23892*
NO 3,4254 ,65370
*r < ,05

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GAMITO ET AL.
Table 3. Related Sample T Test for SUS_MEAN_TS and SUS_MEAN_HMD
Std.
Age Mean Deviation t
SUS_MEAN_TS <23 3,0648 ,51446
2,184*
>23 2,6746 ,37476
SUS_MEAN_HMD <23 3,2640 ,64081
1,263
>23 2,9883 ,30889
*r < ,05

ness was present in 21.7% of the HMD condi- sus exposure in vivo : A comparative evaluation
tion and in 27.5 % of the TS condition. in acrophobia. Behavior Research and Therapy,
40(5), 25-32.
The questionnaire used to assess presence,
cybersickness, and difficulty capturing subjects’ Gamito, P., Pacheco, J., Ribeiro, C., Pablo, C.,
attention were probably responsible for low val- & Saraiva, T. (2005). Virtual War PTSD – a
ues of presence. Nevertheless, the HMD condi- methodological thread. (Eds.) Wiederhold et al.
tion revealed higher presence than the TS con- Annual Review of Cybertherapy and Telemedi-
dition. In further research a more comprehen- cine, Vol. 3. Interactive Media Institute.
sive and complete questionnaire of presence,
like the ITC – SOPI (Lessiter et al., 2001), Hale, K.S. & Stanney, K.M. (2006) Effects of
should be used. low stereo acuity on performance, presence
and sickness within a virtual environment.
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Evaluation of Group Performance in a Mediated Environment


L. W. Jerome, Ph.D., P. J. Jordan, Ph.D., N. Faraj, R.D., M.S.

Pacific Telehealth and Technology Hui


Honolulu, HI

Abstract: Wearable biosensors allow for the non-invasive collection of a range of biometric data. A
better understanding of the physiologic corollaries of emotional and behavioral response patterns is
promoting keen insight into the way the mind and body work in synchrony. Empirical research has
already established significant findings related to psychophysiologic characteristics and individual
performance. Similarly, groups may express unique biologic patterns or, a collective flow that is in-
dicative of optimal group performance. Groups continuously modify based on the perpetual sharing
and streaming of mutually relevant information. A group’s idea formation, leadership, affect, cohe-
sion, flow, motivation, efficacy and problem solving change in an ongoing system of reciprocity. This
project establishes research into how group biometrics capture dynamic group processes, and iden-
tify psychophysiologic patterns associated with group performance. We hypothesize that there are
patterns of group physiological change that can be detected through biometric data analysis; further,
that these group rhythms reflect a dynamic interchange associated with group performance and
group dynamics including cohesion, flow, and group efficacy. Using a nested mixed-model design,
this study aims to evaluate group performance in a collaborative gaming environment within groups
with variant performance levels. Thirty-three experienced computer game players were randomly
assigned into 11 groups of three. Each team engaged in four one-hour sessions of collaborative,
multi-player computer video game play (CounterStrike). Participants wore non-invasive sensors dur-
ing game play, which allowed for the continuous collection of low-level physiological data. Follow-up
questionnaires assessed individuals’ perceptions of several characteristics associated with group
dynamics. This article will provide descriptions of initial project outcomes and discuss implications of
anticipated results related to leadership orientation, situational motivation, group efficacy, perceived
cohesion, self-efficacy, and flow. Long-term plans include the application of findings to develop new
strategies and intervention tools for better communications, dynamic interrelatedness, empathic per-
formance, and transformative learning.

INTRODUCTION

Group performance is an emerging area of in- group parameters may provide significant in-
terest for biosensor research (Pancerella et al., sights into a group’s effectiveness (Doser et al.,
2003). Sensors are an enabling technology that 2003). The utilization of biometrics to define
offer portability, innovation, and wireless con- essential patterns of group interactivity may
nectivity, affording new potential for biometric allow teams to develop specific behavioral and
data collection with groups. Improving team communication strategies that yield optimal
performance and group dynamics is especially group performance.
important for those working in high conse-
quence, stressful, and time critical situations Effective group performance is the result of
(Doser et al., 2003). Personality variables, interdependent dynamics including cohesion,
physiologic parameters, focus of attention, and group size, potency (or efficacy), composi-
interpersonal factors are key data elements that tion, leadership, motivation, and goal setting
new technologies may help to elucidate, en- (Yancey, 1998). A variety of individual and
hancing group performance. High stress or high task traits have been associated with optimal
consequence teams (e.g., disaster response performance including efficacy, motivation,
teams; surgical teams; military special-op ma- anxiety, confidence, leadership, risk-taking,
neuvers) demand efficient and accurate per- determination, and task structure, involve-
formance. It has been suggested that systemic ment and importance. To date, only individual
analysis of the physiological and psychological physical and personality traits have been ex-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

plored as characteristics that enable more Research has demonstrated strong physiologic
successful performance. connections between emotional expression and
physiological arousal (i.e., skin conductance,
Groups are dynamic. Idea formation, leader- temperature, respiration, blood flow) (Nasoz,
ship, affect, cohesion, flow, motivation, efficacy Alvarez, Lisetti, & Finkelstein, 2003; Picard,
and problem solving continuously change in a 2001; Rani, Sarkar, Smith, & Adams, 2003).
mutually aggregate pattern (Grammer, Fink, & Biosensor research has traditionally analyzed
Renninger, 2002). Interactions modify based on individual biometric data and then extrapolated
continuous sharing and mutual streaming of this information to describe the impact on group
relevant information. For example, the develop- performance. For example, individual perform-
ment of rapport has been attributed to the syn- ance profiles and performance predictors have
chronization of body movements (Grammer, been described for athletic teams (Perkins &
Kruck, & Magnusson, 1998). The importance of Pivarnik, 2003); workload monitoring and adap-
synchronization and vicariousness of emotion tive aiding for operator functioning (Perkins &
to interpersonal and group performance has Pivarnik, 2003; Wilson, Lambert, & Russell,
been further noted in research on empathy 2000). Research suggests that team decision-
(Preston & Wall, 2000); for example, Couvade’s making can improve when individual team
Syndrome (Klein, 1991), physiological synchro- member performance parameters are commu-
nization in musical dialogue (Neugebauer & nicated as input for the decision-making proc-
Aldridge, 1998), and dynamic interaction in ess (Pancerella et al., 2003). There is no previ-
learning between cognition, physical expression ous research that seeks to detect the psycho-
and environmental events (Winn, 2003). Aggre- physiologic rhythm of groups and their dynamic
gate movements have also been described as a processes. The current research aims to iden-
critical element in theoretical descriptions of tify patterns of psychophysiologic responses
crowd behavior, mob dynamics, and dynamic associated with group performance and to de-
changes related to group behavior (Badler, All- tect physiological patterns that correlate directly
beck, & Bindiganavale, 2001). with group cohesion, efficacy and flow.

The dynamic nature of group performance sug- This study is being conducted in two phases.
gests that teams may express unique patterns or During Phase 1 of the study, individual partici-
a collective biologic rhythm (Harrison, 2004). Data pants were randomly divided into 11 groups of
collected with sensors can improve our under- three. All participants completed a battery of
standing of emotion and behavioral response pat- baseline questionnaires (described in detail in
terns (Badler et al., 2001; Doser et al., 2003; the Measures section). Data collected via wear-
Picard, 2001). A number of studies have explored able sensors and through self-report will be
associations between specific physiologic pa- analyzed in Phase 2 to identify group physiol-
rameters and individual performance. Research ogic patterns that correlate with performance
into optimal group performance has traditionally and group dynamics.
analyzed individual biometric data and then ex-
trapolated this information to describe the implica- METHOD
tions for group performance. No research to date
has explored the hypothesis that groups have a Participants
biologic rhythm that is reflected in patterns of Human subjects approvals were obtained by the
physiological change and expressed collectively. University of Hawai`i’s Institutional Review Board
Group performance is a complex interplay of indi- and the U.S. Army and Materiel Command’s
vidual, team and task characteristics, informed by HSSRB. Recruitment was conducted primarily at
the continuous exchange of new information the university campus between October 2005 and
(Becker, Predinger, Ishizuka & Wachsmuth, February 2006 using flyers, handbills, public ser-
2005). By probing the relationship between the vice announcements, e-mail and classroom pres-
physiological, emotional and behavioral aspects of entations. A total of 38 veteran gamers were re-
group performance, this study seeks to establish cruited for the study. Informed consent was ac-
evidence of a physiologic group expression; and, quired during initial participant sessions and a se-
to obtain new insights into group performance. ries of questionnaires were then administered.

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JEROME ET AL.

Participants were also fitted for cardiopulmonary Group Efficacy: This four-item questionnaire
and armband sensors, and were trained to use was adapted from Hackman’s (1987) Flight
each device. In addition, a packet of take-home Crew Survey. The measure addresses depend-
materials was provided, containing a letter of intro- ent variables associated with the group mem-
duction, a copy of the informed consent docu- bers’ collective estimate of the group’s ability to
ment, and a website resource with reference and perform a specific task. Responses were made
contact information. Two individuals could not on a 4-point Likert Scale. Individual responses
meet the scheduling requirements, and three were to the items were aggregated so that “group”
disqualified for poor attendance, leaving a total of remains the unit of analysis for all dependent
33 participants who completed all four study ses- measures. This method has been validated.
sions. Participants were divided into 11 teams
(three players each) based on their scheduled Performance Self-Efficacy: This scale is an ad-
availability and were randomly assigned to one of aptation of the generalized self-efficacy scale
three computer stations (A, B, or C). To ensure developed by Schwarzer & Jerusalem (1995).
confidentiality, participants were assigned an iden- The scale was created to assess a general
tification number, and were addressed only by ID, sense of optimistic self-belief that one can per-
computer station number, or player profile name. form a specific task or cope with adversity in
various situations. The scale is designed for the
Measures general adult population and consists of 10
Self-report questionnaires questions. Responses are made on a 4-point
Subjective data were gathered from the follow- Likert scale and summed to yield a final com-
ing self-report questionnaires. The Situational posite score.
Motivation Scale and the Task-People Leader-
ship scale were administered at baseline and Perceived Cohesion Scale: Bollen & Hoyle
again after the fourth session; all others were (1990) created this 6-item measure to reflect
administered immediately following each of the two underlying dimensions of cohesion: 1)
four gaming sessions. sense of belonging, and 2) feelings of morale.
Responses are recorded on a 5-point Likert
Situational Motivation Scale (SIMS): The SIMS scale. The version used in this study repre-
(Guay, Vallerand, & Blanchard, 2000) is a 16- sented Bollen & Hoyle’s (1990) suggested
item self-report inventory, designed to measure changes for small-group use.
intrinsic motivation (four items), identified regu-
lation (four items), external regulation (four Flow State Scale (FSS): The 36-item FSS
items), and amotivation (four items). SIMS does (Jackson & Marsh, 1996) is a Likert scale that
not measure the introjected and integrated fac- represents the nine dimensions of flow de-
ets of extrinsic motivation. Each item is rated on scribed by Csikszentmihaly (1988): 1) chal-
a 7-point Likert scale. lenge-skill balance; 2) action-awareness merg-
ing; 3) clear goals; 4) unambiguous feedback;
Task-People Leadership Questionnaire (TPLQ): 5) concentration on task at hand; 6) sense of
The TPLQ (Pfeiffer & Jones, 1974) is a 35-item control; 7) loss of self consciousness; 8) trans-
questionnaire designed to identify two dimen- formation of time; and 9) autoletic experience.
sions of leadership: task orientation and people
orientation. These are not opposite approaches, Biosensor and Computer EquipmentBodyMedia
and individuals can rate high or low on either or SenseWear® Pro2 armband: The following data
both. Some leaders deal with people needs, channels were collected from the armband sen-
leaving task details to subordinates. Other lead- sor: heat flux—the rate of heat exchanged be-
ers focus on specific details with the expecta- tween the wearer’s arm and the outside envi-
tion that subordinates will carry out orders. De- ronment; skin temperature—temperature of the
pending on the situation, both approaches may skin under the armband; reflective of the body's
be effective. The important issue is the ability to core temperature, although it is several degrees
identify relevant dimensions of the situation and cooler; ambient temperature—the air tempera-
behave accordingly. ture immediately around the arm; galvanic skin
conductance—the ability of the skin to conduct

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

electricity; movement—longitudinal and trans- would receive a year’s subscription to Xbox


verse accelerometers track forward and lateral Live. There were two 30-minute periods of
movement. (The armband sensor is a wireless gameplay for each (1 hour) session. Standard-
system avoiding the distractions and problems ized play specifications were set at the begin-
associated with tethered sensors.) , Galvanic ning of each 30-minute match (i.e., game
skin conductance has been found to correlate length, skill level, number of terrorists, starting
positively with novel stimuli, intensity, and/or money, weapons buy time, etc.).
emotional content, and may also show in-
creased levels during stress (Andreassi, 2000; Each actual game was a maximum of 5 minutes
Fichera & Andreassi, 1998), and electromyog- long. All participants were given 1-minute warn-
raphy (EMG), a measure of muscle activity, has ings when their 30-minute period was coming to
been shown to correlate with negatively an end. There were no long games (these were
valenced emotions (Becker, Predinger, Ishi- 5 minute games – you either kill the terrorists/
zuka, & Wachsmuth, 2005). Moreover, there is save the hostages in that time period or the ter-
strong evidence for the physiologic connections rorists win). Game play grew increasingly diffi-
between emotional expression and physiologi- cult as the four sessions advanced. Participants
cal arousal (Nasoz, Alvarez, Lisetti, & Finkel- were required to press an “event button” on the
stein, 2003; Picard, 2001). armband at the completion of each game, and
inserted an “event” (using a stylus and the Vivo
VivoMetrics LifeShirt® ambulatory monitoring Metrics) on the LifeShirt data between the two
system: The LifeShirt system measures respira- matches. These annotations on the raw data
tory function using sensors integrated in the were used to synchronize the flow of each
shirt and also heart rate and activity level with game cycle among team members. In conjunc-
an ECG. The LifeShirt attaches to a PDA that tion with the timestamps placed on the armband
records and stores participants’ data on remov- sensor data, these annotations allow us to rec-
able data cards. ognize when game sessions started and ended.
Team scores, as well as individual wins and
3 x video game stations: Each participant was deaths, were recorded at the end of each
seated at his own gaming station, which in- match. Participants were given a $20 gift certifi-
cluded a 17-inch Samsung SyncMaster TFT- cate for their participation in the study.
LCD computer monitor; a CounterStrike video
game for Xbox; and an Xbox video game sys- Immediately following each game-play session,
tem with handheld controller. biometric raw data was downloaded from the
data cards from all devices into software spe-
Linksys 5-port hub was used for interconnectiv- cific to the manufacturer (InnerView v.4.1.904
ity between the three systems, so that players by BodyMedia; Vivologic v.2.9 by VivoMetrics).
could compete as a three-man unit against the For purposes of data analysis, all data were
computer. made anonymous by removing any personal
identifiers (e.g., name, address, phone number,
PROCEDURE etc.) from the self-report and biometric data.

All teams were scheduled for four one-hour Data Analysis Plan
game playing sessions of CounterStrike on the Planned data analysis during Phase 2 will in-
Xbox game console. Sessions 2, 3, and 4 were clude the analysis of physiological (sensor) and
required to occur between 48 hours and two self-report data collected from individuals (and
weeks from a previous game play session. Dur- aggregated data for each group) to detect cor-
ing the first session, a 30-minute trial period relations between group performance and vari-
was allowed so participants could familiarize ance in the physiological data. Associations
themselves with the computer game and one between individual and group performance
another. Teams were given no specific guid- characteristics, physiological response patterns
ance for play or interaction, except were asked and psychological data have been conducted,
to “do their best” as a team and told that the and reported in the following section.
best performing team at the end of the study

120
JEROME ET AL.

Table 1. Correlations between variables collected by SenseWear armband (n=11,346).

NEW ST MAD GSR EE


Heat flux .36** .34** .09** .17**
Skin temp. (ST) .25** .12** -.06**

MAD .00 .52**


GSR .03**

Notes. Heat flux = heat flux average original rate. Skin temp. = skin temperature average original
rate. MAD = longitudinal accelerometer (mean absolute difference). GSR = galvanic skin response.
EE = energy expenditure per minute. **p <.01.
Table 2. Correlations between variables collected by VivoMetrics LifeShirt (n=215,087)*.

ViVol RR Ti
Heart Rate .129 -.439 .011
Inspiratory Tidal Volume (ViVol) -.045 .206
Respiratory Rate (RR) -.009

Note. Heart rate = beats per minute. ViVol = inspiratory volume; litres of air inhaled with each normal
breath. RR = respiratory rate; number of breaths per minute. Ti = tidal volume; litres of air inhaled
and exhaled with each normal breath.

RESULTS Correlational Findings


Bivariate correlations were calculated for all
Descriptives subjective measures and physiologic data at
Descriptive statistics were tabulated for the each of the four one-hour sessions. Subjective
sample (n=33). Participants were male, mostly measures included sumative scores for group
college educated (mean years of educa- efficacy, performance self-efficacy, flow, per-
tion=15.2, SD=2.5); never married (84.9%), in ceived cohesion, leadership, situational motiva-
excellent or very good health (72.7%), and had tion, and the respective subscales of each con-
a mean age of 25.9 (SD=7.1). Most participants struct. Significant correlations were found be-
identified their ethnicity as White (75.8%), Na- tween performance self-efficacy and group effi-
tive Hawai`ian (12.1%), or Asian (6%), with cacy (r =.43, p <.05), flow (r =.68, p <.01), and
39.4% reporting two or more ethnicities, and perceived cohesion (r =.66, p <.01). Perceived
24.2% with Hispanic origin. One-way ANOVAs cohension was also signficantly correlated with
(for continuous variables) and crosstabs (for flow (r =.59, p <.01). Physiologic data channels
discrete variables) found no significant differ- included skin temperature, energy expenditure,
ences on any demographics variable (p >.05), galvanic skin response, heat flux, longitundinal
indicating that team composition was relatively accelerometer (mean absolute difference),
equal. Further, one-way ANOVAs indicated no heart rate, tidal volume, respiratory rate, and
significant mean differences at baseline be- inspiratory time. Partial physiologic correlations
tween any of the teams on the self-report con- are provided in Tables 1 and 2.
structs (p >.05), nor were there significant differ-
ences between the 11 groups on performance Team Differences Across Time
scores for the initial warm-up session, suggest- Aggregate relationships among variables for the
ing that the skill level of each team was well entire sample were analyzed to determine the
balanced (p >.05). overall association among variables for all par-
ticipants across the four sessions. An examina-
tion of the resultant correlations can identify any

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variables that are collinear, as well as those vide insights into the physiological, emotional
have good concurrent and discriminant validity. and behavioral aspects of group performance.
Further, specific mean differences between the Our task is to identify a parsimonious set of pre-
three-member teams were tested to ensure that dictors that can accurately predict team per-
there were no significant differences among formance under a given set of circumstances.
teams at baseline for any dependent variables.
Finally, all dependent variables are being plot- DISCUSSION
ted by subject by team across time to identify
any immediately observable patterns associ- Descriptive statistics provide confidence that
ated with each team’s rank performance. the teams in the current research are homoge-
neous in terms of team composition and self-
ANOVAs determined that group efficacy scores report constructs, and that teams are well bal-
were significantly different between teams at anced for skill level. Substantive data analyses
sessions 3 and 4 (FT3(10,22)=2.55, p <.05, for this project are not yet complete, but initial
η2=.54; FT4(10,22)=2.87, p <.05, η2=.57); al- correlational data is promising. Analyses com-
though paired comparisons indicated that no pleted so far point to a steady deepening of
statistically significant differences were detect- group cohesiveness as the number of game
able. In addition, performance self-efficacy play sessions increases. Cartwright (1968)
scores between teams were significantly differ- stated that members of a highly cohesive
ent at sessions 2 and 4 (FT2(10,22)=3.75, p group are strongly motivated to contribute to
<.01, η2=.63; FT4(10,22)=3.26, p =.01, η2=.59). the group’s welfare, to advance its objectives
These constructs (i.e., group efficacy, perform- and to participate in its activities. Further,
ance self-efficacy) will be further examined us- cohesiveness contributes to a group’s effi-
ing paired comparisons to determine which cacy. Cohesive groups with relatively high
teams’ mean scores were signficantly higher performance goals are more productive than
and if these differences are consistent with non-cohesive groups (Zaccaro & Lowe,
team performance. 1988). Research has established strong links
between group efficacy and group perform-
Individual Team Trends Across Time ance (Pescosolido, 2001). Therefore, group
A repeated measures analysis of variance was cohesiveness and group performance may be
used to examine indvidual team trends over the important variables for understanding the way
four time points. Each of the major constructs that a group biometric is expressed.
(but not their respective subscales) was exam-
ined for significant mean differences. A team x Further, as team members have more opportu-
time interaction was found for performance self- nities to play together, they report higher levels
efficacy (F(1,10)=2.32, p <.05, Wilk’s λ=.16). No of group flow. In a flow state individuals occupy
interactions were detected for any other re- a mental zone where their attention is intently
peated measures. While there may be clear focused on an activity that is challenging yet
associations of psychological variables among enjoyable. Flow is reached as more skills are
team members, detecting patterns of both psy- gained. The gamers know what needs to be
chological and physiologic data associated with done, and they experience a sense of serenity,
team performance is challenging. The volume neither anxious nor bored. Flow occurs when
of data alone prevents observable patterns from the demands of a task match, but do not sur-
being easily detected, and it is conceivable that pass, the skill available to complete that task
there is more than one way to predict optimal (Csikszentmihalyi, 1990; Gee, 2003). Research
performance. The data analyses that are cur- suggests there are physiologic corollaries to the
rently underway include investigation into po- flow experience. PET scans and other neu-
tential relationships between group perform- rophsiological measures have demonstrated
ance and the variance in the physiological data. that heightened levels of the neuro-modulator
Analyses will also yield predictor variables to dopamine are present during video game play-
identify the most salient variables that contrib- ing, extreme sports, and gambling. This in-
ute to optimal group performance. The group crease in dopamine represents the distinguish-
physiologic patterns that are identified will pro- ing morphological change during such flow pro-

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JEROME ET AL.

ducing behaviors (Marr, 2000). Therefore, tion. One study found a pattern of coordinated
group cohesiveness and group performance heart rate sequences associated with musical
may be important variables for understanding styles (Neugebauer, & Aldridge, 1998). Other
the way that a group biometric is expressed. research notes that friend dyads in toddlers
have greater concordance in baseline heart rate
This study’s initial findings related to cohesion and cortisol measures (Preston & Wall, 2002).
and flow will provide a strong base for further Finally, neuroscientific empathy experiments
analyzing the team’s physiologic data. The data indicate that the same affective brain circuits
will be analyzed to determine whether physiol- are automatically activated when we feel pain
ogic patterns can be identified that correlate to and when we observe others who are feeling
a group rhythm, group performance and/or pain (Singer & Fehr, 2005).
other variables associated with the way the
groups interact. Empathy is the ability to imagine oneself in an-
other person's situation. Empathy can therefore
The long-range goal of the research, regardless be elicited by role playing or simulations. The
of specific outcomes, is to develop an area of “sweet spot” for games and simulations lies in
research regarding physiologic expression of their unique ability to afford learners an oppor-
interpersonal and group events. Planning is tunity to authentically experience something
now underway (and will be modified according that is impractical, impossible or dangerous.
to the outcomes of this study) for a follow-up Simulations provide flexible environments that
study that will explore the role of empathy in allow for infinite possibilities and points of view.
group performance, as identified through biomet- They also allow learning by doing and discovery
rics and self-report data. Better teamwork and through failure. Thus, simulations have the capac-
greater job satisfaction have followed empathy ity to facilitate transformative learning (Galarneau,
training provided to adults (Herbek & Yammarino, 2005). Transformative learning involves reflec-
1990). The follow-up research will expand on the tively transforming beliefs, attitudes, opinions, and
current project in three ways: Single- and mixed- emotional reactions that constitute one’s meaning
gender teams; inclusion of attention control (Mezirow, 1991). In a virtual environment, the user
groups; and, randomized design. learns by moving through a scene and sampling
available viewpoints (Bolter & Grusin, 1999). What
The idea of synchronization and vicariousness can emerge from learning in simulated environ-
of emotion has recently been discussed in em- ments is immersive engagement that allows learn-
pathy research (Preston & Wall, 2000). The ers to try on new identities and construct new per-
notion that empathy between two people is related spectives and world views. The development of
to a state of shared physiology suggests a paral- empathic intelligence can be transformative
lelism between psychological and physiological (Arnold, 2003). We will explore the impact of al-
domains (Levenson & Ruef, 1992). Studies that lowing a person to actually see things differently,
measure heart rate, EMG, brain activity, and de- in a simulated environment, on patterns in group
velopment support the idea that understanding the synergy and team performance.
emotion of others entails experiencing the emotion
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459 Patterson Road, 4th Floor, E-wing
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Changes in P300 Amplitude in Smokers in Response to Cigarette-Craving Cues


K-W. Jang, B.A.1, J-S. Lee, M.D., Ph, D.2, B-H. Yang, M.D., Ph. D.3, J-H. Lee, Ph, D.1
1
Department of Psychology, Chung-Ang University, Seoul, Korea.
2
Department of Psychiatry, Kwandong University College of Medicine,
Myongji Hospital, Seoul, Korea.
3
Department of Neuropsychiatry, College of Medicine and The Mental Health Research Institute,
Hanyang University, Seoul, Korea.

INTRODUCTION

Generally, craving refers to the urge to experi- 1986, 1987; Naumann et al., 1992). The aim of
ence the effect of a previously experienced psy- this experiment was to investigate the change
choactive substance (UNDCP/WHO, 1992), of P300 amplitude in response to each stimulus
and it can be regarded as an important media- type. Our hypotheses were that P300 amplitude
tor of continued substance use and relapse af- to craving stimuli for smokers would be in-
ter abstinence (Anton et al., 1996; Kosten, creased compared with the response shown by
1992). Many studies have investigated the ef- nonsmokers, and the amplitudes to craving and
fects of nicotine craving and activity and have aversive stimuli would be enhanced compared
reported that smoking cues, such as a person with neutral stimuli in smokers.
holding, lighting, or smoking cigarettes, produce
smoking cue-reactivity (Rickard-Figueroa & METHOD
Zeichner, 1985; Niaura et al., 1992). In a study
of smokers’ reactions to presentation of smok- Twenty men (10 smokers & 10 nonsmokers)
ing cues, blood pressure increased significantly, were recruited to participate in an ERP session
and heart rate reactions, although not signifi- of approximately five minutes’ duration. Non-
cant, paralleled blood pressure response. How- smokers were those who reported never having
ever, these autonomic responses are often dis- smoked (M=27.3years, SD=4.5), and smokers
cordant. Physiological responses were some- were those who had smoked more than two
what different for self-reported craving (Niaura cigarettes per day (M=13.7cigarettes/day,
et al., 1992), and urge ratings showed a differ- SD=5.1), (M=30.6years, SD=7.5). The groups
ent pattern of response in the cardiovascular were balanced for educational level. Partici-
response. Drobes and Tiffany (1997) reported pants were informed that the study involved an
that there was no relationship between verbal experiment on ERPs, and took part voluntarily.
and physiological urge indices. Alternative Our task stimuli consisted of 10 pictorial stimuli
measures have been sought. Warren and for craving, 10 neutral pictorial stimuli, and 10
McDonough (1999) indicate that event-related aversive pictorial stimuli. The craving stimuli
potentials (ERPs) may be useful as a tool for were photographs of a cigarette with a lighter, a
assessing smoking cue-reactivity, because burning cigarette, a person holding a cigarette,
smoking-related stimuli elicit enhanced ERP and people smoking cigarettes. The neutral
responses in smokers, paralleling the reactivity stimuli were photographs of everyday life, such
previously demonstrated in autonomic re- as a baby riding a rocking horse, children in a
sponses. Begleiter et al. (1983) reported the classroom, a church, a crowded subway, and
P300 of stimulus categories to vary as a direct an empty subway. The aversive stimuli were
function of the incentive. Warren and posters about antismoking activity, such as a
McDonough (1999) suggested that P300 ampli- pregnant woman or a skeleton smoking a ciga-
tude increase is caused by the incentive re- rette. Every stimulus was presented in the cen-
sponse to greater value stimuli, and Johnston ter of a 17” color monitor. The symbol ‘+’ was
and coworkers reported that emotionally posi- first displayed on the screen for 3 s. One of the
tive and negative stimuli evoked greater P300 30 task stimuli (21 ´ 16 cm2) was then randomly
amplitudes than neutral stimuli (Johnston et al., selected and presented for 0.5 s, followed by a

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

blank screen for 1.5 s until the next task stimu- p<0.05). No interactions between group and
lus was presented. A total of 245 stimuli were electrode channel were observed. The largest
presented, comprising five ‘+’ stimuli, 120 task P300 electrode sites for smokers for craving
stimuli (40 each craving, neutral, and aversive) and aversive stimuli were similar (F4), but the
and 120 blank screens. The ‘+’ stimulus was sites for nonsmokers were different (F3, F4).
presented at intervals of 63 s. Participants were
asked to provide their demographic data and DISCUSSION
answers to smoking-related question items
prior to the testing session. A Laxtha EEG- The present study investigated changes in
monitoring device in the EEG recording room P300 amplitude in response to craving, aver-
acquired EEG data. EEG recordings were sive, and neutral stimuli in smokers and non-
made using silver–silver chloride cup elec- smokers, but no group effects were found. The
trodes, on F3 and F4 (frontal), and on C3 and results may have been affected by smoking
C4 (central) scalp regions. The EEG-monitoring deprivation. P300 amplitude generally in-
device settings were as follows: 256 Hz sam- creases, and latency decreases, immediately
pling rate, 16-bit resolution, 1 Hz high-pass fil- after smoking (Houlihan et al., 1996; Knott et
ter, 70 Hz low-pass filter, and 60 Hz notch filter. al., 1995), and the amount smoked, or the nico-
A three-factor (two groups [smokers vs. non- tine level, can affect P300 measures (Kodama
smokers] ´ three stimuli [craving vs. aversive et al., 1996; Lindgren et al., 1999). Haarer and
vs. neutral] ´ four coronal electrodes [F3 vs. F4 Polich (2000) used a visual task to compare
vs. C3 vs. C4]) repeated measures ANOVA normal young adults who smoked daily with
was applied to the P300 data. individuals who smoked infrequently, and found
smaller P300 target amplitude for the regular,
RESULTS compared to occasional, smokers before and
after tobacco smoking. In the present study, the
No significant group effects were found in the P300 amplitude for smokers may have been
demographic data. Figure 1 illustrates the affected by unconditioned deprivation time.
grand average waveforms for smokers and However, the P300 amplitude for smokers was
nonsmokers. The P300 amplitude for smokers about 3 mV smaller than for nonsmokers, and
was slightly smaller than for nonsmokers, but this result is consistent with previous findings
the group effect was not significant (F(1,18) that current smokers produce P300 amplitude
=1.85). No significant interactions between about 5 mV smaller than those who have never
group and stimulus were observed. The P300 smoked (Anokhin et al, 2000). The main effect
amplitude to neutral stimuli was larger than that of stimulus was significant. The P300 amplitude
to craving stimuli and aversive stimuli (F(2,36) in response to neutral stimuli was larger than
=3.75, p<0.05), but stimulus did not interact that to craving stimuli and aversive stimuli, but
with coronal electrode (F(6,108)=1.40). The no significant difference was observed between
P300 amplitude was significantly larger at C3 responses to craving and aversive stimuli.
than at F3 and C4 (F(3,54)=4.06, p<0.05). No These results are important because many re-
interactions involving electrode and group were searchers have reported that P300 amplitude is
observed (F(3,54)=1.40). Group and stimulus affected by target stimulus categories (Begleiter
did not interact with electrode (F(6,108)=1.15). et al., 1983; Hansenfratz et al., 1989; Johnston
The effect of stimuli for smokers was not signifi- et al., 1987; Naumann et al., 1992; Warren &
cant (F(2,18)=1.58), but the P300 amplitudes McDonough, 1999). The neutral stimuli pro-
for nonsmokers to neutral and aversive stimuli duced significantly higher P300 amplitudes than
were larger than those to craving stimuli (F the craving and aversive stimuli. When the par-
(2,18)=3.62, p<0.05). A marginal group effect ticipants were made aware of the rationale of
for aversive stimuli was found (F(1,36)=3.81). the experiment, the same trend was observed
The P300 topographies for craving and aver- (Carretie L, Iglesias J, Garcia M, Ballesteros,
sive stimuli differed between smokers and non- 1996; Carretie et al., 1997). The results did not
smokers, but those for the neutral stimuli did support our hypothesis that the P300 amplitude
not. The P300 amplitude was significantly lar- in smokers for craving and aversive stimuli may
ger at C3 than at F3 and C4 (F(3,54)=4.06, be larger than for neutral stimuli, and there was

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JANG ET AL.

no statistical difference between responses to processing of visual stimuli. Electroencephalogra-


cigarette craving and aversive stimuli on P300 phy and Clinical Neurophysiology, 103, 298-303.
amplitude. In the topographies, the P300 en-
hancements in smokers in response to craving Carretie, L., Iglesias, J. & Garcia, T. (1997). A
and aversive stimuli were in the right hemi- study on the emotional processing of visual
sphere, but in nonsmokers they were in the left stimuli through event-related potentials. Brain
hemisphere. Several researchers have de- Cogn, in press.
fended the idea of hemispheric asymmetry dur-
ing emotional expression. More research is re- Davidson, R.J. (1995). Cerebral asymmetry,
quired to demonstrate such functional differ- emotion, and affective style. In: R.J. Davidson
ences between the hemispheres. The right and K. Hugdahl (Eds.), Brain Asymmetry. MIT
hemisphere is thought to be linked to genera- Press, London, pp. 361-387.
tion of the autonomic components of affective
responses, whereas the left hemisphere is Drobes, D.J. & Tiffany, S.T. (1997). Induction of
thought to play a more important role in func- smoking urge through imaginal and in vivo pro-
tions of intentional control of the emotional ex- cedures: physiological and self-report manifes-
pression (Gainotti et al., 1993). In addition, the tations. Journal of Abnormal Psychology, 106
right hemisphere is predominantly activated (1), 15-25.
during negative emotional reactions and the left
hemisphere during positive ones (Davidson, Gainotti, G., Caltagirone, C. & Zoccolotti, P.
1995). Smokers may automatically produce (1993). Left/right and cortical/ subcortical di-
negative responses to cigarette craving and chotomies in the neuropsychological study of
aversive stimuli in the right hemisphere. In con- human emotions. Cogn. Emot., 7, 71-93.
clusion, we found that P300 amplitude was af-
fected by stimulus categories, and suggest that Haarer, M. & Polich, J. (2000). P3a assessment
there are different hemisphere responses to crav- of tobacco smoking in chippers and smokers.
ing and aversive stimuli for smokers and non- Psychophysiology, 37, S45.
smokers. An interesting idea for further study
would be to investigate the effect of various smok- Houlihan, M.E., Pritchard, W.S., & Robinson,
ing histories on P300 amplitude to craving and J.H. (1996). The time course effects of smoking
aversive stimuli. on stimulus evaluation and response selection.
J Psychophysiol, 10, 310–8.
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Kodama, E., Morita, K., Maeda, H., Nakamura,


J., Kinoshita, S., Kawamura, N., & Nakazawa,
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Contact:
Jang-Han Lee, Ph.D.
Assistant Professor
Clinical Neuro-pSychology Lab
Department of Psychology
Chung-Ang University
221, Heukseok-dong
Dongjak-gu, Seoul 156-756, Korea
Tel: +82-2-820-5751
Fax: +82-2-816-5124
E-mail: clipsy@cau.ac.kr

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Smokers’ attentional bias to smoking-related cues in eye movement

S-M. Kwak B.A1, D. L. Na, M.D., Ph.D2, G. Kim, Ph.D1, J-H. Lee Ph.D1
1
Department of Psychology, Chung-Ang University, Seoul, Korea
2
Department of Neurology, Samsung Medical Center
Sungkyunkwan University School of Medicine, Seoul, Korea

INTRODUCTION

One of the most distinctive features in the field neutral cues. Signs and symptoms of nicotine
of addiction is craving. It mainly refers to the withdrawal syndrome may include depressed
desire or urge to experience the effect of a pre- mood, anger, and anxiety (APA, 1994). Once
viously experienced psychoactive substance smokers feel anxious because of deprivation,
(UNDCP/WHO, 1992). It also represents the they will show attentional bias to aversive cues.
central dilemma of a fixation on addiction. Drug Anxiety in humans is characterized by specific
craving both contributes to the maintenance of biases that result in the preferential allocation of
substance abuse, and precipitates relapse fol- attention to stimuli that depict fear and threat
lowing drug abstinence (Tiffany, 1990). Accord- (Eysenck, 1997). There is evidence that highly
ing to these characteristics of drug craving, trait-anxious individuals show greater atten-
regular drug use will be associated with atten- tional bias for threat than for neutral faces
tional biases for drug-related cues (Di Chiara, (Mogg & Bradley, 1998).
2000). An attentional bias refers to a tendency
for some cues to be selectively attended to, at In summary, smokers have increased craving
the expense of other stimuli. In particular, differ- and anxiety levels after nicotine deprivation,
ences in subjective craving are associated with and in this state will show attentional bias to-
attentional biases for smoking-related cues wards specific cues. Therefore, we measured
among smokers. There is evidence that smok- the direction of the initial fixation when smoking-
ers, but not nonsmokers, show attentional bias related, aversive, and neutral cues were pre-
for nicotine-related words on stroop and dot- sented simultaneously on the computer screen.
probe tasks (Ehrman et al., 2002). Moreover, The percentage of numbers of initial fixation
abstinence from smoking has been found to should reflect the initial focus of attention. We
increase attentional bias on the stroop task in also investigated the overall amount of time that
smokers (Gross, Jarvik, & Rosenblatt, 1993). gaze was directed to the smoking-related, aver-
sive, and control pictures over the course of
The measurement of eye movement is a sensi- picture presentation. This time measurement
tive method to identify attentional bias because should indicate the maintenance of attention.
eye movements are normally automatic, and Eye-movement monitoring enables us to meas-
are guided by changes in covert selective atten- ure the initial orienting and maintenance of at-
tion (Kowler, 1995). Although the controversy tention, which is an advantage over other
about exact measurement of attentional bias in measures of attentional processing.
eye movement remains, initial fixation and gaze
duration can indicate attentional bias. There is METHOD
evidence that, in comparison to nonsmokers,
smokers initially fixate on smoking-related pic- Participants
tures more than on neutral pictures, and gaze We recruited participants (who were all stu-
at smoking-related pictures longer than neutral dents) from the C University located in Seoul,
ones (Field, Mogg, & Bradley, 2004). Korea. Initially, there were 34 participants. How-
ever, as two were unsuited to the calibration,
Another aim of the study was to investigate and two did not meet the nonsmoker criteria,
whether deprived smokers would have atten- the total number of participants was 30. The
tional bias to aversive cues, as compared to

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mean age was 21.7 years (SD = 2.2), and 17 In the eye movement task, each trial started
participants were male. The group of 14 smok- with a central cross fixation shown for 1000 ms,
ers consisted of ten males and four females, which was replaced by the display of a pair of
with a mean age of 22.5 years (SD = 1.7). On pictures, side by side, for 2000 ms. The inter-
average, they smoked 10.1 cigarettes per day trial interval was 1000 ms. There were five
(SD = 6.5, range = 1−20) and had been smok- practice trials and 56 critical trials. The size of
ing for 5.3 years (SD = 2.7, range = 1-8.5 each picture was 135 mm high by 156 mm wide
years). The average time elapsed since smok- when displayed on the screen, and the distance
ing their last cigarette was 11.4 hours. The con- between the inner edges of the pictures was 24
trol group consisted of 16 nonsmokers (seven mm (visual angle of 2.6˚ between the fixation
males and nine females), with a mean age of position and the inner edge of each picture).
20.9 years (SD = 2.4). Additional selection crite-
rion for all participants was that they had eye- After the computer task, participants completed
sight within normal limits. QSU, STAI, mFTQ, and the questionnaire
about smoking habits and history. After comple-
Instruments tion of the questionnaires, participants were
The tasks were presented on a 1700 MHz PC thanked for their efforts and received a 10,000-
(with 17” LCD-TFT monitor). Participants' EMs won bill.
were recorded during the experiment with a com-
puterized eye-tracking system (Model iView X Hi- Data analysis
Speed, Applied Science Laboratories, Senso Mo- We analyzed the data using the BeGaze 1.0
toric Instruments GmbH, Teltow, Germany). Program (Senso Motoric Instruments). The di-
rection of gaze, measured in degrees, was re-
We used the Questionnaire on Smoking Urges corded 240 times per second. EM stability
(QSU, Tiffany & Drobes, 1991) to measure within 1˚ of the visual angle for 100 ms or more
each individual's current urge to smoke and was classified as a fixation to that position, and
used the Spielberg Trait Anxiety Inventory the duration was recorded. Fixations were clas-
(STAI, Spielberger, 1975) to measure the levels sified as being directed at the left or right pic-
of state and trait anxiety. We also used the tures if they were more than 1˚ wide of the cen-
modified Fagerstrom Tolerance Questionnaire tral position on the horizontal plane.
(mFTQ) to measure the degree of nicotine de-
pendence. Participants completed a question- We used SPSS 11.5 for Windows for statistical
naire about their personal details (age and sex), analysis, and between subject t-test, one-sample
smoking habits, and smoking history. t-test, and 2X3 repeated measures analysis of
variance (ANOVA; between subject variables:
Procedure smokers, nonsmokers; within subject variables:
Two groups attended the laboratory. One group smoking-related, aversive, and neutral).
consisted of nonsmokers, and the other group
consisted of smokers who were required to ab- RESULTS
stain from smoking for at least 4 hours before
coming to the laboratory. Testing took place in The mean age and levels of state and trait anxi-
a dimly lit, sound- proofed room. ety were not significantly different between the
two groups.
At the start of the task, participants sat at a desk.
We positioned the eye-tracking camera in front of Eye movement results
the participant, below their left eye. The distance The percentages of initial fixation, and gaze
between the monitor and the eye tracker was 52 duration are presented in Table 1.
cm. The eye-tracking equipment was calibrated
for each participant by presenting five small round Direction of initial fixation
dots on the screen (four at the each corner of the We counted the number of initial fixations on
screen, and one in the center), and participants each stimulus type and calculated them as a
were required to look at each dot in turn, while percentage. Scores greater than 50% reflect a
their position of gaze was recorded. bias in orienting towards smoking-related pic-

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KWAK ET AL.

TABLE 1. EYE MOVEMENT DATA


Smoker Nonsmoker
Mean (SD) Mean (SD)
Initial fixation (percent)
Smoking-related 51.56 (5.16) 48.82 (4.96)
Aversive 57.44 (12.78) 56.51 (13.26)
Neutral 38.99 (11.85) 44.53 (12.97)
Duration (ms)
Smoking-related 889.18 (135.69) 774.95 (129.01)
Aversive 933.83 (226.86) 858.14 (239.24)
Neutral 800.88 (185.66) 859.08 (139.78)

tures, relative to other pictures (50% indicates DISCUSSION


no bias). Smokers directed their gaze at smok-
ing scenes on 51.5% of trials (SD = 5.2), and The results from eye movement monitoring data
nonsmokers directed their gaze at smoking- provide proof of biases in visual orientation to
related pictures in 48.8% of trials (SD = 5.0). smoking-related and aversive cues in smokers.
These percentages of fixations indicate no bias Smokers showed attentional bias on smoking-
compared to 50% (t(13) = 1.13, n.s.), (t(15) = - related and aversive cues. Their initial fixation
0.95, n.s.). Smokers directed their gaze toward to aversive cues was significantly higher than
aversive pictures on 57.4% of trials (SD = 12.8), chance and they had significantly longer gaze
and this percentage of fixations was signifi- duration toward smoking-related cues than non-
cantly greater than 50% (t(13) = 2.18, p < 0.05). smokers did.

A 2X3 repeated measures ANOVA (group and In the initial fixation data, a 2X3 ANOVA
picture type) showed a significant main effect of showed a significant main effect of picture type.
picture type (F(2,56) = 10.08, p < 0.01). Green- In post hoc analysis, both groups initially fixated
house-Geisser corrections to the degrees of on the aversive stimuli more than the neutral
freedom were used to adjust for violations of stimuli. There was no significant interaction be-
the sphericity assumption for repeated meas- tween groups and picture types. With regard to
ures factors; only the correct probabilities are the direction of the initial EM, smokers were
reported. There were no significant main effects more likely than chance to look initially at aver-
of group (F(1,28) = 1.30, n.s.) and interaction (F sive pictures. However, nonsmokers did not
(2,56) = 0.82, n.s.). Post hoc analysis showed that indicate a significant bias on this measure, and
both groups initially fixated on aversive rather than there was no significant difference between the
neutral stimuli (Smoker: F(2,39) = 6.37, p < 0.01; two groups. These results offer some support
Nonsmoker: F(2,45) = 7.85, p < 0.01). for our hypothesis and the preceding study
(Mogg et al., 2003). Although not significant,
Time of gaze duration smokers tended to have more initial fixation on
The mean amount of time that smokers spent smoking-related pictures than nonsmokers did.
fixating on smoking-related pictures was 889.18
ms (SD = 135.69), while nonsmokers spent In the current study, smokers gazed at smok-
774.95 ms (SD = 129.01). ing-related pictures longer than nonsmokers
did. Mogg et al.’s (2003) study analyzed the
A 2X3 ANOVA (group and picture type) showed duration time of initial fixation but found no sig-
no significant interaction or main effect of group nificant difference on smoking-related cues be-
and picture type (interaction: F(2,56) = 1.81, tween smokers and nonsmokers. In another
n.s.; group: F(1,28) = 1.40, n.s.; picture type: F study, deprived smokers gazed at smoking-
(2,56) = 1.25, n.s.). Post hoc analysis showed related pictures longer than when in their nor-
that smokers gazed toward smoking-related mal (nondeprived) state (Field, Mogg, & Brad-
pictures significantly longer than nonsmokers ley, 2003). There are no studies that have iden-
did (F(1,28) = 5.58, p < 0.05). tified the different gaze duration between smok-
ers and nonsmokers. In our study, we analyzed
the overall gaze duration time and found that

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smokers have a significant attentional bias to- REFERENCE


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Another interesting finding is that both groups Selective visual attention for ugly and beautiful
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pothesis that only smokers would show attentional behavioural actions of nicotine related to addic-
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smoking deprivation, various withdrawal symp- Ehrman, R.N., Robbins, S.J., Bromwell, M.A.,
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(Hughes, 1992). In the present study, the mean C.P. (2002). Comparing attentional bias to
time of deprivation was 11.36 hours. According to smoking cues in current smokers, former smok-
Hughes, this deprivation time is sufficient for with- ers, and nonsmokers using a dot-probe task.
drawal symptoms to occur, but there was no sig- Drug Alcohol Dependence, 67:185-191.
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groups. In future studies, the anxiety level should Eysenck, M.W. (1997). Anxiety and cognition: A
be determined before the experiment. Attentional unified theory. Hove, UK: Psychology Press.
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the characteristic of emotional stimuli. Previous Field, M., Mogg, K., & Bradley, B.P. (2004). Eye
studies have found that younger adults detect movements to smoking-related cues: effects of
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Gross, T.M., Jarvik, M.E., & Rosenblatt, M.R.
In a previous study, researchers identified addi- (1993). Nicotine abstinence produces context-
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eye blinks) when paying attention (Anita, Chantal, ogy, 110:333-336.
& Sandra, 2005). When attending to specific stim-
uli, participants’ pupils dilated and the number of Hughes, J.R. (1992). Tobacco withdrawal in
eye blinks decreased. Measuring not only the ini- self-quitters. Journal of Consulting and Clinical
tial fixation and gaze duration in eye movement, Psychology, 60:689-697.
but also the pupil size and number of eye blinks
could provide a useful indicator of attentional bias. Kowler, E. (1995). Eye movements. In: Kosslyn,
S.M., Osheron, D.M. (eds) Visual cognition.
In conclusion, smokers gazed at smoking-related Harvard University Press, Cambridge 215-265.
pictures longer than nonsmokers did, but there
was no difference in initial fixation. Gaze duration Mogg, K. & Bradley, B. P. (1998). A cognitive-
could therefore be a sensitive measurement tool motivational analysis of anxiety. Behaviour Re-
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Mogg, K., Bradley, B.P., Field, M., & De Hou-


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UNDCP/WHO. (1992). Informal Expert Commit-


tee on the Craving Mechanism: Report (No. V.
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Vuilleumier, P. (2002). Facial expression and


selective attention. Current Opinion in Psychia-
try, 15:291-300.

CONTACT

Jang-Han Lee, Ph.D.


Assistant Professor
Clinical Neuro-pSychology Lab
Department of Psychology
Chung-Ang University
221, Heukseok-dong
Dongjak-gu, Seoul 156-756, Korea
Tel: +82-2-820-5751
Fax: +82-2-816-5124
E-mail: clipsy@cau.ac.kr

135
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Low-Cost Telerehabilitation Using Force Feedback Joysticks

H. Sugarman1, Ph.D., J. Tiran2, Ph.D.,


A. Weisel-Eichler1, Ph.D., E. Dayan3, B.Sc.
1
Ono Academic College, Kiryat Ono, Israel
2
Dept. of Mechanical Engineering, Ben-Gurion University of the Negev, Beer Sheva, Israel
3
Sonarion-Hadassah Academic Virtual Reality Center
Hadassah College Jerusalem, Jerusalem, Israel

Abstract: Research Status: Pilot study. Background/Problem: Telerehabilitation and rehabilitation


robotics are two new technologies being applied in the field of physical rehabilitation. In recent years,
many researchers have investigated the use of these technologies to improve movement therapy for
neurological conditions. However, most of these systems are expensive and not suitable for standard
clinic or home use. We are developing a low cost robotic system - The Jerusalem Telerehabilitation
System - using a commercially available force feedback joystick, an ordinary home PC, and a stan-
dard high-speed internet connection. Methods/Tools: Using the joystick, the patient performs exer-
cises designed to aid in recovering motor function of the upper limb. Patients who are unable to
grasp the joystick use a specially designed armrest that allows them to control the joystick with
movements of the shoulder and elbow joints. The system monitors the status and progress of the
patient, records the kinematic parameters of his movements, and summarizes the results. There are
two modes of operation – the cooperative mode in which therapist and patient are online together
and the therapist can guide the patient's movements, and the stand-alone mode in which the patient
works by himself, not necessarily online. As a preliminary test of our system, we conducted a pilot
usability trial of the stand-alone mode with two subjects who had suffered a stroke. Two physical
therapists also tested the system. The goal was to see if the subjects and the physical therapists felt
comfortable using the system. In addition, we have also carried out some preliminary tests of the co-
operative mode of the system over the Internet. Results: After a short training session, the therapists
were able to use the system independently. Also, patient subjects had no problem understanding
how to do the exercises; they reported that they enjoyed using the system as an alternative to their
regular exercises, and felt safe using it. Tests of the cooperative mode over the Internet demon-
strated that the controlling joystick was able to steer the guided joystick with a delay of 30-150 msec.
Novelty/Discussion: In our system, client programs and data on exercise sessions are stored locally
on the client’s computer and uploaded to a central server at a later date. A specially designed arm
support allows even subjects with little or no control of wrist and fingers to control the joystick without
the inconvenience of attaching a splint. The Internet cooperative mode is another novel aspect of our
system. Conclusion: We have shown that this low-cost system works as designed and that there is
potential for the use of this type of system. Both therapists and patients are able to use the system,
and we are ready to begin a full-scale trial.

INTRODUCTION

One of the new technologies emerging in the tential to increase a disabled person’s self-
field of physical rehabilitation is telerehabilita- sufficiency as well as family support and in-
tion. Telerehabilitation has been defined as the volvement in therapy. A panel of experts con-
delivery of medical rehabilitation services from vened by the NIH concluded that treatment in
a distance using electronic information and home settings is potentially an efficient and
communication technologies (Rosen, 1999). cost-effective way to improve the practical ef-
Use of telerehabilitation tools helps minimize fectiveness of rehabilitation (Fuhrer & Keith,
the barriers of distance, both of patients to re- 1998). Normally, home exercises are not done
habilitative services and of researchers to sub- in the presence of a therapist; therefore it is
ject populations. In-home therapy has the po- difficult, if not impossible, for a therapist to

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

monitor a patient’s progress. When home exer- therapy given (Coote & Stokes, 2005). Robotic-
cise is not monitored by a therapist, the patient based training is automated and precisely con-
often feels less motivated to do the exercises. trolled. A robotic-based system may act as a
Thus, there is a need for a networked home surrogate therapist that could be programmed
system that will allow the therapist to monitor to provide patients with diverse sources of feed-
and record a patient’s rehabilitation routines back (Liebermann et al., 2006), thus providing
and remotely change exercises. Rather than the potential for an increased number of hours
acting as a poor substitute for traditional care, of therapy. Movement dynamics, as well as
telerehabilitation will help extend care to pa- kinematics, may be restored through robotics
tients in their own homes. resistance training (Scheidt et al., 2000). This
type of therapy could be adjusted to the specific
Studies have shown that 73%-87% of people needs of individual patients and could be made
with brain and spinal cord injuries use com- available at home (Liebermann et al., 2006),
puters, and more than half use the Internet thus merging rehabilitation robotics with telere-
(Hauber et al., 2002; Ricker et al., 2002). Peo- habilitation. Many stroke patients reach a pla-
ple with brain injuries expressed strong interest teau in recovery. However, further recovery is
in a variety of potential Internet-based health possible by modifying aspects of the treatment
services (Ricker et al., 2002). Approximately regimen – new exercises, changing intensity,
50% of adult stroke patients prefer getting treat- etc. (Page et al., 2004). Data have repeatedly
ment at home (Weiss et al., 2004). In a study of shown that chronic (>1 year) stroke patients
post-stroke hemiplegic subjects, it was found can exhibit substantial improvement after par-
that these subjects were capable of using a ticipation in novel rehabilitation protocols requir-
computerized device designed to measure ing task-specific, repeated motor practice (Page
hand movements. This population was capable et al., 2004). The combination of telerehabilita-
of understanding and following the necessary tion and rehabilitation robotics provides the po-
instructions. They were also able to perform the tential for overcoming plateaus in recovery.
cognitive transformation needed to translate
vertical movement of a bar on the computer In recent years, many researchers have investi-
screen to the horizontal movement of a handle gated the use of computerized mechanical de-
on the table (Sugarman et al., 2002). Therefore, vices to automate movement therapy for neuro-
it is reasonable to assume that people with dis- logical conditions (Krebs et al., 2004; Fasoli et al.,
abilities would be willing and able to use telere- 2004; Reinkensmeyer et al., 2002; Coote and
habilitation devices. Stokes, 2005; Broeren et al., 2004; Burdea et al.,
2000; Jadhav & Krovi, 2004). Robotic therapy has
A second new technology being applied to been found to significantly improve the movement
physical rehabilitation is rehabilitation robotics. ability of the affected upper limb in stroke patients
Evidence to date suggests that for a therapeutic (Fasoli et al., 2004, Coote & Stokes, 2005). Bro-
intervention to be effective, it needs to be exer- eren et al. (2004) used a PHANToM haptic device
cise-based, be delivered at an appropriate in- as a training device for the affected arm of a
tensity, and involve repetition. In addition, it has stroke patient. This system was used in the labo-
been found that repetitive movement is more ratory, but could be adapted for telerehabilitation.
effective for recovery when it is challenging and They reported on one patient who trained with the
meaningful (Coote and Stokes, 2005). Improve- device and found improvement in fine manual
ment is due to plasticity of the brain: the dexterity, grip force, and motor control of the arm.
“unmasking” of relatively inactive pathways and Most importantly, after the training, the patient was
the taking over of functional representation by able to use the arm in daily activities that were
undamaged brain tissue (Bach & Rita, 1990). previously impossible. Recently Olsson, Carignan,
However, the amount of time patients spend in and Tang (2004) described the system they are
therapy is limited as compared with normal ac- developing, which uses force-feedback robots for
tivity and therefore might not optimize the corti- remote assessment and therapy over the Internet.
cal reorganization necessary for recovery. Ro- Using this technology, both patient and therapist
botic technology is ideal for delivering this form can feel the arm movement that the other makes.
of intervention and for increasing the amount of

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SUGARMAN ET AL.

Many of the robot-mediated systems reported in therapist and patient are online together and
the literature are complex. Therapists or pa- the therapist can guide the patient's move-
tients will not accept systems that are difficult to ments, and the stand-alone mode in which the
use or that require prolonged training time. patient works by himself, not necessarily online.
Lewis et al. (2006) have documented the diffi- The system differs from Reinkensmeyer's sys-
culties encountered by therapists learning how tem in several ways: (1) programs are stored
to operate one system. In addition, most of locally and not online; (2) there is a specially
these robotic systems are expensive. Availabil- designed armrest; (3) the system provides de-
ity of suitable equipment at home is essential tailed kinematic analysis, examining many dif-
for compliance with a home-based rehabilitation ferent parameters of movement; (4) the system
program (Taylor et al., 2004). However, the cur- includes a cooperative mode in which therapist
rent cost of most robot-mediated equipment is and patient are online at the same time and can
high, and this limits its availability for home use. work together.
Furthermore, some proposed telerehabilitation
systems require special ISDN phone lines for Patients will train with the system in the clinic
operation (Piron et al, 2004). setting with both the stand-alone and the coop-
erative modes. For the cooperative mode in the
An alternative approach is to adapt low-cost, clinic, therapist and patient systems will be con-
commercially available devices for rehabilitation nected using a cable. Family members and
purposes. “Java Therapy,” based at the Univer- caretakers will be encouraged to take part in
sity of California, Irvine, is the main example of these sessions and to give feedback. When the
this approach. The Java Therapy system con- therapist feels that the patient and his family are
sists of a Microsoft Sidewinder force-feedback ready, the patient will take the system home.
joystick together with specially written software
for therapy games, status tests, and progress As a preliminary test of our system, we con-
reports (Reinkensmeyer et al., 2002). Users log ducted a pilot usability trial with two physical
on to the system using the Web and practice therapists and two post-stroke subjects. The
exercises such as moving a cursor into a fixed goal was to test the "user friendliness" of the
target. Reinkensmeyer et al. (2002) reported on system for physical therapists and patients, and
one stroke patient who performed rehabilitation to examine the quality of the Internet connec-
exercises with their system. This patient tion during the cooperative mode.
showed improved motor control in his affected
arm and felt that the exercises improved his METHODS
arm movement in daily life. Another example of
the adaptation of a low cost commercially avail- The Task
able device to rehabilitation is the virtual driving Moving a joystick, the patient performs exer-
environment developed by Jadhav and Krovi cises designed to aid in recovering motor func-
(2004). This system is designed to be used at tion of the upper limb. The exercises are in the
home to assist rehabilitation of the upper limbs form of a game seen on a computer monitor. In
in stroke and physical injury patients. the first exercise, eight targets are arranged in a
circle around the perimeter of the computer
We have followed the lead of the inexpensive screen. The subjects use the joystick to move
Java Therapy System (Reinkensmeyer et al., the cursor to each of the 8 targets in turn, mov-
2002), and are developing a low cost robotic ing according to a cue between targets on op-
system - The Jerusalem Telerehabilitation Sys- posite sides of the screen. Patients who are
tem (Sugarman et al., 2006). Our aim is to de- unable to grasp the joystick use a specially de-
velop a low cost, easy to use robotic system for signed armrest that allows them to move the
employment in the clinic and home. The system joystick by moving their elbow and shoulder
consists of a commercially available force feed- joints. Instead of a commercially available arm-
back joystick, a specially designed armrest, an rest that attaches to a table (Reinkensmeyer et
ordinary home PC, and a standard high-speed al., 2002), we have designed an armrest that
Internet connection. There are two modes of attaches to the chair the patient is sitting on;
operation – the cooperative mode, in which this moves the axis of movement closer to the

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body of the patient, making it easier for him or they piggyback on the browser, they utilize
her to move. The armrest is attached to the joy- some of the operating system resources. Thus,
stick base with a long rod, doubling the work- the browser can add jitter to the performance of
space afforded by the joystick alone. If the sub- the applet, interfering with the responsiveness
jects are unable to perform a movement, forces of the applet. 3) Applets take time to download
applied by the joystick bring them very close to and, if used, would need to download each time
the target, and they then complete the move- a therapeutic game is played. If the game were
ment on their own. Subjects who are stronger small this would not be a problem, but our
use the program in its resistive mode – i.e. the games are large and contain graphics and mu-
joystick resists the movement of the joystick sic that would take several minutes to
towards the target. The mode of forces applied download. Therefore, in our system we decided
(either assistive or resistive) as well as the de- to arrange for the game to be downloaded
gree of assistance or resistance (high, medium, once, and then the client can use it at will with-
or low) is determined by the physical therapist. out waiting. Records of exercise sessions are
stored locally on the patient's computer and are
Software Design uploaded automatically to the central server at
The programming environments we use are Java a later time.
and Visual C++. The software and software librar-
ies are: 1) NetBeans 5.0 – Java programming RESULTS AND DISCUSSION
environment; 2) Visual C++; 3) Apache Tomcat –
WebServer and Java support; 4) MySql – an open Usability of the stand-alone mode
source relational database management system Usability of a new therapeutic system is an im-
that uses Structured Query Language (SQL); portant issue because many therapists, not to
MySQL is noted mainly for its capacity to store a mention patients, are technophobic. It is essen-
large number of observations (50M records), and tial to conduct a usability study before proceed-
the fact that it is free and provides speed, reliabil- ing with a therapeutic trial because if the sys-
ity, and flexibility; MySQL will be used for the data- tem is not easily useable, it will not be used by
base; 5) OpenGL (Open Graphics Library) – the patients or by therapists.
computer industry’s standard application program
interface (API) for defining 2-D and 3-D graphic Two physical therapists were trained to use the
images; OpenGL is designed so that some func- system. Both initially expressed hesitation about
tions can be performed on a graphics accelerator using a computerized system. However, after a
card, freeing the microprocessor for other work; 6) short (less than 1 hour) training session, both
DirectInput - an interface for input from I/O de- therapists were able to use the system independ-
vices; 7) DirectSound - an interface for integrating ently. They had no problems remembering and
and coordinating sound with the images. using the various features of the program. They
were eager to try it out on other patients.
Client programs and data are stored locally
In our system, the software for the client side is Two post-stroke subjects and several normal
downloaded from a central server and stored subjects have tried out the system. One of the
locally. After the initial installation, most of the stroke subjects used the armrest. The patient
updates will be downloaded and installed re- subjects had no problem understanding how to
motely using push technology when the patient do the exercises; they reported that they en-
logs on to the Internet. In the system described joyed using the system as an alternative to their
by Reinkensmeyer et al. (2002), there is a web regular exercises. Subjects who received feed-
site with Java applets that download onto the back as to their time to complete the game en-
user's computer for local execution; the client joyed the competition aspect and tried to im-
receives a fresh copy of the applet each time he prove their speed; subjects who didn't receive
logs on. We didn’t use this option for several this feedback found the game boring after a
reasons: 1) Applets work in a send box, a couple of tries.
mechanism in the browser that limits their op-
eration. 2) Applets are not well controlled in B, a 64-year-old male who had suffered a left
terms of real time performance; that is, since Cerebral Vascular Accident (CVA) 10 years

140
SUGARMAN ET AL.

Figure 1. Force distance relationship between joysticks. The graph shows the force exerted on the
guided joystick by the program for different distances between the controlling and guided joysticks
for the oblique (A) and vertical (B) movement directions. Force is in Microsoft units.

earlier, used the armrest to move the joystick being shown how to use the system by grasp-
with his elbow and shoulder joints. He reported ing and moving the joystick, she looked back
that he felt safe and secure using the system. and forth between the computer screen and
He liked exercising with a game, and especially her hand several times, in order to under-
liked using the system in the resistive mode stand the relationship between movement of
because he felt that it provided a challenge for the joystick and movement of the cursor on
exerting his muscles. He wanted to know when the screen. She soon became very interested
he could have a system to use in his home. A, a in the task and quickly learned how to use the
65-year-old woman 2 months post-left CVA, joystick to move the cursor on the screen and
had never used a computer before. When she play the game. These preliminary results indi-
was brought into the room in a wheelchair, she cate to us that the system has the potential to
was apathetic and barely communicative. After be well received by patients.

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

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Piron, L., Tonin, P., Trivello, E., Battistin, L., & Dr. Heidi Sugarman
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Fax: 972-2652-7531
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Reaching out to the youth suffering from idiopathic tinnitus via the Internet

J. Baribeau, Ph.D.,

Psychology Dept., Université Laval

Abstract: Idiopathic tinnitus is traditionally considered to be a hearing dysfunction typical of old age.
Recent studies have shown a rapidly increasing number of individuals 30 years and younger suffer-
ing from idiopathic tinnitus. The goal of this study was to examine the nature of socially supportive
communication that took place within an Internet-mediated support network for individuals affected
by tinnitus. This support group list was created for individuals suffering from distressing tinnitus. Tin-
nitus involves the internal perception of noises and sounds that are not generated by the auditory
sensory system. Preceding studies showed that out of 500 individuals affected by tinnitus, approxi-
mately 350 expressed significant distress and impact on daily activities and quality of life. Out of ap-
proximately 350 individuals expressing a need for support groups, 98 provided contact by email/
Internet, originating from six regional locations in Québec. All subjects were offered alternate support
via the RQPA telephone help line, group meetings where participants are generally provided self-
help advice from non-professional sources, and references to professionals. Using item analysis, 98
emails were examined with reference to three themes of questions for support: affective and informa-
tional/factual reports about daily aspects, networking for finding support, and professional/
paramedical help. Results suggest that the primary function of this Internet service was the communi-
cation of factual information, particularly with questions about symptom quality, intensity, duration,
prognostic factors, and medical causative variables, including the second most frequently invoked
theme related to the interpretation of evolution of symptoms. Another category of information related
to requests for references to medical and para-medical practitioners. The last theme referred to is-
sues of care, to ways of handling symptoms, and related impact on stress tolerance, depression,
anxiety, and fear of aggravations. As expected, the main factor discriminating participants involved
through the Internet from participants not available on the Internet was age, followed by education level.
This initiative fostered new opportunities for individuals with tinnitus-related concerns to participate in sup-
portive communication within a network of individuals dealing with similar issues. These results lead to the
recommendation that regional contact agents attempt to provide Internet access to their support group
members and to interested individuals without home access to email and Internet.

INTRODUCTION

Tinnitus involves the internal perception of affecting individuals younger than 40


noises and sounds that are not stimulated ex- (Andersson, 2002).
ternally to the auditory receptors, but rather are
generated internally by dysfunctions of the audi- Idiopathic tinnitus was traditionally considered a
tory sensory system. In French, the term tinni- hearing dysfunction typical of old age. Recent
tus is often translated with the term studies have shown a rapidly growing number of
“acouphènes,” which is understood as a mild individuals 30 years and younger suffering from
form of tinnitus, while tinnitus is considered a idiopathic tinnitus (Baribeau, 2004; Baribeau,
medical symptom in its own right. According to Gordon, & Roy, 2005). Many adolescents and
studies (Andersson, 1999), in the population young adults expose themselves to loud music for
over 40 years of age, 20% of normal individuals cultural and sports activities. Younger individuals
experience tinnitus for some period in their life. might not be aware that exposure to loud music
Ten to fifteen percent of them report the symp- could result in hearing loss and tinnitus. Preceding
tom as distressful to the point of adversely af- studies showed fewer responses to polls about
fecting daily functioning. Tinnitus is the tenth tinnitus in the younger age group when using the
most common reported symptom among the usual newspapers and community group networks
elderly in primary care and is rapidly growing in (Andersson, 1999; Baribeau et al., 2004).

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The present study assessed the impact of an reported in medical files or clinical studies
Internet and email-based method to exchange (Andersson & Lyttkens, 1999). However, careful
health information to and from this younger age analysis with comprehensive questionnaires
group relative to the older age group. In young demonstrates higher frequencies of etiological
people, idiopathic tinnitus often goes unreported categories and distressing symptoms than the
and is perceived as a non-medical condition, statistics derived from medical records
which most practitioners consider untreatable (Baribeau, 2005). Subjective idiopathic tinnitus
(RQPA, 2004). In Québec, idiopathic tinnitus is is more frequently correctly diagnosed in pa-
not presently medically treated with predictable tients who care to make the extra requests for
results, despite the fact that on average, it lasts follow-up with one or another of the few avail-
from several months to several years, with no able audiologists who specialize in tinnitus as-
scientifically demonstrable curative method. sessment. A minority will undergo the required
Preceding studies by Baribeau et al. (2004; longer diagnostic process, which involves the
2005) showed that out of 500 individuals identi- following: exhaustive anamnesis, repeated ORL
fied as having tinnitus, approximately 350 indi- examinations, and extensive audiometric test-
cated experiencing significant tinnitus, and ac- ing. Because patients with cumulative and
cording to the method of questioning, 16% to chronic distressing symptoms are often ex-
37% expressed significant distress with an im- cluded from clinical statistics due to lack of
pact on daily activities and quality of life. The treatment, and because the younger generation
highest incidence derived from a quantifiable is less frequently amenable to exhaustive test-
and verifiable method in a semi-structured inter- ing, the present study attempted to attract the
view, which was verified with a standardized younger age group through the Internet in order
questionnaire ( Baribeau et al., 2004; 2005). to more fully assess the phenomenology of
The lowest rate of 16% derived indirectly from such symptoms.
the estimate based on the frequency of behav-
iors demonstrating seeking help. The high rate METHODS
of 37% for distressing tinnitus is significantly
higher than the 15% reported in older surveys According to the review of literature in Québec,
(Andersson, 1999). This indicates that, with no similar study was done on this topic in this
proper outreach, affected individuals might ac- part of Canada. Given the absence of Internet
count for a larger percentage of distressing tin- and non-Internet local support groups in many
nitus in the general population of individuals regions of the province of Quebec, and given
with tinnitus. the need for such support, this led to the crea-
tion of a web page and an email list.
According to Budd (1996), individuals with dis-
tressing tinnitus experience significant stress Procedure
and major dwindling in their quality of life due to According to the RQPA publications (2004;
stress, the annoyance factor associated with 2005), a well-recognized obstacle deterring in-
tinnitus, and related symptoms such as hearing dividuals from seeking help about distressing
deficits and sensitivity to noise (hyperacusia). tinnitus is the non-recognition of idiopathic tinni-
According Meric et al. (2000), rates of report of tus as a true medical condition. For example,
distress are higher when a more elaborate many associations publish leaflets using the
questionnaire is used. According to Baribeau et French term “acouphènes” where "acouphènes"
al. (2004; 2005), activities of daily living are af- are considered benign by definition and are
fected in proportion to the distressing character- only secondarily mentioned as symptoms, and
istics of the tinnitus, its qualitative aspects as this only if a medical illness can be demon-
much as its intensity. strated. Since neurological research cannot
explain the cause of idiopathic tinnitus in the
Although tinnitus is often related to hearing loss, large majority of cases, ORL practitioners often
long-term noise exposure, and medications, present “acouphènes” as non-medical condi-
many types of tinnitus demonstrate no known tions, as reported by the RQPA. In addition,
etiology. Often, the cumulative factors required according to the RQPA bulletins, the most fre-
for specifying an etiology are not consistently quent “treatment” given to tinnitus sufferers is

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BARIBEAU ET AL.

“clinical advice” to the effect that tinnitus is best Participants


handled by “getting accustomed to it.” This support group list was created for individu-
als suffering from distressing tinnitus. In re-
On the other hand, the RQPA states that sponse to first contact, participants were offered
“acouphènes and tinnitus” are not recognized support and answers to their questions while
partly because the words and labels themselves obtaining responses to items derived from a
are not familiar to the potential clientele, neither standardized preliminary series of 24 questions.
to the population at large nor to the para- Out of approximately 350 individuals expressing
medical practitioners. One of RQPA’s major a need for support groups, 100 signed in, out of
goals is to popularize the term “acouphène” and which 98 followed up with contacts by email/
to provide basic definitions and advice as to Internet. Half of them could be identified as hav-
how to get “accustomed” to them. In most ing heard of the group thanks to five public
cases, their main platform on their web page is events organized by the RQPA (approximately
fourfold: 1) to inform the population at large half of them were older than age 30), and stu-
about the definition of tinnitus and dent and music groups or associations either at
"acouphènes," not to be confused with halluci- Université Laval or music events listed above,
nations or mental health problems; 2) to provide which involved major cultural musical events
definitions; 3) to reassure tinnitus sufferers that attracting musicians and music fans, the large
tinnitus is generally benign; 4) to transmit gen- majority of them below age 30. Thus, approxi-
eral information to affected individuals about mately 50% of the sample was 30 years of age
getting accustomed to "acouphènes." and younger. The list of RQPA volunteers for
However, many individuals with stressful tinni- the older age groups originated from regional
tus might not recognize themselves in this pro- locations: Québec, Montréal, Victoriaville, Bé-
file, especially younger people, since, by defini- cancourt, Trois-Rivières, St-Eustache. In both
tion, "acouphène" is attributed mostly to the age groups, about half were from a major city
older age group, and because their own experi- and half from regional and smaller town loca-
ence is often one of severe distress, which does tions. Informed consent was obtained with the
not coincide with the advertised definition of standard procedures. All were offered alterna-
benign "acouphènes." tive support via regional support group meetings
and peer counseling (non professional) via the
In order to circumvent this communication is- RQPA telephone help line.
sue, and in order to reach out to the younger
population suffering from distressful tinnitus, Statistical analyses
potential subjects were signalled about these On structured questionnaire items, group differ-
key words and terminology through the Internet, ences were assessed with t-tests for ratio vari-
using advertisements for widely publicized pub- ables and Chi square tests for frequency
lic events related to music, such as concerts counts. For content analysis of email text, fre-
and music shows (Meetings of l’Association des quency and category data were analyzed with
musiciens de Montréal’05, Salon de la musique non-parametric Chi square statistics. Other
2005, Music Fest Show’05, Place Bonaventure- demographic data were analyzed with t-tests.
Journées de la musique’05, etc.). The Internet All tests of significance were set at .05.
address was thus distributed to hundreds of
potential subjects via such media, along with a RESULTS
basic definition of key words such as
"acouphène" and tinnitus. In itself, this resulted Out of 100 subjects with email addresses, the
in hundreds of email responses and Internet participants were 98 individuals with tinnitus
access to the web page. When email addresses with lasting more than six months. Since there
were missing, subjects were contacted by were no major differences between urban and
phone in order to obtain their email address. smaller regional town, the data from subjects of
Internet follow-ups were conducted via email regions and cities were pooled.
correspondence.

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

this factor was pooled for future analyses. In the


% repo rted distress-
following two figures, the reported values refer
Wo men (left) and M en (right)
to frequency counts measured for each subject.
Reference to distress was counted only once
40 according to one or the other of the 24 items on
the questionnaire, most items referring to how
39.5 tinnitus affected daily domestic, familial, work,
38.93 and social activities. The total count is reported
39 here as an index of distress. There was no sig-
nificant difference between men and women.
38.5

37.98 As per Figure 2, total counts of tinnitus related


38
distress were similar in the younger and older
groups. However, analysis of email contents
%

37.5
showed some variation in terms of the factors of
distress. Hearing loss was defined as a “severe
37
and frequent problem” by 8% of respondents
36.5
younger than 30 while it affected more than
50% of the older group. Most younger respon-
36
dents had experienced tinnitus or hearing im-
pairment attending concerts (61%) and clubs
35.5 (43%). Only 14% of younger respondents had
used earplugs. Approximately half of the
35 younger respondents asked information about
1 ear protection if they were aware of the poten-
W o men M en tial for permanent hearing loss (60%) or were
advised by a medical professional (50%). In
summary, the analysis of young subjects’ re-
Figure 1 sponses suggested that approximately a third
of these young adults have experienced tinni-
tus after exposure to loud music. Based on
Using item analysis, 98 emails were examined
item analysis, this was the main difference
in regards to three categories of questions, us-
with the older age group, while the total
ing methods similar to other comparable Inter-
counts of distress reports were comparable
net studies (Coulson, 2005), such as affective,
between age groups.
informational/factual, networking, and profes-
sional or paramedical help.
Comparisons on demographic characteristics
(age, education, sex, location) between the
Participants reported tinnitus-related distress,
Internet sample of this study and the non-
depression, and daily annoyance in the percent-
Internet sample in a preceding study (Baribeau,
ages illustrated below. Immediately following
Gordon, & Roy, 2004) showed the following: As
the support-groups, about half of the partici-
expected, the main factor discriminating partici-
pants showed appreciation of reassurance and
pants involved through the Internet from partici-
satisfaction with the information obtained. The
pants not available on the Internet was age and
same ratio of appreciation was expressed in the
location, followed by educational level. Age was
Internet group.
confounded by the variable location since a
large pool of younger subjects were recruited
Age and sex differences – There were no differ-
via the Internet addresses distributed at the mu-
ences in number of males and females between
sic events, as opposed to the RQPA web sites.
age groups or regions. Figure 1 showed no sig-
In the younger age group (less than 30 years of
nificant difference in frequency between males
age), this email-based approach rapidly gener-
and females, and no difference in reports or in
ated responses. It thus appears to be a feasible
number or nature of questions about distressing
method to obtain tinnitus data from this younger
symptoms in relation to gender. All data about
age group. High dropout rates or delay in com-

148
BARIBEAU ET AL.

Mean counts of indices of distress in younger (left:


less than 30) versus older (right: more than 30 years
of age)

40

39.5

39

38.5

38
Mean

37.5

37

36.5

36

35.5

35
1

Younger: 20-29 Older: 30 and over

Figure 2

munication can be a characteristic of studies rable to other questionnaires formatted in Eng-


using the Internet with the older age group, but lish (Meric et al., 2000), and Danish (Zachariae
should be contrasted with the cost- et al., 2000). The item validity index is reported
effectiveness and accessibility of the Internet. in Table 1 on the following page, based on
Cronbach alpha.
Based on the preceding study, 24 items of a 70-
question survey (QDDT v.1) were used to serve DISCUSSION
as a reference point to categorize email ex-
changes. Responses and follow-up questions to Content analyses
emails were presented in a standard way using Analyses suggest that the primary function of
the formulations of the QDDT, and responses this group was the communication of factual
from participants were rated using the same information, particularly with comments about
procedure. The internal consistency of these how tinnitus affects daily activities and quality of
questions was assessed with 79 subjects (with life, and questions about tinnitus symptoms:
no missing values) in order to measure Cron- quality, intensity, duration, prognosis, and medi-
bach alpha index of internal consistency. Simi- cal or causal factors. These aspects correspond
lar methods to Zachariae et al. (2000) were very closely with the first portion of the QDDT
used. This internal validity index calculated for questionnaire and replicate similar findings.
the 24 items used in the Internet version of the
present questionnaire (in French) is excellent, The questions most often related to treatment
with a value of .92. It is significant and compa- generally referred to the following categories in

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Table 1
Internal Consistency for all items: Cronbach alpha
Internal Consisten- Mean Variance Standard Deviation N. variables
cy
8,75 39,44 6,28 24
Mean Variance Correlation Alpha index
Item/total
Question 1 8,21 35,93 ,54 ,91
Question 2 7,91 37,52 ,39 ,92
Question 3 8,19 37,05 ,35 ,92
Question 4 8,51 36,88 ,45 ,91
Question 5 8,49 36,06 ,60 ,91
Question 6 8,43 35,87 ,59 ,91
Question 7 8,33 35,90 ,55 ,91
Question 8 8,68 38,17 ,39 ,92
Question 9 8,37 35,29 ,68 ,91
Question 10 8,21 34,90 ,72 ,91
Question 11 8,47 36,25 ,55 ,91
Question 12 8,67 38,04 ,39 ,92
Question 13 8,48 35,42 ,72 ,91
Question 14 8,28 36,04 ,52 ,91
Question 15 8,55 36,52 ,57 ,91
Question 16 8,51 36,09 ,61 ,91
Question 17 8,48 35,55 ,69 ,91
Question 18 8,52 36,23 ,60 ,91
Question 19 8,28 35,69 ,58 ,91
Question 20 8,67 38,47 ,26 ,92
Question 21 8,32 36,33 ,48 ,91
Question 22 8,13 36,04 ,54 ,91
Question 23 8,23 36,02 ,52 ,91
Question 24 8,27 36,14 ,50 ,91
N. of cases 75
N. of items 24
Cronbach Alpha ,92

150
BARIBEAU ET AL.

order of importance: 1) audiological manage- vide Internet access to their support group
ment such as hearing aids for those with hear- members and to interested individuals without
ing loss; 2) psychotherapy, suggestion, and home access to email and Internet.
hypnotherapy; 3) informational counseling; 4)
audiological techniques such as masking; and Before contact, few individuals were informed
the least frequently mentioned 5) related spe- about possible treatments such as tinnitus re-
cialized treatments such as tinnitus retraining training therapy or cognitive-behavioral psycho-
therapy and cognitive-behavioral therapy pro- therapy. Preliminary reports from individuals
vided by professionals. The latter category of who had attended support-group conferences
treatment was generally lesser known by the and the interest expressed in these therapies
individuals and by his or her referring clinician. indicate that more information on treatments
If we pool together miscellaneous and hetero- should be transmitted via support groups and
geneous references to other attempts to seek via the Internet. Such psychotherapies could
help, the largest category of treatment could be complement other approaches, and can help
summed up in one category: alternative health individuals decrease annoyance, depression,
methods and hygienic or domestic self-care, and stress associated with tinnitus.
where individuals actively sought diverse types
of volunteers, peers, and caregivers in order to REFERENCES
handle the tinnitus effects on a long-term basis.
This same large category included self-care Andersson, G. (2002). Psychological aspects of
activities and agents to improve both physical tinnitus and application of cognitive-behavioral
and mental-emotional health. therapy. Clinical Psychology Review, 22, 977-990.

The second most frequently invoked theme re- Andersson, G. & Lyttkens, L. (1999). A meta-
lated to the interpretation of evolution of symp- analytic review of psychological treatments for
toms. The third category related to requests for tinnitus. British Journal of Audiology, 33, 201-210.
references to medical and para-medical practi-
tioners in order to obtain advice for handling Baribeau, J. (2005) Les troubles auditifs liés
symptoms and related impact on stress toler- aux tinnitus, à l'hyperacousie et leur réadapta-
ance, depression, anxiety, and fear of aggrava- tion., dans T. Botez-M.& F. Boller, T.M. (Ed.,)
tion. Medication was often mentioned along Neuropsychologie clinique et neurologie du
with every other theme or category as an ad- comportement, 3ème éd., Presses de l’Univer-
junct, and was mentioned as palliative care in sité de Montréal).
order to reduce anxiety, stress, and insomnia.
Baribeau, J. (2005) Conceptions scientifiques
In conclusion, analysis of emails demonstrated des tinnites. L’Oreille bruyante*, vol 19, janvier
the nature of socially supportive communication no.1, p 12-15.
that took place and illustrated the feasibility of
an Internet-mediated support network for indi- Baribeau, J. (2005) Compte-rendu pour le
viduals affected by tinnitus. These results could 4ème salon québécois de l’oreille. L’Oreille
provide the basis for offering an Internet-based bruyante*, vol 18, juillet, no 4, p 17-19.
continuous service as part of the health system.
Future studies should compare responses on Baribeau, J. (2004) Recherche sur la détresse
the QDDT and on the standard North-American liée aux acouphènes. L’Oreille bruyante*,
form of the Tinnitus Reaction Questionnaire vol.17, no 3, 12-13.
(Meric et al., 2000).
Baribeau, J. Gordon, N., Roy, S. (2005) Son-
This initiative fostered new opportunities for dage sur l’expérience des acouphènes déran-
individuals with tinnitus-related concerns to par- geants. Abstract publié dans les actes du
ticipate in supportive communication within a Congrès de la SQRP, mars 2005-:Société Qué-
network of individuals dealing with similar is- bécoise pour la Recherche en Psychologie
sues. These results lead to the recommenda- Québec, Mt Ste-Anne, mars 2005.
tion that regional contact agents attempt to pro-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Billue, J.S. (1998). Subjective idiopathic tinni- CONTACT


tus. Clinical Excell. Nurse Practice, 2(2):73-82.
Dr. J. Baribeau, Dir. of LANNH
Budd, R. J. & Pugh, R. (1996). Tinnitus coping (Laboratoire de neuropsychologie et de neuro-
style and its relationship to tinnitus severity and physiologie humaine)
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Research, 41(4):327-335. Pavillon Félix-Antoine-Savard, FAS 1020
Québec, Qc, G1K 7P4
Chung, J.H., Desroches, C.M., Meunier, J., & tel : 418-681-7932
Eavey, R.D. (2005). Evaluation of noise- E-mail: jbaribeau2@videotron.ca
induced hearing loss in young people using a
web-based survey technique. Pediatrics, 115 Acknowledgement: Thanks to funding from
(4):861-7 FRSQ, to RQPA-Québec and Salon de la
Musique de Montréal
Cline, R.J.W. (1999). Communication in social
support groups. In: Frey, L.R., Gouran, D.,
Poole, S.(eds.). Handbook of small group com-
munication. Thousand Oaks, CA: Sage, pp.
516–538.

Coulson, N.S. (2005). Cyberpsychology & Be-


havior, 8(6): 580-584.

Erlandsson, S. & Halleberg, L.R. (2000). Pre-


diction of quality of life in patients with tinnitus.
British Journal of audiology, 34, 11-20.

Halford, J.B.S. & Anderson, S.P. (1991). Anxi-


ety and depression in tinnitus sufferers. Journal
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Hallam, R.S., Jakes, S.C., & Hinchcliff, R.


(1988). Cognitive variables in tinnitus annoy-
ance. British Journal of Clinical Psychology, 27,
213-222.

Meric, C., Pham, E., & Chery-Croze, S. (2000).


Validation Assessment of a French Version of
the Tinnitus Reaction Questionnaire: A Com-
parison Between Data From English and
French Versions. Journal of Speech, Language,
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RQPA (Regroupement québécois des person-


nes souffrant d’acouphènes), Bulletin : L’Oreille
bruyante, 2003, vol.1, p.1-2.

Zachariae, R., Mirz, F., Johansen, L. V., Ander-


sen, S. E., Bjerring, P., & Pedersen, C. B.
(2000). Reliability and validity of a Danish adap-
tation of the Tinnitus Handicap Inventory.
Scandinavian Audiology, 29(1):37-43.

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Sexual Preference Classification from Gaze Behavior Data


using a Multilayer Perceptron
S. Chartier1,2, P. Renaud1,2, S. Bouchard1, J. Proulx2, J. L. Rouleau3,
P. Fedoroff3 and J. Bradford3
1
Département de psychoéducation et psychologie, Université du Québec en
Outaouais Gatineau, Canada
2
Centre de recherche de l’Institut Philippe Pinel de Montréal, Montréal, Canada
3
Royal Ottawa Hospital, Ottawa, Canada

Abstract: This study introduces a classification technique, the first objective of which is to distinguish
sexual offenders from non-offenders. This technique relies solely on gaze behavior dynamics ex-
pressed in relation to synthetic characters presented in a virtual environment. Classification is done
using a multilayer neural network. Results show that the network is able to perfectly learn the task. In
addition, the network also shows good generalization performance with new participants.

INTRODUCTION

Violent behaviors, like the ones resulting from est criticism has been leveled. Indeed, the use
sexual crimes, are major social and psychologi- of mental distraction strategies is widespread.
cal distress factors. For this reason, it is impor- In this regard, it has been reported that up to
tant to thoroughly assess and diagnose these 80% of subjects asked to voluntarily control
behaviors. However, there are important prob- their erectile response succeed in doing so
lems with the current diagnostic and measure- (Farkas et al., 1979; Howes, 1998; Kalmus &
ment techniques of these violent behaviors. Beech, 2005). They generally manage to lower
their scores through the use of aversive or anx-
PENILE PLETHYSMOGRAPHY (PPG) iogenic thoughts and images, that is, by divert-
ing their attention from the sexual stimuli to
Since its introduction by Freund (1963), the which they are exposed. These distraction
measurement of penile tumescence by means strategies are reputed to be difficult or impossi-
of a plethysmograph has been the target of ble to detect. Attempts to control this factor
much criticism on both ethical and methodologi- have yielded mixed results (Proulx et al., 1993;
cal grounds (Kalmus & Beech, 2005; Laws, Quinsey & Chaplin, 1988; Golde et al., 2000).
2003; Laws & Gress, 2004; Laws & Marshall,
2003; Marshall & Fernandez, 2003). In particu-
lar, it has been attacked for demonstrating IMMERSIVE VIDEO-OCULOGRAPHY
weak test-retest reliability and questionable dis- CONTROLLING FOR FAKING
criminating validity with respect to distinguish-
ing sexual deviants from non-deviants and in The use of immersive video-oculography
correctly differentiating the different categories makes it possible to get around this problem
of sexual deviants among themselves (Kalmus (Duchowski et al., 2002; Renaud, 2004;
& Beech, 2005; Looman & Marshall, 2001; Mar- Renaud et al., 2002a, 2003, 2005). This tech-
shall & Fernandez, 2000). However, a large nique allows researchers to observe a crucial
part of the method’s test-retest reliability and part of the subject’s subjective experience; that
discriminating validity problems arise from is, his global visual perspective coupled with
PPG’s proneness to strategies used by sex of- the exact position of his gaze such as it scans
fenders to voluntarily control their penile re- and dwells upon the various simulated objects
sponse in order to fake their sexual arousal re- in virtual reality and, particularly, the different
sponse and thus present a non-deviant prefer- corporal segments of a virtual sexual character.
ence profile (Quinsey and Chaplin, 1988; Seto Moreover, with this technology, it is possible to
and Barbaree, 1996). This is where the heavi- record the immersion sessions from the sub-

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

ject’s vantage point; researchers and clinicians without needing to resort to plethysmographic
can then replay the recording in order to vali- measures of sexual arousal.
date a given segment of the assessment.
AUTOMATIC PATTERN CLASSIFICATION
Aside from this qualitative validation of the sub-
ject’s overt attention, a quantitative validation can The first step in reaching these goals is to de-
also be conducted based on the analysis of termine if an automatic classification system is
dwelling time in strategic areas and the analysis able to discriminate sexual offenders from non-
of gaze behavior patterns relative to these ar- offenders using their oculomotor behaviors.
eas. For example, if the analysis reveals that a Several classification algorithms exist; however,
subject does not spend enough time scrutiniz- since the data are dynamic and nonlinear, not
ing a given character’s sexual features or that all of them are up to the task (Renaud et al.,
he demonstrates a tendency to turn his gaze 2002b, 2003; Shellhamer, 1997). Multilayer
away from these areas when he begins to be neural networks present a good choice since it
sexually aroused, it can establish that the sub- is a classic model that copes with problems that
ject avoids making visual contact with what are not linearly separable (Haykin, 1999).
could elicit a sexual arousal response in him.
Preliminary results obtained in our lab tend to- VIRTUAL CHARACTERS WITH SEXUAL
ward such a conclusion (Renaud, 2004). FEATURES

GAZE BEHAVIOR PATTERN AS DIAGNOTIC The major asset of using synthetic characters
INDEX (avatars) is that they guard against the victimi-
zation of the real models that are used with
The visual scanning of virtual stimuli produces a classic methods (Renaud et al. 2004). Avatars
highly complex geometry of which we can ana- depicting naked characters of both genders and
lyze certain recurrences in order to discern pat- of clinically significant age phases are required
terns (Renaud, 2004; Renaud et al., 2002b, to prompt sexual attraction and arousal. These
2003, 2004). These recurrences include pat- avatars have been tested in order or make sure
terns of transition from one virtual area to an- that they would minimally be perceived as rep-
other. For example, certain subjects have a ten- resenting the required sexual properties to as-
dency to begin their visual inspection with the sess sexual preference (Renaud et al. 2005). A
avatar’s feet, whereas others begin with the neutral avatar was also developed for control
head or the genitalia. Moreover, certain sub- purposes. Figure 1 illustrates the five charac-
jects alternate their gaze between the face and ters used in this study, adult man and woman,
the genitalia, whereas others punctuate their young boy and girl, and the neutral character.
inspection with frequent visual samplings of the Each character had two virtual measurement
objects that surround the virtual character in the points (VMP) placed over their head and pubic
scene, which may act as sources of distraction areas for gaze behavior analysis.
(e.g., a flowerpot or window). These transition
patterns constitute visual routines that are the
dominant characteristic of the automatic cogni-
tive processes implicated in the appraisal of the
emotional and sexual signification of the stimuli
(Janssen et al., 2000; Land & Hayoe, 2001;
Renaud, 2004). They present the major advan-
tage of not being as transparent to the subject
as are measures of penile tumescence. The
same is true for other factors, such as speed
and acceleration of visual scanning, and other
higher-level parameters. In fact, these meas-
ures and analyses of oculomotor patterns alone Figure 1. Snapshot images of the avatars’ pro-
may possess sufficient discriminating diagnostic totypes: male and female adults, male and fe-
power to determine sexually deviant profiles male children, and a sexually neutral avatar for
control purposes.

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CHARTIER ET AL.

example of 1 minute POR angular deviation


data obtained from a human subject.

Noise degrades the signal and it is usually de-


sirable to remove and replace it before any
analysis can be performed. Thus, before any
classification, the POR angular deviation was
denoised using a filter based on a pulse couple
neural network (Chartier & Renaud, 2006).
From noise free data, a neural network was
used to classify sexual offender from non-
offender.
Figure 2. Inside the patient’s point of view; the
ARTIFICIAL NEURAL NETWORK
crosshair depicts the momentary point of regard
of the immersed subject shown in the upper
For the purpose of classification, a simple multi-
right corner photo.
layer Perceptron was used. This network was
chosen for its property of being a universal
GAZE BEHAVIOR MEASUREMENT IN function approximator (Haykin, 1999). In princi-
VIRTUAL IMMERSION ple, this network can approximate any function
that exists. Like any other neural network, the
Eye-tracking has been used in a wide variety of multiplayer Perceptron is entirely defined by its
applications as a window to cognitive process architecture, output function and learning rule
(e.g. Albert, et al., 2005; Duchowski et al., (Rumelhart and McClelland, 1986).
2002; Land & Lee, 1994; Satava, 1995; Sup-
pes, 1990). The eye-tracker system relies on ARCHITECTURE
the corneal reflection of an infrared source that
is measured relative to the pupil center location. The network architecture is composed of sev-
These particular corneal reflections can be lo- eral units that propagated the signal forward
cated with video-based eye-trackers collecting from the input layer to the output layer as seen
infrared reflections. From this information, a 2 in Figure 4.
degrees-of-freedom (DOF) computation of the
point of regard (POR) can be performed (Figure OUTPUT FUNCTION
2). From that information, angular deviation be-
tween a given VMP and POR is computed The output function of this network is a stan-
(Renaud et al., 2002b, 2003). dard logistic function given by the following
equation for the output layer
From those data, it is possible to determine the
number of eye fixations, saccades, average
saccade speed, etc. However, data collected
are usually not noise free. There is some noise
due to eye blink and hardware failure in captur-
ing corneal reflection. Figure 3 illustrates an

Figure 3. POR angle deviation before and after filtering

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Figure 4. Architecture of the multilayer perceptron

Where a represents the activation (a = Wyc), W ward pass and a backward pass. In the forward
the weights connection and yc the output from pass, an input is introduced to the network and
the hidden layer. Similarly, the output of the the corresponding output is computed following
hidden layer is given by equations 1 and 2. From the difference be-
tween this actual output and the desired re-
sponse (i.e. class membership) an error is com-
puted. The greater the mismatch between the
predicted membership classes (offender or
non-offender), the greater the network parame-
ter will be modified during the backward pass.
Where ac represents the activation (ac = Wcx), In the backward pass, the error is thus fed back
W the weights connection and x the input. This through the network and both the hidden and
general output function is illustrated in Figure 5. the output layer are modified to reduce this er-
ror. Formally, the learning in the network is ac-
LEARNING RULE complished, for the output layer, by the follow-
The learning rule used is the standard back- ing equation
propagation algorithm. This learning consists of
two passes through the different layer, a for-

Figure 5. Output function

156
CHARTIER ET AL.

in x and y plane, at 60 Hz with a margin of error


± 0.5 degrees. From the data file generated
with ASL software, POR angular deviation was
computed between the POR and a given target
Where, represent a general learning pa- (WMP), which was the head or the pelvic area.
Consequently, for each condition a vector com-
rameter (0< <1), k the learning trial and posed of 3600 POR deviation angles elements
was obtained. After data denoising, 4 variables
were derived from the POR angular deviation.
is given
The first variable was the number of saccade,
the second variable was the mean saccade
For the hidden weights, the learning is accom-
duration, and the third variable was the amount
plished using the following rule
of time the participant POR was within a virtual
measurement zone (VMZ), i.e. 5 degrees
Once the squared error is small enough (~ around a VMP. Finally, the fourth variable was
0.01), the learning is stopped and the model is the mean POR dwelling time into a given VMZ.
ready to be tested on its classification perform- Thus for each participant, 40 data points were
ance on both previously learned data and on obtained (4 variables × 5 conditions × 2 VMZ),
new data. giving a total of 8 training patterns (4 offenders
and 4 non-offenders).
METHODS
To train the network, 4 sexual offenders and 4
10 participants were recruited for the study. non-offenders were selected. The remaining 2
There were 6 child molesters attending the sexual offenderd were used to test the network
Sexual Behavior Clinic of the Royal Ottawa generalization capacity. The network was
Hospital and 4 non-offenders. Each participant trained following equations 4 and 5. The num-
was tested with the 5 virtual characters pre- ber of hidden units was set to eight and the
sented above (neutral, woman, young girl, number of output units to one. The learning pa-
young boy and man). Each participant was im- rameter was set to 0.05 and the number of
mersed in the virtual environment for 1 minute learning trials to 10 000. Since the transmission
per condition. Raw data were collected by an function is asymptotic, we used a value of
ASL 504 series eye-tracker combined with a V8 0.999 to indicate that a given input belongs to
Virtual Research head mounted display. The the sexual offender and a value of 0.001 to the
single eye-tracker returns 2 DOF, i.e. variations non-offender. For classification purposes, an

Figure 6. Network squared error in function of learning time.

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output value greater than 0.5 was classified as For this classification task, the model used
belonging to the sexual offender class, others to standard measures. Other more synthetic indi-
the non-offender class. ces like gaze fractal patterns could be even
more powerful variables (Renaud et al., 2002b,
RESULTS 2003, 2005). Before using this classification
system for diagnostic purposes, several as-
Figure 6 shows the squared error in function of pects must be further investigated. First, the
the learning trial. After 10 000 learning trials the network must be trained with more participants
squared error was at a low value of 0.0128. to give it a better variety of oculomotor patterns.
Thus, indicating that the network had found a Given the small sample of data in this study,
solution to the classification of offender from results are preliminary at this point. In addition,
non-offender. other models, like the ANFIS model (Jang,
1993), must be studied to pinpoint which condi-
Table 1 reports the network output compared to tion, time or measure, is the most explicit about
the desired output. It can be seen that the net- the classification if underlying processes. Finally,
work closely matched the desired classification. the model should be modified to be used for real
There is no case where the network could not time classification. This online implementation
assign a participant trained pattern to its corre- would allow feedback in helping to better under-
sponding class. Generalization capacity of the stand deviant behavior. In this way, this new tool
network was tested with two new sexual of- would not only help in diagnostics and risk as-
fender patterns (offender test 1 and 2). In each sessment, but it could also be an active ingredient
case, those generalization patterns were cor- in behavior modification therapy.
rectly assigned to the offender class. Thus even
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Application of Virtual Reality-Cue Exposure Therapy for


Reducing Alcohol Craving
H. Kwon, B.A. 1, J. Choi, M.D., Ph.D. 2, S. Roh, M.D., Ph.D. 3,
B-H. Yang M.D., Ph.D. 4, J-H. Lee, Ph.D. 5
15
Department of Psychology, Chung-Ang University
234
Department of Neuropsychiatry, Hanyang University

Abstract: During abstinence from alcohol, craving is elicited by the cues and contexts previously
associated with alcohol, which contribute to relapse. To prevent the craving and relapse experienced
by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between al-
cohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) sys-
tem, to eight members of an Alcoholics Anonymous group, in eight sessions. Cues and contexts
most likely to elicit an urge to drink were selected through a preliminary survey in order to compose
VR-CET scenarios: a glass, bottle, food, and a bar were judged to be the most tempting for people in
alcohol dependence and abstinence. Using these cues and contexts, a Japanese-style pub and a
western bar were created. Each session was administered for 30 minutes by a psychiatrist and in-
cluded an introduction, immersion, VR navigation, interviews about feelings, and self-report question-
naires about cravings. The eight sessions consisted of initial and closing sessions, and person-, ob-
ject-, and situation-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET
was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first ses-
sion decreased to 11.57 (SD = 6.88) in the final session. This study suggests that using virtual reality
can enhance the efficacy of CET so as to promote craving for alcohol and then to desensitize condi-
tioned reactivity to alcohol.

INTRODUCTION

Craving is considered the reason why many drink automatically after seeing a favorite brand
drug users and alcoholics fail to exercise re- of alcohol in a shop, even during abstinence. In
straint even after treatment. One of the expla- any event, a cue may contribute to relapse;
nations about craving is based on Pavlovian thus, many researchers and practitioners have
conditioning: some contexts or objects (e.g., tried cue-exposure therapy (CET) to reduce the
bottles, glasses, and bars) are repeatedly urge to use a drug and the rate of relapse. CET is
paired with addictive substances used to extinguish the associated responses (CR)
(unconditioned stimuli: US) so that the contexts through repeated exposure to the cues related to
or objects which become conditioned stimuli addictive substances, but without the US.
(CS) that can elicit the addict’s urge
(conditioned response: CR) to use, just as an CET has been applied in the treatment of a va-
unconditioned response (UR) to addictive sub- riety of substance addictions, including smoking
stances occurs. After this conditioning, the ad- (Corty & McFall, 1984; Niaura et al., 1999),
dict feels the craving when confronted with the drinking (Rohsenow et al., 2001; Sitharthan et
CS. Thus, the cue that evokes cravings is re- al., 1997) and drug using (Dawe et al., 1993;
garded as an activator of addictive behaviors. Franken et al., 1999). However, the effect of
CET has not been consistent. Tiffany and
Other researchers have offered a different ex- Conklin (2002) supposed that some CET stud-
planation of the cue’s effects: Tiffany suggested ies failed to prevent relapse because the treat-
(1990) hat, rather than eliciting cravings, drug- ments were done with just one cue, so that the
related cues provoke automatic behaviors, such extinction of a CR to one cue could not be gen-
as drug use, that have been formed through eralized to the others. That is, the fact that drug
repeated administration. For example, if a per- administration is paired with many kinds of ob-
son has been accustomed to dropping by a gro- jects and contexts should have been consid-
cery store, buying alcohol, and then drinking ered. In addition, extinction in one context (e.g.,
every day, the person would buy alcohol and hospital) does not have an effect in another

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

context (e.g., a site usually used for drug- tal, and from R Hospital in Seoul). Sixty-three
taking). This explanation is based on the light drinkers were selected using the criteria
“renewal effect” from classical conditioning re- that, at most, they consumed nine standard
search (2002). Thus, it would be more helpful if glasses of alcohol in a week. The Ward group’s
the treatment setting were similar to the original mean age was 42.98 years (SD = 87.03), the
conditioned context and had as many related AA group’s was 42.34 years (SD = 7.52), and
cues as possible. the normal group’s was 39.10 years (SD =
10.58). There was no significant difference in
In terms of the various associations of drug age between groups.
use, previous trials have limitations: most re-
search has been done in a treatment setting, Participants in each group were asked: 1)
such as a hospital or laboratory, with one or two which places elicited a craving to drink (list all
stimuli. In contrast, VR technology and 3D ani- that apply), 2) which objects elicited a craving
mation techniques can provide a diverse range to drink (list all that apply) and 3) which place or
of situations and stimuli, and a feeling of being object was most likely to induce cravings.
in a bar rather than in a hospital. This would
evoke the craving more effectively than tradi- The results showed that bars and one’s own
tionally used methods, such as still photos, and home were perceived to be the most likely
allow the generalization of treatment effects into places to elicit cravings in the Ward group. Bars
real life situations. In a previous study (Lee et al., and amusement quarters were thought to be
2004), abstinent smokers in VR-CET composed the most likely places to elicit cravings in the
of various smoking-related cues reported pres- AA group. Food and bottles were chosen to be
ence (i.e., the sense of being there), and showed the most likely objects to elicit cravings in both
a reduced urge to smoke after VR-CET. the Ward and AA groups. Furthermore, the
Ward and AA group participants answered that
Thus, in this study, we investigated whether places evoked more cravings than objects
CET using VR was an effective method of re- (Ward = 79.17%; AA = 93.10%; Normal =
ducing alcohol craving in alcoholics. Before ap- 95.16%); However, more Ward group partici-
plying this method for alcoholic outpatients, a pants regarded objects as being highly evoca-
precise and detailed survey was required to tive of craving than the other groups. Based on
explore which cues were most likely to induce these results, VR-CET scenarios were con-
craving and which locations were most likely to structed for two places: a Japanese-style pub,
elicit an urge to drink. A VR-scenario was then and a western bar. Both places had people
constructed. This survey is elucidated below drinking, side dishes, glasses, some bottles of
with the VR-CET study. the participants’ favorite alcohol, alcohol adver-
tisement posters, and the types of noises that
MATERIALS AND METHODS emanate from real bars.

Preliminary survey and composition of cues Participants


and scenarios: Ten participants from an Alcoholics Anonymous
group were recruited for the study and wrote
To investigate the cues and contexts most likely their own fully informed consent statements; how-
to elicit cravings, we asked open-ended ques- ever, two participants later dropped out. Thus,
tions of three groups: alcohol dependence inpa- eight participants underwent eight sessions of VR-
tients (Ward group), abstinent people in an Al- CET for 4 weeks (2 sessions a week). The mean
coholics Anonymous group (AA group), and age of the participants was 50.5 years (SD = 14),
light drinkers (normal group). and all had been hospitalized more than once for
alcohol treatment. Their average period of absti-
The Ward group was recruited from the depart- nence was 58.75 months (SD = 98.07), and they
ment of psychiatry at S Hospital in Seoul and used to drink, on average, 28 standard glasses
consisted of 49 patients diagnosed with alcohol (316.8 ml of pure ethanol) of Soju daily. Soju is an
dependence according to DSM-IV criteria. The inexpensive, moderate-proof (21%) liquor that is
AA group consisted of 35 people (from S Hospi- very popular in Korea.

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KWON ET AL.

Measurement and VR instruments The hardware consisted of a Pentium IV PC,


Three scales were used for measuring the level Open GL Accelerator VGA card, a beam pro-
of alcohol craving: the Penn Alcohol Craving jector with a 2.4m × 1.8m screen, and sur-
Scale (PACS: Flannery et al., 1999), the Alco- round speakers.
hol Urge Questionnaire (AUQ: Bohn et al.,
1995), and the Obsessive Compulsive Drinking At the beginning of the VR-scenarios, the en-
Scale (OCDS: Anton et al., 1995). The PACS is trances to two bars in the middle of a hallway
a five-item scale that focuses on the urge that were shown. If a user entered a bar, a bar-
the participant felt to drink during the previous tender and a few people drinking at tables were
week, using a 7-point scale. The AUQ consists there. Some people drank alone, and others
of eight items about dependence on, and pre- drank with buddies. On the tables, there were
occupation with, alcohol, and also uses a 7- some alcohol bottles, such as beer, Soju, and
point scale. The OCDS consists of 14 items whiskey with side dishes, and typical bar noise
that quantify thoughts about alcohol and drink- was ongoing. A poster advertising alcohol was
ing behavior, and uses a 5-point scale. on the wall.

TABLE 1. CONTENTS OF THE CET PROGRAM SESSIONS


ses-
sion Theme CET program content
1 Initial navigation The participant was free to navigate during the initial session.
1. Have you navigated VR sufficiently?
2. Tell us about what you felt and thought after the VR.
3. How do you feel and think about the objects and situations in the
VR?
2 Person-elicited craving Interview with the participant about the person that elicits craving
1. How do you feel seeing a man drink alcohol alone in the virtual
bar?
2. How do you feel seeing a woman drink alcohol alone in the virtual
bar?
3. How do you feel seeing people who drink together?
3 Object-elicited craving Interview with the participant about the object that elicits craving
1. What bottle makes you want to drink?
2. What side dish makes you want to drink?
3. What advertisement poster makes you want to drink?
4 Situation-elicited crav- Interview with the participant about the situation that elicits craving
ing 1. How strongly do you want to drink when you see someone drink
in the western bar?
2. How strongly do you want to drink when you see someone drink
in the Japanese bar?
3. If you run out of alcohol, do you want more? How would you drink
more?
5 Person-elicited craving Repeat the questions of 2nd session
6 Object-elicited craving Repeat the questions of 3rd session
7 Situation-elicited crav- Repeat the questions of 4th session
ing
8 Final navigation The participant was free to navigate during the final session.
1. How do you feel and think now after you’ve navigated the VR for
several sessions? (Compare with the 1st session)
2. How do you feel and think now about the objects and situations
that you saw in the VR, and what do they make you feel like do-
ing?
163 happened to you in real life, what would you
3. If the VR experience
do?
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Procedure
The VR-CET was run with all the participants The mean score on the AUQ decreased be-
as a group session at R hospital. Before the tween the first and final sessions (Figure 3),
first VR-CET session, participants were asked although ANOVA revealed that the reduction
for their demographic data, medical history, and was not statistically significant.
a survey of their drinking behavior (e.g., fre-
quency of being fuddled and experience of in- Participants responded to interview about their
jury due to alcohol), and asked to report their feelings and thoughts, depending on the focus
desire for alcohol on the three scales. After of the sessions (Table 3). In person-focused
each session, participants again completed the sessions, they reported, for example, “Seeing a
AUQ scale, and at the end of the final session, woman drink alone, I wanted to join her and
all three scales were completed again. drink together”. In object-focused sessions,
they reported, for example, “Soju bottle makes
Each of the eight sessions took 30 minutes, and me crave more for drinking than a beer bottle”.
each session was divided into three parts: an In situation-focused sessions, they reported, for
introduction and immersion part for 5 minutes, a example, “The Japanese bar makes me crave
VR navigation (a psychiatrist showed the partici- more for drinking than the western bar because of
pants VR scenes as if they had walked into the familiarity”. They also made general comments
bars) and interview (about their feelings and about the series of sessions, for example, “Audio
thoughts) part for 20 minutes, and a self-report stimuli made me feel more realistic than visual
questionnaire part for 5 minutes. In Session 1, stimuli” and “The more I was exposed to stimuli,
the whole VR environment was shown. In Ses- the less tension was produced.” Given the varia-
sions 2, 3, and 4, each cue-exposure focused on tion in responses, the failure to find a significant
a different craving type; Session 2 focused on change despite a decrease in self-reported crav-
person-elicited craving, Session 3 focused on ing is understandable.
object-elicited craving, and Session 4 focused on
situation-elicited craving. These three session DISCUSSION
types were repeated for Sessions 5, 6, and 7.
Finally, Session 8 focused on the prevention of This study surveyed the situations and objects
relapse. A detailed description of the contents of that elicited craving in normal, inpatient, and
each session is shown in Table 1. abstinent people in order to create VR-CET
scenarios, and investigated the effectiveness of
RESULTS VR-CET in reducing craving for alcohol in order
to prevent relapse. Although mean scores of
Findings from the preliminary survey showed craving on the three questionnaires were not
that in all groups, people craved alcohol when significantly reduced after 8 sessions, the par-
faced with a bar and food, and that Ward and ticipants’ urge to drink, as assessed by AUQ,
AA groups participants felt the urge to drink had decreased gradually after each session.
more at an amusement quarter, at home, and in Admittedly, the effect of participant demand
front of their favorite alcohol bottle, compared characteristics on the experiment should be
with normal group. In the main experiment, re- considered.
peated-measures Analysis of Variance
(ANOVA) indicated that the mean scores of the As shown in Table 3, various environmental
responses to the three questionnaires did not cues in VR-CET were effective in eliciting crav-
change significantly from pretreatment to post- ings, at least in early sessions. This effect of
treatment (Table 2). environmental cues is consistent with that of

TABLE 2. THE MEAN SCORES OF THREE QUESTIONNAIRES

Questionnaires Pretreatment Posttreatment F


PACS 7.50 ± 2.62 11.50 ± 5.76 1.436
OCDS 23.25 ± 7.44 24.29 ± 8.38 0.286
AUQ 9.44 ± 2.23 11.50 ± 5.76 2.222

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KWON ET AL.

TABLE 3. SUBJECTIVE RESPONSE TO CET

Session Interview responses to CET sessions


Person-focused ses- -Seeing a woman drink alone, I wanted to join her and drink together.
sions -If I drank with a woman, I would drink much more.
-I have never thought about drinking with a woman.
-I have never drunk with a woman so that I really want to drink with a
woman.
Object-focused ses- - Soju* bottle makes me crave more for drinking than a beer bottle.
sions -Only a bottle catches my eye in the screen.
-I salivate as soon as I see a Soju bottle.
-Western alcohol bottle was not attractive or realistic.
Situation-focused ses- -The Japanese bar makes me crave more for drinking than the western
sions bar because of familiarity.
-I was evoked even at the hallway, and I wanted to enter other bars.
-Because of repetition, I want to drink a little bit.
-The fact that alcoholics are mostly fond of drinking alone was over-
looked.
General comments -Audio stimuli made me feel more realistic than visual stimuli.
-It’s not realistic.
-The scene, drinking alone, is more attractive.
-The more I was exposed to the stimuli, the less tension was produced.
-The possibility of keeping abstinence would be increased.
-I became curious.

previous VR-CET study (Lee et al., 2004) about more attractive. Similarly, in the preliminary sur-
smoking cessation. However, eight sessions vey, the Ward group reported that one’s own
may be too few to desensitize the susceptibility house strongly elicited craving. Hence, in the
to alcohol-related cues, to extinguish previously next study, these alcoholics’ atypical prefer-
associated behavior, and to learn new associa- ences should be considered. VR-CET would be
tions (i.e., that alcohol-related cues no longer more effective if adapted to each individual’s
bring pleasure). Furthermore, because most history and favorite stimuli. Even though the
people drink in a number of different places, dynamic interaction in the group setting is effec-
two scenarios may be insufficient to cover all tive to promote participants’ reaction to treat-
participants’ familiar places that evoke condi- ment, in order to practice individual-focused
tioned responses. Thus, it would be better to treatment, an individual treatment setting would
increase the number of sessions until the extin- be more convenient.
guished responses do not re-emerge, and to
show more scenarios in order to avoid the Alcohol and drug cravings include physiological
“renewal effect” mentioned above. arousal so self-reports of craving are usually
inconsistent and not good predictors of relapse
The clinical histories of the eight participants (Tiffany & Conklin, 2000). Thus, to assess
varied in severity. The duration of abstinence of one’s craving and the effectiveness of CET
four participants was at most 3 months; how- more precisely, psychophysiological assess-
ever, two participants had remained abstinent ment is needed (Franken, 2003). Future studies
for at least 13 years. The latter consistently re- will clarify the effectiveness of VR-CET for alco-
ported that they had no urge to drink. Thus, holics by using psychophysiological measures
given the small number of participants, it is pos- such as fMRI, EEG, and an eye-tracker.
sible that the latter had a large influence on the
overall insignificant changes of craving. More- ACKNOWLEDGEMENTS
over, a bar scene might not elicit some partici-
pants to crave because they reported that the This study was supported by a Korea Research
scene of drinking alone in their home would be Foundation Grant (KRF-2002-042-B00115).

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RE F ER E NC E S

1. Anton, R. F., Moak D. H., & Latham, P. 11. Sitharthan, T., Sitharthan, G., Hough, M. J.,
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improve outcome in opiate addiction? A con-
trolled trial. Addiction, 88, 1233–1245. CONTACT
5. Flannery, B. A., Volpicelli, J. R., & Pettinati,
H. M. (1999). Psychometric properties of the Jang-Han Lee, Ph.D.
Penn Alcohol Craving Scale. Alcoholism: Assistant Professor
Clinical and Experimental Research, 23, Clinical Neuro-Psychology Lab
1289-1295. Department of Psychology
6. Franken, I. H. A., De Hann, H. A., Van Der Chung-Ang University
Meer, C. W., Haffmans, P. M. J., & 221, Heukseok-dong
Hendricks, V. M. (1999). Cue reactivity and Dongjak-gu, Seoul, 156-756, Korea
effects of cue exposure in abstinent post- Tel: +82-2-820-5751
treatment drug users. Journal of Substance Fax: +82-2-816-5124
Abuse Treatment, 16, 81–85. E-mail: clipsy@cau.ac.kr
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1161–1174.

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Clinical Observations

Evaluating the Interaction of Blind Learners with Audio-Based Virtual Environments


J. Sánchez & M. Zúñiga

Department of Computer Science


University of Chile

Abstract: Diverse interactive virtual environments have been designed by using only visual inter-
faces, reducing the likelihood that users with visual disabilities can benefit from them. This study
aims to create efficient ways for integrating these tools into the visually impaired community in order
to improve their education and integration into society. We have created and applied a new tool to
observe and record blind user interactions with an audio-based virtual environment. Thus we can
observe and study how well blind users comprehend and understand virtual environments and ex-
trapolate implications for later adaptation and orientation in real environments. The study highlights
the advantages of an embedded computer system that processes information about the user interac-
tion. The results demonstrate that blind users do not represent the whole virtual environment. There
are some variables and conditions that set up different degrees of complexity in navigating through
the environment. We have also determined that the representation capacity of a virtual environment
is related to the user’s audio memory.

INTRODUCTION

The objective of this study is to help to solve have demonstrated that by using auditory sig-
two current problems in the study of the interac- nals, it is possible to create virtual environments
tion of blind learners with audio-based virtual that can be mentally represented by visually
environments. The first problem is the need to impaired users. In order to explore this second
get richer information from user interaction with problem we have designed AudioGram: a soft-
the software. Current related projects include ware program capable of processing informa-
usability tests and cognitive tasks in conjunction tion generated by user interaction with virtual
with some anecdotal records of user interaction environments. After an internal process of data
with the virtual environment (Sánchez, 2000, acquisition, the software allows researchers to
2003; Sánchez & Flores, 2004; Sánchez & recreate interactions with computer simulations.
Aguayo, 2005; Sánchez & Sáenz, 2005). In the It also allows the creation of graphs with rele-
particular case of interaction with audio-based vant data, visualization of the information from
virtual environments, due to the number of us- different points of view, observation of a particu-
ers and facilitators involved in a test session, it lar interaction session in detail, and the proc-
is impossible to record all events. For this rea- essing of information from a group of interaction
son it has been necessary to include a com- sessions in order to analyze problems and the
puter system that helps detect usability prob- achievement of goals over a long period.
lems and measures the cognitive impact of
AudioDoomII, the new version of the software
these virtual environments.
AudioDoom (Sánchez & Lumbreras, 1999), de-
The second issue is uncertainty about whether veloped in 1997, was used during this study for
any virtual environment, regardless of complex- modeling AudioGram. This new version in-
ity and interaction time, can be represented by cludes new features: a) Automatic saving of log
visually impaired users independently of its files with information about the whole interac-
complexity and interaction time. Diverse re- tion behavior of a user during a gaming ses-
search works (Baldis, 2001; Cooper and Taylor, sion; and b) Loading new maps of labyrinths
1998; Kurniawan et al., 2004; Lahav & from external files, allowing the freedom to
Mioduser, 2000; Loomis et al., 2002; Mereu & study different maps depending on the needs of
Kazman, 1996; Sánchez, 2000; Westin, 2004) the study.

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By using these tools, we have studied and ob-


served with higher precision the capacity for
mental representation of different virtual struc-
tures. In doing this we aim to define the mini-
mum, medium, and maximum degree of com-
plexity of a virtual environment for use by the
visually impaired. The goal is to create work
plans for an environment that allows blind peo-
ple to improve their audio perception capacity
(audio memory, fidelity, and audio discrimina-
tion) and to comprehend geometrical problems
such as shorter distance and symmetry.

AUDIOGRAM Figure 2. AudioGram, analysis of multiple players.

AudioGram is a tool capable of taking blind us-


ers’ log files from a particular game and dis- METHODOLOGY
playing them on the screen for information
analysis. A timeline is shown on the screen with This study was implemented in two stages. The
different events that represent user actions in first stage consisted of using AudioGram to dis-
the game. In AudioDoom2 these events are, for cover and define blind user limitations when
example, opening doors, shootings, bullets re- navigating through different virtual structures of
charging, monster elimination, walking, etc. It is AudioDoomII. Using these results, during the
also possible to move through the timeline in second stage a working plan was defined for a
both directions in order to observe a sequence set of cases.
of actions in more detail. This option has two
other associated elements: a text description of During the first stage of this study we selected
actions as they occur in the game, and a small a sample of 10 blind users ages 20 to 31 from
map that shows the exact location of the player the “Escuela de Ciegos Santa Lucia.” In each
on the map at a certain time (see Figure 1). session an average of 4 subjects participated in
different experiments. Each experiment con-
sisted of an interaction exercise with the virtual
environment. The interaction was repeated until
the user felt capable of representing the navi-
gated environment on a drawing assisted by a
special education facilitator. Then researchers
processed the log information with AudioGram
to be able to visualize user behavior during the
session and compare it with his or her repre-
sentation on paper.
The second stage consisted of studying a work
Figure 1. AudioGram, game analysis. plan for users to play AudioDoomII progres-
sively and with increasing complexity. The user
is able to pass from one stage to another by
AudioGram also offers the possibility of observ- transferring a mental representation to a physical
ing some long-term variables such as playing medium. In this stage, 5 users ages 10 to 16 from
time, the amount of actions performed, errors, the “Escuela de Ciegos Santa Lucia” participated.
collisions, and the like. The software graphs At the beginning, a short-term audio memory test
these data with the purpose of displaying the was taken (AMI). The idea was to focus on audio
player’s behavior variations. On the horizontal memory as the key variable for virtual environ-
axis of the graph a number representing each ment comprehension, thus determining whether
session is displayed, offering the option of se- or not continuous interaction with AudioDoomII
lecting any session to show a detailed analysis improves the user’s audio memory capacity.
in a new window (see Figure 2).

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SANCHEZ ET AL.

AudioGram functionality was tested with Audio- shown. The gray route was the shorter route
DoomII in a previous stage. Children interacted perceived by users. Representations without a
with the virtual environment in the school once gray route are from users who did not identify a
a week for 4 weeks. At the end of the sessions, shortest route. It is important to observe Case
AudioGram’s log files were processed. 3. This user had the highest representation per-
formance, but made errors when perceiving the
shortest route. By using the information proc-
RESULTS
essed by AudioGram, we verified that regard-
less of using less time to travel through the
During the previous stage, some usability prob-
shortest route, he had an incorrect perception
lems of AudioDoomII where detected. It was
of the route.
observed for example that the use of unlimited
bullets affected the user comprehension of the
events involved in the software. Some audio
feedback problems where also detected. We
also observed that users did not travel through
the entire labyrinth embedded in AudioDoomII
(see Figure 3). Case 1. Case 2.

Case 3. Case 4.

Figure 4. Representation of routes followed by


users.

With the help of AudioGram we can observe


Figure 3. Travel patterns obtained by Audio- the user’s real routes through the environment.
Gram. Numbers in cells represent the number This allows us to know what the user can repre-
of times the user passed through them. Cells sent, avoiding errors when evaluating the user’s
without numbers where not crossed by users. performance.
Numbers at the first cell shows the number of As a result of this experiment we understand
times the user played. that users memorized the number of turns
and sequences, but that they did not repre-
First stage sent the routes followed with high fidelity. We
also comprehended that a map with more
Experiment 1 than one route implies extra complexity. A
This experiment was designed to establish zigzag route was almost never represented
whether or not blind users are capable of repre- regardless its symmetry.
senting any type of virtual environment. With
this purpose in mind, a map with four different
routes (including a zigzag route) was designed. Experiment 2
These routes were longer than those used in In light of the results of the first experiment,
we decided to generate a new experiment
earlier studies (Sánchez & Lumbreras, 1999).
with only one route in order to study the zig-
Figure 4 displays the original map (left side)
zag route. Figure 5 shows the representa-
together with displacement frequencies
tions described by the subjects along with the
(AudioGram). The black square shows the ini-
tial point. Users were requested to follow all actual route followed.
routes up to the final point identifying the short-
est route. At the right side of each figure a de-
scribed representation of each subject case is

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Original Case 2 Case 3 Case 4 Case 5 Case 6

Figure 5. Representation of the zigzag route traveled by users.

We can observe that the user who obtained the Surprisingly the results obtained were not ex-
highest representation in the first experiment pected. Two out of five cases accomplished the
also obtained the best representation in this representation of the map in a range of 75%. It
experiment by achieving the comprehension of is observed that they are the same cases that
symmetry. The other cases did not comprehend obtained the highest representations in earlier
the map symmetry, illustrating that a zigzag experiments.
environment is complex to represent, despite
the symmetry and the repetitive form of the dis-
Experiment 4
placements.
The purpose of this experiment was to deter-
mine if users who participated in previous ex-
Experiment 3 periments were capable of mentally modeling a
The purpose of this experiment was to analyze labyrinth with a proof design (original Audio-
user performance on a map that included 15 Doom labyrinth). The idea was to study whether
non-symmetrical direction changes. As this is a or not the problems observed in previous ex-
high complexity map, we hypothesized that us- periments referred only to the number of direc-
ers would hardly be able to represent it. Figure tion changes made in the maps. We also stud-
6 displays the representations made by the ied labyrinth modeling fidelity according to the
subject cases. number of steps followed. Figure 7 displays the

Original Case 2 Case 3 Case 4 Case 5 Case 6

Figure 6. Representation of a non-symmetrical navigation.

Figure 7. Representations by fidelity level based on navigation.

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SANCHEZ ET AL.

Figure 8. Representations obtained after interacting with a complex environment.

described representations of subject cases. more than 6 turns cause most users to become
Each cell describes a step in concordance with disoriented. This makes us think that the repre-
the real map. sentation capacity of this type of virtual environ-
ment is directly related to the capacity of the
From these results we can deduce that a laby- user audio memory. The strategy used by all
rinth with two turns per route is very easy for users to represent a map was to memorize the
blind users to represent; thus fidelity is tied to sequence of turns and estimate the number of
the number of times a specific route was trav- steps between them.
eled. As was observed during data analysis
through AudioGram, when a user travels a Stage 2
route more than four times, their representa- By considering all the experiments designed in
tions are very similar to reality. the first stage, we developed a leveled work plan
to study the relation between the user’s audio
Experiment 5 memory and their capacity to represent virtual
Using previous results, we inferred that naviga- environments. Once users took the audio memory
tional complexity in virtual environments is pro- test (AMI), they interacted with the software by
duced by the number of direction changes a following the level order shown in Figure 9, in-
labyrinth offers. This experiment tries to find the creasing a level once they could make a paper
maximum number of turns a user can retain for representation of the previous one.
a given period of interaction of interaction with
the virtual environment (15 minutes). A single Table 1 displays a comparison between the
route with 8 direction changes was used. Figure results of the AMI test and the ones obtained
8 displays the described representations for from the experiments made in Stage 1. The
each case compared to the original map. achieved level is the highest users could repre-
sent correctly. Correlation coefficients between
These results show us that all users could rep- the results of the test (and its sections) and the
resent the route correctly except two subject user performance are also included.
cases. Users 2 and 5 became disoriented after
the seventh direction change. Through these As we can see in Table 1, there is a correla-
experiments we observed that the number of tion between the test section on numerical
turns or direction changes creates complexity in memory and the performance of subject
a virtual environment, and that, on average, cases in the representation of navigated vir-

Figure 9. Levels by increasing the number of turns.

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Table 1. Memory test scores and results of achieved levels.


Logic Numerical Associative Audio Level Achieved
Memory Memory Memory Memory in Gaming

Case 1 8/46 12/15 25/42 49/118 1


Case 2 2/46 0/15 0/42 2/118 0
Case 3 12/46 12/15 35/42 71/118 2
Case 4 12/46 13/15 15/42 53/118 3
Case 5 7/46 10/15 38/42 65/118 4
Correlation 0.533 0.763 0.671 0.755
Coefficient

tual environments, which leads to a correla- ing virtual environments by clearing up which
tion with audio memory. skills are really involved in cognitive representa-
tion of navigated spaces and routes.
DISCUSSION
REFERENCES
This study verifies that not all audio-based vir-
tual environments are capable of representation Baldis, J. (2001). Effects of spatial audio on
by blind users. We also observe the advan- memory, comprehension, and preference dur-
tages of having a computer tool that processes ing desktop conferences. In Proceeding of the
user interaction with the virtual environment. ACM CHI 2001, Seattle, Washington, USA,
This allows for a deeper observation and analy- March 31 – April 5, 2001. Vol 3, 1. pp. 166-173.
sis of different experiments with audio-based
virtual environments. This tool was also useful Cooper, M., Taylor, P. (1998). Ambisonic sound
for the detection of some functionality failures in virtual environments and applications for the
and usability issues that were not detected by blind people. In Proceedings of the Second
classical evaluation methods. European Conference on Disability, Virtual Re-
ality, and Associated Technologies, ECDVRAT
We identified the strategies employed by blind 1998, Skövde, Sweden, 10-11 September,
users to represent a virtual environment. The 1998. pp. 113-118.
main aspect of this strategy consisted of memo-
rizing the sequence of direction changes and Kurnia, S., Sporka, A., Nemec, W., Slavik, P.
comparing relative distances between land- (2004). Design and users evaluation of a spatial
marks or reference points. It is interesting to audio system for blind users. Proceedings of
reveal that the strategy used for navigating in a The 5th International Conference on Disability,
virtual environment is very similar to the strat- Virtual Reality and Associated Technologies,
egy used by blind users in their travels in real ICDVRAT 2004, September 20-22, Oxford,
life. This offers us the possibility of improving United Kingdom, pp. 175-182.
this ability by training blind users with this type
of software, providing a powerful tool for their Lahav, O., Mioduser, D. (2000). Multisensory
integration into real life. virtual environment for supporting blind per-
sons’ acquisition of spatial cognitive mapping,
We also observed that there is a direct relation orientation, and mobility skills. In Proceedings
between audio memory and route representa- of the Third International Conference on Dis-
tion. The higher audio memory capacity a user ability, Virtual Reality and Associated Technolo-
has, the better their capacity for representing a gies, ICDVRAT 2000, Sardinia Italia, 23-25
virtual environment. This challenges us to study September, 2000. pp. 53-58.
the possibility of improving the user’s audio
memory by using these virtual environments Loomis, J., Lippa, Y., Klatzky, R., Golledge, R.
more thoroughly. (2002). Spatial updating of locations specified
by 3-D sound and spatial language. Journal of
Another future task is to study and measure Experimental Psychology: Learning, Memory,
other skills related to the capacity of represent- and Cognition, 28(2), pp. 335-345. 2002

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Mereu, S., Kazman, R. (1996). Audio enhanced CONTACT


3D interfaces for visually impaired users. In
Proceedings of CHI ‘96, ACM Press. Jaime Sánchez
Department of Computer Science
Sánchez, J. (2003). AudioBattleShip: Blind University of Chile
learners collaboration through sound. In Pro- Blanco Encalada 2120, Santiago, Chile
ceedings of ACM CHI ’03, Fort Lauderdale Flor- jsanchez@dcc.uchile.cl
ida, pp. 798-799.

Sánchez, J., Flores, H. (2004). Memory en-


hancement through audio. To be published in
the Proceedings of The Sixth International ACM
SIGACCESS Conference on Computers and
Accessibility, Assets 2004, Atlanta, Giorgia,
USA, October 18-20, pp. 24-31.

Sánchez, J., Aguayo, F. (2005). Blind learners


programming through audio. Published in the
Proceedings of ACM CHI 2005. Portland, Ore-
gon, April 2-7, 2005, pp.1769-1772.

Sánchez, J., Sáenz, M. (2005). Developing


Mathematics Skills through Audio Interfaces.
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ternational 2005, Las Vegas, Nevada, USA,
Julio 22-27 2005.

Sánchez, J., Lumbreras, M. (1999). Virtual En-


vironment Interaction through 3D Audio by Blind
Children. Journal of Cyberpsychology and Be-
havior, 2(2), pp. 101-111.

Sánchez, J. (2000). Usability and cognitive im-


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Westin T. (2004). Game accessibility case


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Generic virtual reality treatment applied to space-related phobias

F. Znaidi, I. Viaud-Delmon, R. Jouvent

CNRS – UPMC UMR 7593, Pavillon Clérambault, Hôpital de la Salpêtrière, Paris, France

Abstract: Several studies have demonstrated the efficacy of virtual reality (VR) for treating phobias,
justifying its use as an alternative to exposure therapy. However, we argue that VR goes beyond in
vivo therapy in that it challenges multisensory integration, thereby providing a radically new form of
treatment. We recruited 10 patients with space-related phobias to follow a new form of VR therapy. In
all cases, samples were homogeneous, presenting one specific phobia. We hypothesized that non-
specific VR treatment would be effective, regardless of the phenomenological specificity of the pho-
bia. We propose the use of global desensitization, by means of VR exposure, for agoraphobic, acro-
phobic and claustrophobic patients. Three types of virtual environments (VEs) were presented to the
patients:
− VE devoid of frightening features, to allow the patient to get used to the set up.
− VE containing anxiety-generating features. The chosen VE did not include the situation feared
by the patient, but could potentially generate anxiety as it dealt with space (VE non-
representative of the main phobia).
− VR representing the main specific phobia (phobia-specific VE). This type of exposure was de-
signed to address the threat-related beliefs and behavior.

Post-treatment evaluations (clinical global improvement, phobia severity, quality of life, handicap, behav-
ioral avoidance, and fear questionnaires) showed an improvement in overall functioning for all measures.

INTRODUCTION

Patients with anxiety disorders show several delay in feedback between action and its con-
cognitive and behavioral symptoms. Some sequences in VR).
types of phobias (acrophobia, claustrophobia
and agoraphobia) share a common property: We hypothesized that patients with agorapho-
strong sensitivity to space. Patients with anxiety bia, claustrophobia and acrophobia would have
may present with other disorders, especially similar cognitive distortions in the representa-
those related to a vulnerability to sensory con- tion of space. Indeed, such patients might find it
flicts. Several VR-based studies have shown difficult to construct a coherent representation
that anxious patients may find multisensory in- of spatial dimensions. Patients may experience
tegration difficult (Viaud-Delmon et al., 2000; discomfort (cybersickness) and anxiety in vari-
2002). We took into account the sensitivity to ous situations representing different types of
space and problems with sensory conflicts, and space: large or small spaces, open or closed
developed a VR protocol addressing both of spaces, heights, etc. We therefore used the
these issues, as well as the main phobia. same therapeutic program for patients with
these three space-related phobias.
In addition to exposing and desensitizing the
patient to anxiety-generating situations, as MATERIALS AND METHODS
shown by previous studies (Emmelkamp et
al., 2001; Krijn et al., 2004; Botella et al., Design
1998; Moore et al., 2002), VR challenges All the subjects included in the study underwent one
multisensory integration (Viaud-Delmon et al., evaluation session and nine sessions of exposure to
in press). Patients have to cope with different different virtual environments (VE). Sessions were
sensory information (visual, auditory, vestibu- separated by at least one week. Before and after
lar, proprioceptive) and with the sensory con- each session, patients had to complete question-
flict inherent to VR technology (due to the naires assessing parameters relating to immersion.

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Procedure to think more objectively). The anxiety of the


The first session was devoted to evaluation of the patients was monitored through both observa-
patient and an explanation of the procedure to be tion and communication. During immersion, af-
followed. Virtual exposure began from the second ter five and fifteen minutes of navigation through
session. Each session began with fifteen minutes of the VE, they were asked to rate their level of
relaxation, which was then followed by immersion in anxiety on a ten-point scale (Subjective Units of
a VE. Discomfort Scale, SUDS).

For exposure to the VE, patients were equipped with The virtual environments used in this study rep-
a head-mounted display coupled with an electromag- resented open and closed spaces and heights.
netic sensor system. They were immersed in the Patients had to navigate and locate various
VE, in which they could move forward by press- landmarks. Involvement in a task increases the
ing a mouse button. The patients could change patient's capacity to cope with exposure, even
direction in the VE by turning around their own in the presence of high levels of anxiety.
vertical axis.
Participants
The first set of three sessions was designed to Subjects were recruited from the Psychiatry De-
habituate patients to the sensory conflicts inher- partment of Pitié-Salpêtrière Hospital in Paris.
ent to the technique (conflict due to the delay in
feedback between action and its consequences Inclusion criteria
in the VE). These conflicts generate cybersick- A licensed clinical psychologist diagnosed sub-
ness: symptoms and sensations associated with jects using the Mini-International Neuropsychiat-
autonomic arousal (nausea, sweating, heart ric Interview (MINI; Sheehan et al., 1998), which
pounding, etc), vestibular symptoms (dizziness, generates DSM-IV (1994) diagnoses. Only pa-
fainting, etc.), and respiratory symptoms (feeling tients aged 18 to 65 years satisfying the DSM-
short of breath, etc). The symptoms of the type IV criteria for panic disorder with agoraphobia,
generated in response to VR resemble the agoraphobia without history of panic disorder, or
symptoms of panic experienced by patients specific phobias related to space (acrophobia
confronted with the situation they fear. Such and claustrophobia) were included.
symptoms may arise during therapy, particularly
in anxiety-generating environments. These ini- Patients participated in the protocol on a volun-
tiation sessions enable the patients to learn to tary basis, and in accordance with ethical guide-
control bodily sensations. lines, gave informed consent for participation.
The study was approved by the ethics commit-
In the next stage of therapy (3 sessions), pa- tee of the Pitié-Salpêtrière Hospital, Paris.
tients were immersed in a VE containing fea-
tures that generate anxiety in various space Exclusion criteria
phobias. The chosen environments did not repre- The following exclusion criteria were used:
sent the precise situation feared by the patient, but − Principal diagnosis other than the types
could potentially generate anxiety as they dealt of anxiety disorder listed above
with space. The aim was to treat anxious reactions − Psychotic disorders
in situations other than those dreaded. − Neurological or mental organic disorder
− Substance abuse or dependence
The final stage (3 sessions) corresponded to − Currently receiving another psycho-
more classic progressive exposure to the feared therapeutic intervention
situation. Patients were immersed in a VE rep- − Subjects on medication meeting the
resenting the main phobia. The main aim was to selection criteria were included only if
address threat-related beliefs and behavior. they agreed not to change their medica-
During this stage, the therapist helped the pa- tion and not to increase its dose during
tient to learn adapted cognition and behavior to the study.
reduce anxiety in the feared situations. Patients
received training in the use of anxiety manage-
ment strategies (reducing physical symptoms
through relaxation, verbalizing their fear, trying

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ZNAIDI ET AL.

Table 1: Characteristics of participant

Case Sex Age Phobia Anxiety Depression


(type) (STAI-Y-B) (BDI)
Patient 1 F 26 Claustrophobia 27 2

Patient 2 F 50 Acrophobia 46 6

Patient 3 F 57 Acrophobia 33 4

Patient 4 F 57 Acrophobia 51 7

Patient 5 M 37 Claustrophobia 61 29

Patient 6 M 65 Acrophobia 54 10

Patient 7 F 57 Agoraphobia 48 6

Patient 8 F 43 Claustrophobia 47 6

Sample During treatment


Ten patients met the selection criteria: two later
withdrew (one moved away, the other withdrew Anxiety state (STAI-state) was measured before
for personal reasons) and eight patients com- each session, upon arrival at the laboratory and
pleted the study. The patients' characteristics then again after completion of the session. A
are described in Table 1. 22-item cybersickness scale was used after the
session to assess the level of discomfort during
Anxiety was measured with the Anxiety Trait exposure to VR. This scale consisted of a list of
Scale (Spielberger et al., 1983) symptoms and sensations associated with auto-
Depression was measured with the Beck De- nomic arousal (nausea, sweating, heart pound-
pression Inventory (Beck & Beamesderfer, ing), vestibular symptoms (dizziness, fainting),
1974) and respiratory symptoms (feeling short of
breath). Patients were asked to rate each symp-
Measures tom on a scale of 0 to 4 (absent, weak, moder-
ate, strong).
Pre-treatment measures
The presence questionnaire (Schubert et al.,
Diagnoses were established with a structured 2001) was completed at the end of each expo-
interview (MINI). The level of depression was sure session, to assess the level of immersion.
measured with the Beck Depression Inventory Anxiety levels were assessed at the beginning
(Beck & Beamesderfer, 1974), and that of anxi- and end of exposure, using the Subjective Units
ety with the Trait Anxiety Inventory (Spielberger of Distress Scale (SUDS), which give a score of
et al., 1983). zero to ten. We also evaluated the cognition
and emotions of patients during exposure.
Pre- and post-treatment measures
Apparatus
Other parameters were evaluated twice, to de-
termine the effects of treatment. These meas- We used a V8 head-mounted display (Virtual
ures included determinations of Clinical Global Research Systems, Santa Clara, CA). The LCD
Impression scale score (Guy, 1976), phobia displays had a monocular field of view of 48° by
severity (Cottraux, 1993), handicap and inca- 36°, with an array of 640Ï480 (true VGA) color
pacity (Sheehan, 1983), quality of life (Marks, triads (pixels) refreshed at a rate of 60 frames
1993), and behavioral avoidance (Marks, 1985). per second. The orientation of the subject's

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Table 2: Self-reported scales, before and after treatment

CGI Phobia Quality Handicap Fear Question- Behavioral avoidance


Patients (0-7) severity of life (0-30) naire (0-4)
(n=10) (0-8) (0-40) (0-120) Symptoms when faced
with the feared situa-
tion (0-32)
p post pre post pre post pre post pre post pre post pre post
r
e
Patient1 6 2 6 4 9 3 11 6 15 3 2 0 31 20
Patient2 5 1 8 4 9 8 9 8 25 20 3 0 31 14
Patient3 5 2 8 2 6 3 6 1 11 5 2 0 31 15
Patient4 6 1 8 4 22 9 20 12 34 12 2 0 32 18
Patient5 7 2 8 5 25 15 17 15 34 14 2 2 32 20
Patient6 7 2 8 5 26 9 16 9 33 16 2 1 32 18
Patient7 6 2 8 2 24 8 15 4 36 13 1 0 30 19
Patient8 4 2 6 3 9 3 8 4 23 12 1 1 26 15

head was determined with an electromagnetic ble before therapy. For example, one patient
sensor system (Nest of Bird, Ascension) with an with claustrophobia took his wife to the movies.
update rate of 120 Hz. At the end of therapy, one patient with acropho-
bia went on vacation in the mountains. In addi-
RESULTS tion, patients manifested numerous symptoms
of cybersickness during initial exposure, which
As predicted, anxiety reactions were observed decreased during treatment, suggesting im-
even when patients were immersed in environ- provements in the integration of multisensory
ments that did not represent the targeted situa- information delivered by VR.
tion described by the patient (second step of
the therapy). SUDS scores were also high in DISCUSSION
environments dealing with another type of
space phobia. For example, patients with ago- The results concern various subclinical symp-
raphobia experienced anxiety reactions when toms. Although the situations feared by the pa-
immersed in a VE dealing with acrophobia. Our tients were very different, all patients found it diffi-
results for the more classic exposure to the tar- cult to cope with different representations of
geted situation confirmed the efficacy of VR space. This general treatment for space-related
therapy for reducing anxiety. anxiety was effective. Participants in this study
with various space-related phobias declared them-
All scores were lower after exposure to VR selves more able to face the specific situation in
(Table 2). The scores for phobia severity and real life. All stages in this therapy had therapeutic
avoidance behavior decreased considerably, effects. The first step in therapy, designed to ha-
providing evidence of a therapeutic effect. In bituate the patient to VR, made it possible to cor-
three cases, the patient continued to display rect erroneous beliefs and the misinterpretation of
avoidance behavior, but nonetheless felt less bodily sensations (experienced as cybersickness
anxious in the feared situation. The general generated by the VR set-up), without visualization
treatment proposed in this study was therefore of the feared situation. The use of nonspecific en-
beneficial to the patients. vironments (step 2) made it possible to treat anx-
ious manifestations independently of the main
All patients declared that they were able to phobia. This type of exposure was crucial for treat-
carry out at least one activity that was impossi- ing the fear reaction and avoidance in general.

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Patients were desensitized not only with the Marks, I.M. et al., Traduction de Cottraux J.
avoided situation, but also with other types of (1985), in Protocoles et échelles d’évaluation
situations dealing with space. At the end of the en psychiatrie et en psychologie, Editions
therapy, patients displayed greater self- Masson, 71-3.
confidence when exposed to the feared situa-
tion. The initial results obtained in this study Moore, K., Wiederhold, B.K., Wiederhold, M.D.,
show improvements in overall state, and par- & Riva, G. (2002). Panic and agoraphobia in a
ticularly in the quality of life of patients with virtual world. CyberPsychology & Behavior, 5
space-related anxiety. Further controlled studies (3): 197-202.
are required to demonstrate the common di-
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ment in acrophobia: a comparison with expo- visual dependence. Eur Psychiatry, 17, 194-9.
sure in vivo. CyberPsychology and Behavior, 4
(3), 335-9. Viaud-Delmon, I., Ivanenko, Y.P., Berthoz, A., &
Jouvent, R. (2000). Adaptation as sensorial pro-
Guy, W. (1976). ECDEU Assessment Manual file in trait anxiety: a study with virtual reality. J
for Psychotherapy- Revised (DHEW Publication Anxiety Disorder, 14, 583-601.
No. ADM 76-338; pp. 217-222). Bethesda, MD:
National Institute of Mental Health. Viaud-Delmon, I., Warusfel, O., Seguelas, A.,
Rio, E., & Jouvent, R. (2005). High sensitivity to
Krijn, M., Emmelkamp, P.M., Olafsson, R.P., & multisensory conflicts in agoraphobia exhibited
Biemond, R. (2004). Virtual reality exposure by virtual reality. Eur Psychiatry, in press.
therapy of anxiety disorders: a review. Clin Psy-
chol Rev, 24(3): 259-81. CONTACT

Marks, I.M., et al. Traduction de Cottraux J. Féryel Znaidi


(1993), in Protocoles et échelles d’évaluation Tel.: +(00) 33 142161259
en psychiatrie et en psychologie, Editions E-mail: znaidi@ext.jussieu.fr
Masson, 70-2.

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Virtual Therapy in Patients with Depression. Preliminary Observation


V. ChiriŃă¹, M. Ilinca², R. ChiriŃă¹, M. Bîşcă³, G. Chele³

¹Professor, University of Medicine “Gr. T. Popa” and the University Hospital of Socola Iasi, Romania
²Professor, Technical University “Gh. Asachi” Iasi, Romania
³University Hospital of Socola Iasi and the University of Medicine “Gr. T. Popa”, Romania

INTRODUCTION

Depression disorder with anxiety is considered essential for psychotherapy, that is, the belief in
an important public health problem. The effi- the possibility of change, the faith in the therapist
cacy of cognitive-behavioral therapy (CBT) for as an expert, the positive expectations towards
depression has been widely demonstrated. De- therapy and the motivation to change, the thera-
pression is a serious disorder that needs a pist’s qualities as a person who inspires reliance
careful diagnosis. Also the duration of the ill- and safety, communicates respect and desire for
ness is important, as all people tend to experi- helping, who is able, in short, to get the patient’s
ence bouts of depressed mood that disappear complete cooperation. [6,7]
in a few days. Severe depression can last for
weeks, months or years. Many therapists tend The therapist can make the patient to under-
to combine the cognitive and behavioral tech- stand that the virtual scenario allows him/her to
niques into one single package for the patient, know the situation that he/she has always con-
customizing it to the needs of the individual. sidered threatening and with absolute security
Studies have shown that these strategies can of being protected since nothing he/she fears
be very effective with a large number of de- can occur. The virtual scenario is, actually, a
pressed patients.[1,2] “safe base” that therapy offers to the patient
and from which he/she can freely explore, ex-
Anxiety disorders are classified according to perience, feel, live, revive feelings and/or
whether the anxiety is persistent (general anxi- thoughts being these either current or past. Fi-
ety) or episodic, with the episodic conditions nally, another important advantage of VR is that
classified according to whether the episodes allows the person to go beyond reality. [8,9,10]
are regularly triggered by the same cue
(phobia) or not (panic disorder). The more se- Measures: In this open study we compared two
vere form of panic disorder features agorapho- types of treatment – virtual reality therapy and
bia - the fear of open spaces, fear of being out- cognitive-behavioral therapy – for patients
side of the house alone or fear of being in showing a major depression and anxiety. Two
crowds. [2,3] groups of patients are formed and compared: a
“VT” group and a “CBT” group. For collecting
The use of VR as a therapeutic tool, in the psy- the data concerning this issue we used these
chological field, has made a big impact in the scales: HAMD, STAI, CGI, Q-LES-Q. The data
last five years. The desire to improve people’s were processed using the SPSS statistics soft-
quality of life has meant, at the same time, an ware, 11.0 version.
evolution regarding the instruments used com-
pared to the traditional tools in psychology. But Equipment: The devices used are a PC. The
Virtual Therapy (VT) has several advantages features required are: Pentium IV or equivalent,
compared with conventional techniques. [4,5] 256 MB of RAM, CD-ROM drive, a monitor ca-
pable of displaying 1024 by 768 in 16 bit color,
VR is having a great acceptance by clinical com- a Direct3D or OpenGL compatible 3D Graphic
munity given the enormous potential that offers. Accelerator Card with 32 MB of RAM, a Point-
ing Device (Mouse, etc.), and a Sound Card.
The inclusion of the virtual environment does The software required is Microsoft Windows
not alter anything of what Korchin considers XP, 2000, Microsoft Internet Explorer 5.0 or

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

higher, and Microsoft DirectX 9.0 or higher for METHODS


DirectX compatible 3D Graphic Accelerator
Cards. As for the visual devices we use a V6 The instruments used to establish the diagnosis
(Virtual Research) HMD (Head Mounted Dis- are the following:
play) as the patient visual device, and a 17”
Monitor as the therapist visual device. The Screening Interview: This instrument, devel-
Navigation & Interaction Devices are a mouse oped by our group, screens information about
(2 Buttons) as the patient navigation & interac- demographic variables, reasons for seeking
tion device, and a Keyboard as the therapist treatment, duration of the disorder, perceived
interaction device. The Audio Devices are severity, past treatments, alcohol and sub-
Headphones as the patient audio device, and stance intake, and presence of physical illness.
Headphones as the therapist audio devices. The instrument also screens the occurrence of
possible anxiety disorders.
We use the computer program that was created
by our engineer collaborator. The patients need Consent Form: Patients will read and sign an
to choose what they want to see. This includes informed consent form about the study before
many small programs, multiple imagines for starting the assessment phase.
different theme, and the patients select few
small programs and in finally he created an in- Medication control: During the study, the patient
edited therapeutic plan in VT. cannot increase the medication dosage. How-
ever the patient can start taping medication
Objective: These were aimed at highlighting: 1. when he/she feels better with the guide of a
Decreased severity of the depression; 2. Inter- psychiatrist. This is an index of improvement
ference of depression with academic perform- that should be recorded using this instrument.
ance and social life; 3. Identification of a possi- The therapist has a record of the type and dos-
ble VR efficacy. age of medication throughout all the process.

Participants: The survey included 20 patients Diagnostic Interview: It is a semi-structured in-


with depression and anxiety, ages between 25 terview that assesses the DSM-IV anxiety disor-
to 50, all received antidepressive medication. ders and mood disorders and screens for other
Two groups of patients are formed and com- major disorders. We will use the sections for
pared: a “VT” group and a “CBT” group. For all depression and anxiety.
20 patients the duration and severity of the de-
pression were estimated by the HAMD’s scale, Hamilton Rating Scale for Depression: This is
anxiety estimated by the STAI’s scale, CGI-S’s one of the most widely used inventories for
scale and Q-LES-Q to assess the degree of evaluating the presence of depressive symp-
enjoyment and satisfaction experienced by sub- toms. It is a 21-item self-report questionnaire.
jects in various areas of daily functioning.
State-Trait Anxiety Inventory: The Anxiety Trait
The allocation of patients to one of these two is defined as a relatively stable anxiety appre-
groups was done according to some constraints hension by which participants differ in their ten-
(more specifically the ability to use computers dency to perceive situations as threatening and
and virtual reality software) while ensuring of to increase, consequently, their state of anxiety.
the homogeneity of the two groups in terms of The State Anxiety reflects a "transitory emo-
significant criteria: sex and age of the patient, tional state or condition of the human organism
duration and severity of the depression. that is characterized by subjective, consciously
perceived feelings of tension and apprehension,
The themes for VT were chosen according to and heightened autonomic nervous system ac-
the objectives of the study and were based tivity." State anxiety may fluctuate over time and
on the previous research concerning patient’ can vary in intensity. The scale has 20 items,
interests and needs at this severity depression half of them formulated in a positive way and
and anxiety. the other half in a negative way. Scores on the
STAI have a direct interpretation: high scores

182
CHIRITA ET AL.

on their respective scales mean more trait or Virtual reality offers the therapist and patient
state anxiety and low scores mean less. total control over their environment and the abil-
ity to proceed at an individualized pace. It is
Clinical Global Impression (CGI-S): The thera- important to remind patients that VR allows
pist answers the question: Considering your them to “feel and experience” what happens
clinical experience, how do you evaluate the when coping with a anxiety situation, but in a
global severity of this patient?, and evaluates completely safe context. Patients should be
from a clinical point of view the global impres- introduced to the system at the first session
sion about the patient’s severity in a 1-6 subjec- with a brief explanation of what they are going
tive scale. to do and what they will encounter. It is very
important to help patients get inside the situa-
Q-LES-Q (Quality of Life Enjoyment and Satis- tion. Therapists must be careful to contextualize
faction Questionnaire): To assess the degree of the environments, adapting them to aspects of
enjoyment and satisfaction experienced by sub- daily living with short introductory stories.
jects in various areas of daily functioning. It is
aself-administered questionnaire may aid in The results show that if we compared media of
monitoring quality of life outcomes of mood dis- two groups we see that media of depression
order patients. before and after CBT decreased more like for
media of VT. But, the differential is small. We
The treatment program for Cognitive behavioral need emphasize that results of VT are received
therapy include several components: a) much early, in 2 month.
Educational; b) Slow breathing training; c) Cogni-
tive Therapy; d) Exposure; e) Relapse prevention. Regarding the measures related to the level of
The treatment program includes nine sessions. depression, our data so far showed that VR
exposure and in vivo exposure achieved a simi-
Our VR program is called Depression- Anxiety. lar efficacy and both were
It has seven Virtual Environments: “the room”,
“the subway”, “the sea”, “the mountains”, “the
shopping mall”, “the family”, “the colleagues”. 25
20
RESULTS 15
10 CBT
Results show that the virtual therapy group will 5 VT
improve at least as much as the cognitive and 0
behavioral therapy group, and the results for before after therapy
virtual therapy group show up quickly, after 2 therapy
months of treatment.

Table 1: Depression Level: before and after therapy (CBT or VT)

Group Moment of N Media P


Assessment

Depression CBT Initially 10 24,63 0,001


Level Finally 10 12,66
VT Initially 10 24,40 0,001

Finally 10 17,10

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

Table 2: State Anxiety Level: before and after therapy (CBT or VT)

Group Moment of N Media P


Assessment

State Anxiety CBT Initially 10 50,46 0,001


Level Finally 10 32,40
VT Initially 10 50,26 0,001

Finally 10 39,90

CONCLUSION
80
60 Results show that the virtual therapy group will
40 improve at least as much as the cognitive and
CBT
behavioral therapy group, and the results for
20 VT virtual therapy group show up quickly, after 2
0 months of treatment. Benefits in VT: more real-
before after therapy istic assessment, reduced therapy cost, in-
therapy creased safety, improve quality of life.

significantly more efficacious than the waiting


list group in measures directly related to de- 60
pression and anxiety and impairment. 50
40
As for the measures related to effectiveness 30
CBT
axis, both treatment conditions seemed 20
equally effective regarding the expectations 10 VT
and satisfaction related to the exposure com- 0
before after therapy
ponent, the improvement rated by both the
therapy
clinician and the patient, and the clinical
status evaluated by the clinician.

Table 3: Trait Anxiety Level : before and after therapy (CBT or VT)

Group Moment of N Media P


Assessment

Trait Anxiety CBT Initially 10 54,96 0,001


Level Finally 10 37,60
VT Initially 10 54,50 0,001

Finally 10 44,46

184
CHIRITA ET AL.

The study was conducted in the Virtual Therapy 5. K. Moore, B.K. Wiederhold, M.D. Wieder-
Unit of the Socola University Hospital, Iasi, Ro- hold and G. Riva, Panic and agoraphobia in
mania. This unit it is the first Centre of Virtual a virtual world, Cyberpsychology and Be-
Therapy in Romania. havior, 5, 2002, pp. 197-202.
6. G. Riva, Virtual reality in psychological as-
Virtual Therapy (VT) has several advantages sessment: The Body Image Virtual Reality
compared with conventional techniques. One of Scale, CyberPsychology and Behavior, 1,
the essential components to treat these disor- 1998, pp. 37-44.
ders is exposure. In VT the therapist can control 7. R.M. Baños, C. Botella, A. García-Palacios,
the feared situations at will and with a high de- S. Quero and M. Gallardo, The role of real-
gree of safety for the patient, as it is easier to ity judgement and presence in virtual envi-
grade the feared situations. Another advantage ronments in clinical psyhology, World Con-
is that VT is more confidential because treat- gress of Behavioral and Cognitive Thera-
ment takes place in the therapist's office. It is pies, Vancouver, 2001.
also less time consuming as it takes place in 8. G. Riva, M. Alcaniz, L. Anolli, M. Bacchetta,
the therapist's office. R. Baños, F. Beltrame, C. Botella, C.
Galimberti, L. Gamberini, A. Gaggioli, E.
We think that VT exposure can be a useful in- Molinari, G. Mantovani, P. Nugues, G. Op-
termediate step for those patients who refuse in tale, G. Orsi, C. Perpiña and R. Troiani, The
vivo exposure because the idea of facing the VEPSY Updated Project: Virtual Reality in
real anxiety situations is too aversive for them. Clinical Psychology, CyberPsychologyand
VT was specifically indicated to allow patients in Behavior, 2001, 4(4), 449-455.
recovering their planning, executing and con- 9. M. G. Millar & K. U. Millar, The effects of
trolling skills by implementing sequences of ac- direct and indirect experience on affective
tions and complex behavioural patterns that are and cognitive responses and the attitude-
requested in everyday life. Also, several story behavior relation, Journal of Experimental
developments can be made available, each of Social Psychology, 1996, 32, 561-579.
them containing situations designed with differ- 10. 10. C. Botella, R. Baños, S. Quero, C. Per-
ent persuasive messages, depending on the piñá, A. García-Palacios, H. Villa and V.
user’s responses and stage within the treat- Guillen, Virtual Reality Exposure versus in
ment, along several sessions. vivo exposure in the Treatment for Panic
Disorder and Agoraphobia 36th Annual
REFERENCES Convention of Association for Advancement
of Behavior Therapy, Reno, USA, 2002.
1. D.P. Jang, J.H. Ku, M.B. Shin, Y.H., Choi
and S.I. Kim, Objective validation of the
effectiveness of virtual reality psychother-
apy, CyberPsychology and Behavior, 3,
2000, pp. 369-374.
2. DSM IV. American Psychiatric Association,
Diagnostic and Statistical Manual of Mental
Disorders, 4th Edition (DSM IV), Washing-
ton DC: American Psychiatric Press, 1994.
3. C. Botella, R.M., Baños, H., Villa, V.
Guillén, M. Jorquera, S. Fabregat and M.J.
Gallego, Effectiveness of Virtual Reality for
the treatment of Panic Disorder and Agora-
phobia, Cybertherapy 2003, San Diego,
USA, 2003.
4. M. Sutherland & A. K. Sylvester, Advertis-
ing and the mind of the consumer, 2000,
Allen & Unwin, St.Leonards, Australia.
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE

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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Abstracts from CyberTherapy 2006, June 13-15, 2006, Gatineau, Canada

The Effects of Virtual Reality Current literature reviews reveal that virtual
on Presence and Dissociative reality (VR) treatments are effective in reduc-
ing anxiety related to fear of flying (FOF).
Experience Furthermore, close examination of these
studies suggests that biofeedback tech-
Frederick Aardema, Sophie Côté, and niques based on respiratory sinus arrhythmia
Kieron O`Connor (RSA) may bolster the VR protocol, and thus,
are worthy of investigation. RSA is frequently
Correspondence: employed as a breathing technique designed
Sophie Côté to generate feelings of relaxation, by psy-
Fernand-Seguin Research Centre, Canada chologists, who seek to help patients reduce
E-mail: psycote@videotron.ca sympathetic arousal. Biofeedback equipment
is used to measure heart rate, EKG, respira-
Dissociative experiences, in particular dere- tion rate, diaphragmatic (belly) breathing and
alization and depersonalization in particular, thoracic (chest) breathing. By engaging in
are characterized by a sense of unreality and slow (approximately six breathes per minute)
detachment. The concept of detachment has diaphragmatic breathing and making sure to
a conceptual overlap with the idea of pres- keep chest breathing to a minimum, patients
ence (i.e. the feeling of “being there”). The gradually enter a state of RSA. This is
current study investigates the effects of im- clearly revealed on the computer monitor
mersion in a virtual reality environment on when inhalation is paired with an increase in
the sense of presence, and symptoms of heart-rate and exhalation is paired with a
derealization in objective reality using a non- decrease. A “scalloping” effect emerges as
clinical sample of ten participants. To meas- both waves move together. The greater the
ure presence both inside and outside of the disparity between maximum inhalation heart-
virtual reality environment an adapted ver- rate and exhalation heart-rate drop, the lar-
sion of the iGroup Presence Questionnaire ger the RSA, and thus, the more relaxed the
was used. To establish the extent of disso- patient appears to become. It appears that
ciative experience, the state version of the deep states of RSA are accompanied by feel-
Cambridge Depersonalisation Questionnaire ings of deep relaxation, which can later be
was administered to the participants. After paired to phobic situations, in virtual reality,
completion of the initial baseline measures, that typically generate anxiety. The present
participants were instructed to explore a vir- study will examine an experimental biofeed-
tual reality environment for twenty minutes. back (RSA) treatment protocol using VR for
The experimental manipulation was followed fear of flying phobia in comparison to the ex-
by a second measurement of sense of pres- isting state of the art VR treatment therapy
ence and symptoms of dissociation (in nor- protocol of exposure therapy and extinction
mal reality). Results are discussed in terms (no biofeedback). Treatment will be delivered
of possible common underlying imaginative over an eight-week period at Behavioral As-
processes related to presence (or the ab- sociates (BA), in NY, investigating 40 pa-
sence of presence) in virtual reality environ- tients seeking treatment for fear of flying.
ments and feelings of unreality and detach- Participants will be randomly assigned to one
ment in objective reality. of two treatment groups after they sign in-
formed consent. Both groups will meet with
their therapist for 45-minutes once a week for
Biofeedback and Virtual Reality for eight consecutive weeks. Furthermore, both
Fear of Flying groups will be requested to do at home exer-
cises for 15 minutes daily and will receive
Jayme Albin, and Robert H. Reiner Virtual Reality treatment as the method of
exposure. One group will receive a treatment
Correspondence: protocol of VR only. The experimental group
Robert H. Reiner will receive a combination of RSA biofeed-
Behavioral Associates, NY, USA back and VR exposure. Assessment will in-
E-mail: robert.reiner@nyu.edu clude a set of self-report measures at base-
187 line and at the end of treatment, assessing
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
personality, (MMPI2), anxiety symptoms, ment 1 and 2 was 40 cm and 45 cm in Ex-
sleep patterns, medication and treatment his- periment 3. In Experiment 1 and 2 mean esti-
tory In addition, physiological responses of mation values are 39.2 cm and 38.8 cm for
heart rate, respiratory rate and galvanic skin the 40 cm sphere with no significant differ-
resistance will be recorded while being ex- ences between estimated and true values. In
posed to the feared stimulus via VR. It is ex- Experiment 3 participants underestimated the
pected that both treatment groups will exhibit distance of 45 cm in the matching task and
clinically significant reductions in anxiety, but overestimated it in the pointing task. So, the
a greater reduction of anxiety is expected in output transformation has an influence on the
the experimental group. Thus we expect to accuracy of depth estimation in VR. When
see an interaction by treatment group. Out- discrepancies are compared between the
come will be based on both subjective self- verbal, pointing and matching task, MANOVA
reports of anxiety and objective physiological results reveal significant differences. Signifi-
responses (from biofeedback instruments). cant pair wise comparisons identify the
matching task as the worst condition with an
average discrepancy in percent of -29.6%.
Virtual Reality as a Research Tool in Accurate depth perception of peripersonal
Neuropsychology: Depth Estimations and extrapersonal distances in virtual space
is essential for (neuro-) psychological re-
in the Peripersonal Space search using VR. Targets have to be per-
ceived where they are projected to avoid
Claudia Armbrüster, Marc Wolter, Jakob T. confounding effects. The purpose of this
Valvoda., Torsten Kuhlen, Will Spijkers, and work was the identification of the influence of
Bruno Fimm different output transformations. The verbal
and the pointing task show that participants
Correspondence: are able to perceive peripersonal distances in
Claudia Armbrüster virtual environments correctly. There are no
IZKF “BIOMAT.” differences between estimating verbally or
University Hospital Aachen using ones own hand to describe a distance.
Aachen, Germany From a neurological point of view this is im-
E-mail: armbruester@psych.rwth-aachen.de portant because especially in the periper-
sonal space depth perception plays a funda-
Neuropsychology discovered the advantages mental role for action control. When VR is
of virtual reality. High realism, interactivity and used as a research tool, it is essential that
control provide a wide spectrum of experi- depth perception is not limited, only then
mental possibilities. However there is a funda- generalizability can be ensured. On the basis
mental problem scientist have to deal with of the results, it is not expected that con-
when using VR applications: depth percep- founding effects occur when virtual objects
tion. A large variability between subjects was are presented in the peripersonal space. But
observed regarding their ability to perceive problems occur when real object (e.g. the
distances in VR. Results on distance estima- hand) can be seen in the virtual scene or, as
tion are especially inaccurate, when objects we know from previous studies, when dis-
are far away. In an experimental series differ- tances beyond the peripersonal space are
ent estimation tasks were compared to exam- displayed. Hence, we recommend to use
ine where participants perceive a virtual ob- neuropsychological paradigms in periper-
ject in peripersonal space. This is the 3D sonal space without any real objects, which
space in which prehension movements take can cause depth confusion, to avoid con-
place and it is controlled by the dorsal cere- founding effects due to an unsatisfying depth
bral cortex. In three experiments participants perception.
had to estimate distances in a simple virtual
environment (blue space with a red target
sphere) projected on a rear projection screen.
In the two experiments verbal estimations
Simulation-Based Training of Commu-
were given, in the third experiment partici- nication and Emotional Competence
pants had to either point to the location where for the Improvement of Physician-
they perceived the target or had to fulfil a Patient Relationship
matching task with a real ball. The distance of
the virtual sphere from the observer in Experi-
188
CYBERTHERAPY 2006 ABSTRACTS
Luigi Anolli, Fabrizia Mantovani, Alessia Agliati, management, reassurance, focusing on pa-
Olivia Realdon, Valentino Zurloni, Marcello tient’s needs, personal commitment. Within
Mortillaro, Antonietta Vescovo, and Linda the e-learning simulations, the trainee inter-
Confalonieri acts with virtual patients (modelled and ani-
mated with Poser 5) facing a number of prob-
Correspondence: lematic situations; he/she plays the role of
Luigi Anolli the physician and is asked to actively man-
Centre for Research in Communication Sci- age the interaction with the patient. The sys-
ence tem is endowed with speech-recognition ca-
(CESCOM) pabilities, so that conversational interaction in
University of Milan the simulation is mainly voice-based.
Bicocca, Milan, Italy Throughout the learning path, a 3D animated
E-mail: luigi.anolli@unimib.it virtual tutor that provides consistent feedback
and monitoring assists the trainee. The re-
Recent research has determined that the search is currently in progress: the simula-
training of health-care professionals in com- tions and related exercises will undergo a
munication and emotional skills management validation study starting from the month of
is related to patients’ satisfaction and compli- June. Developing training simulations re-
ance towards medical treatments. Moreover, quires a process of translation of real inter-
a good communicative and emotional compe- active situations into virtual environments
tence enhances the physician’s sensitivity to and animated characters, and poses a
the psychosocial aspects conveyed by pa- number of challenges concerning how to
tients and it may also help physician to cope elicit trainees’ sense of presence in the
with his/her own emotions, then reducing the simulation and how to ensure an effective
burn-out effect. The learning of these capabili- transfer of learning into real professional
ties is rooted in the real experience, since context. This work represents an effort to
they require a number of cues that are man- face such challenges by focusing on key
aged hic et nunc in the flow of the communi- features for maximizing the simulation ex-
cative exchange. Therefore communication periences: first of all, the development of
competence has been traditionally considered an adequate model of the complex real-
as a typical face-to-face/classroom learning world social dynamics with which the user
topic. However, recent work on computer- interacts; second, characters’ design and
based interactive simulations and autono- animation with focus on believability and
mous agents is offering new opportunities for multimodality. The limitations and potential
the training of communication and emotional of such approach will be discussed into
competence in different professional contexts, depth from theoretical and technological
as the medical one. In this way, the physician- perspectives.
patient interaction can be developed and en-
hanced in a realistic, but non-threatening
situation. Practitioners in the medical field can
train their communicative style in critical set-
A VR Application for Dealing
tings through different interactive scenarios Difficulties with Hardship and
that lead user’s identification and experience Enhancing Resilience:
in a safe context. The present work, as part of A Treatment for Adjustment
the EU-funded “MYSELF-project-Multimodal Disorders
e-learning System based on Simulations,
Role-Playing, Automatic Coaching and Voice Rosa María Baños, V. Guillén, C. Botella, S.
Recognition interaction for Affective Profil- Quero, A. García-Palacios, and N. Lasso de la
ing” (www.myself-proj.it), aims at investigating Vega
the potential benefits of computer-based inter-
active simulations for enhancing communica- Correspondence:
tion and emotional competence training in Rosa María Baños
physician-patient relationship. In particular, Universidad de Valencia, Spain
this work is focused on the development of 3D E-mail: banos@uv.es
interactive simulations and targeted multime-
dia exercises to improve specific communica- An Adjustment Disorder (AD) is a debilitating
tive and emotional skills, such as empathy, reaction to a stressful event or situation. It
emotional coping, non verbal communication differs from Post-Traumatic Stress Disorder
189
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
(PTSD), which usually occurs in reaction to a Frédéric Banville, and Pierre Nolin
life-threatening event and can be longer last-
ing. ADs disorders are very common and can Correspondence:
affect anyone, regardless of gender, age, or Frédéric Banville
lifestyle. The stressful event can be anything: Centre de Réadaptation Le Bouclier
it might be just one isolated incident (e.g. car St-Jerome, Canada
accident), or a string of problems that wears E-mail: frederic.banville@uqtr.ca
the person down. (e.g., illness, divorce). An
AD occurs when a person can't cope with a Virtual reality is defined as a way for an indi-
stressful event and develops emotional or vidual to navigate and interact both in real
behavioral symptoms. People with AD may time and in real life with objects and with dif-
have a wide variety of symptoms, depending ferent environments all of which in 3D that
on the particular subtype of AD and personal- has been simulated by a computer. In the
ity and psychological variables. AD has failed last couple of years, a number of studies in
to interest researches (Stein & Wilkinson, psychology, primarily for the treatment of
1998). However, this lack of interest contrast specific phobias, were done by means of
with the high prevalence of this disorder (5- virtual reality. Furthermore, researchers in
20% of individuals in out-patient treatment, the field of neuropsychology have mostly
according to DSM-IV, APA19094) . and espe- been interested in the attentional, executive
cially with the vast concurrent interest in re- and mnesic dimensions of cognitive function-
lated topics such as PTSD and life-events ing. This type of research is in emergence
research into the precipitation of a range of and the virtual environments used in the
mental disorders (Casey, Dowrick & Wilkin- evaluation and treatment are far too few and
son, 2001). In previous studies, we have de- their evaluation is ongoing. The principal ob-
veloped a Virtual Relaity (VR) application in jective of this study is to present the main
order to treat PTSD, named “EMMA’s results that were obtained from a meta-
world” (Botella et al. 2005). In that RV applica- analysis on the use of virtual reality from the
tion the therapist and the patient could repre- viewpoint of cognitive evaluation and inter-
sent the experience suffered by the patient vention. In order to carry out this study a sys-
according to the specific therapeutic needs. In tematic review of literature of cognitive
the present study, the potential for using new evaluation and intervention in neuropsychol-
technologies (VR) with the aim of treating AD ogy was done using the following computer-
is examined. An adaptation of “EMMA’s word” ized search engines: MEDLINE, CYNAHL,
has been developed. The goal of this VR ap- COCHRANE LIBRARY, PSYCINFO, IN-
plication is also to work with emotions related GENTA, ERIC. 184 studies were compiled.
to the participants’ psychological problem. After reading all of the summaries, 62 articles
The specific emotions depend on the specific were retained and special consideration was
ways in which the problem is symbolized in given to studies that presented results de-
each of the scenarios. The VR application is rived from an experimentation done with a
designed to help the person experience the correlationnal or quasi-experimental esti-
emotions and experiences which he/she is mate. Case studies were also used in this
going through, to touch them and feel them; in meta-analysis. Finally, the findings will help
short, to accept them and to live with them answer the following questions: were the
from another perspective. The therapy target cognitive treatments offered by using virtual
is not only to help patients to cope with the reality efficacious? Is there a difference if the
stressful situation but also to train them in re- treatment is done in immersion or not? Which
silience skills. So, as Positive Psychology pro- experimental schemas are most wildly used
poses, the target is more than an end to suf- in research? What are the indicators of effec-
fering, but also to help individual leading tiveness of the treatment?
meaningful and fulfilling lives (Seligman. &
Csikszentmihalyi, 2000). In this work we pre- Empirical Bases for an Internet Medi-
sent the VR application, the clinical treatment ated Support Group for Individuals
protocol for AD, and the initial data about its
efficacy in a controlled study.
Living with
Tinnitus in Québec

The Use of Virtual Reality in Cognitive Jacinthe Baribeau


Neuropsychology: A Meta-Analysis 190
CYBERTHERAPY 2006 ABSTRACTS
Correspondence: impact on stress tolerance, depression, anxi-
Jacinthe Baribeau ety, fear of aggravations. These results will
Université Laval provide the basis for the offering of a inter-
E-mail: JBaribeau2@videotron.ca net-based continuous service as part of the
RQPA- Quebec grouping of resources for
The goal of this study was to examine the na- individuals suffering from tinnitus. As ex-
ture of socially supportive communication that pected, the main factor discriminating partici-
took place within an internet-mediated support pants involved by internet and participants
network for individuals affected by tinnitus.. not available on the internet was age, fol-
This support group list was created for indi- lowed by education level. Conclusion: This
viduals suffering from distressing tinnitus. Tin- initiative fostered new opportunities for indi-
nitus involves the internal perception of noises viduals with tinnitus-related concerns to par-
and sounds that are not generated by the ticipate in supportive communication within a
auditory sensory system. Preceding studies network of individuals dealing with similar
showed that out of 500 individuals affected by issues. These results lead to the recommen-
tinnitus, approximately 350 expressed signifi- dation that regional contact agents attempt to
cant distress and impact on daily activities provide internet access to their support group
and quality of life. Tinnitus is not presently members and to interested individuals with-
medically treated with predictable results and, out home access to email and internet.
in average, lasts from several months to sev- Thanks to RQPA-Québec.
eral years, with no scientifically demonstrable
curative method. Methodology and proce-
dures: No similar study was done on this topic Flexible Virtual Reality Cue-Exposure
in the review of literature in the province of Platform for Drug Abuse Studies
Québec, Canada. The absence of non-
internet local support groups in many regions
Steve Baumann, Scott Fetzick, Gregg Stangl,
of the province of Quebec, and the research
Kyle Brauch, James Kenney, Tom Yothers,
surveying the need for such support
and Rachel Thompson
(Baribeau et al, 2005) led to the creation of an
email list where participants were offered sup- Correspondence:
port and answers to their questions. Out of Steve Baumann
approximately 350 individuals expressing a Psychology Software Tools
need for support groups, 98 provided contact Pittsburgh, PA
by email/ internet. The list of volunteers for E-mail: steveb@pstnet.com
such a group was made from contacts at con-
ferences on tinnitus at regional locations: Background/Problem: Drug abusers suffer an
Québec, Montréal, Victoriaville, Bécancourt, abysmal record of relapse after treatment,
Trois-Rivières, Informed consent was ob- and new treatment strategies are clearly nec-
tained with the standard procedures. Using essary. Craving to use is strongly correlated
item analysis, 100 emails were examined with with relapse. In combination with cognitive
reference to four themes of questions, using behavioral techniques, cue exposure has
similar method to other similar groups on the been used to treat many forms of drug abuse
internet (Coulson, N.S., Cyberpsychology & through graded exposure and desensitization
Behavior), 2005, Vol. 8, No. 6: 580-584) for to relevant stimuli that trigger cravings. We
support: such as affective, informational and have developed software featuring a user
factual, networking, and professional and interface that allows flexibility for researchers
paramedical help). Results: The analysis sug- and clinicians in configuring graded, cue-
gests that the primary function of this group exposure sessions with abusers of ciga-
was the communication of factual information, rettes, alcohol and/or crack cocaine. Method/
particularly with questions about symptoms Tools: Several environments have been cre-
quality, intensity, duration, prognostic factors, ated using the Source game development
and medical causative variables. The second engine from Valve, the makers of Half-Life2.
most frequently invoked theme related to the These consist of a crack house, an apart-
interpretation of evolution of symptoms. The ment, a bar/restaurant and an outdoor, urban
3rd category related to requests for refer- street-scene that interconnects the interior
ences to medical and para-medical practitio- environments. Models and characters were
ners; The 4rth theme referred to issue of care, created in 3D Studio Max, and the characters
to ways of handling symptoms and related
191 animated using the Gypsy Gyro 18 motion
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
capture system and two Cybergloves. All of Correspondence:
the characters and many of the models are Naomi Josman
available for placement in the virtual world Laboratory for Innovations in Rehabilitation
through a drag-and-drop interface that allows Technology
the experimenter to configure the software Department of Occupational Therapy
before a therapy session with a variety of University of Haifa, Mount Carmel
models, characters and interactions appropri- Haifa, Israel
ate for the individual client and their therapeu- E-mail: naomij@univ.haifa.ac.il
tic stage. For example, initial treatment ses-
sions for crack cocaine might have only an Many children with autism are not independ-
empty crack house, but in later sessions the ent in their instrumental activities of daily liv-
crack house might contain many models of ing (IADL) including the skills needed for
drug paraphernalia and characters smoking or street crossing. This is a particularly crucial
dealing crack. These configurations can be skill because it involves exposure to poten-
saved for later editing and use with other cli- tially dangerous situations, and it is an impor-
ents. Presently, the environments and charac- tant step in the development of independ-
ters can be configured for any one of three ence. Moreover, the difficulties that charac-
drugs of abuse, so that the apartment can be terize people with autism cause them to be at
populated with appropriate paraphernalia and a higher risk for getting hurt in pedestrian
interactive characters for cigarette, alcohol or accidents. Most of the existing programs de-
cocaine studies. Results: Open trials are now signed to teach these skills are presented
in progress. Preliminary results indicate that within a classroom setting and have not been
the virtual environments are effective at pro- demonstrated to be effective. In contrast,
voking graded cravings across a broad range virtual environments facilitate learning in a
of desired craving levels. The user interface is safe environment, provide opportunities for
sufficiently flexible that the experimenter is repeated learning trials, and enable a grad-
capable of manipulating craving levels (on a ual increase in the complexity of tasks until
scale of 0-10) from lowest to highest urges in they approach the conditions of real life situa-
a single therapeutic session. Conclusion: A tions. The purpose of the current study was
flexible VR platform has been created that to describe the use of a desktop virtual street
can be used in studies of treatment effective- crossing environment by children with au-
ness for multiple drugs of abuse. Ongoing tism, to examine whether they are capable of
open trials indicate the effectiveness of the learning the skills needed to safely cross a
software in provoking a wide range of crav- street via this VR system, and to determine
ings tailored by the experimenter to the ongo- whether any skills learned via VR are trans-
ing state of the client within and between indi- ferred to a real life situation. A desktop VR
vidual treatment sessions. Novelty/ street crossing environment was adapted for
Discussion: Previous studies have shown the use by children and adolescents with autism.
utility of using VR for drug abuse, cue- Twelve children took part in the study. The
exposure studies, especially for cigarette experimental group included six children who
smoking (Bordnick et al., 2004; Baumann & were diagnosed as having autism/Pervasive
Sayette, in press). The basic technique has Developmental Disorder and who went to a
been modified and extended to create a soft- school for children with autism. Three of the
ware platform with broad flexibility and utility children (two boys and one girl) were in
for the treatment of multiple drugs of abuse - Grade 2 and three children (all boys) were in
presently cigarettes, alcohol, and crack co- Grade 8. The control group included six typi-
caine; and the underlying drag-and-drop ar- cally developed children who were matched
chitecture, featuring a library of selectable, for grade and sex with the experimental
graded, stimulus cues, can readily be ex- group. The research tools included the Child-
tended to other drugs of abuse as well. hood Autism Rating Scale to determine the
severity of autism. The children’s perform-
ance while street crossing within the virtual
Virtual Reality for Teaching Street environment was scored within the program.
A pedestrian safety checklist, based on ob-
Crossing Skills to Children with Autism
servation of taped video clips, was used to
assess the children’s functioning while they
Hadass Milika Ben-Chaim, Naomi Josman,
walked within a protected real sidewalk and
Shula Friedrich, and Patrice L. (Tamar) Weiss
street crossing environment before and after
192
CYBERTHERAPY 2006 ABSTRACTS
the VR intervention. The results demonstrated behavioural intention to use the technology.
that children with autism were capable of un- No studies have yet been conducted on fac-
derstanding the virtual environment and of tors related to the use of virtual realty by
learning to use it. A significant difference be- mental health practitioners. The aim of this
tween the performance of the experimental poster it to share with people attending to the
and control groups within the virtual environ- CyberTherapy conference information about
ment was obtained on the maximum level the TAM and discuss how if may apply to
completed during the first meeting. The ex- virtual reality. It will also describe a research
perimental group showed substantial improve- project that we will launch at the Conference.
ment in their ability to safely cross the virtual Based on the TAM model and questionnaires
street from the beginning to the end of the used by Davis and Venkatesh, we developed
intervention. Finally, half of the experimental 32 items to measure the factors potentially
subjects improved in their pedestrian behavior involved in therapists’ intention to use virtual
within the protected real street setting when reality to treat mental disorders. As this study
tested at the completion of the VR interven- is still in its infancy, attendees at the Cy-
tion. These findings demonstrated that this berTherapy Conference will be welcome to
virtual street crossing environment was emi- participate in the study.
nently suitable in both its cognitive and motor
demands for the target population, children REFERENCES
and adolescents with autism. The results of 1. Davis, F.D. (1989). User acceptance of
this study emphasize that VR may be used as computer technology : a comparaison of two
a tool for teaching skills that are needed for theorical models. Management Science, 35,
street crossing because of their likelihood to 982-1003.
be transferred to real life situations. 2. Davis, F. D. (1993). User acceptance of
information technology : system characteris-
tics, user perceptions and behavioural im-
The Technology Acceptance Model: A pacts. International Journal of Man-
Potentially Useful Tool to Understand MachineStudies, 38, 475-487.
3. Davis, F. D., & Venkatesh, V. (1996). A
Why Therapists Intend to Use or Not critical assessment of potential measurement
Virtual Reality biases in the technology acceptance model :
three experiments. International Journal of-
Manon Bertrand, and Stéphane Bouchard Human-Computer Studies, 45, 19-45.
4. Venkatesh, V. (2000). Determinants of
Correspondence: perceived ease of use : integrating control,
Manon Bertrand intrinsic motivation, and emotion into the
Université du Québec en Outaouais technology acceptance model. Information
Canada Systems Research, 11, 342-365.
E-mail: manonbertrand@sympatico.ca

The Technology Acceptance Model (TAM) A Flexible Virtual Environment: The


developed by Davis (Davis, 1989, 1993 ;
Davis & Venkatesh, 1996) has been exten- Treatment of Storm Phobia
sively validated to explain the factors involved
in people’s intention to use computers or soft- Cristina Botella, B. Guerrero, A. García-
wares at the office or at home. The TAM can Palacios, S. Quero, and R.M. Baños
reliably predict the usage intentions and the
actual usage of information technology. This Correspondence:
model is based on four factors: external fac- Cristina Botella
tors, perceived usefulness, perceived ease of Universidad Jaume I
use and attitude toward using the specific Castellón, Spain
technology under study. Venkatesh (2000) E-mail: botella@psb.uji.es
has added four personal factors to the TAM:
computer self-efficacy, perceptions of external Most of the virtual environments currently
control, computer anxiety and computer play- available in the field of psychological treat-
fulness. As confirmed with structural equation ments are designed and developed to solve a
modeling, all these factors impact directly the specific problem, being this acrophobia, flying
perceived ease of use dimension and on the phobia, claustrophobia or panic disorder. Our
193 research group has tried to develop versatile
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
virtual reality (VR) systems that could be useful case of posttraumatic stress disorder. Pre-
in different fields, that is, an adaptive display. In sented at CyberTherapy 2005, Basel
a previous study we developed a VR applica- (Switzerland), June 2005
tion called “EMMA’s world” for the treatment of 2. Botella, C. Baños, R.M., García-Palacios,
PTSD (Botella, García-Palacios, Baños, A., Quero, S., Guerrero, B., Liaño, V. & Per-
Guillén, Quero, Lasso de la Vega & Osma, piñá, C. Using “traditional” strategies in a
2005) and pathological grief (Botella, Baños, “virtual world” for the treatment of pathologi-
García-Palacios, Quero, Guerreo, Liaño & Per- cal grief. Presented at 5th Internacional Con-
piñá, 2005). The aim of the present work is to greso of Cognitive Psychotherapy, Goteborg
show the utility of that environment for the (Sweden) June 2005
treatment of a storm phobia. The patient is a
70 year-old woman. The problem caused her a
severe interference and distressing when there VR Exposure in the Treatment of
were storms. At those moments, unless the Panic Disorder and Agoraphobia: A
patient could “protect herself” completely at
home (getting into a wardrobe and wearing One-Year Follow-Up
headphones to isolate herself from the exterior
world), severe panic attacks were produced. Cristina Botella, Azucena García-Palacios,
The phobia started in her childhood, getting Soledad Quero, Rosa M. Baños, Mariano
more severe as time went by. The patient con- Alcañiz, and Giuseppe Riva
tacted the group through information published
Correspondence:
in a local newspaper about our works. The
Cristina Botella
treatment was applied in two phases: a) In vivo
Universidad Jaume I
exposure, which consisted of exploding globes
Castellon, Spain
following a hierarchy from small to bigger size;
E-mail: botella@psb.uji.es
b) Exposure to virtual environments simulating
storms, rain, thunders and lightning. The inter-
Research status: Controlled Clinical trial.
vention was composed by these two phases
One-year follow-up data available. Back-
because the patient was not able to confront a
ground: Panic disorder, with or without ago-
storm, even being a virtual storm. The reason
raphobia (PDA), is one of the most prevalent
why a first exposure hierarchy of exploding
mental disorders in the general population.
globes was introduced was that the patient
PDA could affect patients’ quality of life se-
also feared unexpected and strong noises.
verely (Schmidt & Telch, 1997). The efficacy
Results indicated that the first treatment phase
of Cognitive-Behavioral Treatment programs
was useful so the patient could go forward to
(CBT) for the treatment of PDA has been
the next phase of what she called “terrible”,
widely demonstrated (i.e., Barlow, 2002; Bar-
that is, a virtual storm. However, in vivo expo-
low, Raffa & Cohen, 2002; Gould, Otto & Pol-
sure to the noises produced by the globes did
lack, 1995) However, despite these promis-
not solve the problem at all. When the patient
ing findings, there are still limitations on the
started to confront a virtual storm, she showed
availability of these treatments or the non-
an intense anxiety and distress. Later, the anxi-
acceptance rates and difficulties in the appli-
ety was notably reduced and the positive re-
cation of some therapeutic strategies in these
sults were generalized to real life. The patient
programs like exposure. It is important to
was able to travel (something that she never
explore new ways of delivering CBT pro-
did since she feared that a storm could happen
grams in order to reach a higher number of
and she could not protect herself) and go out of
patients. The main aim of this study is to offer
home even with bad weather. Besides, these
data about the effectiveness of Virtual Reality
results were maintained at one-month and
Exposure (VRE) in the treatment of panic
one-year follow-ups. In summary, the utility of
disorder and agoraphobia (PDA). Method:
our VR adaptive display as a therapeutic tool in
The study is a clinical trial with a between-
a case of an elderly patient (who still considers
subject design. Participants were randomly
new technologies very useful) is proven.
assigned to three experimental conditions
(VRE group, IVE group, and waiting-list
REFERENCES
group (WL) and repeated measures (pre-
1. Botella, C., García-Palacios, A., Baños,
treatment, post-treatment and one-year fol-
R.M., Guillén, V., Quero, S., Lasso de la Ve-
low-up). The treatment programs lasted nine
ga, N. & Osma, J. (2005). The treatment of
weekly sessions. Thirty-six patients meeting
emotions in a virtual World. Application in a
194 DSM-IV criteria for PDA (APA, 2000) partici-
CYBERTHERAPY 2006 ABSTRACTS
pated in this study. Results and conclusion: on. Participants are then told that VR will im-
Our results support the efficacy of VR expo- merse them in real time in the room they saw
sure in the treatment of PDA. The improve- moments ago. In the control condition, par-
ment achieved using virtual exposure was ticipants watch a pre-recorded video of a dis-
superior to a waiting list condition and similar cussion in videoconference with a research
to that achieved using in vivo exposure. The assistant (same duration and visual content
therapeutic outcomes were maintained at as in the experimental condition). The video-
one-year follow-up. Novelty: This is the first conference system is not linked to the VR
study showing long-term efficacy of VR expo- computer and control participants are told
sure in the treatment of PDA. they will be immersed in a replica of the room
they saw a moment ago. All participants are
actually immersed in the exact same virtual
Perceived Realism has a Significant environment. An I-Visor head-mounted dis-
Impact on the Feeling of Presence play, an Intertrax2 motion tracker from In-
tersense, a Pentium IV PC and a wireless
Stéphane Bouchard, Stéphanie Dumoulin, mouse are used for the VR immersions. A
Geneviève Labonté-Chartrand, Geneviève manipulation check confirmed that 82% of
Robillard, and Patrice Renaud the participants in the experimental condition
believed in the experimental manipulation.
Correspondence: The mouse was rated as realistic by 81% of
Stéphane Bouchard the participants in the experimental condition
Université du Québec en Outaouais, Canada and by 77% of those in the control condition
E-mail: stephane.bouchard@uqo.ca (Chi-square = .11, ns). The immersion in VR
was rated as realistic by 94% of the partici-
Studying the impact of realism on the feeling pants in the experimental condition and by
of presence and anxiety is becoming a popu- 88% of those in the control condition (Chi-
lar research topic. In general, studies are sug- square = .3, ns). A 2 times by 2 conditions
gesting that a minimal level of pictorial realism repeated measure ANOVA revealed that
is necessary to induce the feeling of pres- leading people to believe they are seeing a
ence. Less realism may be required to induce real mouse in the virtual environment in-
anxiety. However, every study is focusing on creases the feeling of presence compared to
objective properties of the virtual experience, an immersion where participants are told the
such as pictorial quality, texture and shading, mouse is not real [F(1,29) = 4.73, p < .05].
or adding sensory information (i.e., smell, Results are discussed in the light of the po-
touch). The aim this study is to experimentally tential ingredients required to suspend disbe-
manipulate perceived realism to assess its lief and foster the feeling of presence.
impact on the feeling of presence. The sam-
ple consists of 31 adults suffering from the
specific phobia of mice randomly assigned to Immersive Virtual Reality beyond
either an experimental or a control condition. Self Help
First, all participants are immersed in a neu-
tral / irrelevant virtual environments (virtual Constantin Boytscheff, Professor, and Marilu
streets, no mouse) and rate their level of pres- Kanacri Sfeir
ence. Second, participants are subjected to
the experimental manipulation. Participants in Correspondence:
the experimental condition are falsely lead to Constantin Boytscheff
believe that they will be immersed live in real University of Applied Sciences
time a “real” room with a “real” mouse in a Constance, Germany
cage. To create this illusion, participants first E-mail: boytscheff@fh-konstanz.de
discuss in videoconference with a research
assistant who is standing beside a cage con- With Immersive Virtual Reality (IVR) we can
taining a live mouse located in a room two work out human development. This medium
floors below. The videoconference system is makes possi-ble the representation of com-
linked with abundant electronic cables and plexity. It makes someone prone to be sure
blinking switches to four computers. After the of his/her own decisions. Negative develop-
videoconference discussion, two cables are ments in our present moment in the informa-
installed to link the four computers to the VR tion society like high unemployment, high
computer and electronic switches are turned 195 health costs, high criminality, etc. are obsta-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
cles for societal and individual progress. lief system and behavior. People come to the
These obsta-cles are not the result of the ma- point that they are able to change a lot of
terial innovations of our developed societies, things which are holding them back in life.
but of our own interpersonal abilities and atti- Our purpose is to use IVR as an instrument
tudes (immaterial innovations) which lag be- for salutogenesis.
hind their own greater possibilities. Techno-
logical development and the quality of inter-
personal relations should be brought together Ankle Muscle Activation of Children
on the same level. An impor-tant indicator of with Cerebral Palsy Exercising in
the positive condition of people, and therefore
of society, is always their psychosocial well- Virtual (VR) Versus Physical
being. Psychosocial and inter-personal skills Environments
are now central to our current social, eco-
nomic and political moment in the information Marie Brien, Anna McCormick, Jennifer
society; well-being and health will be the most McLean, and Heidi Sveistrup
important factors in the future. Our concern is
the pro-duction of virtual worlds in which the Correspondence:
possibilities of IVR offer the “user” a world of Marie Brien
experiences and adventures, in which he/she Ottawa Children’s Treatment Centre
can learn, work and relax as complementa- Ottawa, Canada
tion to the real world. The goal of our work is E-mail: mbrien@octc.ca
to develop a comprehensive individual care
space for each person. Our pro-ject W.O.M.B. Objectives: To compare the use of a VR
is an example of such an application. game environment with the use of conven-
W.O.M.B. works like a body-brain-sup-porter: tional exercises to elicit specific selective
a new IVR project as a learning system helps movement of ankle dorsiflexion in children
to create the health con-sciousness and well- with cerebral palsy. To determine whether: 1)
being of a person in the sense of a saluto- exercising in a VR environment would result
genesis-ori-ented training system. W.O.M.B. in greater fun and interest than a conven-
is a new way to interact, in which the “user’s” tional exercise program, 2) the active ankle
breath and movement cre-ate the size, space dorsiflexion movements would be similar be-
and shape of his/her immersive world. An tween approaches and 3) the ankle muscle
emotional environment like the IVR can re- activity would be similar between ap-
lease deep reactions and strongly affects proaches. Participants: Ten children with CP
consciousness. Obtaining emotional support (8 spastic hemiplegia, 2 spastic diplegia) and
is very critical for the personal development. ten children without CP. The children were
We realized, that many of our students feel between the ages of 7 and 17 years old. The
isolated and alone with a lot of requirements GMFCS levels were 4 at level 1 and 6 at
and tasks to fulfil, which are coming perma- level 2. Methods: Sessions (90-minutes)
nently from outside. We report these experi- consisted of two conventional (A) ankle dorsi-
ences because they have given us a much flexion exercises and two VR (B) exercises.
better understanding of the phe-nomenon of An ABBA design was used with order coun-
the emotional effects of IVR worlds and have terbalanced between children. Children with
led us closer to a re-orientation of working CP used the affected ankle. Children without
with this IVR environment. Working with IVR CP used their preferred ankle. Exercises in-
is like a coaching that helps a person devel- cluded ankle dorsiflexion in chair sitting and
ops good internal management skills. It has ankle dorsiflexion in long-legged sitting. The
helped the students to set concrete goals and VR system included 2 different scored game
to develop the specific skills needed to meet scenarios using flat screen display, camera
them. We have seen IVR as a very powerful and computer. Measurement: Visual ana-
environment for people, who tend to struggle logue “interest” and “fun” scales were com-
with issues of management and self manage- pleted after each exercise series by child and
ment, goal setting, behavior in a group and parent. An electrogoniometer measured
making something very concrete without any starting position, time to complete each repe-
lost or risk. By working in some specific IVR tition, hold time and number of repetitions for
worlds we saw how helpful it is to feel certain each exercise. Surface electrodes recorded
control over the issues, control over the own bilateral gastrocnemius and tibialis anterior
feelings, control of changes over the own be- muscle activity during the exercises. Results:
196
CYBERTHERAPY 2006 ABSTRACTS
Participants with and without CP reported job interviews would elicit more stuttering
higher “fun” and “interest” using VR versus than supportive VR interviews would.
conventional exercises. Both groups also Method/Tools: Twenty stuttering adults
showed greater range of active ankle dorsi- whose stuttering severity was calculated us-
flexion, longer hold times and less repetitions ing the Stuttering Severity Instrument-3 (SSI-
in the VR environment. Greater levels of co- 3) participated. The VRJI contained a chal-
contraction were recorded in ipsilateral gas- lenging interview, with the “company CEO”
trocnemius and contralateral tibialis anterior and who exhibited: interruptions, increased
during the VR exercises. Conclusion: VR en- speaking rate, loss of eye contact, and in-
vironments may provide means of promoting creased time pressure. The supportive inter-
participation and adherence to exercise view was with a “Human Resources” worker
through variety and enjoyment of programs who exhibited facilitative behaviors (e.g., a
used. Our data suggest improved quality of slightly slowed speaking rate, eye contact,
movement of ankle dorsiflexion which may be not interrupting). The content of the inter-
due to the goal-oriented nature of VR games. view questions was the same, though the
Further longitudinal research is being delivery varied. Each subject participated in
planned. Acknowledgements: The Ninja Flip one supportive and one challenging inter-
and Coconut Shooter applications were pro- view. The order of the interviews and the
vided by Vivid Group (www.irexonline.com). gender of the interviewers were counter bal-
Funded in part by the Ministry of Economic anced. VR equipment included a Dell PC,
Trade and Development. with an nVidia Fx5200 graphics card, a VFX-
3D head-mounted display and tracker. Re-
sults: One-tailed Student’s t-tests confirmed
Manipulating Stuttering During Virtual our prediction that more stuttering occurred
Job Interviews during the challenging interview condition (t =
2.14, p = .02). We interviewed participants
Shelley B. Brundage, and Ken Graap prior to VR as part of the SSI-3. The per-
centage of stuttered syllables (%SS) in both
Correspondence: VR conditions were positively correlated with
Shelley B. Brundage the %SS in the SSI-3 interview (for challeng-
The George Washington University ing: r = .49, p. = .05; for supportive: r = .652,
Washington DC p = .006), suggesting that the frequency of
E-mail: brundage@gwu.edu stuttering behaves in similar ways during VR
and “real” interactions. Subjective comments
Background/Problem/Research from participants suggested that participants
Question: Stuttering is a “disturbance in the found the VRJI realistic, and that it induced
normal fluency and time patterning of feelings similar to those that they experience
speech,” in which “the extent of the distur- in “real world” speaking activities (e.g., “It
bance varies…and often is more severe when simulated me when I’m bad. All the physical
there is special pressure to communicate responses and reactions, eyes and mouth
(e.g., interviewing for a job)” [DSM-IV, 1994; and tension, it was all there”). Novelty/
p. 63, italics added]. Situations that can exac- Discussion: This is the first study to evaluate
erbate stuttering include speaking: to persons the use of VR technology with persons who
in authority, under time pressure, on the tele- stutter. Our findings are consistent with litera-
phone, and in situations that require a specific ture linking perceived stress to increases in
answers. Treatment can assist stutterers to stuttering, and suggest that VR environments
speak more fluently and to manage their stut- can elicit stuttering in similar ways to real-
tering. Generalization of treatment effects is world environments. VR may be a useful
essential and often challenging. Challenges tool in the treatment of stuttering, and has
include difficulty creating realistic situations, promise as an efficient method for measuring
loss of therapeutic control over the situation, treatment progress and generalization of
and loss of confidentiality in real life exer- treatment effects.
cises. Virtual Reality (VR) technology has
potential to alleviate many of these chal-
lenges. In this study we developed a virtual
job interview (VRJI) environment, and tested
its effects on speech patterns of persons who
stutter. We predicted that challenging virtual
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Selective Sensory Strategies in the as compared to conditions where the perturba-
Regulation of Upright Balance in Older tions were concordant and no sensory conflicts
were present. Ankle and hip muscles onset
Adults Can be Entrained Through Ex- latencies were prolonged by 40-60 ms in
posure to Sensory Conflicts conditions of sensory conflicts. CoP and
CoM excursions were sensitive to the
Nicoleta Bugnariu, and Joyce Fung presence of sensory conflicts. A general
training effect associated with less num-
Correspondence: ber of steps and improved ability to main-
Joyce Fung tain balance was observed in older adults
School of P & OT, McGill University and Jew- as they were exposed to increasing num-
ish Rehabilitation Hospital; CRIR Research ber of perturbations with sensory conflicts.
Center, The last 10 out of 72 perturbations had
Montreal, Canada significantly reduced CoP and CoM excur-
E-mail: joyce.fung@mcgill.ca sions and shorter ankle muscle onset la-
tencies, as compared to the first 10 pertur-
BACKGROUND: Conflicting visual and soma- bations. Subjects scored higher on the ability to
tosensory stimuli can modulate automatic maintain tandem stance after repeated expo-
postural responses in both healthy young and sures to sensory conflicts. CONCLUSIONS:
old adults. However, balance regulation may Aging affects the interaction of the somato-
be more affected in older adults who rely sensory and visual systems on the ability of
heavily on vision. Postural imbalance may be the CNS to resolve sensory conflicts and to
caused not only by primary age-related sen- maintain upright stance equilibrium. Even
sory-motor declines but also by the inability to with a one-hour immersion in virtual environ-
resolve sensory conflicts and to select perti- ment and exposure to sensory conflicts, it is
nent sensory information. AIMS: The present possible for the CNS to recalibrate and
study aimed to determine the effects of aging adapt to the changes and improve balance
and repeated exposures on the capability of capability in older adults. A training program
the center nervous system (CNS) to select of longer durations is needed to confirm sus-
pertinent sensory information and resolve tainable long-term effects. Preventive and
sensory conflicts created by virtual reality. rehabilitation programs targeting postural
METHODS: Healthy older adults (65-75 yrs) control in older adults should take into ac-
were tested for standing balance while im- count the possible impairment of sensory
mersed in a virtual environment (VE) for 1 organization or sensorimotor integration and
hour during which a total of 72 visual and/or include VE training under conditions of sen-
surface ramp perturbations of 8o (36o/s) was sory conflicts.
randomly presented. Visual perturbations
were induced by sudden movements of a
VE viewed through a helmet-mounted dis- Autonomous Eye Pattern Classifica-
play, and combined with or without surface
perturbations presented in a direction
tion in a Virtual Environment Applied
(pitch/roll/yaw) that was either identical or to Sexual Offenders
opposite to the visual perturbation. Functional
balance and mobility in terms of gait velocity, Sylvain Chartier, and Patrice Renaud
ability to maintain tandem stance, timed sit-to-
stand and postural responses to surface per- Correspondence:
turbations without sensory conflicts were as- Sylvain Chartier
sessed before and after VE exposures. The Institut Philippe Pinel de Montréal
EMG responses of eight bilateral postural Université du Québec en Outaouais
muscles, body kinematics and ground re- Gatineau, Canada
action forces were captured. EMG onset E-mail : chartier.sylvain@courrier.uqam.ca
latencies and integrals as well as center of
pressure (CoP) and centre of mass (CoM) Problem: Violent behaviors like the ones re-
were calculated and compared. RESULTS: sulting from sexual offenders are social and
When the VEs were manipulated to be discor- psychological distress factors. These behav-
dant with the surface perturbations thus creating iors harm in an important way the population
sensory conflicts, older adults had significantly health. There are different problems associ-
increased EMG activation and longer latencies ated to the diagnostic and the measurement
198
CYBERTHERAPY 2006 ABSTRACTS
of threat level from violent individuals. More Quinsey (Éd.) Human Sexual Aggression:
precisely, for the sexual deviant, phallometric Current Perspectives. New York: New York
measure is often used to determine their sex- Academy of Sciences, 49-58.
ual preferences. From those results, it is pos- 2. Renaud, P., Décarie, J., Gourd, S.-P., Pa-
sible to predict the risk of second offence or quin, L.-C., & Bouchard, S. (2003). Eye-
treatment efficiency. However, research has tracking in immersive environments: A gen-
shown that it is possible to control sexual re- eral methodology to analyze affordance-
sponses in presence of a visual or auditory based interactions from oculomotor dynam-
sexual scene (Quinsey and Chaplin, 1988). ics. CyberPsych and Behav, 6(5), 519-526.
Therefore, internal validity of phallometric 3. Wörgötter, F. & Porr, B. (2004) Temporal
measurement is reduced. A new promising sequence learning, prediction and control: A
tool for the study of perceptual and motor review of different models and their relation
processing is the utilization of virtual environ- to biological mechanisms. Neural Computa-
ment combined with video-oculography tion, 17, 1-75.
(Renaud et al., 2003). Then, from the oculo-
motor pattern recording it could be possible to
determine if sexual offenders fake responses Emotions May Not Have to Match with
by, for example, looking away or to the pe-
riphery of the visual content to reduce their
the Content Afforded by the Virtual
penile responses. Method: Analysis of eye Environment to Induce Presence
movement dynamics informs on the attention
processing in regard to various stimuli. Since Geneviève Labonté-Chartrand, and
the vast quantity of simultaneous data gener- Stéphane Bouchard
ated and their nonlinear dynamic nature, eye
patterns must be classified using non stan- Correspondence:
dard methods like artificial neural networks. Geneviève Labonté-Chartrand
Those models have been widely used in the Université du Québec en Outaouais
context of temporal series and they can be Québec, Canada
easily implemented online (Wörgötter & Porr, E-mail: chartrandgen@yahoo.fr
2004). Thus, from the standard measures ob-
tained with video-oculography (e.g. eye sac- In previous studies, Bouchard and col-
cade, fixation) and non standard measures leagues have shown that inducing anxiety
(e.g. power spectrum, dimension correlation) increases the feeling of presence when pho-
a neural network has been trained following a bics are immersed in virtual environments
supervised algorithm to classify sexual devi- that are frightening to them. This finding
ant from non deviant. Results: Results show might be explained by a simple increase in
that the network is able to find a function that arousal induced by the experimental setting.
allows the classification of sexual offenders On the other hand, feeling anxious in a situa-
from non offenders. Moreover, the network is tion that is expected to induce anxiety might
able to generalize its learning to new partici- suggest to phobics that they are really
pant and classify it accordingly. Conclusion: «there» in the situation. The aim of this study
From the results, it is concluded that eye pat- was to assess if emotions that are congruent
tern dynamics gives enough information for a or incongruent with what is expected from the
neural network classification to distinguish virtual environment have an impact on pres-
sexual deviant from non deviant. Novelty: By ence. It was hypothesized that experimen-
better knowing what the dynamic of oculomo- tally inducing a positive emotion in a virtual
tor pattern is, it is then possible to improve the environment that is expected to induce a
internal validity of current diagnostic tools as positive emotion be would induce more pres-
well as to develop new ones based on oculo- ence than when experimentally inducing a
motor responses as such. This study is thus a negative emotion. The sample consisted of
first step in the development of a new tool for 28 adults who had never experienced virtual
risk assessment of second offence as well as reality before and who would like to visit
therapy efficacy among sex offenders. Egypt. Following random assignment and a
baseline immersion in a controlled virtual
REFERENCES environment, two experimental moods are
1.Quinsey, V. L. & Chaplin, T.C. (1988). Pre- induced (positive or negative) and crossed
venting faking in phallometric assessments of over two experimental immersions in virtual
sexual preference. In: R. A. Prentky & V.L. reality. The detailed procedures are as fol-
199
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
low: (a) completing pre-experiment question- Depression disorder with anxiety is consid-
naires; (b) being immersed in a control virtual ered an important public health problem. The
environment for five minutes; (c) completing efficacy of cognitive-behavioral therapy
cybersickness and presence measures; (d) (CBT) for depression has been widely dem-
being subjected to a first Velten mood- onstrated. Virtual Therapy (VT) has several
induction task (induction of either a positive or advantages compared with conventional
a negative mood state); (e) rating their mood; techniques. One of the essential components
(f) being immersed for seven minutes in a vir- to treat these disorders is exposure. In VT
tual reality tour of the mythical temple of the the therapist can control the feared situations
Egyptian god Horus; (g) rating their feeling of at will and with a high degree of safety for the
presence after 3.5 minutes of immersion in patient, as it is easier to grade the feared
the Temple of Horus; (h) after the first experi- situations. Another advantage is that VT is
mental immersion, rating their mood, feeling more confidential because treatment takes
of presence and cybersickness; (i) completing place in the therapist's office. It is also less
a distraction task for five minutes; (j) being time consuming as it takes place in the thera-
subjected to a second Velten mood-induction pist's office. We think that VT exposure can
task; (k) completing a second experimental be a useful intermediate step for those pa-
immersion in the virtual environment; (l) rating tients who refuse in vivo exposure because
their feeling of presence after 3.5 minutes of the idea of facing the real anxiety situations
immersion; and (m) post-immersion, complet- is too aversive for them. VT was specifically
ing mood, presence and cybersickness ques- indicated to allow patients in recovering their
tionnaires. Analyses on the manipulation planning, executing and controlling skills by
checks confirmed the statistically significant implementing sequences of actions and com-
impact of the mood-induction task (p < .001). plex behavioural patterns that are requested
However, the repeated measures ANOVAs in everyday life. Method: In this open study
did not reveal any significant impact of mood we compared two types of treatment – virtual
on presence. Further replications are war- reality therapy and cognitive-behavioral ther-
ranted, but three post-hoc hypotheses have to apy – for patients showing a major depres-
be ruled-out before reaching a definite conclu- sion and anxiety. Two groups of patients are
sion on the match between participants’ mood formed and compared: a “VT” group and a
and what is afforded by the virtual environ- “CBT” group. The survey included 20 pa-
ment. The impact of mood on presence might tients of ages 25 to 50, all received antide-
be related to the intensity of the mood, and pressive medication. The allocation of pa-
thus a stronger manipulation may be needed. tients to one of these two groups was done
Second, it is possible that the virtual environ- according to some constraints (more specifi-
ment was not positive enough a priori to cre- cally the ability to use computers and virtual
ate a strong match with the positive mood and reality software) while ensuring of the homo-
a strong mismatch with the negative mood. geneity of the two groups in terms of signifi-
Third, it is also possible that the results found cant criteria (sex and age of the patient, du-
in previous studies apply only to people suf- ration and severity of the depression esti-
fering from anxiety disorders. mated by the HAMD’s scale, anxiety esti-
mated by the STAI’s scale, CGI-S’s scale
and Q-LES-Q to assess the degree of enjoy-
Virtual Therapy in Patients with De- ment and satisfaction experienced by sub-
pression: Preliminary Observation jects in various areas of daily functioning).
Results show that the virtual therapy group
will improve at least as much as the cognitive
Vasile ChiriŃă, Mircea Ilinca, Roxana ChiriŃă, and behavioral therapy group, and the results
Marinela Bîşcă, Gabriela Chele for virtual therapy group show up quickly,
after 2 months of treatment. Benefits in VT:
Correspondence: more realistic assessment, reduced therapy
Gabriela Chele cost, increased safety, improve quality of life.
University Hospital of Socola Iasi The study was conducted in the Virtual Ther-
University of Medicine “Gr. T. Popa” apy Unit of the Socola University Hospital,
Romania Iasi, Romania. This unit it is the first Centre
E-mail: gabrielachele@yahoo.com of Virtual Therapy in Romania.

200
CYBERTHERAPY 2006 ABSTRACTS
A Model for Developing and conducted a 34-site, randomized controlled
Evaluating Video Games or Other trial to test the effect of Re-Mission on adher-
ence, cancer-related knowledge, and quality
Technology-Based Solutions to of life measures among young people with
Improve the Health and Quality of Life cancer. Conclusion : Study findings demon-
of Young People with Cancer or Other strate a theoretically-based, data-driven inter-
Chronic Illnesses vention designed with direct patient involve-
ment and delivered in an appealing interac-
Pat Christen, Ellen LaPointe, Pamela M. Kato, tive videogame context can produce signifi-
PhD, Veronica M. Marin-Bowling, and Steve cant improvements in a variety of health-
Cole related outcomes for young people with can-
cer. Novelty/Discussion : Much has been
Correspondence: made of the potential of “serious games” to
Pat Christen effect change in a broad array of health is-
HopeLab sues. By incorporating scientific principles
Palo Alto, CA and the direct input of young people living
E-mail: pchristen@hopelab.org with cancer into the design of a video game,
and by applying a rigorous research protocol
Background/Problem: A review of available (comparable to clinical trial methodology
research suggested that harnessing the used in testing drugs) to assess how and to
power of video game technology to fully en- what degree the game has an impact on the
gage young people with cancer about their young people who received it, HopeLab has
disease held promise. HopeLab consulted (1) validated the feasibility of taking a patient-
oncologists, epidemiologists, cell biologists, centered, evidence-based approach to prod-
behavioral psychologists and video game pro- uct development and evaluation; (2) shown
ducers, as well as young people with cancer that video games can successfully be de-
themselves, to identify critical issues in using signed to be fun and to improve the health
video game technology to impact health- and quality of life of young people with can-
related outcomes. We then set about develop- cer. We intend to apply the insights gained
ing a high quality video game and applied rig- from the development and study of Re-
orous scientific methods to evaluate whether Mission to inform our future work in cancer
it would have measurable effect in kids with as well as a variety of technology-based ap-
cancer. Method/Tools, Results : HopeLab proaches we will pursue in the areas of obe-
adopted an iterative game development proc- sity, sickle cell disease, major depressive
ess to incorporate the input of young people order and autism to help young people grap-
with cancer and our scientific objectives into pling with these chronic illnesses.
game design. We consulted oncologists,
nurses, cell biologists and behavioral psy-
chologists throughout the game development Clinical Trial of Re-Mission: A Video
process to ensure that the medical terminol-
ogy in the game was accurate, and that the Game for Young People With Cancer
goals of each mission represented medically
valid problems. We consulted young people Steve W. Cole, Pamela M. Kato, Veronica M.
with cancer throughout the process to ensure Marin-Bowling, Gary V. Dahl, and Brad H.
that the game would meaningfully reflect their Pollock
perspectives. We utilized patient interviews
and questionnaires (on-line & in-person) and Correspondence:
provider feedback on missions and cinemat- Steve W. Cole
ics, and also obtained gamer and patient HopeLab
feedback on game play and controls. Pa- Palo Alto, CA, USA
tients consistently emphasized that the game E-mail: scole@hopelab.org
should be realistic and fun. The result was
Re-Mission, a 20 level, 3rd person shooter Background/Problem: Adolescents and
video game in which players pilot a nanobot, young adults (AYA) have historically been
Roxxi, through the body of fictional cancer under-represented in clinical trials designed
patients to destroy cancer cells, defend to test the effect(s) of drugs and interventions
against bacterial infections and grapple with for cancer. Research indicates that treat-
often life-threatening side effects. We then ment adherence and knowledge in addition
201 to a sense of well being (including self effi-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
cacy and quality of life) can have a positive tested as well as the research findings have
impact on health-related outcomes for those practical application for the development and
with cancer. Video games are increasingly testing of other serious games and/or other
utilized as a means of entertainment and in- technology-based approaches to helping
formation dissemination to this population. young people with chronic illness.
Over the course of several years, HopeLab
worked with game developers, oncologists,
cell biologists, and AYA with cancer them- 3D Virtual Immersive Scenarios –
selves to create a video game called Re- Bridging the Reality Gap Between
Mission. This PC-based game was developed
based on empirical needs-assessment stud- Training and Real Life Situations
ies and theoretical models of behavior change
and consists of 20 missions inside fictional Corinne Collier, Brett Stevens, Steve Hand,
cancer patients undergoing chemotherapy, Gary Smith, B.M., Sheena Farrell, &
radiation, or immunotherapy. Method/Tools, Charlie Watts
Results: We conducted a multi-site, random-
ized clinical trial to test the effect of Re- Correspondence:
Mission, a state-of the-art videogame inter- Corinne Collier
vention, on adherence, cancer-related knowl- University of Portsmouth
edge, self-efficacy and quality of life among Department of Creative Technologies
adolescents and young adults with cancer. Portsmouth, Hampshire, UK
Players control a nanobot that destroys tumor E-mail: corinne.collier@port.ac.uk
cells, battles bacterial infections, and man-
ages side effects with traditional therapies. This research discusses Phase one of a
375 male and female cancer patients aged three phase study looking at the effects of
13-29 were enrolled at 34 medical centers in greater task realism in a Virtual Immersive
the US, Canada and Australia, and randomly Scenario using 3D stereoscopic video foot-
assigned to receive PCs with a popular video age to replicate the multiple stressor stimuli
game or the same control video game plus of a real situation. A task is designed as hav-
Re-Mission. Adherence, cancer-related ing a specific goal with quantifiable compo-
knowledge and self-efficacy were assessed at nents for the successful completion of an
baseline and at 1- and 3-months. More than objective. In CPR it is the correct definition of
80% of patients eligible to play Re-Mission did task, identification of order of actions, condi-
so. Data were analyzed on an intent-to-treat tional clauses on actions taken and finally
basis using a 2 (Condition) x 3 (Time) re- critical decision making that defines it as a
peated-measures ANOVA. Adherence was high human cost task. This complex algo-
uniformly high at baseline and not significantly rithmic model makes CPR skill acquisition,
affected by Re-Mission. However, patients retention and transference variable in both
cancer-related knowledge (p=.044), self- clinical and non-clinical training. Current
efficacy to communicate about cancer training includes text book, resuscitation
(p=.025) and manage side effects (anxiety manikins and more recently computer-
[p=.043], constipation [p=.007]) increased in generated virtual environments and/or ava-
the Re-Mission group. The overall composite tars remotely manipulated by the user via
score on the self-efficacy scale also increased combinations of interface and haptic devices.
significantly over time for the Re-Mission The success of this vicarious user interaction
group (p=.021). Conclusion: These data show depends on the user’s ability to cognitively
that a theoretically-based, data-driven inter- perceive a computer-generated environment,
vention delivered in an appealing interactive the degree of visual disturbance/
videogame context can produce significant disintegration produced by a Head Mounted
increases in cancer-related knowledge and Display and the correlation between surface
self-efficacy. Novelty/Discussion: To our learning in unrealistic environments and “lack
knowledge, this is the first multi-site, random- of real world consequence” (Morie et al.,
ized clinical trial of this scale designed specifi- 2002). Two High Definition (HD) camcorders
cally for AYA with cancer. It is also the first were used to film reactions of a small crowd
use of a multi-site, randomized clinical trial of scene upon discovering an unconscious
this scale designed to test the effect of a casualty. The edited and rendered footage
video game intervention. We believe the proc- produced a 3D stereoscopic film that back
ess by which the game was developed and projected into a Virtual Reality room with a
202
CYBERTHERAPY 2006 ABSTRACTS
CAVEÔ like environment producing a Virtual and the powerful ways in which emotional,
Immersive Scenario. A LaerdalÔ Resuscita- mental, social, spiritual, and behavioral fac-
tion Manikin equipped with a recording device tors can directly affect health,” according to
captured participant’s compression and venti- the National Center for Complementary and
lation data. Visual/analogue scales of confi- Alternative Medicine. A MBI empowers and
dence, knowledge, willingness and ability to “enhances each person’s capacity for self-
perform CPR were collected pre study. Wit- knowledge and self-care.” Rooted in this con-
mer & Singers Immersive Tendencies ques- cept are techniques such as cognitive behav-
tionnaire (pre study), Presence questionnaire ioral therapy, guided imagery, hypnosis, bio-
(post study) and participant basic physiologi- feedback, meditation, and Pseudoeducation.
cal readings (pre and post study) were taken. However, Virtual Reality or VR, which is
Video footage of participant behaviour was grounded in this same concept, is missing
captured during the testing procedure to com- from the list. VR has been an effective treat-
pare against the participant’s subjective ment for some of the same diagnoses as
analysis of Presence. Healthy adult partici- other MBIs to include pain, phobias, stress,
pants n=20 with no prior CPR experience and posttraumatic stress disorder, and in
were randomly divided into four conditions to some instances, with more conclusive re-
undertake standardized layperson CPR train- sults. But it has yet to be recognized by the
ing and testing by a qualified resuscitation medical community as a MBI. I believe that
officer. Condition A - non immersive training, VR should be classified as a MBI, because it
non immersive testing. The control condition; not only encompasses all the classic charac-
Condition B - immersive training, non immer- teristics of a MBI, but it yields some rather
sive testing; Condition C - immersive training noteworthy benefits such as a) effectiveness
and testing; Condition D - non immersive in addressing a wide variety of diagnoses, b)
training, immersive testing. The results of the power to embody many MBIs in a single
Phase one of the study revealed that in the session, c) a scientific nature that tolerates
control condition A all participants n=5 either testing, recording, measuring, and adjusting
failed to request/seek assistance before start- of variables, simultaneously, in a single set-
ing resuscitation n=3 or verbally requested ting, during a single session, using a wide
assistance after resuscitation had started n=2. spectrum of research instruments, and e)
Resuscitation should never be attempted before technologically convenient and advanced
requesting and receiving confirmation of assis- designs that encompasses mobile, user
tance. Early indications point to enhanced skill friendly, computer-generated realistic scenar-
acquisition and performance in a combination of ios as part of its intervention. By classifying
immersive and non immersive training and test- VR as a MBI we give those suffering from
ing conditions. Phase two, currently in progress psychosomatic illnesses one of the most so-
and Phase three to be held in three months will phisticated, non-invasive, technological
test the participants in their original test condi- weapons available that promotes human per-
tion. This data will introduce skill retention and formance by instigating the body’s natural
confidence transferral data that can be com- healing virtues.
pared formerly with the results of Phase one and
latterly in Phase three.
Virtual Reality Rehabilitation in
Chronic Stroke: Two Case Studies
Should Virtual Reality be Classified as
a Mind Body Intervention? J. H. Crosbie, S. Lennon, J. McNeill, and S.
M. McDonough
Mandella Connors
Correspondence:
Correspondence: J. H. Crosbie
Mandella Connors Health and Rehabilitation Sciences Research
Iowa State University Institute
Iowa University of Ulster
E-mail: drvrmcf@iastate.edu Shore Road, Newtownabbey
Co. Antrim, Northern Ireland
A Mind Body Intervention or MBI is an inter- E-mail: j.crosbie@ulster.ac.uk
vention that “focuses on the interactions
among the brain, mind, body, and behavior, 203
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Recovery of upper limb function is a major ment of hand function with this patient may
problem, with 30 – 66 % of stroke survivors account for the perceived difficulty in carrying
no longer being able to use the affected arm. out the virtual tasks.
Rehabilitation that incorporates virtual reality
(VR) may be of benefit but its effectiveness
may be dependent on the extent of injury in Simulator Sickness and Its Technical
the cortex and the resultant impairment. The Overview
aim of these two case studies was to explore
the clinical profile of two participants and their Marcel Delahaye, Oliver Stefani, and
user experience of the VR system. One male Alex Bullinger
(Patient A, 76 years) and one female (Patient
B, 60 years) participant received a single VR Correspondence:
training session of 30-minutes duration. Both Marcel Delahaye
were independently mobile with right cortical COAT-Basel, Switzerland
damage and time since stroke was 3 and 4 E-mail: bua@coat-basel.com
years respectively. In Patient A there was no
notable lesion on CT, whereas Patient B had Simulator Sickness is a traditional challenge
a basal ganglia haemorrhage. Each was with driving simulation and immersive Virtual
medically stable after a first stroke and had no Reality. The report of ill feelings associated
significant speech deficits. User experience with the use of simulation devices has been
was assessed using the Task Specific Feed- around for a long time. The common syno-
back Questionnaire (TSFQ), the Borg Scale of nyms for simulator sickness are “environment
Perceived Exertion, the Immersive Tenden- sickness” or “cybersickness.” Generally spo-
cies Questionnaire (ITQ) and self reports. ken it is an adverse reaction to immersion in
Motor activity and function were assessed a computer generated environment. Simula-
using the Motricity Index (MI) and the Action tor sickness is related or is even a subentity
Research Arm Test (ARAT). Table 1 presents of the well known motion sickness. Motion
the results from all assessment measures. sickness occurs when the body is subjected
Functional scores measured by the Action to acceleration of movement in different di-
Research Arm Test (ARAT) were very similar. rections and under conditions where visual
However at impairment level Patient B dis- contact with the actual outside horizon is lost.
played less selective movement of the hand Experiences with driving simulators indicate
compared to Patient A. no correlation between motion sickness and
simulator sickness (although some question-
Assessment measure TSFQ ITQ naires exist). Both can result in an array of
symptoms including: eye strain, headache,
Patient A 28 postural instability, sweating, disorientation,
Negative vertigo, pallor, nausea, and vomiting. The
Patient B 28 Posi- main theory explaining simulator sickness is
tive the sensor conflict theory (sensory mismatch
theory): the body reacts with nausea when
Assessment measure Borg visual and vistibular signals provide conflict-
ARAT ing information about body´s orientation
Patient A 2 3 (Kennedy, Hettinger, & Lillethal, 1988). In
Patient B 10 4 other worlds the illusory feelings of self-
motion during VR exposure (called vection;
Assessment measure MI Biocca, 1992) induces sickness. Other rea-
Patient A 77 sons for simulator sickness are flicker and
Patient B 62 flame rate of the presented programm. Also
fear or anxiety can promote symptoms
In summary, each patient had a favourable (airline passengers with high level of anxiety
experience when interacting with the virtual get more sick) The direction of this correla-
environment (VE), as indicated by the high tion is not quite clear at this moment as of
TSFQ score. They differed in their likelihood course the ill feeling of vomiting causes fear
to become immersed in a VE as assessed by and anxiety. Prothero et al. (1999) suggest
the ITQ. Patient B rated the experience at the that motion sickness arises from rest frames
highest level of perceived exertion of 10 on selected from conflicting motion cues. Rest
the Borg scale. The greater level of impair-
204 frames are defined as “the particular refer-
CYBERTHERAPY 2006 ABSTRACTS
ence frame (a co-ordinated system used to Suhail Ali and Dr. Eamon Doherty were at
define positions, angular orientations and mo- Fairleigh Dickinson University and created a
tions) which a given observer takes to be sta- Multilanguage menu system for disabled
tionary”. As the visual background usually people that could be used in a long term
provides the majority of coherent cues in the health care facility in the United States. The
environment, it follows that the visual back- disabled people could call a toll free tele-
ground should strongly influence the visual phone number, listen to food choices for
rest frame which is selected. Prothero et al. breakfast in various languages, and order a
(1999) found that providing an independent meal. There was a consensus that the elimi-
background which is consistent with inertial nation of paper menus taken from room to
cues reduced simulator sickness and ataxia room would reduce germs. The disabled peo-
even when the foreground cues (i.e. the VE´s ple liked that. Those with impaired speech
content-of- interest) are not in agreement with liked the idea of push buttons to select items
the inertial rest frame. An Independent Visual as opposed to trying to make him/her under-
Background consisits of a grid superimposed stood. A person with good speech did not like
over the out the window visual display. Re- the food menu call in system because it re-
gardless of how the displayed image moves duced human interaction which was already
during the simulation, the grid stays fixed to limited for them. Another application was de-
the earth-stationary references that help the signed for disabled people using a civilian
brain maintain a solid frame reference for ori- version of a reverse 911 system. Its purpose
entation. This helps alleviate any confusion was to call a list of the disabled person’s rela-
the brain might have over what is or is not tives and friends up and remind them to visit
moving with respect to self-orientation. In ad- and prompt them for driving directions from
dition, post-exposure vection ratings (i.e. “While various landmarks around the state. An op-
in the VE did you get the feeling of motion?”) tion for suggesting a holiday gift was dis-
were not affected by using an independent vis- cussed. The disabled people who have diffi-
ual background (see-through) as opposed to an culty dialing or speaking on the phone origi-
occluded background. This suggests that an nally liked the idea of a robotic voice calling
independent visual background can reduce sick- friends and family in bulk, but then changed
ness symptoms without detracting from feelings their mind saying such a system was imper-
of presence in VE. sonal. Lastly we discuss an informatics sys-
tem called Chartmaxx that is used at a local
REFERENCES hospital and allows medical personnel instant
1. Kennedy, R.S., Hettinger, L.J., & Lilienthal, access to medical records up to twenty five
M.G. (1988). Simulator sickness. In G.H. years ago and has saved everyone time and
Crampton (Ed.), Motion and Space Sickness money since many test results can be instantly
(Ch. 15). Boca Raton, FL: CRC Press. recalled eliminating the need for performing
2. Prothero, J., Draper, M., Furness, T., some medical tests. It was our opinion that the
Parker, D. and Wells, M. (1999). The Use of social context of informatics systems was more
an Independent Visual Background to Reduce important to disabled people for activities of
Simulator Side-Effects. Aviation, Space and daily living than to people who use it for work
Environmental Medicine, 70(3), 277-283. and have a lot of social contacts.
3. Biocca, F. (1992). Will simulation sickness
slow down the diffusion of virtual environment Using Virtual Reality to Treat Social
technology? Presence, 1, 334-343. Anxiety Disorders in Adolescents
Francine Doré, and Stéphane Bouchard
How Social Context Can Limit a Tele-
informatics Application Correspondence :
Francine Doré
Eamon P. Doherty, P. Sullivan, M. Fitzsimmons, Université de Sherbrooke
C. Abline, and G. Stephenson Canada
E-mail : francine_dore@ssss.gouv.qc.ca
Correspondence:
Eamon P. Doherty Social anxiety disorder (SAD) often occurs
Fairleigh Dickinson University during early adolescence. It involves fears of
Hackensack, New Jersey speaking in public, being scrutinized, getting
E-mail: doherty@fdu.edu
205 involved in informal speech and asserting
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
oneself in more formal situations. Those af- compare three types of virtual immersion
fected with SAD are considerably limited in systems, their impact on presence and test
their social interactions and in their quality of which one is the most efficient to distract
life. Considering the developmental impact of from potentially painful stimuli. The sample is
social life during adolescence and low rate of consist of 30 participants aged between 18
spontaneous remission, it is of utmost impor- and 30 years old assigned randomly the
tance that affective treatments are offered. three following conditions for immersions
Unfortunately, many adolescents do not seek lasting four minutes each : (a) a head-
psychotherapy for anxiety disorders. Our mounted display (HMD) of minimum quality;
study focuses on the treatment of SAD with (b) a high quality HMD; or (c) an immersive
teenagers using virtual reality exposure (in room (CAVE-like system). The minimum
virtuo exposure). The main objective is to quality HMD is an I-Glass SVGA (resolution
document the impact of in virtuo exposure on of 800 X 600, FoV: 26 degrees) and the high
measures of social anxiety and fear of public quality HMD is an nVisor SX (resolution of
speaking. As a pilot study, we used a single 1280 X 1024; FoV: 60 degrees). The Cave-
case design with multiple baselines across like system is a three-wall rear projection
subjects. Five adolescents from our mental system (10 feet X 10 feet X 100 feet walls).
health clinic received several sessions of in Head tracking for both HMD is provided by
virtuo exposure. As the main outcome meas- an I-Cube from Intersense. Motion tracking in
ure, social anxiety is assessed twice a week the immersive room is provided by an IS-900
from the beginning of the baseline until the from Intersense. The procedure consisted on
end of therapy. Standardized paper-and- visiting of a virtual apartment. During each
pencil test are also administered at pre and immersion, a background noise of 60 hertz /
post-treatment in order to compare our results 80 dB was present. After each immersion,
with what is found in randomized control trials participants had to answer questions about
using more traditional group designs. The re- their interest about the experience, the extent
sults show an important and significant reduc- to which they were able to ignore the back-
tion in the intensity of participant’s SAD and ground noise, how involving was the VR im-
fear of public speaking. The severity of SAD mersion, etc. The Immersive Tendency Ques-
seems to be an important factor to the effect tionnaire and the Simulator Sickness Question-
of the treatment over the other components of naire were also filled prior and after the experi-
social anxiety. Motivation and credibility of mentation. This study is still underway and the
virtual reality with this age group are also be- results will be analyzed late in April.
ing discussed.
Virtual Reality Exposure for the Treat-
ment of Mottephobia
Impact of Sense of Presence on Dis-
traction in Virtual Reality Douglas Eames, Hisanobu Kaiya, Eiji Yo-
shida, Reiko Iwasa, and Nick Chionilos
Stéphanie Dumoulin, Stéphane Bouchard,
and Geneviève Robillard Correspondence:
Douglas Eames
Correspondence: Tokyo Cyber Clinic
Stéphanie Dumoulin Tokyo, Japan
Cyberpsychology Lab E-mail: douglas@tokyocyberclinic.com
University of Quebec in Outaouais
Gatineau, Québec, Canada Virtual reality exposure therapy has been
E-mail: tifdum@hotmail.com found to be an effective treatment for simple
phobias. It is especially useful in treating
Pain is now considered a complex subjective phobias where in-vivo exposure is difficult to
phenomenon that involves sensorial, motiva- do. For example, in-vivo exposure for the
tional, cognitive and emotional dimensions. fear of storms can only be conducted when
Recent studies have now shown that virtual the weather is bad, while in-vivo exposure for
reality (VR) can be used to control and reduce the fear of flying requires a large amount of
acute pain, probably because of it’s potential time and money. It may also be impractical
for distracting attention away from the pain. to do in-vivo exposure in a clinical environ-
But does the method used to create the virtual ment for small animals, insects, and spiders.
immersion matters? The aim of this study is to 206 Keeping the feared objects in the office could
CYBERTHERAPY 2006 ABSTRACTS
be quite inconvenient. For these reasons it Correspondence:
was hypothesized that the fear of moths, mot- Uri Feintuch
tephobia, and the fear of butterflies are simple Hadassah-Hebrew University Medical Cen-
phobias that could be effectively treated with ter, Jerusalem, Israel
the use of virtual reality exposure therapy. A University of Haifa, Haifa, Israel
virtual reality environment was created for the E-mail: urif@cc.huji.ac.il
treatment of butterfly and moth phobias. The
environment is comprised of a large outdoor Employing Virtual Reality (VR) technology in
field with mountains in the distance. A tree is the field of rehabilitation facilitates the design
located in the middle of the field as a refer- of clinical tools, which have potential ecologi-
ence point. The user can walk around in the cal validity. This property, however, may be-
environment by using a game controller to come a burden when using virtual environ-
move forward and backwards. Direction of ments (VEs) for diagnostic purposes.
view and movement is controlled by a position Whereas tests are typically standardized and
tracker. The number of butterflies and moths rigid, contemporary sophisticated VEs en-
in the environment is controlled by the opera- courage natural unstructured behavior of the
tor. Green, yellow, and blue butterflies are patient. Constraining the user's behavior may
included in the environment along with grey reduce the added value of VR technology.
moths. A 20 item questionnaire to asses the The current study proposes a system which
level of fear for butterflies and moths was cre- employs VR tools for conducting clinical
ated. Each item was ranked on a scale from tests, while drawing on Artificial Intelligence
0-100 points, with the total score used as the (AI) tools for assisting in the diagnostic proc-
measurement to monitor the treatment pro- ess. This is done by using artificial neural
gress. A single patient with a fear of moths networks (NN). Such networks can 'learn'
was recruited for the study. She had 19 ses- different kinds of human behavior. After be-
sions of treatment using cognitive and behav- ing introduced to several patterns of behav-
ioral techniques. 10 of the sessions used vir- ior, they are able to generalize and classify
tual reality exposure therapy. During the vir- new cases. The goal of this study is to asses
tual reality exposure the patient’s physiologi- the feasibility of this system, and test whether
cal signals were monitored. In addition to the noisy data, produced by natural behavior in
physiological data, SUD ratings were col- VEs, will be amenable to meaningful classifi-
lected from the patient during the exposure. cation of various populations. Various types
The treatment program was found to signifi- of populations were asked to perform tasks in
cantly reduce the patients fear so that it could the Virtual Mall. In this task subjects are
no longer be classified as a phobia. The vir- asked to shop for virtual groceries located on
tual environment was found to be very effec- different shelves and aisles. The task is fairly
tive in eliciting a fear response during the ini- intuitive and involves cognitive and motor
tial exposure sessions. This was indicated by functions. We have used GestureTek's Ges-
the SUD readings from the patient and the ture Xtreme system as the VE platform. This
skin temperature data. The score from the system is based on projection and video cap-
questionnaire was also a good indicator of ture of motion, so users are not required to
treatment progress. It decreased from 1670 wear any encumbering gear. Thus, it is ade-
points to 766 points over the course of the quate for many types of populations including
treatment. The results of this single case people who suffer from stroke or head inju-
study have encouraged us to incorporate vir- ries. These benefits also imply partial and
tual reality exposure therapy into the treat- noisy data, since there are no trackers at-
ment program for other butterfly and moth tached to the body. We run the data through
phobia patients. a feed-forward NN, using an algorithm of su-
pervised learning, and then tested its ability
to generalize. For example, we first provided
Integrating Artificial Intelligence and the system with data from several subjects
Virtual Reality in the Diagnostic labeled "stroke" or "healthy"; we then intro-
duced the system to new subjects and tested
Process – Feasibility Study the system's ability to accurately classify
them. To date, data from more than 60 sub-
Uri Feintuch, Larry Manevitz, Eugene Med- jects have been included in the analysis. Ini-
nikov, Debbie Rand, Assaf Dvorkin, Rachel tial results suggest that the system can differ-
Kizony, Meir Shahar entiate between the healthy subjects and
& Patrice L. (Tamar) Weiss 207
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
those who suffered a stroke. This study Evolver software try to give access to high
shows the potential of integrating and har- end virtual humanoids to a larger group of
nessing two powerful disciplines, VR and AI. users outside the 3D elite. Evolver is part of
Their implementation may provide the clini- the solution. What about animation ? On the
cian with a way to employ an ecological VE, side of digital 3D animation real time issues
where the patient may behave naturally. Yet and artificial intelligence are part of the solu-
this VE will provide meaningful information tion we believes. We will discus some experi-
about the patient's status. We believe that ment we did with Lena using a comedian with
once the NNs are taught and exposed to a simple microphone, game pad and joystick
many types of behaviors and impairments, to control her. We will touch some deep
they may be able to distinguish between vari- questions which are hard to resolved for Cg
ous impairments and their severity levels. artist. What is a virtual personality? How do
This may significantly aid clinicians in per- we capture the essence of that? There is
forming differential diagnosis and clinical as- here a natural bridge between psychology
sessment. *The first three authors contributed and the arts of representing virtual actors.
equally and are listed alphabetically. This pa-
per is part of the M.Sc. thesis of Eugene Med-
nikov at under the advisorship of Uri Feintuch
and Larry Manevitz. We thank the HIACS
Research Center and the Caesarea Roths-
child Institute for their generous support.

Virtual Humans Entering New Area of


Applications
Michel Fleury

Correspondence :
Michel Fleury
Université du Québec à Montréal
Canada
E-mail: fleury.michel@uqam.ca
AudioMedia: Multimedia for Blind
People
Virtual humans are at the last frontier sur-
rounding the classical conquest of illusion. It Héctor Flores, and Jaime Sánchez
is a big challenge to create those new entities
enabling them to express convincing emo- Correspondence:
tions. It is evidently an expensive challenge Héctor Flores
requiring elite Cg artist. So is it thinkable to Department of Computer Science, Blanco
open new territories for virtual human outside University of Chile
the astronomical budget of film production? It Encalada 2120, Santiago, Chile
is not hard to see many potentials applica- E-mail: hflores@dcc.uchile.cl
tions of virtual humans outside the entertain-
ment area but the problem is the complexity Diverse technology devices are used to con-
of creating and animating them. Cg artist are vey information to sighted users such as
the new artisans of the modern world. Master- computers, television, internet, and multime-
ing 3D is difficult. We will present an extract dia. The use of these technologies relies
of a short animation –Kyra- and discus some heavily on graphical interfaces making more
fundamental issues in this very complex task. complex their access by users with visual
Is there a way out of this complexity ? We will disabilities. This study presents a virtual envi-
first discuss the problem related to the crea- ronment tool, AudioMedia, which allows us-
tion of the virtual humans and what must be ers with visual disabilities to create multime-
done so it is ready to talk and move. We will dia based on audio as a mechanism for infor-
present the original vision of the Darwin Pro- mation transmission to sighted and blind us-
ject developed with the support of Hexagram ers. AudioMedia is a tool that combines vis-
and then supported by a financial angel, Mr ual interfaces based on high contrast with
David Chamandy. We will discus how Darwin 208 auditory feedback in such a way that blind
CYBERTHERAPY 2006 ABSTRACTS
users can control the whole construction of Correspondence :
their multimedia projects and presentations. Geneviève Forest
The design of AudioMedia was based on im- Université du Québec en Outaouais
plementation models previously developed Gatineau, Canada
and evaluated with blind users. Consequently E-mail: genevieve.forest@uqo.ca
the software model shows how the conceptual
model that blind users want to convey is com- Evidences for a relationship between rapid
putationally represented by AudioMedia and eye movement (REM) sleep and memory has
how the interaction with the user is created by been found in a large number of studies over
using the hardware available. Usability the past thirty years. These studies have
evaluation of AudioMedia was studied with been using learning tasks such as declara-
users with visual disabilities (totally blind and tive (paired associated, learning stories, word
residual vision) observing a high user accep- recognition) and non declarative (words prim-
tance when interacted with this new tool by ing, procedural learning) memory tests. Re-
highlighting the freedom and easy to use of sults have shown that REM sleep deprivation
AudioMedia. Usability evaluators studied the impairs learning on some of these tasks.
user interaction with the software and applied These studies also showed increased period
observation instruments obtaining data that of REM sleep following intensive learning
confirms the feasibility of this tool for users sessions, more particularly when the material
with visual disabilities. To study the impact of is complex and emotionally charged (stories,
this software on designing and producing mul- films, etc.). Learning also occurs during the
timedia we implemented a research interven- cognitive-behavior therapy (CBT) of phobias.
tion by using the Project-Based Learning Indeed, CBT involves the processing of emo-
methodology. Six young people ages 19-28 tionally charged information in order to learn
with different vision disabilities levels worked new associations between the threatening
with the software during eight 2.5 hours ses- stimuli and their consequences. In addition,
sions. Users followed three stages: 1. En- the person learns how to control the anxiety
trance, they defined their projects and were elicited by the feared object. The present
also trained on concepts and processes con- case study aims at verifying if exposure to
cerning the project learning methodology; 2. the threatening stimuli, which is a task ori-
Project development, users met in teams, ented towards a more emotional learning
shared ideas, and planned their projects by than cognitive restructuring, also solicit REM
searching information, defined the topic, sleep mechanisms. The sleep of a man suf-
chose the multimedia to be used, and elabo- fering from aviophobia was recorded for four
rated a project plan; 3. Multimedia presenta- consecutive nights. EEG (C3, C4, O1, O2),
tion, users presented their project results by EMG (sub-mental) and EOG were recorded
using AudioMedia. This process involved us- and scored according to the standard method
ers with visual disabilities to exercise diverse using 20 seconds epochs. The first night was
socio-cognitive processes such as: recollec- an adaptation night used to rule out sleep
tion, classification and synthesis of multimedia disorders such as sleep apnea, periodic limb
information, team collaboration, and public movement during sleep or bruxism. The sec-
final project presentation. Our initial results ond night was the baseline night. On the third
indicate that the use of an audio-based tool day, the subject underwent an intensive CBT
such as AudioMedia can stimulate the partici- using virtual reality exposure (total duration
pation of users with visual disabilities in di- of three hours of cybertherapy). Conse-
verse contexts of interaction with sighted us- quently, the third night of recording was the
ers by improving their skills to communicate, experimental night. The fourth night was a
inform and present information, and thus help- follow up night. The subject had an additional
ing them to integrate and include more fully to three hours of cybertherapy on the fifth day.
their society. Clinical observations as well as question-
naires administrated before and after CBT
confirm the success of the therapy. Sleep
Does Sleep Affect Learning During a recordings showed that REM sleep signifi-
Virtual Reality Exposure Therapy for cantly increase after CBT, but not the night
immediately following the therapy session.
Specific Phobia? Indeed, REM sleep percentages were
21.49% for the baseline night, 21.27% for the
Geneviève Forest, Éric Lord, Frédérick experimental night, and 31.49% for the follow
Michaud, and Stéphane Bouchard 209
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
up night. These results suggest first that REM called “VR Mirror”. The system allows to re-
sleep seem to be involved in the consolidation cord motions of the non-affected arm, and
of psychological and emotionally charged in- present these visually as if performed by the
formation. Moreover, these results suggest affected arm. In particular, training procedure
that there may be a delay in this particular with VR Mirror consists of the following steps.
consolidation process. This is in accordance First, the therapist shows the patient how to
with the concept of “REM sleep windows” perform the exercise with the healthy arm.
suggested by Smith (1985). This author sug- When the patient then performs the task, the
gests that REM sleep window is “a time after movement is registered by tracking sensors
acquisition when there are increases in REM positioned on the patient’s forearm and wrist.
sleep over normal levels”, and that theses Then, a 3D reconstruction of the movement
windows varies “with the strain and type of acquired by sensors is superimposed over
learning task and the number of trials per ses- the (unseen) paretic limb. After watching the
sion”. More subjects are needed to validate virtual limb on the screen, the patient is
these results. asked to mentally rehearse the movement he
has just observed, taking a first-person per-
spective (imagery response times are col-
Mental Training with Virtual Reality in lected). Last, the patient has to perform the
Post-Stroke Rehabilitation: movement with the affected arm. During
physical execution, the system tracks the
A Progress Report movement again, and measures its deviation
from the movement performed with the non-
Andrea Gaggioli, Francesca Morganti, Andrea
paretic arm. Using this measurement, which
Meneghini, Mariano Alcaniz, and Giuseppe Riva
is done in real time, the system provides the
patient with audiovisual feedback describing
Correspondence:
performance on the task.The procedure de-
Andrea Gaggioli
Applied Technology for Neuro-Psychology Lab
scribed above is repeated 5 times within
Istituto Auxologico Italiano each practice session, for each targeted ex-
Department of Psychology ercise (flexion-extension of the wrist; intra-
Catholic University extra rotation of the forearm; flexion-
Milan, Italy extension of the elbow). At the end of the
E-mail: andrea.gaggioli@auxologico.it laboratory training phase, the patient used a
portable display device to practice at home.
Mental practice (MP) with Motor Imagery (MI) The portable display stores a sequence of
is a training method consisting in mentally movies depicting these motor exercises. Af-
simulating a movement, with the goal of im- ter viewing these movies, the patient is asked
proving performance. In recent years, several to take a first person perspective, and to
authors have proposed MP with MI as a po- imagine executing the movements with the
tentially valuable technique for promoting impaired arm. This sequence is performed
functional regain in people suffering from three times a week, for four consecutive
post-stroke hemiplegia. The benefit of mental weeks. Pretreatment and posttreatment
practice would be to repetitively activate cere- measures include the Fugl-Meyer Assess-
bral and cerebellar sensorimotor structures ment of Sensorimotor Impairment, and the
damaged by a stroke, thereby engaging com- Action Research Arm Test (ARA). Perform-
pensatory networks to promote motor rehabili- ance on the specific tasks is also evaluated
tation. However, mentally simulating a move- through response times and sensors data.
ment can be a demanding task, especially for
brain-injured individuals. This article reports
progress of a research project5, which is Flow in Real and Virtual
evaluating the use of computerized technol- Environments
ogy to guide mental practice in the rehabilita-
tion of upper-limb hemiparesis after stroke. Andrea Gaggioli
The experimental protocol includes two
phases, each during 4 weeks. During the first
month of intervention, the patient undergoes
three computer-enhanced mental practice
sessions per week at the rehabilitation center,
using a custom-made virtual reality system
210
CYBERTHERAPY 2006 ABSTRACTS
Correspondence: consecutive days at the Psychology Labora-
Andrea Gaggioli tory. For data analysis, experiential variables
Applied Technology for Neuro-Psychology were aggregated into 4 dimensions: Mood,
Lab Istituto Auxologico Italiano Engagement, Confidence, and Intrinsic moti-
Department of Psychology vation. Flow was identified on the basis of a)
Catholic University perceived balance between opportunities for
Milan, Italy action (challenges) and personal skills, and
E-mail: andrea.gaggioli@auxologico.it b) significantly positive values of all the expe-
riential dimensions. Results showed that VE
So far, virtual reality (VR) experience has use was a high challenging activity that par-
been mainly investigated from the perspective ticipants often associated with optimal experi-
of presence, broadly defined as the feeling of ence (22% of self-reports). Reading, TV and
“being there” in a mediated environment. the use of other media used both in the con-
Typically, this research has been conducted text of both learning and leisure activities
in laboratory settings to assess how the ma- were associated to optimal experience in
nipulation of specific system variables (such lower percentages (respectively 15%, 8%
as the perceptual fidelity of the displays, the and 19% of self-reports). Implications of
ease of interaction, the length of exposure to these findings for VR research and practice
the virtual environment and several others) are discussed.
affects the “feeling of reality” perceived by
participants, as measured through self-report
questionnaires and psycho-physiological re- Study of Enforced Collaboration
sponses. In this article, we introduce an alter- during Computerized Story-Telling to
native theoretical and methodological ap-
proach, which aims to compare the experi- Enhance Social Communication of
ence profile associated with “virtual” and “real- Children with High-Functioning
life” activities, focusing on its cognitive, affec- Autism
tive and motivational components. In particu-
lar, our goal was to assess whether the use of E. Gal, D. Goren-Bar, N. Bauminger, O.
VR is associated with flow, an optimal experi- Stock, and P. L. T. Weiss
ence characterized by the perception of high
environmental challenges matched with ade- Correspondence:
quate personal skills, high concentration, en- E. Gal
joyment, engagement, loss of self- LIRT
consciousness, focused attention, and intrin- University of Haifa
sic motivation. 42 students (27 females and Mount Carmel, Israel
15 males), aged between 19-24 years (M = E-mail: egal@univ.haifa.ac.il
21.0, SD = 1.4) volunteered to participate in
the study. Quality of experience associated Autism is a complex developmental disability
with real and virtual activities was assessed that begins in early childhood and persists
by means of the Experience Sampling throughout adulthood affecting three crucial
Method, a procedure based on repeated on- areas of development: communication, social
line assessments of the external situation and interaction, and creative or imaginative play
personal states of consciousness, as real (Baron-Cohen & Bolton, 1999). Deficits in
daily events and situations occur. ESM taps social interaction constitute a major charac-
how people daily invest their attention and teristic of children with autism (Bauminger et
resources, what they do, what they think of, al., 2003) and range from a lack of aware-
and how patterns in subjective experience ness of others (for those with the most se-
relate to life conditions. Each participant re- vere social impairment) to abnormalities in
ceived a booklet of self-report forms and an peer relations (for those who are less im-
electronic pager that emitted a beeping sound paired) (Volkmar et al., 1997). MERL’s Dia-
at random intervals. The participants carried mondTouch Hardware (http://www.merl.com/
the questionnaires and pager during all the projects/DiamondTouch/) is a multi-user
hours of the week they were tested, receiving touchable interface that detects multiple si-
five to eight signals a day during waking multaneous touches by two to four users
hours. When the pager beeped, the partici- (Dietz & Leigh, 2001). Each user sits or
pants were to fill out a report. The week of stands on a receiver (a thin pad) such that
observation included two VR sessions in non- touching the table surface activates an array
211
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
of antennas embedded within its surface Interaction Analysis and User Based
(capacitive touch detection). Zancanaro et al. Tests: Ergonomic Issues for VR
(2003) have developed a Story-Table inter-
face based on the Diamond Touch technol- Based Therapy
ogy, which enforces collaboration between
children while telling a story. The application Carlo Galimberti, Gloria Belloni, Matteo
is multimodal in character, providing visual Cantamesse, AlbertoCattaneo, Fabiana
stimuli, responding to touch commands, and Gatti, Maddalena Grassi, and Luca Menti
enabling the recording of narratives. The in-
terface has been evaluated with normative Correspondence:
children in two trials followed by a user study Carlo Galimberti
which demonstrated that forced multi-user Università Cattolica del Sacro Cuore di
operations were a powerful means to facilitate Milano Milan, Italy
cooperative behaviors (Cappelletti et al, E-mail: carlo.galimberti@unicatt.it
2004). We hypothesized that use of the Story-
Table by children with HFA will take advan- This contribution is part of the Italian MIUR-
tage of their interest in using computerized FIRB-NeuroTIV project. In this study we offer
technologies, yet add an important dimension, the work done by Licent (Laboratory of Com-
namely communication and interaction with municative Interaction and New Technolo-
peers (Gal et al., 2005). The objective of this gies) at the NeuroTIV project. Method: This
paper is to present the results of a pilot inter- study, aimed at verifying the efficacy of the
vention A-B-A study using the Story-Table VR environments in the anxiety disorders’
with four pairs of children with HFA, aged 8 to cognitive-behavioral treatment (CBT) and
10 years, to document its ability to facilitate defining guidelines for the design of VE, is
cooperative (verbal and non-verbal) interac- based on the analysis of interactions be-
tions with peers during story-telling situations. tween therapists and patients (8 sessions for
These children participate in an educational each patient, 72 sessions) and on outpatient-
program that is adjusted to their needs in a based tests (12 subjects). The first level
mainstream setting. The pairs of children analysis, conducted with the support of At-
knew each other before taking part in the las.Ti 4.2 for quali-quantitative analysis, is
study. The children were tested prior to (pre- aimed at investigating practice habits for the
A) and following (post-A) the intervention (B) use of VR in the framework of therapeutic
with a low-tech version of the Story-Table in- protocol, with special focus on VR scenarios
terface and with an assembly game and their ergonomic aspects. On the other
(Discovery Toys MarbleWorks). The struc- hand, in user-based tests, outpatients are
tured intervention consisted of 8-10 20-minute considered as ‘expert users’: their contribu-
sessions which took place at their school (3-4 tion is relevant in order to evaluate and im-
times per week for 3 weeks). During the inter- prove the structure and the navigability of VR
vention, the pairs of children were instructed scenarios. The adopted perspective is in-
to create and narrate a story with respect to a tended to improve the whole interactive proc-
background picture and associated figures ess, abandoning both artifact centered and
that they had jointly selected. All pre- and user–artifact centered interaction in favour of
post-tests and intervention sessions were a ‘situated and context sensible’ ergonomic
videotaped for subsequent analysis. Outcome analysis. This approach gives evidence of
measures included (1) a behavioral checklist how people, in specific social situations, are
which documents positive and negative social able to solve complex tasks producing
interactions as well as autistic behaviors and shared meanings and achieving their goals
(2) an analysis of the language usage of all during interaction. The considered virtual
interactions and of the narratives. The results, environments were the Panic Disorders and
to date, have demonstrated that the partici- Agoraphobia VR modules developed in the
pants readily learned to use the Story-Table framework of the project: a metro station, a
technology and appeared motivated to cre- square, a mall and an elevator. Main results:
ate and tell narrations. Initial examination of Results from a preliminary analysis of data
the pre- and post-tests and intervention focused on ergonomic elements, in order to
sessions indicates that this technology is obtain hints on how patients use VR and
promising as a technique for enhancing co- what could be done to smooth the therapeu-
operative social behaviors. tic process, could be clustered around 2 top-
ics: “breaking points” and “narrative tips”.
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CYBERTHERAPY 2006 ABSTRACTS
Breaking points are elements that break down Method : The activity carried out by Licent
presence’s experience, such as hardware research unit is aimed at verifying the
issues, or software failures. Hardware issues efficacy of the VR environments in the
seem to be perceived as a “personal failure”: anxiety disorders’ cognitive-behavioral
patients think they have to learn how to use treatment (CBT). The study is based on the
hardware. To avoid this, designer could, as analysis of the therapist/patient interactions
well as try to solve any hardware problem, (8 sessions for each patient, 72 sessions on
implement a “sand-box” room, where patients the whole) and on user-based tests (12
can learn how to use input devices and be- subjects), carried on at the end of the
come acquainted with output devices, as therapeutic cycle/protocol with the support of
HMD, without being exposed to therapeutic the Atlas. Ti 4.2 software for quali-
protocol elements of VE. This room could be quantitative analysis. 8 categories for the
used to fire up an introductory sequence, fad- data analysis were defined on the basis of
ing in the VE, in order to avoid interruptions the elaboration of recorded material made by
and breakdowns during the following phases 4 independent researchers. Focus groups
of the process. Narrative tips are objects, including therapists involved in the research
places or in general elements that patients were also carried out. The first level analysis
and therapists could use as stimulus for start- is aimed at investigating how VR is used and
ing up a contextual narration of the “what, integrated in the framework of the therapeutic
where and when” of the VE experience. Such protocol, with special focus on VR scenarios
tips are, for example, standing out avatars, or and their ergonomic aspects. On the other
up-to-date graphic elements, as placards or hand, in the user-based tests, outpatients are
signs. Further investigation is needed to ex- considered as ‘expert users’: their
plore how the VR environment level of inter- contribution is relevant in order to evaluate
activity influences the quality of the immersive and improve the structure and the
experience and the role of the interaction and navigability of VR scenarios. The perspective
communication style of the therapist in VR adopted is intended to improve the whole
based therapy and how this affects the VR interactive process, abandoning both artifact
experience mainly from the patient's, but also or user–artifact centered interaction in favour
from the therapist's point of view. of a ‘situated and context sensible’ ergo-
nomic analysis. This approach gives evi-
dence of how people, in specific social situa-
How to Improve the VR Based tions, are able to solve complex tasks pro-
Therapy Design Process with the ducing shared meanings and achieving their
goals during interaction. The virtual environ-
Support of a Psychosocial Integrated ments considered were the Panic Disorders
Approach: Interaction Analysis and and Agoraphobia VR modules developed in
User Based Tests the framework of the project. Main results:
Data collected were analysed with reference
Carlo Galimberti, Gloria Belloni, Matteo to two different dimensions. From a strictly
Cantamesse, Fabiana Gatti, Maddalena ergonomic point of view, main results are
Grassi, Luca Menti related to: 1) the improvement of VR training
sessions for patients and their integration in
Correspondence: the framework of the therapeutic protocol in
Carlo Galimberti order to avoid interruptions and breakdowns
Università Cattolica del Sacro Cuore di Milano during the successive phases of the process;
Milan, Italy 2) Specific functional characteristics of the
E-mail: carlo.galimberti@unicatt.it audio, video, scenarios’ architecture, avatars.
With reference to the sense of presence, fol-
The present contribution is part of the Italian lowing aspects are under investigation: 1)
MIUR-FIRB-NeuroTIV project which main how the VR environment level of interactivity
objective is to prove the technical and clinical influences the quality of the immersive ex-
viability of using Virtual Reality Therapy in perience and final effects on the VR based
clinical psychology by means of portable and therapy process; 2) the importance of the
shared VR Systems. In this study we offer the narrative interactive experience: for example,
work done by Licent (Laboratory of a detailed description of the situation and of
Communicative Intyeraction and New the environment made by the therapist
Technologies) at the NeuroTIV project. seems to suggest the opportunity to include
213
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
visual sequences in the initial and in the final Virtual Reality and In Vivo Exposure
phase of the navigation in order to enhance for Fear of Flying: A Phase II Replica-
and to modulate the immersion in the VR en-
vironment while, in some cases, more generic tion Study
descriptions allow patients to explore the en-
vironment and to act more spontaneously; 3) Ken Graap, Barbara O. Rothbaum, Page
the role of the interaction style and of the Anderson, Elana Zimand, Larry Hodges,
communication style adopted by the therapist Delia Lan, and Jeff Wilson
in VR based therapy and how this affects the
VR experience mainly from the patient but Correspondence:
also from the therapist point of view. Ken Graap
Virtually Better, Inc
Decatur, GA
E-mail: graap@virtuallybetter.com
Presence: Head Mounted Display vs.
Translucid Screen Background: Fear of flying is a prevalent
problem that affects people in many ways.
Pedro Gamito, Diogo Morais, Jorge Oliveira, Like other anxiety disorders and phobias, a
and Marisa Anastácio hallmark symptom is avoidance. Treatment
generally involves exposure therapy. Expo-
Correspondence: sure may be delivered via imagination, in
Pedro Gamito vivo, or virtual reality (VR). This study util-
Universidade Lusófona de Humanidades e ized in vivo and VR based exposure with a
Tecnologias wait list control group. Method: Participants
Lisbon, Portugal who met DSM-IV criteria for an anxiety disor-
E-mail: pedro.gamito@sapo.pt der in which flying was the primary feared
stimulus were recruited from the greater At-
Among others, two displays are used when lanta area through advertisements. Partici-
exposure to virtual worlds is required: Head pants were randomly assigned to VR based
Mounted Display (HMD) and Translucid exposure (VRE) (n = 25 completers); Stan-
Screen (TS). The higher sense of immersion dard (in vivo) exposure (STE) (n = 25 com-
brought about by these two devices takes ad- pleters); or Wait List (WL) (n = 23). Data
vantage over traditional media displays. In were collected at 6 and 12 months post treat-
fact, both HMD and TS enable a superior ment. Both treatment groups were provided
sense of presence in the virtual worlds. How- with 4 sessions of anxiety management train-
ever, the difference on the degree of pres- ing followed by exposure either in VR or at
ence between them is not well documented. the airport. Evaluations included willingness
This article presents and discusses a study to take an actual flight immediately post treat-
that measured presence using a HMD and a ment, standardized questionnaires, anxiety
TS. 69 subjects were exposed to two different ratings on the test flight, self evaluations of
neutral virtual worlds (20 minutes each world), improvement, and overall satisfaction with
one using a HMD and other a TS. Presence treatment. Results: No differences were de-
was assessed through Slater-Usoh-Steed tected between the two exposure-based
questionnaire (1994). Significant differences treatments on relevant measures and each
(α=.05) were found between HMD and TS. In treatment was superior to the WL control
fact, results from Paired Samples T-Test (t group. Follow up evaluations indicated that
(68)=-5.49, p=.00) revealed that presence participants in both treatment groups main-
with HMD (M=3.23; DP=.61) was significant tained therapeutic gains at follow up. Conclu-
higher than the one with TS (M=3.01; sions: The results of this controlled trial add
DP=.51). Cybersickness was found on evidence to that from our first trial which re-
21.7% of the HMD subjects and on 27.5% ported similar findings. Both trials support the
of the TS subjects. On both groups, pres- use of exposure as a viable treatment modal-
ence was significant inferior on subjects ity for fear of flying. In the post 9-11-2001
with cybersickness. flying environment, security concerns and
delays in airports are the norm. The use of
VR based exposure allows professionals to
offer an effective behavioral treatment for
flying fear in their practices. New innovations
214
CYBERTHERAPY 2006 ABSTRACTS
in VR and next steps in anxiety research will subjects with autism would be close to those
be discussed. Discussion: Future directions of subjects without autism in spatial planning,
for anxiety research and the additional stimuli but that they would differ in dialogue under-
in the VR airplane environment will be dis- standing. We designed two software games
cussed. Research Status: Completed. This for each learning domain: one for training
Study has been accepted for publica- purpose and one to evaluate subjects' skills
tion :Barbara Olasov Rothbaum, Page Ander- before and after training. These games were
son, Elana Zimand, Larry Hodges, Delia Lang tested with 10 teenagers diagnosed with high
and Jeff Wilson (2006) Virtual Reality Expo- functioning autism according to DSM IV
sure Therapy and Standard (in Vivo) Expo- (APA, 1994). We tested several HCI modali-
sure Therapy in the Treatment of Fear of Fly- ties that were specific to each learning do-
ing Behavior Therapy, 37,80-90. main (e.g. text, synthesized speech, facial
expressions images…). During evaluation
phases, we also controlled for the impact of
multimodal as compared to minimalist inter-
Exploratory Investigations of faces. The experiment comprised 13 ses-
Multimedia Human Computer sions, at the rate of one session per week.
Interfaces for Autism We replicated the experiment with a control
group of 10 children without autism. A soft-
Ouriel Grynszpan, Jean-Claude Martin, and ware platform was developed to control HCI
Jacqueline Nadel modalities and to log users' actions. More-
over, we annotated video recordings of two
Correspondence : sessions with the subjects with autism. Con-
Ouriel Grynszpan trary to initial assumptions, results lead to the
LIMSI-CNRS conclusion that the clinical group performed
Orsay, France poorer than the control group on spatial plan-
THIM Université Paris 8 ning tasks, despite the asymmetric cognitive
Saint-Denis, France profile in favour of visuospatial skills attrib-
E-mail : ouriel@limsi.fr uted to autism. This difficulty could derive
from executive functions involved in planning
Our research aims at providing design guide- a solution and complying with arbitrary rules,
lines for software intended for specialized such as orientation constraints in a graph.
education for autism. Our study focuses on We also observed that HCI features enforc-
autism with average or above average IQ, ing the task’s arbitrary rules (e.g. not allowing
referred to as high functioning. Pragmatic diffi- crossing an arrow in the wrong way) could be
culties are attributed to people with autism: helpful regarding the management of execu-
they tend to miss out context when interpret- tive functions. Results suggest that the multi-
ing speech. According to different authors modal interfaces tested during evaluation did
(Russell, 1996), autism would be linked to an not help subjects with autism more than the
executive dysfunction that impacts the ability minimalist interfaces, whereas it was the
to plan actions, imagine alternative solutions case for the control group. Users with autism
and inhibit inappropriate responses. Experi- might not be able to take advantage of multimo-
mental studies have emphasized the useful- dality which could induce cognitive overload.
ness of computer education for autism. Yet,
there have been few studies on the behavior REFERENCES
of people with autism as users of a computer. 1. American Psychiatric Association (1994).
We therefore performed an exploratory inves- Diagnostic and Statistical Manual of Mental
tigation of HCI issues that would be relevant Disorders – Fourth Edition. Washington D.C.
for autism. Our experimental protocol focused 2. Russell, J. (1996). Agency Its Role in Men-
on the study of two dimensions: 1) the domain tal Development. Erlbaum (UK) : Tay-
of learning targeted by educative games and lor&Francis.
2) the media and modalities used in the HCI.
We contrasted two learning domains:
“dialogue understanding” which seemed rele-
Failure to Influence Presence by
vant given the pragmatic difficulties reported
in autism and “spatial planning” which in- Manipulating Narrative Content
volves visuospatial skills considered unaltered
in autism. We assumed that performances of Tanya Guitard, and Stéphane Bouchard
215
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: three conditions. In our opinion, the failure to
Tanya Guitard induce anxiety is worth reporting to the scien-
Cyberpsychology Lab tific community, at least as an example
University of Quebec where narrative may not induce the expected
Outaouais (Gatineau, Québec, Canada) emotions. In addition, a significant number of
E-mail : guitard.tanya@courrier.uqam.ca participants were subjected to cybersickness
during the experiment. These results are dis-
Presence is a popular topic in virtual reality. It cussed in the light of different factors relating
is a common belief that presence is related to to presence and the planning of further stud-
treatment outcome, at least for the treatment ies using different methodologies.
of anxiety disorders. But the mechanisms link-
ing presence, anxiety and treatment outcome
remain unknown. Mantovani et al. (2004) The Effects of Active Navigation on
suggested that the narrative context provided Object Recognition in Virtual
to the subject before the immersion in virtual
reality has an impact on presence. But their Environments
experimental manipulation confounded the
manipulation of the narrative context and the Jinsun Hahm, Seung-Lark Lim, Kang-Hee
induction of emotional arousal. In order to dis- Lee, Hyun-Taek Kim, and Jang-Han Lee
cern the impact of the narrative and emotions
induced by the context of the immersion we Correspondence:
tried to manipulate narrative and emotions. Jang-Han Lee
Our hypothesis was that anxiety felt during E-mail: clipsy@cau.ac.kr
the immersion in virtual reality would in-
creases the feeling of presence. The study Background & Significance of the Problem:
involved 30 participants, assigned randomly There has been growth in the interest in VEs
to one of three experimental conditions: (1) as tools for acquiring spatial knowledge and
Minimal instruction (which can be summarized these interaction systems appear to have
by: visit the Temple of Horus, in Egypt. If you significant potential as aids to human learn-
see medical emergency kits let us know be- ing. In general, the visual information which
cause some were lost during our last visit) (2) is essential for learning in virtual environ-
Neutral narrative (which can be summarized ments can be acquired in the course of active
by: while you were visiting the Temple of Ho- navigation of an environment and during pas-
rus an accident happened to a tourist and you sive one. Evidence from some experiments
have to help her by finding lost medical emer- generally suggests that active navigation has
gency kits), and (3) Stressful narrative (which potential benefit for acquiring spatial knowl-
can be summarized by: while you were visit- edge while other studies show inconsistent
ing the Temple of Horus an accident hap- results. In the present study, therefore, we
pened to the child of a tourist and you have to examine the relative effectiveness of active
help. You have to find medical emergency kits navigation and passive navigation in the effi-
before she dies. Be careful because there is a cient acquisition of spatial knowledge by con-
dangerous and armed man inside the Tem- trolling for the previously mentioned limita-
ple). Participants were immersed three times tions. Methods/Tools: 54 participants (19
in virtual reality: once in a control environ- males and 35 females) were randomly allo-
ment, once in the Temple of Horus environ- cated into one of two navigation conditions
ment (the experimental immersion) and once (active and passive navigation). The 3D vis-
again in the control environment. Following ual display was presented through HMD and
the immersions, participants were asked to participants used joysticks to navigate VEs.
complete different questionnaires and short The VEs consisted of exploring four rooms
measures of anxiety and presence. We found (library, office, lounge, and conference
significant differences in anxiety between the room), each of which had 15 objects. ‘Active
conditions after randomization, but the experi- navigation’ was performed by allowing par-
mental manipulation did not induce anxiety in ticipants to self-pace and control their own
the participants. A general impact of narra- navigation within a predetermined time limita-
tives may be reflected in the statistically sig- tion for each room. ‘Passive navigation’ was
nificant increase in presence from the control conducted by forced navigation of the four
environment to the experimental environment, rooms in random order. Total navigation du-
but there were no differences among the ration and objects for both navigations were
216
CYBERTHERAPY 2006 ABSTRACTS
identical. After navigation, all participants cently immersive environments have been
were asked to complete the recognition task used to investigate the psychopathic patients’
with 60 old items, which had previously been cognition and behavior. Virtual Reality (VR)
shown during the navigation, and 60 new can offer an effective immersive environ-
items, which had not been presented before. ment. Some studies using VR reported social
Recognition for objects was measured by re- skill training for schizophrenia as well as cog-
sponse time and the percentage of correct, nitive therapy for autism. This study devel-
false, hit, and miss responses. Results: The oped a system for measuring schizophrenia
active navigation group had longer overall patients’ behavioral characteristics in a Vir-
reaction times than passive navigation group, tual Environment (VE) to examine their social
though this difference was not significant. But behavior. The eye-gaze is one of the impor-
the analysis revealed a significant difference tant factors considered in a social behavioral
between the conditions in hit and miss re- study. Therefore, this study measured the
sponse percentages for object recognition. head-motion because there is a correlation
The active navigation group made signifi- between the head-motion and eye-gaze.
cantly more hit responses (t(52)=4.000, Head Mounted Display (HMD) makes direct
p= .000) and fewer miss responses (t(52)=- measurement of the eye-gaze difficult. The
3.763, p= .000) than did passive condition. system was implemented in 3D Game Studio
Conclusion: These results suggest that active A6 as windows-based application program to
navigation allows more accurate recognition present VE and a 6DOF tracker to measure
of spatial objects and more efficient spatial the head-motion. In the VE, participants meet
learning than does passive navigation. Spatial each avatar whilst performing 6 tasks. The
encoding and the memory mechanism under- participants have a conversation with the
lying active navigation remain to be investi- avatar after being introduced. The level of
gated through further studies. Novelty: This head-motion data was measured while the
study suggests that active navigation plays an participants were watching the avatar during
important role in spatial cognition as well as the introduction. The data was analyzed us-
provides a better explanation about the effi- ing MATLAB 7.1, and the head-motion data
ciency of learning in 3D-based programs. was sampled every 0.01sec. The head-
motion data was transformed into a fre-
quency domain using a Fourier transform.
Analysis of VR Based Head-Motion to Only the data less than 1Hz was considered,
a Virtual Avatar: Characteristic of because a high frequency appears to be an
almost physically impossible band. In addi-
Schizophrenia tion, the mean degree and standard devia-
tion were determined. The result showed that
Kiwan Han, Jeonghun Ku, Kwanguk Kim, Jin- there was a difference in the mean degree
sick Park, Hyeongrea Lee, Hee Jeong Jang, between the normal group and schizophrenia
In Young Kim, Jae-Jin Kim, Chang Hyung patients group (normal mean degree 4.24,
Kim, Sang-Won Nam, and Sun I. Kim patient mean degree 7.19). The standard
deviation, normal group and schizophrenia
Correspondence: patients group were1.62 and 0.96, respec-
Kiwan Han tively (p=0.01). In addition, the schizophrenia
Department of Biomedical Engineering patients group showed more movement in
Hanyang University the low frequency domain than the normal
Seoul, Korea group. In the high frequency domain, the nor-
E-mail: hankiwan78@bme.hanyang.ac.kr mal group showed more movement than
schizophrenia patients group. It is possible
Schizophrenia is one of the most devastating that schizophrenia patients have a more fixed
psychiatric disorders, because it seriously eye-gaze than normal participants. This sug-
affects the higher mental functions, such as gests that schizophrenia patients have diffi-
thinking, feeling, and perceiving. In particular, culty in watching or observing other people
disturbed social functioning is a common on account their anxiety or cognition deficits.
problem among individuals with schizophre-
nia. Clinical observations suggest that
schizophrenia patients often have an impaired
capacity to enter into and maintain interper-
Applications of Multimedia Technolo-
sonal relationships their surroundings. Re- gies to Mental Health: Review
217
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Claudia Liliana Hardy, Juan José Fábregas, and Correspondence:
Josep María Monguet Kay Howell
Learning Federation Project Director
Correspondence: Federation of American Scientists
Claudia Liliana Hardy Washington, DC
Polytechnic University of Catalunya E-mail: khowell@fas.org
Barcelona, Spain
Autonomous University of State of Mexico Background/Problem: Knowledge about the
Toluca, Mexico operation of biological systems has exploded
E-mail: clau- in recent years. Unfortunately, much of this
dia.liliana.hardy@estudiant.upc.edu new knowledge is inaccessible to many stu-
dents, obscured by an opaque vocabulary. A
Recently, a panel of 62 distinguished mental recent study by the American Association for
health professionals using Delphi methodol- the Advancement of Science found that high
ogy tried to outline how future changes will school biology textbooks fail to make impor-
impact psychotherapy, psychologists, and tant biology ideas comprehensible and
patients. According to their answers, techno- meaningful to students. The study found that
logical interventions were judged to be in the “for many biology concepts, the textbooks
ascendancy within the use of VR and comput- ignore or obscure the most important ideas
erized therapies. Nevertheless, this data re- by focusing instead on technical terms and
fers only to psychotherapy, multimedia tech- trivial details (which are easy to test).”1 New
nologies offer a series of powerful and valid learning strategies have the potential to dra-
applications on Mental Health. The objective matically improve methods of learning biol-
of this study is to quantitatively review the ogy.2 Learning sciences research suggests
published literature to assess the current ap- that learning by doing with understanding
plication possibilities of the different multime- produces better transfer than mere doing
dia technologies to the mental health field, alone.3 Challenge-based simulations can
that addresses the questions: What kind of provide students opportunities to receive
technology is used?, What is the purpose of feedback and revise their thinking, a critical
the application? Who is the first beneficiary part of the learning process.4,5 Video game
of the current application?. The search cov- developers have instinctively implemented
ered eleven literature databases (ACM Digital many of the recommendations of learning
Library, IEEE Xplore, MEDLINE, PsycINFO, scientists, including highly realistic simula-
PubMed, ProQuest, Science Direct, Web of tions of complex phenomena and progres-
Science, Emerald, Annual Reviews, Blackwell sive challenges with constant feedback re-
On line) and employed 22 single search terms garding mastery of a subject/topic. Methods/
and concepts about computer input/output Tools: To address the need for better ap-
devices; human±computer interfaces; and proaches to teaching complex subjects such
media type and their Boolean combinations as biology, we developed a highly interactive
with mental health keywords. Articles not writ- educational game for teaching immunology
ten in English were excluded. The study be- that implements many of the features of cur-
gan with a qualitative review of 281 cited ref- rent video games. The game will be used to
erences with the following screening criteria: supplement immunology taught as a part of
(1) published in an indexed journal , (2) de- introductory biology courses given to high
scribe the multimedia technology applied, (3) school students and some freshmen college
and describe the subjects involved in the ex- students. Our goal is to make basic immunol-
perience. The areas identified to discus the ogy concepts understandable to diverse
results are: (i) mental health research; (ii) pri- learners who will be strongly motivated to
mary prevention, (iii) secondary prevention on master the complexity because of the inter-
mental health disorders (iv) diagnosis; (v) esting, high-stakes challenges presented by
treatment & therapy opportunities, (vii) self- the game. The central challenge of the game
help & assessment (vi) teaching & training. is to teach rules to a set of players that repre-
sent important elements of the innate im-
Teaching Immunology Concepts mune system (e.g. macrophages and neutro-
Using the Features of Computer phils). The project is funded by a National
Video Games Science Foundation grant and involves a
multi-disciplinary team of learning scientists,
Kay Howell immunologists, computer scientists and video
218
CYBERTHERAPY 2006 ABSTRACTS
game designers and educators. The game uli consisted of 10 pictorial stimuli for craving,
will be evaluated in four high schools with ap- 10 neutral pictorial stimuli, and 10 aversive
proximately 225 total students during March pictorial stimuli. The craving stimuli were pic-
and April 2006. This project evaluation will tures of a cigarette and smoking activity. The
focus on four key questions: Does use of the neutral stimuli were pictures of everyday life.
instructional game improve the performance The aversive stimuli were posters about anti-
of students on tests now given by instructors smoking activity. The symbol ‘+’ was pre-
in applicable courses? Does the system im- sented on the center of the screen for 3 s at
prove understanding in areas of immunology the beginning of each trial, followed by the
that are particularly difficult to master? Does task stimuli, which were presented for 0.5 s,
the system increase student interest in sci- with an interstimulus interval of 1.5 s. Each
ence and their interest in a career in science? trial consisted of one presentation of the
Does the effect of 1-3 depend significantly on symbol ‘+’, followed by 10 craving stimuli, 10
sex, ethnicity, or other characteristics of the aversive stimuli, and 10 neutral stimuli. Par-
learners? Novelty/Discussion: This research ticipants were given four trials within 4.5 min-
project will benefit research teams working to utes. EEG data were recorded at F3, F4, C3,
develop biomedical simulations and groups and C4. Three-way repeated measures
interested in designing and testing new ap- ANOVAs were computed on the P300 ampli-
proaches to instruction using strategies en- tudes. The factors were group (smokers,
abled by powerful interactive simulations. nonsmokers), stimulus (craving, aversive,
The research will provide important insight neutral), and electrode location (F3, F4, C3,
regarding the motivational aspects of games and C4). The main effects of stimulus were
and simulations and contribute to our under- significant, but the group effects did not show
standing of which features of interactive significant interactions with other factors. An
games are important for learning and why. interesting observation was the similarity be-
tween P300 waveforms for craving and aver-
sive stimuli in smokers, relative to those for
Changes in P300 Amplitude in nonsmokers. These findings could indicate
Smokers in Response to Cigarette- that the antismoking-related response is simi-
lar to the smoking-related one. By previously
Craving Cues cigarette craving regarding the research re-
sult which it makes from virtual reality there
Ki-Won Jang, Jun-Seok Lee, Byung-Hwan are subjective reports or fMRI research re-
Yang, Jang-Han Lee sults (Lee, J. H., et al., 2003), it will be mean-
ingful that whether cigarette craving and in
Correspondence: vivo procedures bring the effect from the
Jang-Han Lee cerebrum from ERPs.
E-mail: clipsy@cau.ac.kr
REFERENCES
Smoking has long been known to be harmful 1. Anton, R. F., Moak, D. H., & Latham, P. K.
to the smoker’s health. It is difficult to quit (1996). The obsessive compulsive drinking
smoking, and it is thought that this is because scale: a new method of assessing outcome
smokers have an irresistible desire for nico- in alcoholism treatment studies. Archives of
tine intake. Craving can be regarded as an General Psychiatry, 53(3), 225-231.
important mediator of continued substance 2. Kosten, T. R. (1992). Can cocaine craving
use, and relapse after abstinence (Anton, be a medication development outcome?
Moak, & Latham, 1996; Kosten, 1992). Drug craving and relapse in opioid and co-
Changes in P300 amplitude were used as an caine dependence. America journal on addic-
indicator of reactivity to smoking-related stim- tions, 1(3), 230-239.
uli in smokers. P300 amplitude used to in- 3. Lee, J. H., Ku, J. H., Kim, K. U., Kim, B.
crease for smokers to be exposure smoking N., Kim, I. Y., Yang, B. H., et al. (2003). Ex-
stimuli. P300, a component of event-related perimental application of virtual reality for
brain potentials (ERPs) elicited by smoking- nicotine craving through cue exposure. Cy-
related (craving), antismoking (aversive) and berPsychology and Behavior, 6(3), 275–280.
neutral stimuli, was investigated. P300 ampli-
tude to antismoking stimuli, shown previously
by smoking stimuli, was recorded in smokers
(N = 10) and nonsmokers (N = 10). Task stim- Evaluation of Group Performance in a
219 Mediated Environment
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Leigh W. Jerome, Patricia J. Jordan, and tory monitoring system during game play for
Nancy Faraj continuous collection of low-level physiologi-
cal data, such as energy expenditure, heat
Correspondence: flux, heart rate, respiration, and galvanic skin
Leigh W. Jerome response. Follow-up questionnaires as-
Pacific Telehealth & Technology Hui sessed individuals’ perceptions of several
Honolulu, HI group dynamics and cohesiveness. This
E-mail: JeromeL002@hawaii.rr.com presentation will provide descriptions of the
project outcomes and implications related to
Biosensors are an enabling technology that leadership orientation, situational motivation,
improve our understanding of emotional and group efficacy, perceived cohesion, self-
behavioral response patterns, and enhance efficacy, and flow. Multiple regression and
empirical evidence for the way the mind and mediational analysis were used to explore
body work in synchrony. Individual perform- the association between individual and group
ance has been extensively described utilizing performance, physiological response pat-
biometric data. In addition to individual char- terns, and other group dynamics across time.
acteristics and task traits; however, groups Data will be presented to better elaborate the
may express unique biologic patterns or a relationship between psychological and
collective flow that is indicative of group per- physiological predictors of group performance,
formance. Group interactions are continuously and implications for future application of these
modified based on the constant sharing and findings will be discussed. Understanding the
streaming of mutually relevant information. A synchronization of group physio/psychological
group’s idea formation, leadership, affect, co- patterns portends development of new strate-
hesion, flow, motivation, efficacy and problem gies for team composition, dynamic feedback,
solving change in a continuous system of re- and communication enhancement.
ciprocity. The research hypothesizes that
there are group patterns of physiological
change that can be detected through objec- Physiological and Momentary
tive assessments to reflect group dynamics Assessment for Identifying Tobacco
and dynamic communication within groups of
variant performance levels. Using a nested
Use Patterns
mixed-model design, this study aims to evalu-
ate group performance in a collaborative gam- Patricia J. Jordan, Leigh W. Jerome, and
ing environment. Analyses of biometric and Nancy Faraj
psychological self-report data will be used to
detect group patterns that correlate with team Correspondence:
gaming performance and other group dynam- Patricia J. Jordan
ics, including cohesion, flow, and group effi- Pacific Telehealth & Technology Hui
cacy. Thirty-nine experienced computer game Honolulu, HI
players (all male) were recruited from a post- E-mail: beatlesfan_64@hotmail.com
secondary institution in Hawai`i. The sample
was mostly college educated (means years of Cigarette smoking is the leading cause of
education=15, SD=2.5); single (87%), in very preventable disease and death in the United
good health (71%), and with a mean age of States, contributing to the deaths of more
25.9 (SD=6.9). Most participants identified than 430,000 people each year. Approxi-
their ethnicity as White (70%), Native Ha- mately 70% of smokers report that they want
wai`ian (10%), or Japanese (10%), with 42% to quit, and almost 41% have made at least
reporting two or more ethnicities; 23.7% of one quit attempt in the past year. While a
Hispanic origin. Participants complete a series number of evidence-based pharmacological
of baseline questionnaires designed to gather and behavioral interventions have proven
information about each individual’s motivation, effective for smoking cessation, only about
leadership style, self-efficacy, and outcome 4% of smokers who try to quit smoking each
expectations. Participants were randomly di- year succeed. Approximately 70%-80% of
vided into 10 groups of three, and each team smokers relapse after a single quit attempt
engaged in four one-hour sessions of collabo- and require multiple attempts before remain-
rative, multi-player computer game play ing tobacco free. A new generation of applied
(CounterStrike). Participants wore a Sen- sensor technology, though not yet in the
seWear® armband and a LifeShirt® ambula- mainstream, is emerging in support of a pre-
220
CYBERTHERAPY 2006 ABSTRACTS
vention-oriented, consumer-driven model of sensor technologies will tailor treatments to
healthcare. Research with sensor technolo- individual biometrics and daily routines with
gies supports the utility of biosensors for the the delivery of personal clinical information at
detection and prediction of arousal associated the most opportune moments for effective
with specific behavioral events. Through real- intervention.
time physiological monitoring and momentary
assessment of behavioral events (e.g., smok-
ing a cigarette), commercial sensors have the Virtual Reality and Interactive Games
ability to capture data that can be used to cre- to Treat Fear of Falling in Multiple
ate algorithms for the identification and pre-
diction of arousal patterns associated with Sclerosis
cravings and addiction. The primary objective
of the current three-phase research is to ana- R. Jouvent, F. Znaidi, I. Viaud-Delmon, and
lyze biometric and behavioral data and detect O. Lyon-Caen
the physiological antecedents that prompt
smokers to use tobacco. In Phase 1, 12 Correspondence :
smokers were recruited from a post- R. Jouvent
secondary institution in Hawai`i. The sample CNRS – UPMC UMR 7593, Pavillon Cléram-
averaged 32.7 years of age (SD=10.4), were bault, Hôpital de la Salpêtrière, Paris, France
college educated (mean years of educa- Fédération de Neurologie, and INSERM U
tion=15.8, SD=2.6), and predominantly male 546, Groupe Hospitalier and Faculté de Mé-
(67%), White (89%), and unmarried (78%). All decine
participants reported being in good or very Pitié-Salpêtrière (Paris VI), Paris
good health, and 63% were employed full- or E-mail : rjouvent@ext.jussieu.fr
part-time. Participants’ smoking history will be
discussed including average tobacco con- Patients with multiple sclerosis (MS) may
sumption, nicotine dependence (Fagerstom experience several disorders. In particular,
score), number of quit attempts, and quit poor balance and motor impairments contrib-
methods. In addition to completing baseline ute to develop fear of falling that may lead to
questionnaires about self-efficacy to quit poorer quality of life. While the fear is an ap-
smoking, decisional balance, and readiness to propriate response to multiple sclerosis’s
change, participants wore non-invasive arm- motor symptoms, it often leads to activity
band sensors continuously for seven days as restriction and needs to be addressed. This
a means of collecting low-level physiological fear is both objective (due to the motor symp-
data, such as energy expenditure, sleep/wake toms of MS) and subjective (because of the
states, heat flux, and galvanic skin response. psychological component of the fear which
Participants also pressed an “event button” on the patient develop). In fact, because of the
the armband each time they lit a cigarette. fear of falling, MS patients tend to function in
Biometric and psychological data were ana- daily life below their real physical capacities.
lyzed during Phase 2 to generate statistical We hypothesized that new technologies such
algorithms predictive of an outcome event — as virtual reality and multi-media interactive
in this case, cigarette smoking. Development exercises may act on the phobic component
and testing of the algorithms, the methodol- through the stimulation of the perception-
ogy and analyses involved, as well as future action loop. We established a protocol to test
applications of these findings will be dis- the responsiveness to treatment with these
cussed. Phase 3, which is ongoing, will test new interactive and immersive tools. Patients
the validity and specificity of the algorithms recruited in the study have mild to moderate
created in Phase 2. There exist real opportu- MS. The Fear of Falling Measure (FFM) was
nities to develop innovative treatment ap- used to assess the degree of fear. The inter-
proaches by integrating contemporary ad- vention consists of one session per week
vances in technology with our understanding during 10 weeks. Patients were invited to
of the biological substrates and behavioral start each session with virtual navigations
mechanisms of cravings and addictions. The and to end with performing interactive per-
information gained from our research is a req- ceptive and motor exercises. During virtual
uisite step for the development of portable navigations, patients are equipped with a
behavioral health interventions that will endow head-mounted display coupled with an elec-
consumers with greater control over maintain- tromagnetic sensor system and immersed in
ing their own health. The development of new a virtual environment in which they can move
221
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
forward by pressing a mouse button. They step in the treatment is where the patient has
have to turn on their own vertical axis in order to search for a possible animal hidden behind
to change the direction of heading in the vir- whatever object. This stimulates the anxiety of
tual environment. The navigation in virtual patients because they do not know behind
environments aims to reinforce the perception which object is the hidden animal or if there is
of fluid walk and to increase their confidence one or not. Using visible markers is very easy
about walking normally. Interactive exercises to know if animal/s is/are going to appear, be-
are practiced with Sony PlayStation® games. cause in the moment the patient sees the
We use Eye Toy and the Dance Mat. With the marker, the animal is there. We realized that
Dance Mat, lower limbs movements have to the marker were visible was a negative aspect
be performed according to the task visually of our system and this is why we have devel-
suggested on a large screen. With Eye Toy, oped an Augmented Reality system marker-
upper and lower limbs movements have to be less. The system works in the same way as
performed according to the auditory-visual the visible marker system does, but in this
context presented in the game. The visual case the markers are not visible. The video
feedback of the body of the patient, which is stream is captured using a FireWire camera
projected in the screen, may redress self- (colour image). We have used DragonFly
confidence on performing different motor Camera. We have used the Daeyang i-Visor
movements. Initial results from this ongoing (DH-4400VPD) as visualization system. We
study indicate that fear of falling can be suc- have used the IR Bullet Camera (715nm IR
cessfully reduced in MS patients. So far, the filter) to obtain the infrared image where the
majority of patients demonstrated improve- invisible markers are detected. We have used
ments in self-efficacy and confidence in mobil- the IR invisible Ink Writing Pen – 840 nm Peak
ity. Theoretical considerations will then be to draw the invisible markers. The infrared and
discussed. colour cameras are situated in known posi-
tions, so the transformation matrix from the
Treating Phobia to Small Animals position of the infrared camera to the position
of the colour camera is easy to obtain. Both
Using Augmented Reality cameras capture the image of the real world.
The infrared image is analyzed to identify the
M. C. Juan, C. Botella, R. Baños, M. Alcañiz, position and orientation of the marker. Later,
D. Joele, and C. van der Mast using the above-mentioned transformation
matrix, the real position where the virtual ob-
Correspondence: jects have to appear over the colour image is
M. C. Juan obtained. The cockroach/spider appears over
MedICLab the invisible marker in the colour image. In this
Universidad Politécnica de Valencia way, we know the position where the animals
Spain have to appear, but the user can not see it.
E-mail: mcarmen@dsic.upv.es Now we are testing if the sense of presence
and reality judgment in normal users (without
Virtual Reality and exposure in vivo have been fear) is the same using the visible and the in-
used extensively for the treatment of several visible marker system.
psychological problems, but Augmented Real-
ity has not been exploited in this field. We have REFERENCES
recently presented an Augmented Reality sys- 1. Juan, M.C., Alcañiz, M., Monserrat, C.,
tem for the treatment of cockroaches and spi- Botella, C., Baños, R., Guerrero, B., Using
ders using visible markers [1]. With this system Augmented Reality to treat phobias, IEEE
we treated ten patients, four with a phobia of Computer Graphics and Applications, Vol.
spiders and six whit a phobia of cockroaches. Nov-Dic, pp.31-37, 2005
We applied the AR system using “the one- 2. Öst, L., Salkovskis, P., & Hellstroöm, K.,
session treatment” guidelines form the treat- “One-session therapist directed exposure vs.
ment developed by Öst, Salkovskis and Hell- self-exposure in the treatment of spider pho-
stroöm [2]. In all cases, the treatment signifi- bia”, Behavior Therapy, 22, pp. 407-422,
cantly reduced the participants’ fear facing their 1991.
target animal. Before the treatment, none of
them could approach spiders or cockroaches.
After the treatment, all were able to kill several
live spiders or cockroaches. One important
222
An Augmented Reality Book for
CYBERTHERAPY 2006 ABSTRACTS
Storing Past and Future Events memory book is nearly the same. The user util-
izes a selector to choose the elements and he
M. C. Juan, D. Perez, and M. Alcañiz also puts them over a page of the book. The
user can choose among videos, objects or im-
Correspondence: ages. These elements appear over a page with
M. C. Juan 4 markers (option space). Once the user has
MedICLab chosen the type of element he wants, he/she
Universidad Politécnica de Valencia selects the desired element. These elements
Spain appear over a page with 4 markers (database
E-mail: mcarmen@dsic.upv.es space). The user can remove an element from
the book. He/She puts the selector over it and he
The use of Augmented Reality to develop ap- drags it over the drain.
plications for entertainment and education has
been exploited extensively. In this paper we
present an Augmented Reality book for re- Efficacy of Sensory Integration
membering past events and to plan future Treatment Based on VR-Tangible
ones. We think it is possible to use this system Interaction for Children
to have a memory book from past events and
to think about future plans. The user can in-
with Autistic Spectrum Disorder
clude not only photographs but also objects
Ko-Eun Jung, Hyun-Jhin Lee, Young-Sik
and videos. Our system runs in a PC AMD Ath-
Lee, and Jang-Han Lee
lon with 1 Gb Ram and under Microsoft Win-
dows XP. The video stream is captured using a
Correspondence:
USB camera. We have used Logitech Qick-
Jang-Han Lee
Cam Pro 4000. We have used 5DT HMD (5DT
E-mail: clipsy@cau.ac.kr
Inc., 800 H x 600 V, High 40º FOV) as visuali-
zation system. The system has been devel-
Background & Significance of the Problem:
oped using Brainstorm eStudio. Braintorm
Children on the autistic spectrum disorder
eStudio is comm ercial software
have difficulties in integrating for motor and
(www.brainstorm.es). Brainstorm eStudio is an
sensory experiences. So it may be important
Advanced, Multiplatform Real Time 3D Graph-
to address in therapeutic interventions for
ics presentation tool. Brainstorm eStudio can
children with autistic spectrum disorders.
be defined as an interface that the programmer
There are some advantages of sensory inte-
can use to create 3D complex visualizations
gration therapy. It is possible that unstrained
without using OpenGL, only using tool options.
therapy in role play situation and can induce
We have included ARToolKit into Brainstorm
social skill training by holding intimacy with
eStudio as a plugin writing in C++. So, in this
friends. However it has low efficiency in
way we have included AR options into a 3D
place, duration of treatment and in cost ef-
graphics presentation tool with the advantages
fect. Virtual reality technology is an exciting
that this presents. The registration is achieved
tool for allowing children with autism to prac-
using markers. The elements that are recog-
tice behaviors in role-play situations, while
nised using markers are: the type of elements
providing a safe environment for rule learning
(option space) and the elements (database
and repetition of tasks (Parsons & Mitchell,
space) to be included into the book, the selec-
2002). However, some ethical and technical
tor, the drain and the book. Option space and
concerns surround the use of fully immersive
database space have 4 markers. We have
virtual reality technology (i.e. the use of
used 4 markers because the user can cover till
head-mounted displays [HMDs]). HMDs can
3 markers and the system will recognise the
be extremely expensive and people may ex-
other marker. If the system recognises one
perience ‘cybersickness’. Moreover, HMDs
marker, it has enough information to proceed.
place some limitations on the child’s interac-
If the system had one marker and if the user
tion with another person. Methods/Tools: Our
covered it, the system would not be able to
treatment system is composed of three pro-
recognise it and it would not work properly. The
grams. The first is ‘sensory integration treat-
book has another marker to indicate the page
ment’. With this scenario, children with au-
of the book. The memory book works as a pho-
tism experience vestibular, proprioceptive,
tograph album. In a photograph album, the
and somatosensory activities, such as swing-
user chooses a photograph and puts it in the
ing, spinning, and rotating. Second is ‘social
desired place of the selected page. In the 223
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
skill training’. It is consist of social skills train- Seoul, Korea
ing program such as eye gaze. Third scenario E-mail: Kwang6@bme.hanyang.ac.kr
is a measuring program for coordination abil-
ity. This involves breaking virtual balloons with Background/Problem: In a general sense,
a real stick, which measures the visuomotor social skills are all the behaviors that help us
coordination. Our VR–tangible interaction sys- to communicate our emotions and needs
tem consists of a Pentium IV PC, a projector, accurately as well as allow us to achieve our
a screen (200 × 150 cm), an infrared reflector, interpersonal goals. Social interactions can
and a digital camera and tangible devices. be broken down into a three-stage process
Twelve autistic children (mean age = 6) and requiring a different set of skills at each
twenty normal comparisons (mean age= 5.6) stage. Indeed, good communication requires
were participated twice per week, total of 10 accurate social perception (receiving skills),
sessions in this study. First of all, basic data cognitive planning ability (processing skills)
about participants were collected for clinical and an effective behavioral response
test of this system. Next, we gathered experi- (sending skills). Social skill training tools for
mental data while all participants experience receiving skills and processing skills were
the program. Therapist and assistants were previously developed based on virtual reality
interviewed after all of sessions. Results: (VR) techniques. In this study, VR program,
Clinical test of this system well completed and which is called an assertiveness skills train-
data were gathered but still in data analysis. ing program, was developed for sending so-
Therefore, to demonstrate efficacy of VR – cial skills. Overall, a training program has
tangible interaction system on this abstract is been developed for the three-stage process
not available. We will analyze the effect of this for developing socials skills. Method/Tools: A
system for autistic children. And we will also HMD-based VR system was developed to
compare the performances of normal com- make assertiveness training more realistic.
parison groups and autistic groups in the The narrative-based contents were con-
visuomotor coordination program and the so- structed by a psychiatrist and social worker
cial skills training program. Novelty: This that was derived from daily-occurring asser-
study suggests that VR tangible interaction tiveness situations in the home, friends and
system has possibility about clinical approach in job relationships. The contents can be di-
for autistic children. vided into “Positive assertiveness training”
and “Negative assertiveness training”. More-
REFERENCES over, it also can be divided into “family rela-
1. Ayres, J. (1972). Improving academic tionships”, “friend relationships” and “job rela-
scores through sensory integration. Journal of tionships”. In total, 12 narrative-based VR
Learning Disabilities, 5, 338-343. assertiveness training modules were devel-
2. Parsons, S., & Mitchell, P. (2002). The po- oped. The subjects consisted of 15 schizo-
tential of virtual reality in social skills training phrenic patients (6 males and 9 females) and
for people with autistic spectrum disorders. 15 controls (7males and 8 females). This
Journal of Intellectual Disability Research, 46 study measured the VR data, questionnaire
(5), 430-443. data, and symptom data. The VR data in-
cluded whether there was reinforcement or
failure, the length of the expression time, the
Development of VR System to Train reaction time and the percentage of those
Assertiveness Social Skill for watching the avatar (while listening to the
avatar, and while communicating with the
Psychiatric Patients and a avatar). Questionnaire data included emo-
Clinical Pilot Test tional arousal, valence, assertiveness scale,
self-efficacy scale, presence etc. The symp-
Kwanguk Kim, Kiwan Han, Hee Jeong Jang, tom data was measured using the PANSS
Junyoung Park, Jeonghun Ku, Chan Hyung (Positive and Negative Syndrome Scales).
Kim, Jae-Jin Kim, In Young Kim, Results/Conclusion: The VR parameter can
and Sun I. Kim measure the quantitative aspect of assertive-
ness skills. According to the analyzed results,
Correspondence: the schizophrenia subjects did not perform as
Kwanguk Kim well as the normal subjects in terms of the
Department of Biomedical Engineering percentage of those watching the avatar
Hanyang University while listening to the avatar (control 59.53%,
224
CYBERTHERAPY 2006 ABSTRACTS
patient 36.55%) and in the percentage of of anxiety when wearing a Head-mounted
those watching the avatar while communicat- display. Narrative-based contents were con-
ing with the avatar (control 68.25%, patient structed to assist schizophrenia patients
47.22%). The number of reinforcements or achieve the appropriate goal in being able to
failures in the schizophrenia and the control assess their social problem solving ability. A
groups was 2.60 and 1.33 per subject, re- survey was carried out on 50 normal people
spectively. Indeed, the schizophrenia subjects to select 8 complicate social problems
required almost double the number of rein- among the many daily-occurring social prob-
forcements. However, there were similar ex- lems and to determine their difficulty. The
pression and reaction times. According to the virtual environment and virtual avatar
results, schizophrenia subjects did not per- matched with 8 complicated situations were
form as well on the assertiveness test as the constructed using 3D-MAX and were con-
normal subjects. In addition, the VR program verted for rendering in an A6 engine. The
induced sufficient emotional arousal behavioral database, which consisted of 15
(2.88±1.07) but the emotional valence was avatars, approximately 40 apparels, around
appropriate according to the emotional con- 70 actions and 6 facial expressions, was con-
tents (positive: 2.48±0.95, negative: - structed to make a flexible and dynamic ava-
1.63±1.13). Novelty/Discussion: A VR three- tar. In addition, eye-blinking and lip-synching
stage assertiveness social-skills-training pro- was roughly implemented to make the virtual
gram was developed. This program is differ- avatar appear more realistic. The VR system
ent from the social phobia program because it was designed to give the users the informa-
includes an understanding of social situations tion required in problem solving because the
and allows the subject to make decisions aim was to measure the pure social problem
based on their feelings. solving ability excluding the user’s cognitive
aspects such as memory. After having VR
experience in each content, a Q&A panel
Investigation of Social Problem asking questions about the complicated
Solving Ability in Schizophrenia Using situation appeared and user could select
their own solution about a given social prob-
Virtual Reality lem using an 8-button joystick. The reaction
time for responding to the Q&A panel and
Jaehun Kim, Kwanguk Kim, Kiwan Han, Hee problem solution in the given social VR situa-
Jeong Jang, Junyoung Park, Jeonghun Ku, tion was extracted from the proposed VR
Chan Hyung Kim, Jae-Jin Kim, In Young Kim, system and used to assess the subject’s so-
and Sun I. Kim cial problem ability. After experiencing in
each session, the schizophrenia patients an-
Correspondence: swered the following questions: computer
Kwanguk Kim experience scale, immersive tendencies
Department of Biomedical Engineering questionnaire, virtual reality questionnaire,
Hanyang University social problem solving index, positive and
Seoul, Korea negative syndrome scale, and the KWIS.
E-mail: Kwang6@bme.hanyang.ac.kr Results/Conclusion: According to results,
schizophrenia subject’s selections showed a
Background/Problem: Patients with schizo- larger distribution than the normal subjects.
phrenia usually lack the social skills neces- In addition, the schizophrenia subjects did
sary for daily encounters with others, and not perform as well on the VR social problem
have an inability to communicate effectively solving ability score as the normal subjects
with people, an inability to confirm and ex- (difference 20.56 point). In particular, the nor-
press their feelings, and a difficulty in under- mal and schizophrenia subject’s mean score
standing interpersonal boundaries. They was 45.11 point and 24.95 point, respec-
sometimes solve their problems in an unsuit- tively. In addition, correlation analysis re-
able manner or they may have few solutions. vealed the VR social problem solving tool to
In this study, a Virtual Reality system was de- have partial correlation with the classical so-
veloped to measure the social problem solv- cial problem solving tool (Social Problem
ing ability according to the state of illness of Solving Inventory). Novelty/Discussion: This
the schizophrenia patients. Method/Tools: A study attempted to produce a more realistic
project-based VR system was developed be- and dynamic situation using a VR medium,
cause schizophrenia patients feel a great deal which could be difficult to construct using
225
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
other media such as text, pictures or video. Singer’s (1998) Presence Questionnaire
However additional research into the usability (PQ) and (2) provide psychometric data from
and validation of the proposed VR system will studies with patients and control subjects
be needed. after experiencing a variety of virtual environ-
ments run with different VR systems
(GestureTek’s Gesture Xtreme (GX) VR,
A Short Feedback Questionnaire Sony’s PlayStation II EyeToy, a virtual street
(SFQ) to Enhance Client-Centered crossing desktop VR system and the STISIM
desktop Driving Simulator). The subjects
Participation included healthy participants (n=134), partici-
In Virtual Environments pants who had a Spinal Cord Injury (n=18)
and participants who had a stroke (n= 43), all
Rachel Kizony, Noomi Katz, Debbie Rand, divided into groups according to type of vir-
and Patrice L. (Tamar) Weiss tual environment. The SFQ consists of eight
items graded on a 5-point scale. The first six
Correspondence: items assess the participant's (1) feeling of
Rachel Kizony enjoyment, (2) sense of being in the environ-
Department of Occupational Therapy ment, (3) feeling of success, (4) feeling of con-
University of Haifa trol, (5) realism of the environment and (6)
Haifa, Israel whether the feedback was understandable.
E-mail: rachelk@zahav.net.il The seventh item queried the participants’
discomfort and the eighth item queried their
Over the past two decades clinicians who perceived difficulty of the task. The SFQ has
work in rehabilitation have adopted a “client- been found to be suitable for use in different
centered” approach which, among other ele- virtual environments and with various clinical
ments, emphasizes the important role that populations. Initial results showed that inter-
client feedback plays in the intervention proc- nal consistency reliability of the SFQ ranged
ess. This feedback enables clinicians to help between α=.70 to α=.81 for different virtual
clients achieve a better match between their environments. The concurrent validity of
abilities, and the intervention tools used to the presence part of the SFQ with the PQ
improve their functional ability. In recent showed significant moderate to high corre-
years, virtual reality (VR) technologies have lations (p<.005) ranging from r=.55 to r=.74
begun to be used in rehabilitation due to their for the different virtual environments. The
well-known assets (e.g., Rizzo & Kim, 2005). SFQ appears to be a reliable and valid tool
Client feedback during the VR-based rehabili- for obtaining user’s responses to virtual
tation process is even more important than environments for both research and clinical
during conventional therapy due to the addi- purposes. These data play an important
tional complexity of the setting and its poten- role in matching VR protocols to clients’
tial impact on the client (e.g., encumbrance, therapeutic needs. The implications of the
side effects). Indeed, there are still factors results will be discussed.
whose importance to VR-based rehabilitation
is still in doubt (e.g., level of “presence”). Sev-
eral presence questionnaires have been de- Performance Analysis in a VR-Based
veloped. One of the most frequently used is
Witmer and Singer’s (1998) 19-item question- Assessment of Cognitive Planning
naire that is divided into four subscales: in-
volved/control, natural, interface quality and Evelyne Klinger, Alain Grumbach, Isabelle
resolution. Due to its length, this question- Chemin, Sophie Lebreton,
naire is less suitable for use within the con- and Rose-Marie Marié
straints of clinical intervention, especially
when multiple virtual environments are used Correspondence :
or with clients who suffer from cognitive defi- Evelyne Klinger
cits. Other questionnaires are typically either UPRES EA 3917
too long or focus mainly on the sense of pres- Caen, France
ence and realism. The purpose of this presen- E-mail: evelyne.klinger@wanadoo.fr
tation is to: (1) present the Short Feedback
Questionnaire (SFQ) developed for research Research status: Completed Case-Control
and clinical purposes based on Witmer and study. Cognitive planning deficits affect pa-
226 tients with brain damage and interfere with
CYBERTHERAPY 2006 ABSTRACTS
their capacity to manage everyday life activi- useful for both the patient and the thera-
ties. Owing to the dramatic need of detection pist. It seems that the virtual system be-
and to the lack of ecological validity of the comes the medium of a new indirect rela-
traditional psychometric tests, therapists are tionship between the patient and the thera-
looking for more appropriate evaluation tools. pist. This analysis of the virtual perform-
In an earlier study, we reported a VR-based ance in three categories represents a new
assessment of cognitive planning, built on the step in the use of our collected data. It
model of scripts and in the purpose of precise leads to the characterization of the per-
performance evaluation. We designed a Vir- formance alteration in the designed task of
tual Supermarket in which participants can shopping list, and so to an objective as-
carry out a task close to daily activities: a test sessment of cognitive planning deficits.
of shopping list. The virtual system allows us
a further analysis of the participant’s perform-
ance thanks to various data recorded during Smokers’ Attentional Bias to
the assessment session. We are now report- Smoking-Related Cues in Eye
ing the results of a study carried out in the
context of Parkinson’s disease. The study is Movement
based on a case-control design where the
case condition is Parkinson’s disease (PD). Soo-min Kwak, Duk L. Na, GHo Kim, and
Thirteen patients with PD and eleven age- Jang-Han Lee
matched healthy volunteers, meeting inclu-
sion criteria, constituted our convenience Correspondence:
sample. The participants got familiarized with Jang-Han Lee
the Virtual Supermarket and the task thanks E-mail: clipsy@cau.ac.kr
to two preliminary sessions. Then, without any
time limitation, they were engaged in the as- Background/Problem: Smokers have atten-
sessment session, during which various tional biases toward smoking-related cues,
measures were recorded (e.g. positions, ac- and such cues elicit craving [1]. Smokers
tions). The patients were also submitted to the also feel anxious during nicotine deprivation,
traditional psychometric evaluation of execu- and anxiety may exacerbate attentional bi-
tive functions. The virtual system allows the ases toward aversive cues [2]. Therefore,
therapist or the participant to review the per- deprived smokers will show attentional bias
formance from an upper point of view. We to smoking-related and aversive cues. To
analysed the performance in the Virtual Su- identify this attentional bias, we monitored
permarket according to three categories: (a) participants’ eye movement. Methods/Tools:
semantic knowledge related to the task, e.g. We examined the attentional bias of smokers
the number of good actions; (b) information (N=14) and a control group of nonsmokers
processing speed; and (c) temporal and spa- (N=16) towards smoking-related and aver-
tial organization. The results showed a lack of sive cues. Using an eye-tracking device, we
difference in the semantic knowledge related measured eye movement when smoking-
to the task between the patients and the con- related, aversive, and control cues were pre-
trols. However, specific impairment was ob- sented simultaneously. We analyzed the
served in patients in the sequential unfolding number of initial fixations, and gaze duration,
of the task. An analysis of reaction times sug- to identify the attentional bias. Results:
gested the expected alteration of information Smokers initially fixated their gaze on aver-
processing speed in patients. Moreover, the sive cues. A 2X3 repeated measures ANOVA
performance in the virtual supermarket re- (group and picture type) showed a significant
vealed a significant alteration of the temporal main effect of picture type. And, they main-
and spatial organization of the patients. Fi- tained their gaze longer on smoking-related
nally, the participants appreciated the visual cues, in comparison to the control group.
review of their path in the Virtual Supermar- Conclusion: These results suggest that
ket, which helped them to better understand smokers gazed at smoking-related pictures
their real life behavior. This study shows the longer than nonsmokers did, but there was
usefulness of our VR-based tool in the no difference in initial fixation. Gaze duration
evaluation of cognitive planning. Thanks to could therefore be a sensitive measurement
various measures of the virtual performance, tool for identifying attentional bias. Novelty:
it allows us to detect and specify an alteration Present study suggests that gaze duration in
of cognitive planning. The path review is eye movement could be a sensitive tool for
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ascertaining attentional bias. Based on this tion in cue-elicited craving after VR-CET was
result, we can confirm more precise and ob- reported. A mean score of 15.75 (SD =
ject characteristics of craving in virtual reality 10.91) on the Alcohol Urge Questionnaire [1]
when virtual stimuli are presenting. As well in the first session decreased to 11.57 (SD =
when HMD and eye-tracker are combined, it 6.88) in the final session. Novelty: This study
will be more ecologically valuable to certificate suggests that using virtual reality can en-
the role of attentional bias and craving. hance the efficacy of CET so as to promote
craving for alcohol and then to desensitize
conditioned reactivity to alcohol.
REFERENCES
1. Di Chiara, G. (2000). Role of dopamine in REFERENCE
the behavioural actions of nicotine related to 1. Krahn, D. D. , & Staehler, B. A. (1995).
addiction. European Journal of Pharmacol- Development and initial validation of a meas-
ogy, 393: 295-314. ure of drinking urges in abstinent alcoholics.
2. Mogg, K., & Bradley, B. P. (1998). A cogni- Alcoholism: Clinical and Experimental Re-
tive-motivational analysis of anxiety. Behav- search, 19, 600-606.
iour Research and Therapy, 36: 809–848.

The Relation Between Anxiety and


Application of Virtual Reality-Cue
Feeling of Presence During VR
Exposure Therapy for Reducing
Immersion
Alcohol Craving
Marie-Renée Laframboise, Stéphane Bou-
Hyoseok Kwon, Sungwon Roh, Joonho Choi, chard, Serge Larouche, Geneviève Robillard,
Byung-Hwan Yang, and Jang-Han Lee and Patrice Renaud
Correspondence: Correspondence :
Jang-Han Lee Marie-Renée Laframboise
E-mail: clipsy@cau.ac.kr Université du Québec en Outaouais
E-mail : lafm09@uqo.ca
Background and Significance of the Problem:
During abstinence from alcohol, craving is Using virtual reality (VR) with people suffering
elicited by the cues and contexts previously from specific phobia is becoming an evidence-
associated with alcohol, which contribute to based and efficient form of exposure treat-
relapse. To prevent the craving and relapse ment. Traditional exposure is characterized by
experienced by alcoholics, cue-exposure ther- an increase in anxiety when the feared stimu-
apy (CET) has been used to extinguish the lus is presented, followed by a progressive
association between alcohol and alcohol- reduction over the course of the exposure ex-
related cues and contexts. Methods/Tools: ercise. This is often called the “habituation
This study applied CET, using a virtual reality curve”, or the “anxiety curve”. It is also thought
(VR) system, to eight members of an Alcohol- that the subjective feeling of presence in the
ics Anonymous group, in eight sessions. Cues virtual environment is an important ingredient
and contexts most likely to elicit an urge to in making VR exposure work. However, it is
drink were selected through a preliminary sur- not known if the feeling of presence remains
vey in order to compose VR-CET scenarios: a stable within and between sessions. The sta-
glass, bottle, food, and a bar were judged to bility of the feeling of presence is especially
be the most tempting for people in alcohol important since Robillard, Bouchard, Fournier
dependence and abstinence. Using these and Renaud reported in 2003 that anxiety and
cues and contexts, a Japanese-style pub and presence correlate significantly when phobics
a western bar were created. Each session are immersed in virtual reality (VR). How
was administered for 30 minutes by a psy- does this relationship hold over time, espe-
chiatrist and included an introduction, immer- cially if anxiety fluctuates within sessions and
sion, VR navigation, interviews about feelings, decreases between sessions? The goal of this
and self-report questionnaires about cravings. study is to assess changes in anxiety and
The eight sessions consisted of initial and presence while measured within therapy ses-
closing sessions, and person-, object-, and sions as well as between therapy sessions,
situation-focused sessions. Results: A reduc- when people suffering from fear of flying re-
228
CYBERTHERAPY 2006 ABSTRACTS
ceive VR-based exposure therapy. Our hy- Anouk Lamontagne
potheses are that anxiety will show the tradi- School of Physical and Occupational
tional habituation curves found during expo- Therapy
sure therapy: anxiety will decrease within ses- McGill University & Jewish Rehabilitation
sions and between sessions. Given the lack of Hospital CRIR Research Centre
previous data about presence, no specific hy- Montreal,Canada
potheses are suggested for within and be- E-mail: anouk.lamontagne@mcgill.ca
tween sessions. We also expect anxiety and
presence measured within and between ses- BACKGROUND: Optic flow (OF) is a predict-
sions to correlate significantly. The sample able pattern of visual motion projected at the
consists of 22 adults, 15 female and 7 male, moving eye during self-motion. By providing
diagnosed with flight phobia according to the information on the speed and direction of
Structured Clinical Interview for DSM-IV. Our self-motion, OF may contribute to the central
analyses are based on data collected during nervous system (CNS) control of locomotion.
the first four sessions virtual exposure therapy. We have previously shown that manipulating
Each of these immersion lasted up to 60 min- OF speed has been shown to influence gait
utes (only the first 30 minutes are analyzed). speed in healthy subjects. After a stroke,
Every five minutes during the immersions, walking speed is usually markedly reduced,
therapists asked participants to rate on a 0 to due to a hemiparesis and possibly altered
100 scales their level of anxiety (“how anxious sensorimotor integration. Whether OF speed
do you feel?”) and feeling of presence (“how is perceived adequately and can be manipu-
much do feel you are really there in the virtual lated to enhance walking speed after stroke
environment?”). A first set of repeated meas- is not known. AIMS:The main objective of
ures ANOVAs is used to compare levels of this study was to compare the changes in
anxiety and presence within each of the four walking speed in response to different
exposure sessions. A second set of repeated speeds of OF in persons with stroke
measures ANOVAs is applied on the first five (patients) vs. healthy controls (CTLs). It was
minutes of immersion from each session. A hypothesized that a modulation of walking
correlation between anxiety and presence is speed in response to OFs of changing speed
calculated for each session as well. As ex- would be present in the patients, but to a
pected, the results show that anxiety de- lesser extent than in the CTLs. METHODS:
creases significantly within sessions [F values Patients (n=9) and CTLs (n=9) were evalu-
range from 3.59 to 7.25, all p < .01] and be- ated while walking on a self-paced treadmill
tween sessions [F= 3.98, p < 05]. The feeling while viewing, in a helmet-mounted-display
of presence increases significantly within the (Kaiser), virtual scenes controlled by Caren-2
first session [F=2.4, p < 05], marginally within (Motek) and Tarsus real-time engine (Vicon)
the second session [F=2.26, p = .056] and re- systems. In the first paradigm that was
mains stable over the last two sessions tested, subjects walked at comfortable speed
[F=1.83 and 1.21, ns]. The feeling of presence for 5 minutes in a virtual corridor. OF speed
doesn’t change significantly between sessions was varied sinusoidally (0.017Hz) from zero
[F=.3, ns]. Finally, anxiety and presence corre- to 2 times the subjects’ comfortable gait
late significantly [r=.41, p < .025]. Our results speed. In the second paradigm, subjects
show that the relationship between anxiety and walked in a 10m virtual corridor at comfort-
presence is more complex than anticipated by able speed with a matching OF speed
many researchers. Presence can remain high (control trials). For the test trials, OF speeds
even if anxiety is getting lower from one ther- ranging from 0.25 to 2 times the subjects’
apy session to the other. Other implications are initial comfortable gait speed were randomly
discussed as well. presented. Subjects were instructed to walk
the 10m distance within the same time as in
the control trials. RESULTS: In the first para-
Manipulating Optic Flow Modifies digm, cross-correlation analyses revealed
Walking Trajectory in Persons with that gait speed was modulated out-of-phase
with respect to optic flow speed, the strength
Stroke of this modulation being weaker in the pa-
tients (r= -.35±.10) than in the CTLs (r= -
Anouk Lamontagne, Joyce Fung, Bradford J. .42±.20). Walking speed responses lagged
McFadyen, and Jocelyn Faubert behind the changes in OF speed by an aver-
Correspondence: age of 4.3s and 6.4s, respectively, in patients
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
and CTLs. In the second paradigm, linear re- cated (block randomization) to receive VR or
gressions also revealed a negative relation- animated movie distraction. Children were
ship between walking speed and OF speed, asked to provide self reported pain intensity
so that subjects walked faster when exposed (Colored Analogue Scale) and affect (Facial
to slower OFs. Similar gait speed vs. OF Affective Scale) scores pre, post and maxi-
speed slopes were observed between pa- mum during the procedure. Parents and staff
tients (-.17±.19, R2=.04 to .95) and controls (- were also asked to provide scores for their
.17±.15, R2=.01 to .73). CONCLUSIONS: Per- perception of the child’s pain and anxiety
sons with stroke present with an altered (Visual Analogue Scales) at these time
modulation of walking speed in response to points. Parents were asked to score their
continually changing OF speeds. However, own anxiety (Visual Analogue Scale). Chil-
the fact that patients could still use OF speed dren’s distress behaviors were scored during
and voluntarily modify their walking speed the procedure (Brief Behavioral Distress
accordingly suggests that manipulation of OF Scale) and children were monitored for any
speed through virtual reality technology could adverse effects (Malaise Scale). Parents and
be used to promote faster walking speeds staff were asked to comment on the effec-
after stroke. tiveness of the intervention (Visual Analogue
Scale) and children completed a presence
and enjoyment questionnaire post procedure.
Virtual Reality Distraction for Children Eighty eight subjects (51 males, 37 females,
Receiving Minor Medical Procedures mean age 11.3±2.9) were recruited, with 44
children in the VR and movie intervention
Belinda Lange, Marie Williams, Ian Fulton, groups. Using Mixed Modeling Analysis, no
and Meredith Craigie significant difference was found between in-
terventions for children’s self-reported pain
Correspondence: and anxiety or parent’s perception of chil-
Belinda Lange dren’s pain and staff’s perception of the
University of South Australia child’s pain and anxiety. Parent’s perception
Adelaide, Australia of their child’s anxiety was significantly higher
E-mail: (p=0.02) when children were using the VR
Belinda.Lange@postgrads.unisa.edu.au compared to watching the animated movie,
however, children using VR displayed signifi-
Distraction strategies aim to divert a patient’s cantly lower behavioral distress (p<0.001).
attention away from a painful or anxiety pro- Children using VR had significantly higher
ducing situation and focus that attention onto scores for level of enjoyment, interest/
another task. Virtual reality (VR) has been involvement and presence, than children
demonstrated to provide effective distraction watching the animated movie (p<0.001). Vir-
during medical procedures associated with tual reality was perceived by both staff and
high levels of pain and/or anxiety (wound parents to provide more effective distraction
care/physiotherapy for burns patients, post- (p<0.0001). The results indicate that VR is at
operative physiotherapy, dental procedures). least as effective as and significantly more
Less is known about the usefulness of VR enjoyable than watching an animated movie.
distraction for minor medical procedures Although VR is a novel distraction technique
where pain may be relative low but anxiety for patients, parents and staff, further re-
and distress high. Distraction interventions in search should focus on the development of
the form of listening to music, blowing bub- more age appropriate and interactive virtual
bles, playing with interactive toys, reading environments. A cost-benefit analysis is re-
interactive or musical story books and watch- quired in order to determine if VR will be a
ing movies have been used for children un- beneficial and cost effective distraction tool
dergoing venipuncture (blood sampling, intra- for use during minor medical procedures in
venous catheter insertion), with variable re- the Pediatric Emergency Department. This
sults. The aim of this study was to determine research was supported by a Channel 7 Chil-
of VR was more effective in reducing pain and dren’s Research Foundation Grant.
distress in children undergoing minor proce-
dures compared to watching an animated
movie. Children attending a Pediatric Emer-
gency Department, requiring venipuncture or The Impact of Perceived Attitude of
wound care procedures were randomly allo- 230
CYBERTHERAPY 2006 ABSTRACTS
Virtual Agents on Beliefs and Physical perimental task as at pre-treatment. This por-
Reactions of Social Phobics tion of the study is still underway. Repeated
measure ANOVAs will be used to compare
Immersed in Virtual Reality differences between conditions at pre-
treatment and assess the impact of therapy
Hélène Lassignardie, Marie-Renée Lafram- on patients’ reactions to the virtual audience.
boise, Julie-Ève Arseneault, and Stéphane We expect our results to show that the be-
Bouchard haviour of virtual agents is not the only factor
that can induce anxiety and presence. Clini-
Correspondence : cians can, and probably should, manipulate
Hélène Lassignardie how the patient perceives the virtual agents
Université Paris 8 France in order to induce different level of fear when
E-mail : lassignardie@voila.fr using virtual reality in the treatment of social
phobia. We also expect participants’ reac-
Pertaub and Slater have already shown that tions to change after therapy, showing that
the behaviour of virtual agents can induce using a virtual audience could be used to
anxiety in people suffering from the fear of measure treatment outcome.
public speaking. The goal of this study is to
test if changing the narrative context sur-
rounding the immersion (positive vs negative
virtual agents) without changing the behaviour Speculations on the Construction of
of the virtual agents will have an impact on an Interactive Environment to Assess
social phobics’ anxiety (subjective and objec- Sexual Interest and Coping Skills in
tive), beliefs and feeling of presence. Our hy- Sexual Offenders
pothesis is that simply presenting virtual
agents in a negative manner (arrogant, supe- D. Richard Laws, and Carmen L.Z. Gress
rior, judgemental and unfriendly) will induce
anxiety, activate negative beliefs about one- Correspondence:
self and increase the feeling of presence, D. Richard Laws
compared to presenting the virtual agents in a Pacific Psychological Assessment Corpora-
positive manner (warm, interested, friendly tion Victoria, BC
and nice). The sample consists in 20 adults E-mail: drlaws@telus.net
diagnosed with social phobia according to the
Structured Clinical Interview for DSM-IV. Par- This is basically a video version of the Situ-
ticipants are randomly assigned to two either ational Competency Test that was developed
the Negative or the Positive virtual agents. in the 1980s to assess coping skills in treated
Note that the virtual agents are exactly the sexual offenders. Video game technology
same in both conditions and behave identi- provides an as yet unexploited medium for
cally. Both groups are immersed in the same the construction of an interactive environ-
virtual classroom and are invited to give a talk ment for this purpose that would be unlike
for 20 minutes where they discuss their pho- anything currently on the market. What we
bia, their personal difficulties, their physical envision is situation resembling a city street
reactions when anxious and have to answer or park through which the subject is required
questions from a virtual agent. During this to move. As he progresses he is confronted
task, participants’ heart rate is measure using by situations and persons who would pose a
a Procomp+ system. Post-immersion, they high risk for the commission of sexual of-
filled-in some questionnaires related to social fenses. The situations could be areas where
anxiety and sense of presence: Fear of Nega- a sexual offense could be easily committed
tive Evaluation (Watson & Friend, 1969), So- and, depending upon the cues present in that
cial Anxiety Thoughts (Hartman, 1984), Lie- situation, he must make a choice on what to
bowitz Social Anxiety Scale, 1987), State- do next. The virtual persons that confront
Trait Anxiety (Spielberger, 1983) & Presence him (children or adults) might offer provoca-
Questionnaire (Witmer & Singer, 1998). Par- tive suggestions to which he must respond.
ticipants also receive 15 weekly sessions of The models then respond in kind to whatever
cognitive-behavior therapy in groups of four or he says or does. Each of these junctures
five. All exposure exercises are conducted in could be considered choice points where a
vivo (no immersions in virtual reality). Post- number of options are available to the sub-
treatment, participants perform the same ex- ject. The situations and virtual persons con-
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
tain an array of responses to whatever the teen right-handed schizophrenia patients
subject says and/or does. Our expectation is were recruited. The fMRI conducted with
that it would be possible to score the quality of 1.5T machine (GE Medical System). After the
the subject’s behaviour at each of the choice fMRI experiment, subjects were asked to
points, thus yielding an evaluation of his sex- complete a presence questionnaire devel-
ual interest or his ability to deal with high risk oped by Bob G. Witmer. The mean presence
situations. Several video game examples will score was 107.86 (SD=15.51,
be presented to illustrate the type of environ- range=80~132) for the normal subjects and
ments we have in mind. 102.69 (SD=18.71, range=79~142) for the
schizophrenia. The fMRI data analysis re-
sults revealed several brain areas to be re-
Differences in Brain Connectivity in lated to the presence score. A positive corre-
Relation to the “Feeling of Presence” lation is shown in the right lingual gyrus, right
cuneus, left lingual gyrus, right fusiform
in Schizophrenia during a VR gyrus, left inferior temporal gyrus, anterior
Experience cingulate and right posterior cingulate of nor-
mal subjects. However, there was no brain
Hyeongrae Lee, Jeonghun Ku, So young Kim, area related to the presence score in the
Kwanguk Kim, In Young Kim, Kiwan Hahn, schizophrenia. Correlation analysis revealed
Jinsick Park, Kang Jun Yoon, Sang-Won two different circuits in the normal group.
Nam, Chan Hyung Kim, Jae-Jin Kim, and One circuit involved the left lingual gyrus,
Sun I. Kim right lingual gyrus, right cuneus, left inferior
temporal gyrus and right fusiform gyrus, and
Correspondence: the other involved the right lingual gyrus,
In Young Kim right cuneus, left inferior temporal gyrus and
Department of Biomedical Engineering anterior cingulate. The former might be a
Hanyang University circuit for perceiving information, and the lat-
Seoul, Korea ter might be a circuit for monitoring and inte-
E-mail: iykim@hanyang.ac.kr grating information. But, in the schizophrenia
group, there was no correlation between the
Presence is often thought of as a sense of anterior cingulate and the other areas except
'being there' in the virtual environment (VE), for the left inferior temporal gyrus in the cir-
and it is one of the most important factors in cuit for monitoring and integrating informa-
estimating a VE. Although the VE might have tion. This might be because subjects with
same contents, each user’s experiences and schizophrenia are less able to integrate or
perceptions can be different. These differ- resolve ambiguous information. This study
ences can influence not only the presence revealed that the brain activity during a VR
score but also the brain activity in perceiving experience can influence the subjective feel-
information. Many studies have examined ing of presence in a VE, and this is the first
presence, but there is no report on the direct study to investigate the correlation between
correlation between presence and the brain the presence scores obtained and the brain
activity. The aim of this study was to deter- activities and their different connections in
mine the brain region influenced by the feeling subjects with schizophrenia.
of presence during a VR experience by per-
forming covariance analysis of the brain activ- Sociosexual Uses of Internet Among
ity related to inference and the subjective
presence score. The connection between
French-Speaking Gays from Québec:
these areas was investigated using correla- Results from a Quantitative Research
tion analysis. The VR experience block had
an avatar telling either an ambiguous or clear Joseph J.Lévy, Kim Engler, Louis-Robert
story about something it just experienced. The Frigault, and Alain Léobon
subjects were asked to watch and listen to the
story for 30 seconds, infer why the avatar told Correspondence:
that story for 20 seconds and respond to an Joseph J.Lévy
O/X question for 10 seconds. For the fMRI Department of sexology
experiment, the 12 ambiguous tasks and 12 UQÀM
clear tasks were arranged randomly. Fifteen E-mail: levy.joseph_josy@uqam.ca
normal right-handed healthy subjects and thir- Objectives : Unknown before the middle of
232
CYBERTHERAPY 2006 ABSTRACTS
the 1980’s, the mediatization of sexuality better understand variations in sociosexual
through Internet has been accompanied by uses of Internet.
the development of numerous studies, par-
ticularly among gay populations. By providing
new forms of sociability, Internet has contrib- Virtual Patient/Clinician Platform for
uted to changes in their sexual practices, Tele-Rehabilitation Application and
strategies of communication, patterns of so-
cialization and encounters. The study of soci-
Case Study
osexual uses of Internet in Québec is still in
its infancy and we will present some results of Leslie S. Liu, Roger Zimmermann, and
a recent quantitative research. Methodology : Margaret McLaughlin
Following a qualitative study among gay men
from Montréal and Québec, an online ques- Correspondence:
tionnaire was developed with 62 questions Leslie S. Liu
organized in 5 sections (socio-demographic Integrated Media Systems Center
information; social, romantic and sexual uses University of Southern California
of Internet ; encounters with other users ; E-mail: lleslie@usc.edu
psychological and sexual impacts of Internet
use, health and well-being). Between Febru- Healthcare is one of the fastest growing sec-
ary 2003 and October 2004, 932 French- tors of the economy and providing cost-
speaking gay men from Québec, aged 18 effective healthcare service to an aging
years and more, have answered a self- population with a declining number of hospi-
administered and anonymous questionnaire. tals is a formidable challenge. Through re-
Results : Data dealing with sexual activities cent technological advances it is now possi-
online during the six months preceding the ble to migrate some of the services from cen-
study show the following tendencies: 39,5% of tralized locations into the home. We describe
participants have often or very often viewed a prototype architecture that we built to sup-
pictures with sexual content ; 30,8% have of- port novel, pervasive and easily deployable
ten or very often had masturbatory activities information technology applications in health-
online and 28,4% have often or very often care segment where outpatient treatment can
exchanged messages with sexual explicit vo- be a cost-effective alternative. Our proposed
cabulary. Other sexual activities online are architecture is conceived as a flexible plat-
less frequent : sexual ads (often or very often: form that allows application builders to rap-
14,7%) ; webcam use (often or very often: idly design, create and deploy applications
13,6%) ; romantic ads (often or very often: that require the transmission of delay-
12,7%) ; reading or publication of sexual sto- sensitive media streams such as audio,
ries (often or very often: 10,9%) ; transmitting video, and haptic data. As an initial example
nude pictures (often or very often: 10,4%), we applied our framework to tele-
buying sexual material (often or very often: rehabilitation where a therapist remotely
2,3%), viewing direct sexual performances monitors the exercise regimen and progress
(often or very often: 1,6%). Apart of sexual of a patient who, for example, previously suf-
activities online, 74,2% of participants have fered from a stroke. We have designed a
encountered men offline mainly for sexual virtual patient/clinician interactive platform
purposes. As to impacts of Internet on their called ACTIVE+ based on our innovative au-
sexual life, 50% and more agree that the use dio streaming protocol [9, 10]. The new AC-
of Internet has contributed to develop their TIVE+ platform was devised to distinguish
sexual experiences, to ameliorate the expres- among different characteristics (e.g., band-
sion of their sexual desires, to encourage width and processing requirements) of differ-
them to have a more active sexual life, to ac- ent streaming data and handle them accord-
cept their sexuality and their sexual orienta- ingly. The ACTIVE+ architecture dynamically
tion. Conclusions : Despite the many sexual maintains and optimizes a peer-to-peer over-
possibilities linked to Internet, this technology lay streaming network so that time-sensitive
is mainly used for sexual encounters, viewing data, e.g., a remote voice stream represent-
of sexual material and masturbation online ing verbal instructions given to a patient by a
while other activities are less frequent. Fur- clinician during rehabilitation, can be deliv-
thermore, the use of Internet seems to con- ered in a timely fashion. We are excited by
tribute to a better sexual life. Comparisons ACTIVE+’s capability to provide a general
with a heterosexual population could help to and flexible platform that presents a universal
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
interface to its applications such that multiple seeks to revolutionize the field of upper-
media channels can be allocated, each with extremity prosthetics within the next few
potentially different characteristics. We are years by facilitating the collaboration of ex-
using neuro-rehabilitation as our application pertise and experience throughout the field.
case study to investigate the effectiveness of Each aspect of the project, from new surgical
the ACTIVE+ approach. We have designed an techniques to electromyography (EMG) sig-
exercise environment which can be host to a nal processing to prosthetic fitting/fabrication
progressive set of training tasks from precise and training, is being investigated, fine-tuned,
fine motor movements to reaching move- and advanced. By project end, we will be anx-
ments that involve full arm and shoulder activ- ious to produce what past decades of frag-
ity. We are leveraging our earlier work that mented prosthetic research and development
makes use of the PHANToM haptic device, has strived to accomplish. One of the principal
which is a small, desk-grounded robot that components of this advanced prosthetics re-
can simulate the sense of touch on a virtual search is the creation and use of a large scale
object through force feedback. By using the virtual reality/virtual environment system to be
ACTIVE+ platform, the therapist can remotely developed in parallel with all other aspects of
monitor both the actions and progress of the the project. Virtual environments involving hu-
patient and, if necessary, provide the needed man upper-extremity movement are anything
assistance through the voice channel. The but new and are found in widespread use from
metadata stream that contains the haptic in- gaming and animation to many scientific and
formation and user feedback are stored and clinical applications. For limb-deficient individu-
analyzed later. We conducted a preliminary als, virtual reality lends itself naturally to their
trial of our ACTIVE+ prototype starting in 2005 prosthetic fitting and training as an adequate
and a subset of the results were reported in virtual system can provide them with physiologi-
McLaughlin et al. (2006). As a work in pro- cally appropriate visual feedback that is essen-
gress, our prototype received a positive feed- tial in their mastery of control paradigm. Again,
back with average user rating of 4.5 on a this is not a new concept and many research-
scale of 1 to 7. Our proposed virtual patient/ ers involved with virtual environments will be
clinician application is the first of its kind that aware of groups and institutions implementing
is using a peer-to-peer based streaming net- uses in the field of prosthetics. The advanced
work. Its main benefits are that no expensive, prosthetics program has called on many of
centralized infrastructure is required and the these groups to come together and implement
whole system is easy to deploy and scalable. a complete virtual environment to accompany
Our innovative work shows that it is becoming many of the other prescribed aspects. De-
feasible and cost-effective to utilize this type scribed in this discussion is the virtual reality
of heterogeneous network to conduct certain contribution being made to the advanced pros-
healthcare tasks remotely. thetics effort by the Rehabilitation Institute of
Chicago and the University of New Brunswick.
The joint effort involves a small number of dedi-
VR Tools for Development and Train- cated people and supports many of the major
ing of Advanced Prosthetics building blocks of the advanced prosthetic ef-
fort, including: advanced signal processing that
Blair Lock includes EMG pattern classification; and tools
for prosthetic training and evaluation. It will be
Correspondence: demonstrated where and how the virtual sys-
Blair Lock tem endeavors will lend to different aspects of
Rehabilitation Institute of Chicago the advanced prosthetics programs. We shall
Neural Engineering Center for Artificial Limbs illustrate some of the past research and work
University of New Brunswick done by these two groups, show the current
Institute of Biomedical Engineering progress, and describe the existing systems.
E-mail: b-lock@northwestern.edu Additionally, we will demonstrate some virtual
environment performances by our unique
The Revolutionizing Prosthetics 2009 and limb-deficient patients (those who have bene-
Revolutionizing Prosthetics 2007 programs fited from targeted nerve reinnervation sur-
are part of a large scale and high profile effort geries) and we will define what lies ahead for
currently underway in conjunction with the virtual environments in the advanced pros-
United States Defense Advanced Research thetics programs.
Projects Agency. This ambitious endeavor 234
CYBERTHERAPY 2006 ABSTRACTS
Virtual Reality Treatment for patients. For its appraisal several indicators
Agoraphobia: A Mexican Case Study will allow to prove the effectiveness of the
present proposal, the planned assessments
Georgina Cárdenas-López, Sandra Muñoz, include the treatment effectiveness, the
Maribel Gonzalez, and Carmen Ramos therapeutic alliance, the user satisfaction
related to the treatment and the chosen mi-
Correspondence: lieu. The service demanding, the incidence of
Georgina Cárdenas-López the risk behavior and the therapist’ reports
Universidad Nacional Autónoma de México will be general indicators. The opportunity
E-mail: mgcl@servidor.unam.mx that psychologists can count with empirical
evidence of this innovative therapeutic mo-
The mental health services, as well as other dality using virtual reality will strength their
fields, are benefiting from vigorous advances formation and the incipient application in
of information and communication technolo- Mexico, allows to provide to the mental
gies. Beginning several years ago, innovative health professional with specialized knowl-
applications of treatment systems based on edge that fortify his or her competence level
virtual reality technologies have been pub- and modernizing as a professional on these
lished in literature pertaining to the field of new models granted services.
psychology. The literature on the field, de-
scribes the results derived to these systems
are promising on the treatment of posttrau- The Use of EEG-Based Inverse
matic stress, anxiety and fears, obsessive Models for both BCI Design and 3D
compulsive disorders and non suicidal de- Visualization of Brain Activity in VR
pression among others. For this, it is doubtful
that new angles will continue to emerge to F. Lotte, M. Congedo, A. Lécuyer, C. Arrouët,
fortify these systems, making them simpler F. Lamarche, J.-E. Marvie, and B. Arnaldi
and counting with more varied applications to
different mental health problems. Upon the Correspondence:
scarce research and technological develop- F. Lotte
ment in the field of Psychology in Mexico, it is IRISA-INSA National Institute of Applied Sci-
important to count with the possibility to carry ences Rennes, France
out actions that generate the necessary E-mail: flotte@irisa.fr
knowledge for the empirical validation of treat-
ment protocols that incorporate new virtual Brain activity study, visualization and identifi-
reality technologies to the psychological reha- cation are very active theoretical and practi-
bilitation. In particular in our country, the re- cal research topics, especially in the fields of
search on the field is almost inexistent and its
NeuroFeedback (NF) and Brain-Computer
applications are incipient. That’s why the de-
Interfaces (BCI). The most common way of
velopment and assessment for the practice
measuring the brain activity is ElectroE-
training programs and the possibility of grant-
ing attention at the same time to the mental ncephaloGraphy (EEG), which provides only
health professional community using innova- scalp measurements. In order to overcome
tive therapeutic modalities, it’s fundamental as this limitation we have proposed the use of
well as the technological development. This inverse models for both brain activity visuali-
current project in collaboration with the IXTLI zation and BCI design. Inverse models are
Virtual Reality Visualization Observatory with methods that can reconstruct the activity in
the Virtual Teaching Laboratory of the School the whole brain volume, using only measure-
of Psychology of the National Autonomous ments from the scalp. Therefore a more
University of Mexico is developing virtual real- physiologically meaningful information can be
ity scenarios for agoraphobia exposure treat- obtained from EEG such as the activity in
ment, testing their cultural and social contex- Regions Of Interest (ROI) within the brain.
tualization (markets, Sunday’s gathering We have developed a platform that enables a
places, etc.) and their therapeutic effective- subject to visualize, on-line and in real-time,
ness. This poster will describe the data ob- his/her own brain activity in a 3D immersive
tained by the assessment of presence level in virtual environment. Thanks to the LORETA
this VR Mexican scenarios and the evaluation inverse model [Pascual-Marqui94], the sub-
for the psychological services effectiveness ject could focus his/her attention on the activ-
provided this via addressed to agoraphobic 235
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
ity in any part of his/her brain, hence providing assistance tools. This system is designed to
an interesting NF. We have also conceived a conduct early diagnosis, intervention, and
BCI based on the sLORETA inverse model continuous follow-up of the physical, cogni-
[Pascual-Marqui02]. The aim of a BCI is to tive, and emotional state of elderly people.
identify specific "brain patterns" and translate This system is aimed to improve quality of life
them into a command for an electronic device and prevent social isolation by promoting
such as a wheel chair or a hand prosthesis. social support. The technological solutions
We have worked on the data set IV of the used in the Butler system are based in the
"BCI competition 2003". The goal of the com- several advantages offered by telecommuni-
cation and Virtual Reality techniques. In or-
petition was to compare the accuracy of iden-
der to offer the elderly a support tool, the sys-
tification algorithms for BCI. For data set IV,
tem includes virtual environments that offer
we had to identify left or right finger move-
audiovisual stimuli designed to induce posi-
ments intention, only thanks to EEG signals. tive emotional states (joy and relax) and to
Using the activity of two ROIs as features, learn useful techniques in order to reduce
Common Spatial Pattern (CSP) as a spatial negative emotional states (relaxation, mind-
filter, and a simple linear classifier, we have fulness, etc.). Moreover, it also includes e-
obtained the same accuracy as the winner of mail, chat, and videoconference applications
the competition. This proves the suitability and designed to help them to keep existing social
efficiency of inverse models for BCI design. relationships (children, grandchildren,
friends, etc.) or to provide new social rela-
tionships with other users. Finally, an Internet
The Butler Project: A Cognitive and application provides the user the possibility of
Emotional Tele-Assistance System for creating an individual memory space with
Elderly several audiovisual stimuli related with their
own life that even can be shared with other
J. A. Lozano, M. Alcañiz, C. Botella2 D. Casti- users, creating in this way a collective mem-
lla, M. C. Juan, N. Lasso de la Vega, G. Llor- ory space. On the other hand, in order to of-
ca, A. García-Palacios, S. Quero, fer the psychologist an early detection and
and R. Baños diagnosis tool, the system includes an Inter-
net application that screens the user’s gen-
Correspondence: eral state. Then, depending of the assess-
J. A. Lozano ment, the Butler system assists the user: it
Medical Image Computing Laboratory offers some of the mentioned tools, or it ad-
Polytechnic University vices to perform a certain activity to improve
Valencia, Spain a negative mood; or even if the system de-
E-mail: jlozano@dsic.upv.es tects a severe emotional problem it can warn
other people (family members, medical staff,
The ageing of the population is increasing etc.) about it. The Butler system has been
dramatically in industrialized countries. The designed to be used in both geriatric hospi-
number of elderly people increased seven tals and the user’s home. Our team has fin-
times in the XX century. Therefore, it is under- ished the design of the Butler system and we
standable the growing interest in subjects re- are about to conduct a clinical trial to validate
lated with this age group. The goal of this in- its use. The aim of this presentation is to de-
terest is not only to increase the life time, but scribe in detail the technical and clinical fea-
also the quality of life of the elderly. Because tures of the Butler system.
of this, several changes in the concept of age-
ing are being addressed. There is and em-
phasis in considering ageing from three differ- A Photographer’s View of Presence
ent perspectives: Biological, psychological,
and social. Elderly is considered now as an- J. Harvey Magee
other phase in the life term, a phase with
many positive aspects that can be lived satis- Correspondence:
factorily. New technologies can assist in im- J. Harvey Magee
proving quality of life in our elderly. This is the University of Maryland Medical Center
main objective of the Butler Project, con- Telemedicine and Advanced Technology
cretely the development and the clinical vali- Research Center (TATRC)
dation of a system based on a number of tele- 236 E-mail: magee@tatrc.org
CYBERTHERAPY 2006 ABSTRACTS
This abstract is offered not as a scientific Impact of Immersion, Narrative
presentation but as a way of broadening our Context and Affective Connotation on
perspective of behavioral therapy. I suggest
that an understanding of the components of Subjective Sense of Presence,
presence observed in non-clinical settings Physiological Arousal and Vocal
may be useful to broaden an understanding of Acoustic Parameters in Virtual Reality
the components of presence observed in clini-
cal settings, both those that are augmented Fabrizia Mantovani, Francesca Morganti
by Virtual Reality (VR) technologies and even Alessandra Preziosa, Daniela Villani,
those that are not. I intend to support this Samantha Capideville, and Giuseppe Riva
idea by sharing information and illustrations
about the power of photography in non-clinical Correspondence:
settings. Via the medium of photography, one Fabrizia Mantovani
can enter another’s world, observe it, capture CESCOM - Centre for Research in Commu-
it, recall it, and give that moment to the photo- nication Science
graphic subject as a reminder. I will identify University of Milan
several important technical and non-technical Bicocca, Milan, Italy
elements that contribute to a positive photo- Applied Technology for Neuro-Psychology
graphic outcome, a “great shot”, if you will. In Lab
the interest of time, I will develop, and then Istituto Auxologico Italiano
illustrate, only three or four. Several technical Milan, Italy
factors that determine a photographic E-mail: fabrizia.mantovani@unimib.it
“exposure” are length of exposure to light
(time setting, normally measured in fractions Research carried out in recent years by an
of a second), amount of light exposed at a the interdisciplinary community of psycholo-
given time (a lens’ aperture “opening”, meas- gists, computer scientists, engineers, phi-
ured in F-stops), and the sensitivity of a cam- losophers and HCI scholars has substantially
era’s sensor or of the film used (measured as contributed to better defining the concept of
an ISO setting). Several non-technical ele- sense of presence and to identifying factors
ments (issues of judgment) are composition, which might influence it. Understanding how
focus, photographer’s cognitive understand- to enhance the sense of “being there” of a
ing, psychomotor skill and judgment, even a user when immersed in a virtual environment
photographer’s “presence” in the scene being can be in fact very valuable in order to im-
photographed. I suggest that a clinical out- prove the design of VR applications in many
come is determined in part by these same domains, from healthcare to training applica-
elements. A clinical encounter has a “time tions, from entertainment to product design.
setting” (appointment duration). A clinical en- At the moment, although there is no one sin-
counter will reveal varying amounts and levels gle theory of presence that all researchers in
information revealed during that encounter, the field agree upon, general consensus is
e.g., “light exposed”. A therapist may demon- emerging on the idea that “sense of pres-
strate varying levels of capability or profi- ence” should be conceived as a complex
ciency based on his / her training, skill, and construct, potentially influenced by both tech-
experience. My hope is that the audience will nological features and psychological proc-
receive insights from this non-clinical look and esses [1]. A research question that is attract-
be encouraged in their quest to become yet ing growing attention concerns the relation-
more effective as professionals delivering ship between sense of presence and emo-
care to patients in need. My plan is to capture tion. Moreover, the challenge is on develop-
and share some moments from CyberTherapy ing multimodal measurement protocols used
11 and to share them as a tribute to the grow- for the study of presence and related phe-
ing field of Virtual Reality (VR)-augmented nomena, broadening analyses from purely
behavioral therapy. self-report measures to physiological and
behavioral measures. The present study
was carried out as part of the EMMA project
(“Engaging Media for Mental Health”-IST-
2001-39192), a project funded by the Euro-
pean Commission with two main goals: from
a theoretical and basic research point of
view, the study of the relationship between
237
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
presence and emotions; from an application University of Milan
point of view, the design and development of Bicocca, Milan, Italy
presence-enhanced “mood devices” for clini- Applied Technology for Neuro-Psychology Lab
cal and non-clinical populations. Main objec- Istituto Auxologico Italiano
tive of the present research is to investigate Milan, Italy
the influence of immersion, narrative and af- E-mail: fabrizia.mantovani@unimib.it
fective connotation on subjective sense of
presence, physiological arousal and vocal Affective computing is an interdisciplinary
acoustic parameters in a virtual reality experi- research domain usually defined as
ence. 40 undergraduate students, aged 21 to “computing that relates to, arises from, or
25, took part into the study. Experimental de- deliberately influences emotion” (Picard,
sign consisted of a 2x2x3 mixed design, in- 1997). Being able for a computer system to
cluding two between-subjects variables express and recognize emotions while inter-
(Variable 1: immersive vs not-immersive con- acting with the user might be a crucial fea-
dition; Variable 2: presence vs absence of ture, with important applications in many do-
narrative context) and one within-subjects mains, such as e-learning, e-health, enter-
variable (Variable 3: affective connotation – tainment, etc. As far as educational and train-
neutral vs anxious vs relaxing- of the virtual ing applications are specifically concerned,
environment). Dependent variables were there is a growing recognition that emotions
sense of presence, measured through ITC- and affect play an important role in learning.
SOPI questionnaire and UCL scale; emotional The continuous monitoring of learners’/
experience measured through Positive and trainees’ motivational and emotional state
Negative Affect Scale (PANAS), State Trait and subsequent tuning of learning process is
Anxiety Inventory (STAI) and Visual Analogue therefore becoming an important issue in
Scale (VAS); psycho-physiological parame- web-based training applications, which could
ters (heart rate, GSR, respiration, EMG, pe- be interestingly addressed by exploiting af-
ripheral temperature); and vocal acoustic pa- fective computing potential. This paper pre-
rameters (fundamental frequency and voice sents the work carried out in the MYSELF
intensity, rhythm and Long Term Average project-“Multimodal elearning System based
Spectrum). Results from the study showed on Simulations, Role-Playing, Automatic
that affective connotation plays an important Coaching and Voice Recognition interaction
role in influencing sense of presence in the for Affective Profiling”- (www.myself-proj.it).
VR experience. In particular, anxious and re- The project was funded by the European
lax environments differed significantly from Commission and involves 14 partners from 6
the neutral environment, eliciting significantly different EU countries. Main goal of Myself is
higher levels of Spatial Presence environ- the development of a web-based platform
ments (F2,74=8.74, p<.001), Engagement with affective computing capabilities for indi-
(F2,74=10.23, p<.001), and Ecological Validity vidual and collaborative e-learning simula-
(F2,74=7.34, p<.001). Narrative context also tions. The focus of these simulations is on
showed to play a role in enhancing sense of training social and relational skills in different
presence. Physiological and vocal acoustic professional contexts (health-care, banking,
measures were correlated with the level of emo- commerce, etc.). As far as affective comput-
tional involvement and were influenced by the ing features are specifically concerned, three
affective connotation of the environment. main issues are at the moment investigated.
First of all, the design and implementation of
a 3D virtual tutor provided with emotional
expressive synthesis abilities. Research on
MYSELF Project: Exploring the Role
human-like agents and Embodied Conversa-
of Affective Computing in Enhancing tional Agents showed that anthropomorphism
Web-Based Training is not a benefit in itself, unless it is coupled
with adequate expressive, conversational
Fabrizia Mantovani, Luigi Anolli, Massimo and interactive abilities. We designed the
Balestra, Piet Kommers, Odile Robotti, Anne- tutor LINDA (Learning INtelligent Dynamic
Dominique Salamin, and Joachim Wetterling Agent), a 3D model developed with Poser 5
and animated with specific attention ìto the
Correspondence: multimodality and time synchrony of emo-
Fabrizia Mantovani tional expression. We are currently testing
CESCOM - Centre for Research in Communica- the effectiveness of Linda’s emotional ex-
tion Science 238
CYBERTHERAPY 2006 ABSTRACTS
pressiveness and its implications for impres- well as positive emotions. Clinical observa-
sion formation in the user throughout the tions as well as laboratory studies have
learning experience. Second issue under in- showed that over-weighted and obese sub-
vestigation is a multimodal emotional recogni- jects tend to eat more food in response to
tion system able to provide to the platform emotions than normal-weighted subjects and
information about the emotional and motiva- tend to eat in response to emotions even
tional state of the user; much work has been when normal-weighted subjects don’t. Even if
now carried out in the affective computing we cannot sustain that emotional overeating
domain to perform the detection and inference is implicated in the aetiology of obesity, we
of emotional state from physiological corre- can say with certainty that in many cases it
lates, facial expressions, vocal-non-verbal contributes to its maintenance and increase.
features (such as F0, intensity, etc.), verbal In order to clinically approach this dysfunc-
speech content, questionnaires/self-report tional behaviour, we developed a new VR-
measures and the detection of behavioural enhanced therapeutic protocol that consists
events (e.g. mouse-clicking). We built a multi- in both pc-based and mobile sessions. It in-
modal database as a basis for training and corporates different clinical components,
testing algorithms and decision systems. This from progressive muscular relaxation and
system will be coupled by a cognitive archi- deep breathing exercises to cognitive-
tecture modelling affect allowing to consis- behavioural ABC technique, through some
tently personalize the learning path according elements of the emotion-focused therapy like
to the user’s affective profile and to provide developing emotion awareness and inducing
coherent feedback to changes of motivational good feelings. It is composed by six pc-
and affective states of the user during the based and therapist-based sessions, two for
training experience. Finally, the project aims each of the three weeks the treatment lasts,
at the development of 3D interactive simula- and two mobile phases between each couple
tions and targeted exercises to improve emo- of sessions. During four of the six pc-based
tional management in interpersonal relation- sessions, subjects are immersed in a virtual
ships, with specific focus on emotional ex- environment in which they experience relaxa-
pression, recognition and management. Emo- tion by applying different relaxation tech-
tional competence is mainly learnt through niques, listening to different therapeutic nar-
experience throughout our life and plays a ratives. In the two mobile phases, subjects
central role in our personal and professional continue relaxation exercises individually and
lives; therefore, the use of interactive simula- daily through the support of a mobile phone
tions can provide a controlled experiential set- playing a relaxing video with a relaxing narra-
ting to foster its training. tive. The goal of this study is to evaluate the
efficacy of this procedure in targeting emo-
tional overeating by helping obese subjects
Multicomponential VR-Enhanced to cope and manage the emotions in re-
Treatment of Emotional Overeating in sponse to which emotional eating occurs.
The primary outcome we expect is the reduc-
Obese Subjects: tion of the behaviour’s frequency and we will
A Controlled Clinical Trial plan a follow-up in order to detect it after the
hospitalization time. The secondary outcome
Gian Mauro Manzoni, Gian Luca Cesa, we expect is the improvement of the sub-
Daniela Villani, Gianluca Castelnuovo Enrico jects’ perceived self-efficacy in coping the
Molinari, and Giuseppe Riva dysfunctional behaviour. The tertiary out-
comes we expect are improvements in state
Correspondence: emotional dimensions during each session.
Gian Mauro Manzoni Self-report and physiological measures will
Applied Technology for Neuro-Psychology be used. Three experimental groups will al-
Lab Istituto Auxologico Italiano low to evaluate the effect of the VR-
Milan, Italy enhanced protocol in comparison with a
E-mail: gm.manzoni@auxologico.it similar procedure not supported by VR and
mobile technology and with a waiting list.
Emotional overeating is a dysfunctional eating This study is going to start and the results
behaviour that affect many obese subjects. It will be ready in spring, therefore prelimi-
consists in eating an unusually and large nary outcomes will be presented during the
amount of food in response to negative as conference.
239
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
VR-Enhanced Treatment of Anxiety in eral psychological symptomatology, and the
Obese Subjects: A Follow-Up Study Generalized self-Efficacy Scale, to measure
the level of general perceived self-efficacy.
on Trait-Anxiety, Psychological We received follow-up data from 28 subjects
Symptomatology and Generalized and 26 didn’t answer (54 in-patients partici-
Self-Efficacy pated in the previous study). Baseline com-
parisons didn’t show any significant statistical
Gian Mauro Manzoni, Gian Luca Cesa, difference between responders and non re-
Daniela Villani, Gianluca Castelnuovo, Enrico sponders. Non parametric analysis were
Molinari, and Giuseppe Riva used to test within groups (time) and be-
tween groups (experimental conditions) dif-
Correspondence: ferences. Data show no follow-up change in
Gian Mauro Manzoni trait-anxiety in any condition. On the contrary,
Applied Technology for Neuro-Psychology data show a significant reduction in the SCL-
Lab Istituto Auxologico Italiano 90 Anxiety for the VR group and a significant
Milan, Italy reduction of the generalized self-efficacy for
E-mail: gm.manzoni@auxologico.it the comparison group and for the control
group, with no change for the VR group. These
This study is the follow-up part of another one results follow those obtained in the previous
presented last year at Cybertherapy 2005 in study where the treatment showed to be effica-
Basilea. VR, combined with different relaxa- cious in improving relaxation and in reducing
tion techniques, was used to enhance relaxa- anxiety in the short term. Follow-up data
tion in a sample of obese in-patients by visu- strengthen the previous outcome showing a
ally presenting key images for facilitating the long term efficacy in reducing anxiety.
process and enabling participants to practice,
and hence master, relaxation techniques in a
more realistic context. To accomplish this Implicit Learning of an Embedded
goal, the Relaxation Island was used, a Vir- Regularity in Older Adults Using
tual tropical island in which participants ex-
perience relaxation by applying different re-
an SRT Task in a Virtual Reality
laxation techniques, listening to different Medium
therapeutic narratives, within a specific proto-
col that is composed by two sessions, each Rose Martini, Lisa Aquilino, Simone Buissé,
implemented on two following days. Three Anabelle Dumais, Valérie Pion, Ebony St.
phases composed each session: the first was Rose, Heidi Sveistrup, and Diane Ste-Marie
based on immersive navigation, the second
on imagination and the third on immersive Correspondence:
navigation again. The techniques aimed to Rose Martini
reduce anxiety linked to active negative think- School of Rehabilitation Sciences
ing through progressive muscular relaxation University of Ottawa
of Jacobson and depth breathing exercises. Ottawa, Canada
The aim of this 3 months follow-up study is to E-mail: rose.martini@uottawa.ca
explore the long term effects on trait-anxiety,
psychological symptomatology and general- Implicit learning tasks are used to investigate
ized self-efficacy of the treatment described incidental learning where learning is not fully
above and implemented during hospitaliza- consciously accessible (Seger, 1994). Im-
tion. Like in the previous study, to test the hy- plicit learning of embedded regularities (i.e.,
pothesized long term enhancing effect of the a regularly occurring predictive pattern) has
specific protocol, we compared three condi- traditionally employed serial reaction time
tions: VR treatment; an usually video expo- (SRT) tasks involving simple movement re-
sure, a new age DVD with relaxing narratives sponses, such as a finger key press in re-
- where participants watched a video and had sponse to a visual stimulus. This is a limita-
the freedom to imagine any sensory element tion of the research in this field as such tasks
required - and a control condition. The ques- are not reflective of the kind of complex proc-
tionnaires considered were the Trait version essing required for most daily activities
of State-Trait Anxiety Inventory (STAI), to (Shea, Wulf, Whitacre, & Park, 2001). This
measure the level of trait-anxiety, the Symp- study used a gross motor reaching task in a
toms Check-List (SCL-90), to measure gen- virtual reality environment to investigate im-
240
CYBERTHERAPY 2006 ABSTRACTS
plicit learning of an embedded regularity in Shea, C. H., Wulf, G. Whitacre, C. A., &
older adults (60-80 years). Participants were Park, J. (2001). Surfing the implicit wave.
asked to reach with their preferred hand to The Quarterly Journal of Experimental Psy-
contact virtual balls as quickly as possible as chology, 54, 841-862.
they appeared at four far quadrants of a tele-
vision monitor within a virtual environment. All
groups performed five blocks of 84 acquisition Middle School Student Aggressions
trials and one retention trial block. Within each and the Use of Motion Captures
block, an embedded regularity appeared four
times intermixed with random trials. Learning Simon Meistininkas, Robert Chamot, and
is inferred by faster response times for the Sharon Tettegah
repeated sequences (the embedded regular-
ity), as compared to the random sequences Correspondence:
(Curran, 2001). Indeed, data analyzed to date Simon Meistininkas
demonstrate that participants performed sig- University of Illinois
nificantly faster across blocks F (4, 7) = Urbana-Champaign
18.279, p < .001) for both repeated and ran- E-mail: Max621@gmail.com
dom sequences and significantly faster on the
repeated sequence as compared to the ran- This research explored the use of middle
dom sequence F (1, 10) = 27.689, p < 0.001). school aggressive behaviours captured using
This trend appears to continue at retention. Motion Analysis's motion capture technology
Oddly, this significant difference is found as of in a studio. The raw motion capture data con-
the first block of trials. Possible learning within taining 3D translational and rotational infor-
this first block will be explored further. To de- mation of over 20 joints was stored in HTR
termine whether learning of the repeated pat- format using Motion Analysis's software. The
tern was explicit (consciously accessible) or raw HTR data was imported into Maya 7.0 as
implicit (unconscious), verbal reports were keyframed animation data using a custom
obtained through progressive questioning, MEL script. The animation data was edited
visual recognition of sequences, and an using Maya's animation tools to remove bad
adapted method of opposition. Verbal reports data points and smooth the animation. A sim-
data indicate that several participants sus- ple scene was constructed as a background
pected the presence of a pattern; however, no for the animations. Finally, the animation was
significant differences were obtained between applied to a skeleton, which in turn controlled
the recognition of the two types of sequences the animation of a low polygon "stick figure."
presented. This finding is similar to Meule- The animations were rendered as high-
mans, Van der Linden, and Perruchet (1998) resolution (1280x1024) movie clips. Two ver-
who, using the same sequence in a finger key sions of the animations were created: one
press task, did not find that their adults (18-27 containing just the skeletal animation, e.g.
years) or children (6 and 10 years) acquired bones and joints, and another containing an
explicit knowledge of the repeating sequence. animated low polygon "stick figure" model of
The novelty in this study stems from the use a person. The skeletal animations were ren-
of the virtual reality modality for the SRT task. dered using Maya's PlayBlast feature. The
The advantages and disadvantages experi- "stick figure" animations were rendered as
enced in the use of the virtual reality medium single frames in Maya and then compressed
for the exploration of implicit learning of em- into AVI video format using VirtualDub. We
bedded regularities will be discussed. sought to identify whether children could dis-
cern the difference between physical aggres-
REFERENCES sion and non-aggressive behaviors in both
1. Curran, T. (2001). Implicit learning revealed skeletal and stick figure representations
by the method of opposition. Trends in Cogni- using ten common physical aggressive be-
tive Sciences, 5, 503-504. haviours displayed within an immersive
2. Meulemans, T., Van der Linden, M. & Per- C.A.V.E. (Cave Automatic Virtual environ-
ruchet, P. (1998). Implicit sequence learning ment). Findings and future implications of
in children. Journal of Experimental Child Psy- such work are presented.
chology, 69, 199-221.
3. Seger, C. A. (1994). Implicit learning. Psy-
chological Bulleting, 115, 163-196.
241
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Predicting Treatment Outcome for of warfighters returning to duty, and may also
Arachnophobia’s Virtual Reality prevent the long-term deleterious effects of
the disorder that have been experienced by
Therapy Through Measures of Fear thousands of veterans from earlier conflicts.1
Cognitive-behavioral therapy (CBT) has been
David Michaliszyn André Marchand, Marc- successfully applied to treat PTSD in civilians
Oliver Martel, and Mélissa Gaucher and veterans.2 Recent studies suggest that
immersive virtual reality (VR) applications
Correspondence: may offer a potent augmentation to CBT for
David Michaliszyn treating PTSD.3,4 Building on the promising
University of Québec outcomes of the VR research to date, this
Montreal, Canada study investigates the usefulness of VR in a
E-mail: michaliszyn.david@courrier.uqam.ca CBT exposure treatment of PTSD in U.S.
warfighters returning from combat zones in
The mechanisms underlying the efficiency of Iraq. Methods and Tools: The project is a
Virtual Reality are still being explored. The randomized controlled clinical trial using a
aim of this study is to identify variables that between group pre-post experimental design
may help predict treatment outcome. This that includes both intent-to-treat analyses
study is based on pre-test/post-test with wait- and analyses of subjects who complete treat-
ing list control group. 15 participants have ment. The treatment utilizes a CBT with
been treated for fear of spiders, aged 18 to 50 graded VR exposure (VRE) protocol that in-
years old. Structured interviews (SCID-I) were tegrates a virtual environment that was de-
performed, questionnaires were administered veloped for the study to treat combat-related
(Spider Beliefs Questionnaire, Arntz, 1993, PTSD. The experimental group will undergo
Fear of Spider Questionnaire, Szymanski et biweekly sessions of VRE for 5 weeks, and
al., 1995), as well as a behavioural avoid- the control group will receive structured mini-
ance test in order to assess the presence of a mal attention (MA) for 8 weeks. After 8
fear of spiders. In order to obtain efficient ex- weeks of minimal attention, the MA group will
posure, virtual environments must evoke anxi- begin VRE. Outcome measures include sev-
ety for participants. We hypothesise that eral psychological self-report questionnaires,
higher levels of fear should favor a positive a PTSD clinical interview, and self-reported
treatment outcome. Work in progress. ratings of quality of life. Follow-up assess-
ments will be conducted at 6 and 12 months
post-treatment. During the treatment ses-
Virtual Reality in the Treatment of sions, biofeedback will be used to obtain
Combat-Related PTSD with physiologic data such as blood pressure, skin
Warfighters conductance, and heart rate. Results: The
first year of this project was focused on de-
Sarah D. Miyahira, Hunter G. Hoffman, and veloping the computer-based VR environ-
Raymond A. Folen ment and system, standardizing the treat-
ment procedures, and training the therapists.
Correspondence: Data collection is scheduled to begin during
Sarah D. Miyahira this second year of the study. Conclusions:
Pacific Telehealth & Technology Hui Although it is premature to discuss study out-
VA Pacific Islands Health Care System comes at this time, valuable lessons learned
Honolulu, Hawaii about the development of computer-based
E-mail: sarah.miyahira@med.va.gov VR applications for psychotherapeutic inter-
ventions can be considered. Multiple issues
Background/Problem: Continuing exposure to were confronted, including the selection of
potential death or serious injury places mili- development tools, design of the environ-
tary personnel deployed to combat theaters at ment, sensory experiences, and intellectual
high risk for developing post-traumatic stress property. Novelty/Discussion: Few, if any,
disorder (PTSD). For some, the symptoms of randomized controlled clinical trials of PTSD
PTSD are transient and recovery occurs natu- treatment have been conducted with active
rally. Others, however, fail to recover and duty personnel, and even fewer have fo-
would greatly benefit from treatment. Timely cused on PTSD resulting from combat expo-
and effective treatment of PTSD can leverage sure. Immersive VR technology can en-
combat readiness by improving the probability hance a person’s memory retrieval of trau-
242
CYBERTHERAPY 2006 ABSTRACTS
matic events with visual, auditory, and other ments. The Pacific Telehealth and Technol-
sensory experiences that will, in turn, activate ogy Hui’s Virtual Reality in Behavioral Health
the emotional engagement during therapy research program is actively investigating the
found to be related to recovery from PTSD.5,6 first three questions. Methods: The first
This study will be one of the first to examine study examines the use of video stimulus
the utilization of VR technology in a random- cues for anger provocation by exposing sub-
ized controlled treatment trial of warfighters jects to the same stimulus content viewed
with PTSD. either on a flat-screen or as panoramic im-
ages viewed through a HMD. Self-report and
physiologic measures taken pre-post, and
Immersive Panoramic Video: An during exposure are compared between the
Alternative VR Environment two groups. Psychometric measures include
anger, self-esteem, and presence question-
Sarah D. Miyahira, Raymond A. Folen, naires. Physiologic measures include heart
and Stanley M. Saiki, Jr. rate, blood pressure, skin conductance, pe-
ripheral skin temperature, and respiration.
Correspondence: The second study uses a counterbalanced
Sarah D. Miyahira design to evaluate the use and utility of pano-
Pacific Telehealth & Technology Hui ramic and flat-screen stimulus cues for induc-
VA Pacific Islands Health Care System ing nicotine craving in individuals who are
Honolulu, Hawaii heavy smokers. Participant responses to
E-mail: sarah.miyahira@med.va.gov panoramic VR cues presented through an
HMD are compared to flat-screen images of
Currently, the primary medium for virtual real- the same video content. Self-reported nico-
ity (VR) applications in healthcare is computer tine craving and physiological data similar to
graphics (CG)-based. These environments the first study are used to assess reactivity to
are typically very costly, time-intensive to cre- the stimulus cues. Results and Conclusions:
ate (average $100,000), and take one year As these studies are in progress, no results
from concept to final application. Compared or conclusions can be offered at this time.
to commercial video games, these VR envi- However, informal responses to the immer-
ronments have simple graphics and limited sive panoramic video experience compared
interactive capability. While VR developers to the flat-screen display have been more
are capitalizing on gaming software and en- favorable. Preliminary results, examples of
gines to decrease the development time and the panoramic video, and future plans to
expenses, distribution and platform compati- compare immersive VR and CG environ-
bility issues continue to be problematic. Im- ments will be presented. Novelty/Discussion:
mersive panoramic video is emerging as an The immersive panoramic video is an excit-
alternative. Camera systems ranging in costs ing new technology that may provide an al-
from $20,000-$140,000 can produce 360° ternative to CG virtual environments in the
videos that are user-friendly, and can create a treatment of behavioral health conditions.
VR application within a few days or weeks. However, there is a dearth of published re-
The video environment presents a more au- search about the healthcare applications of this
thentic representation of the ‘real world’ that is technology, and a lack of controlled studies
graphically more accurate than the CG envi- about its efficacy in behavioral health treatment
ronment. While interactivity is a limitation with approaches. Our studies are among the first
video environments, new capabilities are research to address these issues.
emerging to provide branching functionality in
response to the user. Distribution costs and
platform compatibility concerns are also sig- The Virtual Classroom: An Ecological
nificantly less than those associated with CG Version of the Continuous
applications. However, controlled studies are Performance Task
needed that 1) assess the immersiveness of
the video VR environment; 2) assess the psy- Geneviève Moreau, Marie-Claude Guay, and
chophysiologic effects of panoramic video; 3) Albert Rizzo
compare panoramic video displayed through
a head-mounted display (HMD) with a flat-
screen display; and, 4) compare immersive
video environments to similar CG VR environ- 243
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: speaking Canadian children aged between 8
Geneviève Moreau and 12 diagnosed with ADHD (combined
University of Quebec subtype) are currently assessed in a Mont-
Montreal, Canada real hospital-based ADHD clinic using a stan-
E-mail: moreau_genevieve@hotmail.com dardised neuropsychological battery and the
VR Classroom. Children are assessed with-
The Virtual Reality (VR) Classroom is a com- out medication. Results are to be given at the
puter-based program using a head mounted conference. If the objectives are met, a full-
display tracking device and VR reality scaled quasi-experimental study will be con-
glasses. The VR Classroom is a continuous ducted in the fall of 2006 to compare per-
performance task designed to test attention in formance of children with and without ADHD.
school-aged children. The child is immersed
in a three dimensional classroom environ-
ment. A continuous performance task is pre- Virtual Reality Contexts for the
sented on the chalkboard at the front of the Situated Assessment of Spatial
class. During the assessment, visual and
auditory distracters are presented. Just like Neglect
the Conners’ Continuous Performance Test
(CPT), the VR Classroom records reaction Francesca Morganti, Andrea Gaggioli ,
times, commission errors, and omission er- Maria Luisa Rusconi, Anna Cantagallo,
rors. While the child performs the task, a head Elisabetta Mondin, and Giuseppe Riva
tracking device monitors head movements,
documenting the number of times the child Correspondence:
turns away from the CPT task. The precise Francesca Morganti
times when errors occur are recorded, allow- Applied Technology for Neuro-Psychology
ing association of errors with specific distrac- Lab Istituto Auxologico Italiano
ters. The Classroom was developed at the Milano, Italy
University of Southern California. The child E-mail: francesca.morganti@auxologico.it
assessed is presented with a standard con-
tinuous performance task by presenting let- The main characteristic of virtual reality (VR)
ters on a chalkboard at the front of the class. dwells in carrying spatial information in an
The task last 6 minutes and data are divided analogical mode preserving most of space-
in three equal block periods. Instructions are time dimensions and interaction modalities
given by the virtual teacher and the child is that humans usually have in natural contexts.
given a practice time to familiarise with the According to this, the spatial nature of virtual
virtual environment. The Classroom presents environments revealed an advantageous
the advantage of being more representative of opportunity for the evaluation of residual per-
the child’s performance in real life settings ceptual abilities and motor-explorative behav-
compared to traditional neuropsychological iours in patients with cognitive impairment. In
tests used in diagnosing ADHD. To perform particular, it has been suggested that VR can
well, the child must sustain attention on the be effectively used to evaluate how cognitive
task and avoid distraction by the various vis- impaired users, such as patients affected by
ual and auditory stimuli occurring in the class- visuo- spatial neglect, are able to explore and
room. The objectives of this pilot study are : 1) memorize the environment in which they are
To determine if the cognitive profile of the able to interact. Neglect patients present
child with ADHD outlined by the traditional difficulties in attending to stimuli placed in the
CPT corresponds to the one outlined by the contralesional space (typically the left hemis-
VR Classroom (ecological CPT); 2) To com- pace). Several kinds of task can be used to
pare performance on the VR Classroom to a assess and to modulate neglect behaviour.
standard neuropsychological battery (Delis These tasks should address the whole range
Kaplan Executive Functioning System of cognitive domains in which the disorder
(DKEFS) Stroop and Tower subtests, CPT, d2 could be manifested (perception and mental
Test of Attention, Achenbach System of Em- representation, personal/extrapersonal
pirically Based Assessment) and observations space, navigation abilities). Since standard
through an academic task on the following evaluation of neglect syndrome is mainly car-
variables: impulsivity, sustained attention, re- ried out using paper-based tests within the
action time, variability of the reaction time and laboratory, the assessment of patient’s be-
problem planning and resolution. 20 French haviour impairments in everyday contexts
244
CYBERTHERAPY 2006 ABSTRACTS
tends to be overlooked. Drawing on these Milano, Italy
premises, we introduced a VR-situated ap- E-mail: francesca.morganti@auxologico.it
proach for the evaluation of neglect patient’s
perceptive, memory and explorative residual Spatial cognition research has emphasized
abilities in coping with daily contexts. We de- the evolutional advantage of this ability in
signed two virtual environments: a small- human beings and animals. The same re-
scale, closed environment within which ne- search has furthermore, given evidence of, in
glect patients could position objects and navi- all forms of knowledge acquisition (the direct
gate; and a large-scale, open one, which pa- exploration of the environment, the use of
tients explored freely. The main goal of the simulations of a graphical or verbal nature,
first virtual environment provided is to evalu- the interaction in simulated 3D environment)
ate patients’ ability in memorizing, recogniz- spatial knowledge can be represented in a
ing, and replacing objects within all the field of cognitive map which can be of the route or
vision. The main aim of the second one is to survey type. The first consists of representa-
evaluate patients’ exploration strategies and tions essentially organised in limited paths
to analyze their description of context they are through the sequential connection of turns
engaged with. We tested the environments in and/or salient points in the space. Survey
four brain-damaged patients. They were re- maps, on the other hand, are representations
quested to immersively explore the environ- in which relationships between various points
ments in order to memorize, replace and rec- of the environment can be inferred through
ognize familiar objects. Patients included in the reasoning process. The capability of
the study were previously evaluated with learning spatial relationships in a large scale
“paper and pencil” neuropsychological as- environment, and of organising them in route
sessment which revealed respectively a ne- and/or survey type, is influenced by a series
glect syndrome, an overcome neglect, a right of characteristics of the specific environment,
brain damage without neglect and frontal capable of assuming a role functional with
brain injury (with slight attentional neglect). the activities an agent performs, or is going
Results showed that, compared with standard to perform, inside it. In spite of the agreement
evaluation (that is mainly grounded on the in considering as essential for spatial cogni-
detection and recognition of motionless target tion organization the kind of environment in
objects) patients’ interaction with virtual envi- which an agent moves, the aims he proposes
ronments (in which target objects are situated for himself in the exploration and the kind of
in a dynamical scene) exhibited peculiar ex- interaction he is able to have in his move-
plorative behaviours, such as perseverations ment and in modifying parts of it, classical
and /or right-side navigation tendencies, that evaluation of spatial functions is generally
could be addressed to their specific cognitive based on “paper and pencil” tests that dodge
impairments. In addition, from a methodologi- to assess the ability of being spatially ori-
cal point of view, the introduction of a VR- ented in navigating within a complex environ-
based assessment allowed to deliver the ment. For this purpose we propose a
complexity of stimulus challenges of naturalis- matched spatial cognition evaluation protocol
tic settings, as well as to monitor them in or- in which perceptive, memory and attentional
der to identify what constitute patients’ main functions (that combined each other are con-
troubles in managing daily activities. sidered the hub for spatial orientation ability)
will be evaluated with standardized neuro-
psychological tests and we upgrade intro-
A Virtual Reality-Extended Neuro- ducing a more situated computer based tools
psychological Protocol for Route for the assessment of spatial orientation dur-
ing the interaction with complex environ-
and Survey Spatial ments. Due to their pronounced route and
Knowledge Assessment survey intrinsic characteristics we developed
two virtual reality tools based on WISC-R
Francesca Morganti, Andrea Gaggioli, Maze subtest and Road Map Test modifying
Lorenzo Strambi, and Giuseppe Riva them according to interactive evaluation pur-
poses. VR-Maze consists of 8 mazes, with
Correspondence: regular structure and without landmarks, that
Francesca Morganti were provided to subjects according with an
Applied Technology for Neuro-Psychology increasing complexity order. This test allow
Lab Istituto Auxologico Italiano us to evaluate human ability of finding the
245
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
best route to achieve a target goal while im- lation performance variables included stan-
mersed in an empty environment. VR-Road dard deviation of road position (SDRP), i.e.
Map Test is a complex large scale environ- tendency to “weave”, speed, speed deviation
ment, in which the experimenter can elimi- (SPDEV), and reaction time (RT). All perform-
nate, add, or modify landmarks and target ance data and SSS ratings were grouped in
objects. These features may be used to 10-minute blocks and paired t-test calculations
evaluate the ability in creating relationships were performed in order to determine variation
between various points of the environment over time in subjective state and performance.
and in inferring, through the reasoning proc- Occurrence of off-road incidents (CRASHES)
ess, a high level spatial organization knowl- was also recorded for each 10-minute epoch.
edge. By providing the possibility to track SSS ratings increased in a curvilinear fashion
user’s spatial behaviours, a virtual reality- over the course of the drive, but with respect
based evaluation allows an effective and ob- to objective simulator measures, significant
jective record of all the experimental vari- deterioration in driving performance was noted
ables. It also avoids the intervention of the only for variables involving speed modulation.
experimenter that may interfere with the ac- SPDEV was observed to increase over the
tions of the agent-explorer. The integration of 60-minute session, suggesting that a subject’s
these virtual environments with traditional ability to monitor and maintain a speed close
evaluation methods, may provide an interest- to the posted speed limit over time (i.e. task
ing alternative to paper and pencil-based ap- vigilance) decreases in parallel to fatigue and
proaches, thereby contributing to improve the sleepiness with prolonged simulator sessions.
study of spatial cognition. In particular, those subjects with sleep distur-
bance showed a notable decrement between
the first and last epoch of the drive (p=. 049*).
Task Fatigue and Driving In comparing mean speed (p<. 001) and
Performance: How Important is SPDEV (p=. 042) for the first and last half of
the drive, highly significant differences were
Length of Simulation? also noted. While CRASHES cannot be con-
sidered a continuously recorded variable, and
Jonathan Nhan, and Henry J. Moller represent simulator events with a rare overall
base rate, there was a significant trend to-
Correspondence: wards increased collisions (83% of total
Henry J. Moller crashes) occurring once the simulation dura-
University of Toronto tion had exceeded 30 minutes, implying a
University Health Network possible role for task fatigue. Other measures
Department of Psychiatry of performance recorded by the driving simu-
E-mail: henry.moller@uhn.on.ca lator (i.e. SDRP, RT) did not show a signifi-
cant change over time, even though subjec-
While a wide array of simulation paradigms are tive fatigue increased. This finding has impli-
used to infer internal state through perform- cations for “real-world” as well as simulated
ance measurement, surprisingly little research driving. In the case of driving, the increased
has focused on the factors of fatigue and simu- speed deviation observed may be a phe-
lation length to optimize performance and take nomenon transferred over from driving in the
into account fluctuations in task immersion. real world, namely increased speed as sleepi-
Sustained performance for extended periods of ness increases to reach the destination
time invariably causes fatigue in the person quicker, or an attempt for increased percep-
performing a routine task. To assess the effect tual self stimulation to combat fatigue. For
of fatigue on driving, the York Driving Simulator simulations incorporating elements of task
was used to measure performance in 10 immersion, the relationship shown here be-
healthy control subjects and 10 sleep disorder tween subjective sleepiness and some (but
patients (Epworth Sleepiness Scale score >10) not all) performance variables suggests that
on a standardized monotonous 60-minute fatigue can differentially affect performance
simulated driving session. Subjects were depending on simulation length and the spe-
asked to repeatedly rate themselves on the 7- cific variables measured. Being aware of task
point Stanford Sleepiness Scale (SSS) every fatigue appears relevant for design of any
two minutes throughout the duration of the simulator protocol to obtain more valid results.
drive to assess the driver’s subjective aware-
ness of his or her own fatigue. Measured simu-
246
CYBERTHERAPY 2006 ABSTRACTS
Combined Use of Virtual Reality, Pierre Nolin, Frédéric Banville, Albert A.
Video-Oculography and Vaginal Rizzo, Marie-Ève Nadeau, Marie-France Go-
beil, Marylène Brouillard,
Photoplethysmography in Assessing and Stéphane Bouchard
Women’s Sexual Preferences
Correspondence:
Pascale de Courville Nicol, Marie-Pierre Bonin, Pierre Nolin
Patrice Renaud, and Stéphane Bouchard University of Quebec
Trois-Rivieres, Canada
Correspondence : E-mail: Pierre.Nolin@uqtr.ca
Pascale de Courville Nicol
Laboratoire de Cyberpsychologie de l’Universi- Virtual reality (VR) provides a three-
té du Québec en Outaouais dimensional computer representation of a
E-mail: pascaledecn@gmail.com real world through which a person can navi-
gate and interact with objects to carry out
With the advance of new technologies, classi- specific tasks. One novel application of VR
cal methods already in use in psychology and technology is in rehabilitation for children with
sexology are complemented by the addition of attention deficit disorder. Attention deficit dis-
new techniques that seem to be filling certain order is a diagnosis applied to children who
gaps. The simple measure of the feminine consistently display certain characteristic
sexual response with vaginal photoplethys- behaviours over a period of time. The most
mography consists in the insertion in the va- common core features include: distractibility
gina of a probe measuring the blood volume (poor sustained attention to tasks) and impul-
of that region. Light emitted by the probe is sivity (impaired impulse control and delay of
reflected by the blood vessels in the tissue, gratification). The objective of the present
and this measure indicates the level of paper was to determine whether, by using
arousal. This method has proved its efficiency the Virtual Classroom, a child who had atten-
on certain aspects, but can be improved on tion deficit disorder could improve his atten-
others, including the stimuli presented to tion capacities. The Virtual classroom simu-
prompt sexual response with women. Most lation was originally developed as a con-
stimuli currently used are pictures, video or trolled stimulus environment in which atten-
audio tapes. Virtual reality stimuli would im- tion processes could be systematically as-
prove the efficiency and the realism of the sessed in children with attention-deficit/
method by adding interactive and emotional hyperactivity disorder. The scenario consists
dimensions to the sexual stimuli. Also, adding of a standard rectangular classroom environ-
an eye-tracking system directly in the head- ment containing student desks, a teacher’s
mounted display makes it possible to put per- desk, a virtual teacher, a blackboard, a large
ceptive and cognitive processes in parallel window looking out onto a playground with
with the genitally measured sexual excitement buildings, vehicles, and people, and a pair of
(Renaud et al., 2003, 2004). Immersive video- doorways on each end of the wall opposite
oculography allows to precisely analyze the the window through which activity occurs. A 6
visual dynamics in relation with geometry and year old boy with attention disorder com-
signification of the virtual objects simulating pleted a 5 weeks of training with 2-3 hour
sexual characteristics. Currently used with the individual sessions. The child had to com-
penile plethysmography on male participants, plete many 6 minutes condition during each
including a sexually deviant sample, this sex- session. The child was instructed to view a
ual preferences evaluation method is being series of letters presented on the blackboard
validated with a female sample at the Cyberp- and to hit the response button only after he
sychology Laboratory of Université du Qué- viewed the letter “X” preceded by an “A”. Vis-
bec en Outaouais. Instrumentation, general ual and auditory distractions were included
method and preliminary results will be pre- during the session. Outcome was assessed
sented in this communication. with specific and non specific attention tests
requiring attention (Auditory Attention and
Response Set, Day & Night Stroop) and an
Attention Rehabilitation With the ecological test of attention (TEA-Ch). This
Virtual Classroom for a 6-Year-Old assessment was performed twice before and
Boy With Attention Deficit Disorder after the rehabilitation programme. Analysis
is ongoing. Full results will be reported. The
247
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
results of the study will contribute to an under- exposure, and VR environments to conduct
standing of factors which determine signifi- cognitive therapy. The treatment consists of
cantly the progress of the child using virtual eight weekly sessions. Results and conclu-
reality. The results will also highlight interven- sion: In progress. We have completed the
tions which could improve outcome for this treatment of two patients and we are treating
kind of children and will indicate if the Virtual two more. The results so far indicate that VR
Classroom may improve sustained attention is useful for the treatment of pathological
and inhibition capacity. gambling. The VR scenarios evocated the
impulse to gamble in our participants. The
comparisons from pre- to post-test showed that
Virtual Reality in the Treatment of the VR treatment program was effective for the
Pathological Gambling treatment of pathological gambling. Novelty:
This is the first study showing preliminary effi-
Azucena García-Palacios, N. Lasso de la Ve- cacy data of the utility of VR therapy for the
ga, C. Botella, R.M. Baños, and S. Quero treatment of pathological gambling.

Correspondence:
Azucena García-Palacios Use of Virtual Reality to Reduce
Universidad Jaume I Claustrophobia During MRI Scans
Castellón. Spain
E-mail: azucena@psb.uji.es Azucena Garcia-Palacios, Hunter Hoffman,
Todd Richards, and Sam Sharar
Background: Addictions are among the most
prevalent mental disorders. Pathological gam- Correspondence:
bling is a behavioural addiction consisting in a Azucena García-Palacios
loss of control over gambling that lead to im- Universidad Jaume I
portant psychological and social problems. Castellón. Spain
One of the most effective treatments for this E-mail: azucena@psb.uji.es
disorder is cognitive-behavioral therapy, in-
cluding cue exposure and cognitive restructur- Research status: Pilot clinical efficacy study.
ing. Virtual Reality (VR) technology could be a In progress. Background: Magnetic Reso-
valuable tool for applying cue exposure in the nance Imaging (MRI) is a valuable diagnostic
treatment of pathological gambling. VR pre- procedure. The patient is placed in a cylinder
sents some advantages: There is an absolute remaining immobile for an average of 50 min-
control over all the events that may occur and utes. Although MRI scans are very costly,
the consequences of those events. Also, the premature termination and “no shows” are
treatment takes place at the therapist’s office. common (around 20%). Between 25 and
This allows approaching and practicing in dif- 37% of people going through this procedure
ferent contexts without leaving the office, and reported moderate to severe claustrophobic
offers the patient the security of being able to fear (McIsaac, Thordarson, Shafan, Rach-
work with those risky situations without being man & Poole, 1998). The essential feature of
in contact with the substance or the addictive Claustrophobia is fear and avoidance related
situation. In summary, VR could be a helpful to enclosed spaces. It includes fear of suffo-
tool to improve the application of cognitive- cation and fear of restriction (Rachman,
behavioral programs and therefore to in- 1997). These fears could be easily evoked
crease the number of people who can benefit during a MRI procedure. It is important to
from the treatment. Our research group has explore the possibility of reducing claustro-
designed a VR program for the treatment of phobic fear during MRI scans. Virtual Reality
pathological gambling. The aim of this work is (VR) distraction has proven to be effective in
to present preliminary data of the clinical effi- the treatment of acute pain during fMRI
cacy of this program. Method: Four individuals scans (Hoffman, Richards et al, 2004). The
suffering pathological gambling participated in multiple sensory quality of VR makes this
this study. They were referred from an Addic- technique a powerful distracter. VR distrac-
tive Behavior Unit. They were assessed and tion could also be used to draw attention
they went through a multicomponent cogni- away from such a claustrophobic situation as
tive-behavioral program for pathological gam- a MRI scan. The aim of this work is to show
bling, including VR environments (casino, pilot data about the utility of VR to reduce
bingo, bar with slot machines) to conduct cue 248 claustrophobic fear during MRI scans.
CYBERTHERAPY 2006 ABSTRACTS
Method: Ten individuals suffering claustropho- Jonathan Paquette, Patrice Renaud, Chris-
bia participated in this study. After a clinical tian Villemaire, Jean Décarie, Guillaume Al-
interview, filling out the Claustrophobia Ques- bert, and Stéphane Bouchard
tionnaire (CLQ, Radomsky, Rachman,
Thordarson, McIsaac, & Teachman, 2001), Correspondence :
and going through a Behavioral Avoidance Jonathan Paquette
Test in a mock scanner, the participants were E-mail: zero_absolu_20@hotmail.com
randomly assigned to two experimental condi-
tions. In one condition, the subjects under- Virtual sound environments have a significant
went a mock MRI scan during 15 minutes impact on perceptual and cognitive process-
while they listened to music (no visual distrac- ing, emotional and presence state (Justus &
tion). In the other condition participants under- Bharucha, 2002; Västfjäll, Larsson & Kleiner,
went a mock MRI scan while shooting snow- 2002; Juslin & Sloboda, 2001). Since Yarbus
balls at snowmen, penguins, igloos and ro- (1967) we know that oculomotor behaviors
bots in SnowWorld, a VR environment. Fear are not only influenced by low level (bottom-
and avoidance ratings were given before, dur- up) processes but also by high-level proc-
ing, and after the MRI scan procedure. Re- esses (top-down) of the cognitive functioning.
sults and conclusion: In progress. We predict We do know that sounds, and especially their
that patients will feel less claustrophobic in level of complexity, influence oculomotor be-
SnowWorld than in music only, and we predict haviors (Boucher, Lee, Cohen, & Hughes,
that the more present patients feel in Snow- 2004; Krukowski, Begault, Wenzel, & Stone,
World, the more reduction in fear they will re- 2001; Mondor, Terrio, & Hurlburt, 2000; San
port. Novelty: This is the first study exploring Martini and al., 1994; Mudd, Conway, &
the utility of VR distraction for reducing fear Schindler, 1990). However a complete
via distraction in a common claustrophobic model of the link between eye movement
situation, undergoing a MRI scan. If VR is dynamics, emotional states and presence
effective we will be able to reduce the per- feeling led by virtual sound stimuli remains to
centage of “no shows” or premature termi- be developed. Participants (N=12) were iso-
nations involved in this costly but valuable lated from surrounding noises and visual
diagnostic procedure. stimulations. Recording of their oculomotor
responses were made using an eye-tracking
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(2004). Modulation of thermal pain-related Visual search paths as well as emotional
brain activity with virtual reality: evidence from states and subjective presence were re-
fMRI. Neuroreport. Jun, 7 (15), 1245-1248. corded (Witmer and Singer, 1998; Zucker-
2. McIsaac, H. K., Thordarson, D. S., Shafran, man, 1960).Two independent variables were
R., Rachman, S. y Poole, G. (1998). Claustro- studied. First, four types of sound stimuli
phobia and the Magnetic Resonance Imaging were presented in a 3D spatialized sound
Procedure. Journal of Behavioral Medicine, fashion: white noise, pink noise, pure sounds
21, 255-268. and fractal sounds. Second, sound sources
3. Rachman, S. J. (1997). Claustrophobia. En were either presented in a static fashion or in
G.C.L. Davey, (ed.). Phobias. A Handbook of movement, i.e. following a random path.
Theory, Research and Treatment (pp. 163-
182). Chichester: Wiley.
4. Radomsky, A. S., Rachman, S., Thordar- Development of MR Compatible AR
son, D. S., McIsaac, H. K., y Teachman, B. A. System to Provide Virtual Stimuli on
(2001). The Claustrophobia Questionnaire.
Journal of Anxiety Disorders, 15, 287-297. the Real Hand and its Pilot Study
Jinsick Park, Jeonghun Ku, Kwanguk Kim,
Kiwan Han, Hyeongrae Lee, Hee Jeong
Ocular Movement Dynamics, Jang, In Young Kim, Chan Hyung Kim, Jae-
Emotional States and Presence as Jin Kim, Kang Jun Yoon, Sang-won Nam,
Modulated by 3D Sounds and Sun I. Kim
Propagated from Virtual Objects
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ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: Correspondence :
In Young Kim Stéphane Bouchard
Department of Biomedical Engineering Université du Québec en Outaouais
Hanyang University E-mail : stephane.bouchard@uqo.ca
Seoul, Korea
E-mail: iykim@bme.hanyang.ac.kr Several studies have shown the importance
of the illusion of presence in virtual reality.
Functional Magnetic Resonance Imaging This concept, which can be summarized as
(fMRI) is the most frequently used method in the subjective feeling of "being there" in a
many neuroscience studies. However, those virtual environment, is thought to exert a
studies have limitations in that the stimuli are strong influence on treatment effectiveness
far from the events of a real environment. and on the experience of the user immersed
Therefore, Virtual Reality (VR) technology, in a virtual environment. Thus, it is important
which can present a realistic stimulus and be to develop good instruments to assess the
used during fMRI scanning, has been devel- feeling of presence. Unfortunately, not all
oped. Even though VR could give a three- instruments currently available have strong
dimensional and ecologically valid environ- psychometric qualities, the most fundamental
ment to the subjects, it could not provide the being that items are clear and well under-
events experienced in the real world. There- stood. Many of these questionnaires were
fore, this study developed a MR compatible validated with university students or highly
Augmented Reality (AR) system, which could educated professionals being trained using
present a virtual image in the real world using VR. It is possible that the wording of items
by camera in real-time. This system was com- that is used in these instruments is too com-
posed of a PC, a MR compatible HMD, and a plex to be easily understood by the general
camera shielded by an aluminum case. The population. The aim of this project was to
MR compatible camera was mounted on the determine the extent to which people in the
upper and front side of the head coil so that general population understand the meaning
the camera could capture an image in the of the items from frequently used measures
same view of the subject. Therefore, it cap- of presence. Our hypothesis was that many
tures a real image, and transfers this image to items would not be well understood. In order
a PC in order to merge it with the virtual im- not to exhaust the participants, the number of
age. The superimposed image is then shown items tested had to be restricted. The items
on a HMD. For a preliminary fMRI study, a from the following measures were selected:
virtual fire was used as the virtual stimuli and all 28 items from the Presence Question-
superimposed on the subject’s left hand im- naire, the 8 items of the Kim and Biocca Self-
age. The virtual fire was presented to the sub- Reported Telepresence Scale, the 4 items of
ject’s left hand for 20 seconds and removed the presence subscale of the Reality Judg-
for another 20 seconds. The on and off se- ment and Presence Questionnaire, and 7
quence was repeated three times. Two new items. A first set of 2 control items were
healthy right-handed subjects were recruited. drawn from the Beck Depression Inventory.
The fMRI scan was performed using a 1.5T This well validated measure was developed
GE machine. The analysis of the fMRI data to be used with clinical samples drawn from
revealed the activations that were located the general population. A second set of 2
contra-laterally. In particular, activations in the control items was developed in order to be
right primary and secondly somato sensory objectively difficult to understand (e.g.,
areas were observed. This could mean that phrases with triple negatives or that do not
the virtual stimuli on a real body can influence make sense). The sample consisted of 50
the brain activity. The AR system has the po- adults recruited during the weekend in a
tential to be used for many other neurosci- downtown shopping mall in the city of Gati-
ence studies. neau. Participants sat on a chair, wearing a
VFX-3D head mounted display, and com-
Comprehension by the General pleted a five minutes virtual flight using the
Population of Questionnaires software created by VirtuallyBetter for the
treatment of aviophobia. After the immersion,
Measuring the Feeling of Presence they rated on a 0 to 10 scale how well they
understood the meaning of each item. Data
Marie-Josée Patry, and Stéphane Bouchard were analyzed using descriptive statistics
and ANOVAs were performed to compare
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CYBERTHERAPY 2006 ABSTRACTS
ratings of the presence items to those of the This study examines how simple approach-
control items that were “easy to understand” avoid attitudinal measures assessed both in
and “difficult to understand”. Most items were the VE and on self-report measures predict
less clear than the “easy to understand” con- safe sex behaviors. The VE for the study in-
trols but clearer than the “difficult to under- cludes a bedroom and a bathroom in a virtual
stand” controls. As much as 72.22 % of the house with one user driven avatar and one
items were significantly less clear than the computer driven agent in the appropriate
“easy to understand” controls. For each ques- gender. The VE was designed using Vizard;
tionnaire, many items were also considered users interact with the VE on a head
easy to understand. The impact of these find- mounted display, joystick and keyboard. In
ings on the measurement of the feeling of that environment users control an avatar and
presence are discussed. also interact with computer agent. The main
experimental tasks consist of interacting with
safe sex-related items such as condoms as
Safe Sex Attitude Measurement and well as negotiating safer sex with the agent.
Attitude and emotion measures are taken
Intervention in an Immersive during the interaction with the VE as well as
VR Context after the user completed the experimental
tasks; distance to the object in the VE is re-
David B. Portnoy corded as an indirect measure of attitudes.
Results: Initial pilot testing of the VE (n=19)
Correspondence: has shown that users’ responses were posi-
David B. Portnoy tive on presence and realism (4.2 and 5.0 out
University of Connecticut of 7, respectively). Ratings of the avatars
E-mail: david.portnoy@uconn.edu indicated that participants found them moder-
ately attractive (M=5.1), realistic (M=4.5), and
Background: A major problem in measuring expressive (M=4.5). Attitudinal measures
sexual risk behavior is that self-report cannot indicated participants had positive attitudes
always capture an accurate record of behav- toward both the VE (70 out of 100) and the
ior and lab studies are often too contrived to avatars. Users had no problems navigating
obtain generalizble results (Loomis, Blas- the VE, even those with minimal computer
covich, & Beall, 1999). Accurately measuring experience. Conclusion: This work extends
and intervening with risky behaviors is of the previous research on implicit attitudes as
utmost importance to public health; VR allows predictors of safe sex behavior (Marsh et al.,
efficient and accurate measurement of such 2001), as well as the use of VR to provide a
behaviors. It also provides a unique and effec- safe training environment for difficult behav-
tive tool in which the training and practice of iors. Future directions of this work include
health-risk reduction techniques can take using the VE to condition attitudes through
place in controlled settings as has been done repeated exposures of safe sex and positive
for training for surgery (Seymour et al., 2002) outcomes in a variety of circumstances.
and for firefighters (Satava, 1995). Other stud-
ies have shown that psychological states in a
virtual environment (VE) are similar to those Optic Flow in a Virtual Environment:
in the real world (e.g.,Vincelli & Riva, 2000).
The present study, currently in progress, capi- Sustained Influence on Speed of
talizes on the immersive nature of VR to allow Locomotion
for the measurement and intervention of safe
sex attitudes and behaviors. Many research- Wendy A. Powell, Steve Hand, Brett Ste-
ers have turned to using measures of implicit, vens, and Maureen Simmonds
or unconscious, attitudes as the best predictor
of spontaneous behavior in sensitive domains Correspondence:
such as racism (Dovidio et al., 1997). This Wendy A. Powell
translates into the embodied attitudes and Department of Creative Technologies
movements of participants in a VE. For inter- Portsmouth University
vention, the VR setting allow participants to UK
safely attempt strategies for safer sex with E-mail: wendy.powell@port.ac.uk
their partner that could be personally harmful
or embarrassing in the real world. Method:
251
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Generalised psychomotor slowing and persis- suggests that it does have potential for use in
tent slowing of movements are frequent con- rehabilitation and training. This preliminary
sequences of injury, illness, pain and ageing. study used healthy subjects, and further work
Slow movements are also associated with the is proposed to investigate the extent of this
fear of falling. This adds to the physical bur- modulating effect on different patient groups.
den because slow movements are relatively
inefficient both in terms of time taken and en-
ergy requirement. Slow walking speeds also Managing Exam Stress: The Use of
give rise to an inability to function effectively Mobile Phones for Enhancing
in the community. In recent years, rehabilita-
tion approaches have targeted movement Emotion Regulation
speed. However, an ongoing challenge with
any rehabilitation approach is the need to en- Alessandra Preziosa, Daniela Villani,
gage and motivate patients to actively partici- Alessandra Grassi, and Giuseppe Riva
pate in their rehabilitation. Studies have
shown that improvement in movement pat- Correspondence:
terns and efficiency can occur with an in- Alessandra Preziosa
crease in walking speed. Moreover, regular Department of Pre-Clinic Science
ambulation on a treadmill at speeds higher LITA VIALBA
than normal overground walking speed can University of Milan, Italy
produce significant improvements not only in Applied Technology for Neuro-Psychology
walking speed and walking capacity but also Lab Istituto Auxologico Italiano
in overall physical performance (e.g. timed sit- Milan, Italy
to-stand tasks). Virtual Reality as a tool of E-mail: a.preziosa@auxologico.it
rehabilitation can help engage patients, de-
crease pain and also improve movement. For Exam anxiety is referred to students’ emo-
example, optic flow (i.e. the expansion of an tional reaction to perform an exam and it may
image on the retina) within a virtual environ- interfere with the student’s ability to be suc-
ment can influence an individuals perception cessful at the university. Exam anxiety in-
of movement and thus their actual movement. volves physical, emotional and cognitive
The sustainability of this phenomenon is not components. All these components may be
clear. The objective of this preliminary study taken into account for managing and reduc-
was to investigate whether a simple virtual ing exam stress. A critical issue in exam
environment could be used to sustain the stress is learning how to regulate one’s own
modulating effect of optic flow on walking emotion. According to Emotion Focused
speed. Nine subjects, 5 male and 4 female Therapy the emotional regulation process
aged between 33 and 57 (mean age 45.6) requires the subject to become aware of his/
participated in this experiment. An animated her own emotions. Learning to regulate emo-
Virtual Environment simulating a moving walk- tions means to listen to one’s own physical
way was created in 3D Studio Max and ren- sensations and level of arousal, to symbolize
dered into a stereoscopic movie using Virtalis emotions and to anticipate the effects of re-
StereoWorks. The movie was projected actions, in order to act more adaptively. Mei-
(moving towards the subjects) onto a 5 meter chenbaum and Cameron proposed Stress
wide screen in front of a self-paced treadmill. Inoculation Training, a clinical protocol for
The movie was projected at three different training coping skills in stressful situations. It
speed conditions (0.75m/s, 1.5m/s (average consists of three main phases: the first one is
walking speed) and 3.0m/s) in counterbal- focused on acquiring cognitive relaxation
anced order. Participants walked on the self- competences on physical and psychological
paced treadmill and were instructed to main- reactions; the second phase is based on
tain ‘comfortable walking speed’ throughout learning coping strategies; finally the third
the 5 minute duration of each speed condi- phase exposes progressively the subject (in
tion. A significant difference was found be- vivo and also in imagination) to stressful
tween the walking speeds of the subjects at situations (in a controlled setting) in order to
different animation speeds (Two way Anova practice the previous acquired relaxation
p<0.01), with lower animation speed associ- techniques. Starting from this background in
ated with faster walking speeds and vice the present study authors defined a protocol
versa. This modulating effect was sustained based on Stress Inoculation Training to sup-
for the duration of each 5-minute test, which port students in managing exam stress. The
252
CYBERTHERAPY 2006 ABSTRACTS
main aim of this research is to investigate the Correspondence:
effectiveness of the clinical protocol applied to Alessandra Preziosa
the exam stress management. More in de- Department of Pre-Clinic Science
tails, authors evaluate the role played by the LITA VIALBA
use of video contents (additionally to only au- University of Milan, Italy
dio contents) and of mobile devices (as com- Applied Technology for Neuro-Psychology
pared to desktop pc) for enhancing the exam Lab Istituto Auxologico Italiano
stress management. To support the training Milan, Italy
we developed both audio and video contents: E-mail: a.preziosa@auxologico.it
audio contents consist of a narrative voice
that guides the subject in the visualization Research studies oriented to enhance knowl-
process, in physical reactions recognition and edge about social, psychological, and physio-
in coping abilities development; video con- logical processes within everyday situations
tents consist of realistic presentation of both a can greatly benefit from the contribution of
stressful situation (exam) and of a relaxing Ecological Momentary Assessment (EMA)
environment. 30 University students (Faculty instruments, which repeatedly examine ongo-
of Psychology) that have to perform exam in ing experiences through self-reports. Among
the following week will be assessed. The pro- them, Experience Sampling Method (ESM),
tocol is composed by six sessions: session 1 developed at the University of Chicago in
and 2 are based on psycho-physiological re- 1976, has been successfully applied in both
actions to an exam event; session 3 and 4 are psychological and medical areas. The main
based on psycho-physiological reactions and purpose of ESM is to examine the human
on coping strategies; session 5 and 6 present beings’ internal experiences (thoughts, feel-
the stressful situation (exam) in order to ings), and their contingent behaviours and
evaluate the acquired competencies. Partici- context , catching the complexity of daily life.
pants will be randomly assigned to one of the For a given time span, usually one week,
following conditions: 1. Audio + video on pc participants carry an electronic device emit-
desktop; 2. Audio + video on mobile devices ting acoustic signals 6-8 times a day during
(mobile phones) ; 3. Audio on pc desktop; 4. waking hours. At signal’s receipt, participants
Audio on mobile devices (mp3 devices). A are asked to fill out a questionnaire sheet,
condition with participants who do not receive reporting on their current activities, location,
any treatment will be also included.The proce- social context, associated subjective experi-
dure will be the same for all conditions ence, in terms of motivational, affect and
(except the “no treatment group”): participants cognitive components. Through this proce-
will be asked to have one session per day for dure, ESM overcomes some of the disadvan-
six days before the exam’s date and at the tages of standard approaches because it
same time of the day (preferentially in the does not rely on retrospective recall or data
evening, when they have finished to study). reconstruction, but rather involves on-line
Each participant will be administered the fol- access and accurate reporting of information.
lowing questionnaires: the STAI (State Trait ESM has been extensively validated in differ-
Anxiety Inventory); the PANAS (Positive and ent cultures and contexts. Starting from the
Negative Affects Schedule); the COPE original format characterized by paper ques-
(Coping Orientation to Problems Experience); tionnaire supported by signalling equipment,
the Generalized SELF-EFFICACY scale the ESM was thoroughly implemented on
(Jerusalem, Schwarzer, 1981). The research electronic devices (PDA) that bring in one all
is in progress. Final results will be presented the necessary instruments for the assess-
at the 2006 Cybertherapy Conference. ment. Further ESM was assessed on the
web, and using voice recorders. Each type of
data collection has several advantages but
Monitoring Daily Life Using Mobile also some limits. In this study, we propose
Phones: The Experience Sampling mobile phones as a valid alternative technol-
ogy to palmtop and hand-held computers,
Method. promoting ubiquitous and mobile computing
applications [5]. In this mobile version, we
Alessandra Preziosa, Marta Bassi, followed the original ESM protocol. An
Daniela Villani, Andrea Gaggioli, and acoustic signal reminds participants to fill in a
Giuseppe Riva standard ESM questionnaire 6-8 times per
day for one week. Respondents are asked to
253
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
fill out the questions using the phone’s key- Virtual Reality Therapy (VRT) in panic disor-
board. The study assesses the usability of the der with or without agoraphobia can be found
ESM implementation on mobile phones. The in a recent book by Wiederhold and Wieder-
sample is composed by 20 general population hold (2005) and in a recent paper by Pull
subjects, 10 males and 10 females. All re- (2005). The study presented here is an ongo-
spondents are tested in two sessions: one ing investigation involving the Collège de
with a version of the ESM based on paper & France and three university hospitals (in Lux-
pencil, and one with a version of the ESM im- embourg, Lyon and Paris). It is a randomized
plemented on 6680 Nokia mobile phones controlled trial comparing the efficacy of tradi-
(display resolution:176x220). The order of tional CBT, VRET, and a waiting list in patients
presentation is randomized, with one group of meeting DSM-IV criteria for panic disorder with
participants starting with the paper and pencil agoraphobia. Patients taking psychotropic
version, and the other one with the mobile medication other than valeriane are excluded,
phone version. The sample is also adminis- as are patients having a score of 17 or above
tered the Questionnaire for User Interface on the Hamilton Depression Rating Scale. Pa-
Satisfaction (Italian version), and takes part in tients who are eligible for the trial receive a two-
a structured interview to discuss the features page information leaflet and sign an informed
of both approaches, as well as to appraise consent form. Patients in the waiting list are
their user’s satisfaction. The research is in randomized to either of the two active treat-
progress. Final results will be presented at the ments at the end of three months. Follow-up is
Cybertherapy 2006 conference. one year from the date of entry. CBT and
VRET are given in 12 sessions of 90 minutes
duration. Both types of treatment are provided
A Randomized Controlled Study of by the same clinicians who are experienced
Virtual Reality Exposure Therapy and therapists. CBT includes respiratory control,
cognitive restructuring, exposure in imagination
Cognitive -Behaviour Therapy in Panic to anxiety provoking scenes and interoceptive
Disorder with Agoraphobia exposure to anxiety-related physical sensa-
tions, and homework involving exposure to
C. B. Pull, J. Cottraux, A. Berthoz, R. Jou- real-life situations. VRET includes exposure to
vent, M. Zaoui, A. Pelissolo, M. C. Pull- 12 virtual environments (taking a subway, walk-
Erpelding, L. Wouters, G. Aguayo, V. Genouil- ing in a tunnel, taking an elevator, shopping in a
hac, A. Duinat, F. Znaidi, C. De Mey Guillard, supermarket, driving a car on a lonely country
P. Panagiotaki , F. Fanget, I. Viaud-Delmon, road, travelling by plane, entering a movie thea-
E. Mollard E, and F. Gueyffier F tre, driving a car in a city, driving a car in a tun-
nel, travelling by bus, walking in a crowd, being
Correspondence : caught in a sensorial conflict provoking a feel-
C. B. Pull ing of derealisation). Virtual environments were
Centre Hospitalier de Luxembourg created at the Collège de France. VR environ-
Luxembourg ments are presented using a head mounted
E-mail : Pull.charles@chl.lu display and tracking head movement (Kaiser
Pro view 60 ™). Participants are guided
Panic disorder with agoraphobia is a frequent through the VR environments by the therapists.
and disabling disorder occurring in up to 4% Treatment techniques and guidelines for each
of the general population. Treatment modali- CBT or VRET session are described in detailed
ties include medication (with selective sero- manuals. Patients are assessed using a num-
tonine reuptake inhibitors or benzodiazepines) ber of rating scales, behavioural tests, and
and cognitive-behavioral therapy (CBT). A neuro-psychological instruments. The main
major component of CBT for panic disorder outcome criterion is a decrease of 50 % de-
with agoraphobia is progressive and sus- crease of the baseline agoraphobia score on
tained exposure to situations that individuals the Fear Questionnaire. By the end of 2005, 90
with the disorder are afraid of. Traditionally, patients had been included in the project. The
exposure therapy consists in confronting design of the study, the methodology upon
feared stimuli first “in imagination” and then in which it is based, the assessment instruments,
the real world. Virtual reality exposure therapy the technical and methodological difficulties
or VRET is an exposure “in virtuo” that may encountered in the trial, as well as first results
be conceptualized as an exposure in between will be presented at the conference.
imagination and reality. Reviews on the use of
254
CYBERTHERAPY 2006 ABSTRACTS
Differences in Presence and Reality role in the sense of presence rather than the
Judgement Using Different Display formal contents. All these studies support the
impact that emotions and clinically significant
Devices in a Clinical Population environments that are relevant to the person
have on presence and the reality atribution of
Soledad Quero, R.M. Baños, C. Botella, S. users. Therefore, this work examines the
Salvador, A. García-Palacios, and C. Perpiñá differences in sense of presence and reality
judgement made by a clinical population suf-
Correspondence: fering from different anxiety disorders. The
Soledad Quero sample (N=114) included several specific
Universidad Jaume I. phobias and panic disorder with or without
Castellon, Spain agoraphobia. Three different conditions were
E-mail: squero@psb.uji.es used: (1) Immersive virtual reality using a
head-mounted display (HMD); (2) Desktop
Most authors researching on virtual reality virtual reality using a PC monitor; and (3)
(VR) field agree to consider presence as a videos of different audiences that simulate
multi-component construct determined by two social situations (e.g., a tribunal, a class-
general categories of variables: media char- room) using a PC monitor. In order to meas-
acteristics and user characteristics (e.g., ure sense of presence and reality judgement,
Barfield, Zelter, Sheridan, & Slater, 1995). the 7-factor Presence and Reality Judgment
Nevertheless, as we have pointed out in pre- Questionnaire (Baños et al., 2005) was used.
viuos studies (e.g., Baños, Botella, Alcañiz, Results indicate that there are no statistically
Liaño, Guerrero, & Rey, 2004), in the user- significant differences in “emotional involve-
environment binomial a central role has been ment” and “reality judgement and presence”,
given to the media and most of efforts have finding differences in the factors regarding inter-
been devoted for the porpouse of increasingly action, quality of the software, software easi-
generate sophisticated technologies to aug- ness and satisfaction with the experience.
ment the sense of presence. From this ap-
proach the role of variables like immersion,
interaction and perceptual realism in the
sense of presence have been overempha- The VMall as an Intervention Tool for
sized leading even, some times, to errone- Stroke Rehabilitation
ously define presence as a direct function of
immersion (Schubert, Friedmann, & Regen- Debbie Rand, Noomi Katz, and Patrice L.
brecht, 2001). However, it has been stated (Tamar) Weiss
that the sense of presence is a subjective ex-
perience in which the person’s characteristics Correspondence:
have something to do. In fact, many authors Debbie Rand
relevant in the field (Biocca, 1997; Schubert, Department of Occupational Therapy
Friedmann & Regenbrecht, 2001) consider University of Haifa
that a person feels present in a environment Haifa, Israel
when his/her cognitive processes lead to a E-mail: drand@univ.haifa.ac.il
mental representation of a space, where the
person locates him/herself. Therefore, not Virtual environments have been used with
only media form characteristics but also users stroke patients as a mean of therapy to de-
characteristics and media content characteris- crease motor (e.g., Broeren, et al., 2004) and
tics should be taken into account. As for me- cognitive impairments (e.g., Brooks, & Rose,
dia content, previous studies (e.g., Emmel- 2003; Katz, et al., 2005). Other environments
kamp, Bruynzeel, Drost, & van der Mast, (e.g., Gourlay, et al., 2000) have been used
2001) have proven that VR therapy is effec- to enhance participation in activities of daily
tive for clinical (mental health) participants by living (ADL) These environments typically
using a relatively cheap hardware and soft- support therapy aimed at improving various
ware on stand-alone computers currently in abilities (motor or cognitive or meta-
the market. Also several works carried out by cognitive) or daily activities rather than incor-
our group (e.g., Baños et al., 2004; Baños, porating functionally relevant tasks that re-
Quero, Salvador & Botella, 2005) showed that quire the individual to contend simultane-
in clinical populations the user characteristics ously with abilities in all three areas. The ob-
and the media content seems to play a central jective of this paper is to present the results
255 of an initial intervention study which exam-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
ined the effectiveness of a virtual supermarket An Analog Study of Simulation
(VMall) for the assessment and treatment of Trauma Severity: Sensitivity of
motor and executive function deficits following
stroke. Seven participants, aged 53-73 years, 'Bus-World' for VR Exposure Therapy
participated in the study. Five were at a sub-
acute stage of rehabilitation (5-9 months post- Ayelet Reisberg, Patrice L. (Tamar) Weiss,
stroke) and two were at a more chronic stage Azucena Garcia-Palacios, Hunter Hoffman,
(27 and 96 months post-stroke). All were rela- Eli Somer, and Naomi Josman
tively independent in Basic ADL but were gen-
erally dependant in Instrumental ADL. Three Correspondence:
patients had a motor deficit only and four pa- Ayelet Reisberg
tients had a primary deficit in executive func- Laboratory for Innovations in Rehabilitation
tions (with a mild – moderate motor deficit of Technology
their affected upper extremity). The VMall is a Department of Occupational Therapy
virtual large supermarket programmed as an University of Haifa
application within GestureTek’s Gesture Mount Carmel, Haifa 31905 Israel
Xtreme (GX) video-capture VR system. The E-mail: ayreis@zahav.net.il
performance of the shopping task provides
multiple opportunities to make decisions, plan Terrorism evokes a fundamental sense of
strategies and multitask, and the various func- helplessness. It is estimated that for every
tions (e.g., buying groceries) are activated by physical injury during a terrorist attack, be-
using upper extremity movements, mainly of tween 10 and 13 people suffer emotional
the affected side. Outcome measures in- trauma. Typical reactions to terrorism include
cluded the time to perform and number of a wide range of emotional (e.g., shock, fear,
mistakes made during a 4-item shopping task anger, depression) and physical (e.g., head-
within the VMall, a test of executive function- ache, nausea, sleeplessness) reactions
ing, the Multiple Errands Task (MET) in the known as 'acute stress reactions'. One out of
VMall and a real shopping mall, and three every four victims does not recover naturally,
assessments of motor functioning including and may develop an Acute Stress Disorder,
the Fugl-Meyer Motor Assessment, the Wolf eventually resulting in a full-blown Post-
Motor Function Test and an ADL question- traumatic Stress Disorder (PTSD). Cognitive-
naire regarding the number of tasks per- behavioral therapy involving exposure ther-
formed using both hands. A series of single apy is an effective treatment for this disorder
intervention case studies (using an A-B-A de- (Cahill & Foa, 2004). In recent years, Virtual
sign) was used to assess the effectiveness of Reality (VR) has been successfully imple-
treatment using the VMall. The intervention mented in the treatment of PTSD to conduct
phase consisted of 10 sessions over a period exposure to the trauma memories (Hodges,
of three weeks using both the VMall and other et al., 1999; Difede & Hoffman, 2002). VR
GX game applications. Participants were treatment enables the exploitation of patients’
tested two weeks before and immediately imagery ability, supplemented by potent vis-
prior to the intervention and immediately fol- ual and auditory computer-simulated stimuli.
lowing the intervention as well as two weeks The sensory-rich virtual environment gener-
post-intervention. The number of mistakes ates an evocative therapeutic experience
made while performing the MET in both the which may intensify their personal emotional
VMall and a real shopping mall decreased involvement, even for patients who are reluc-
following the intervention for the patients who tant to recreate their traumatic experiences.
suffered from executive functions deficit. Par- We developed BusWorld, a simulation of a
ticipants who suffered primarily from a motor terrorist suicide bus bombing attack in Israel
deficit showed improvement in their motor designed to provide VR-based exposure
ability and for two of the three subjects there therapy to people suffering from PTSD
was functional improvement in the affected (Josman, Garcia-Palacios, Reisberg,
upper extremity and an increase in the num- Somer,Weiss, & Hoffman (in press), Josman,
ber of daily life tasks performed using both Somer, Reisberg, Weiss, Garcia-Palacios, &
hands. The VMall appears to provide motivat- Hoffman, (in press).The severity of trauma
ing, meaningful and ecologically valid tasks provided by the simulation has been graded
suitable for stroke intervention aimed at both from Stage 1 (views of a public bus stop with
active movement of the weak upper extremity the usual urban din of voices and sounds)
and the use of executive functions. through to Stage 12 (view of the bus explod-
256
CYBERTHERAPY 2006 ABSTRACTS
ing, flames, bus and body parts strewn all generic morphing principle. By resorting to
over, real voices of people screaming and this principle, it is possible to create charac-
emergency vehicle sirens). The objective of ters adapted to very specific research and
this paper is to present the results of an ana- clinical needs such as those of sexual prefer-
log study that investigated the physiological ence assessment. This research is done in
and subjective reactions of healthy individuals collaboration with Darwin dimensions.
to this virtual environment in order to evaluate
its ability to provide exposure to successively
more severe levels of trauma. Thirty volun- User-Centered Design Driven
teers aged 23 to 63 years, without a history of Development of a VR Therapy
past or present PTSD were tested. The par-
ticipants were exposed for 90 s to each of four Application for Iraq War
graded stages of Bus-World (Stages 1, 2, 5, Combat-Related Post Traumatic
and 12). Immediately following each expo- Stress Disorder
sure, heart rate was measured and the partici-
pants were asked to rate their Subjective Albert "Skip" Rizzo, Ken Graap, Jarrell Pair,
Units of Discomfort (SUDs) and to complete Joseph Nunn, Matthew Liewer, Anton Tre-
the Short Feedback Questionnaire, an abbre- skunov, Michael Roy, JoAnn Difede, and
viated version of Witmer & Singer’s (1998) Barbara Rothbaum
Presence Questionnaire. All of the outcome
measures differed significantly with respect to Correspondence:
the severity of simulated trauma. In some Albert "Skip" Rizzo
cases (e.g., heart-rate) the differences were University of Southern California
small from a functional point of view. In other E-mail: arizzo@usc.edu
cases (e.g., SUDs, presence) the differences
were large and correlated positively with the In 1997, researchers at Georgia Tech re-
severity of the simulated trauma; both anxiety leased the first version of the Virtual Vietnam
and presence increased with the severity of VR scenario for use as a graduated exposure
exposure. The results of this analog study therapy treatment for PTSD in Vietnam veter-
have verified the ability of BusWorld to pro- ans. This occurred over 20 years following
vide graded exposure to trauma for use in the end of the Vietnam War. During that in-
VR-based exposure therapy for individuals terval, in spite of valiant efforts to apply tradi-
suffering from PTSD due to suicide bus tional psychotherapeutic approaches to
bombing. The discussion will focus on the PTSD, the progression of the disorder in
importance of conducting analog research as some veterans severely impaired their func-
a first step for studies with PTSD clients. tional abilities and quality of life. Prior to the
availability of VR therapy applications, the
existing standard of care for PTSD was
Morphing Sexual Characters: imaginal exposure therapy. Such treatment
Unlimited Generation typically involves the graded and repeated
imaginal reliving of the traumatic event within
Patrice Renaud, Jean Proulx, Joanne-Lucine the therapeutic setting. This approach is be-
Rouleau, John Bradford, Paul Fedoroff, lieved to provide a low-threat context where
and Stéphane Bouchard the patient can begin to therapeutically proc-
ess the emotions that are relevant to the
Correspondence: traumatic event as well as de-condition the
Patrice Renaud learning cycle of the disorder via a habitua-
Université du Québec en Outaouais tion/extinction process. While the efficacy of
Institut Philippe-Pinel de Montréal imaginal exposure has been established in
Hexagram: Institut de recherche/création en multiple studies with diverse trauma popula-
arts et technologies médiatiques tions, many patients are unwilling or unable
E-mail: patrice.renaud@uqo.ca to effectively visualize the traumatic event.
Virtual Reality offers the ability to systemati-
A series of realistic, interactive and virtual 3D cally deliver relevant stimuli to clients in order
characters depicting different age brackets, to address this problem. We have initiated a
racial types and secondary sexual features project that is creating an immersive virtual
will be presented. These characters and their environment system for the treatment of Iraq
emotional expressions are produced from a 257 War military personnel diagnosed with com-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
bat-related PTSD. Thus far we have created a Despite experimental findings supporting the
series of virtual scenarios designed to repre- use of cues to induce and extinguish cocaine
sent relevant contexts (two city types and a cravings, treatments using cue exposure for
desert road convoy) required for this treat- cocaine addiction have not demonstrated
ment to be conducted in VR. That is the easy efficacy. One particular problem related to
part. The real challenge exists in building a cue exposure treatment is reliably re-creating
platform that gives a clinician, who may have conditioned responding and extinguishing
no programming knowledge, the capacity to cravings to a variety of conditioned stimuli.
control the stimulus environment in both real Consistent with the mission of Stage 1 be-
time and offline between sessions. For real havioral treatment development research
time delivery of stimuli, we have created a (Rounsaville, Carroll, & Onken, 2001), the
“wizard of oz” type clinical interface that lets a aims of this project are to develop and manu-
clinician or researcher easily introduce visual, alize a virtual reality (VR) based cue expo-
auditory, tactile, olfactory and thermal stimuli sure intervention for use as an adjunctive
while the client is in the environment. This treatment in substance abuse counseling.
interface allows the therapist to gradually in- During Stage 1a, the VR technology will be
troduce and control “trigger” stimuli in the en- developed and refined using two small open
vironment in real time as is required to foster clinical trials (N = 20). At the conclusion of
the anxiety modulation needed for therapeutic Stage 1a, a treatment manual detailing the
habituation. A more complex offline environ- rationale and parameters of the VR technol-
ment editing interface has also been devel- ogy will be completed. Next, a Stage 1b pilot
oped which allows a clinician to substantially randomized clinical trial (N = 40) will be con-
modify the activity and look of the environ- ducted in order to determine the acceptability
ment between clinical sessions. In our view, and feasibility of this treatment to patients
these interfaces are essential elements for and therapists, and to obtain treatment out-
providing state of the art VR exposure in a come effect size estimates. This study is cur-
sound and ethical manner, as opposed to a rently in Stage 1a. The VR simulation has
“one-size-fits-all” approach. User-Centered been refined iteratively using focus groups
tests are currently underway at the Naval and open trials. Several environments have
Medical Center–San Diego, Camp Pendelton been created using the Source game devel-
and within an Army Combat Stress Control opment engine from Valve, the makers of
Team in Iraq. This feedback with non- Half-Life2. These consist of a crack house,
diagnosed personnel is providing information an apartment, a bar/restaurant and an out-
on content and usability that is feeding our door, urban street-scene that interconnects
iterative design process. A clinical trial version the interior environments. All of the charac-
of the platform built from this process will be ters and many of the models are available for
tested with PTSD-diagnosed personnel begin- placement in the virtual world through a drag-
ning in April 2006 and data from the user cen- and-drop interface that allows the experi-
tered design trials and from initial observa- menter to configure the software before a
tions from the clinical trial will be presented at therapy session with a variety of models,
CyberTherapy. characters and interactions appropriate for
the individual client at their stage of therapy.
For example, initial treatment sessions for
Using Virtual Reality for Cue Exposure crack cocaine might have only an empty
in Treatment for Crack Cocaine crack house, but in later sessions the crack
house might contain many models of drug
Addiction: An Open Trial and Manual paraphernalia and characters smoking or
Development dealing crack. These configurations can be
saved for later editing and use with other cli-
M. Zachary Rosenthal, Stephen B. Baumann, ents. Thus, the VR platform is flexible and
and Thomas R. Lynch can be individually tailored to maximize treat-
ment response. In the first 4 weeks of data
Correspondence: collection, we have enrolled 7 participants
M. Zachary Rosenthal who meet full diagnostic criteria for cocaine
Duke University Medical Center dependence. Self-report and psychophysi-
E-mail: rosen025@mc.duke.edu ological measures of craving are being ob-
tained as participants undergo 10-12 VR ses-
sions as an adjunct to weekly drug counsel-
258
CYBERTHERAPY 2006 ABSTRACTS
ing. The initial data suggest that (a) the VR feature of PTSD. Virtual reality (VR) can
environments are capable of eliciting cravings overcome this obstacle, enabling therapist-
to use cocaine in all participants, (b) there are guided exposure to progressively more in-
individual differences in the intensity of co- tense trauma-associated stimuli. VR expo-
caine-related cues needed to induce craving, sure therapy (VRET) has shown efficacy for
and (c) repeated exposure leads to habitua- other anxiety disorders, particularly phobias.
tion to cues that initially induced high crav- Some of our co-investigators documented
ings. The treatment manual is being written improvement in an open trial of Vietnam War
contemporaneously, and by June we expect veterans with PTSD. More recently another
to have completed one open trial and have co-investigator documented significant im-
begun a second open trial. For this poster, the provement in World Trade Center workers
first wave of clinical data (e.g., craving) will after 9/11/01, with CBT/VRET compared to
be presented, along with an overview of the waitlist controls. The “Virtual Iraq” environ-
process, VR platform, and feedback from ment is the most realistic and sophisticated
participants. yet applied to PTSD treatment, adapted from
the Microsoft® X-box game Full Spectrum
Warrior. It is being used in an open trial of
Randomized Controlled Trial of CBT PTSD at the Naval Medical Center San
with Virtual Reality Exposure Therapy Diego, but it is critical to make blinded com-
parisons in controlled studies. Objective: To
for PTSD compare the efficacy of 12 weeks of CBT/
VRET vs. supportive psychotherapy in con-
Michael J. Roy, Wendy Law, Ivy Patt, JoAnn junction with a relaxation virtual environment,
Difede, Albert Rizzo, Kenneth Graap, and with blinded outcome measures. We hope
Barbara Rothbaum that this design will serve two purposes: first,
to establish a feasible control for CBT/VRET,
Correspondence: and second, to give us an initial measure of
Michael J. Roy the efficacy of CBT/VRET. Ultimately, we
Uniformed Services University of the Health hope to conduct a trial of CBT/VRET vs.
Sciences pharmacotherapy in a 2X2 design to assess
Bethesda, MD whether combination therapy is more effec-
E-mail: mroy@usuhs.mil tive than either alone. Methods: Combat vet-
erans will be screened for PTSD at Walter
We describe a study for which we are cur- Reed Army Medical Center, Washington, DC
rently securing funding and IRB approval. and National Naval Medical Center, Be-
Background: Posttraumatic stress disorder thesda, MD. Twenty-six who provide in-
(PTSD) is a common reaction to traumatic formed consent and meet eligibility criteria
events ranging from war to personal assaults. will be randomized to CBT/VR sertraline or
A recent study identified PTSD in nearly 13% supportive psychotherapy/relaxation VR. An
of U.S. Army veterans returning from Opera- experienced psychotherapist will conduct
tion Iraqi Freedom, echoing our findings in therapy for both arms, for 12 weekly ses-
U.S. Desert Storm veterans. Untreated or un- sions. A blinded, independent investigator
dertreated PTSD is linked to higher rates of will assess response to therapy, with the gold
depression and other psychological condi- standard Clinician-Administered PTSD Scale
tions, poorer physical health, missed work, (CAPS) used to compare change from base-
impaired function at work and home, and line for each arm as well as direct compari-
higher healthcare costs: in 1998 in the U.S. sons between the two arms.
alone, PTSD and related anxiety disorders
were estimated to cost $63 billion. PTSD is
relatively resistant to therapy, with even first-
line treatments failing half the time. Cognitive
Evaluating the Interaction of Blind
behavioral therapy (CBT) with exposure ther- Learners with Audio-Based Virtual
apy is the preferred non-pharmacologic ther- Environments
apy, but traditional exposure therapy requires
that the patient recount their trauma repeat- Jaime Sánchez, and Mauricio Zúñiga
edly to their therapist (imaginal exposure),
which is often inherently difficult, as avoid-
ance of reminders of the trauma is a cardinal
259
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: gated by the blind users and thus helping us
Jaime Sánchez to define the degree of complexity of a virtual
University of Chile, Department of Computer environment (basic, middle, advanced), to
Science, Santiago, Chile create a progressive work plan to help users
E-mail: jsanchez@dcc.uchile.cl to increase their auditory perception (audio
memory, fidelity, and audio discrimination),
Most interactive virtual environment tools are and to understand some geometric issues
designed with a visual interface without con- such as the shorter distance to be attained
sidering the possibility to be accessed by us- and symmetry. The study has shown that not
ers with visual disabilities. We study efficient all virtual environments are represented with
ways to integrate these tools to the non visual high fidelity by users with visual disabilities.
community to improve their education and We have learned about the characteristics
adaptation to the real world. In past audio- that make a virtual environment to be com-
based projects evaluation measures using plex or simple. We need to study when a vir-
usability questionnaires, cognitive tasks and tual environment becomes complex based on
anecdotic forms to register the interaction with auditory perception skills of users. Finally,
virtual environments have been implemented. the use of our software will help to identify
In particular, when evaluating the interaction differences between novice and experts us-
with a virtual world in groups of blind users it ers in their cognitive representation of differ-
is almost impossible to register most critical ent labyrinths within the software.
events. For this reason it is critical to design a
system to support usability problems, issues
detection, and help to better measure the cog- Virtual Reality Intervention for
nitive impact on the users. Different studies Chemotherapy Symptoms
have demonstrated that audio signals can
help to create virtual environments that can Susan M. Schneider
be mentally represented by users with visual
disabilities. Actually not all virtual environ- Correspondence:
ments can be mentally represented by these Susan M. Schneider
users independently of their complexity and Duke University
the time of interaction. To study this issue we Durham, North Carolina
have implemented software to process the E-mail: Susan.schneider@duke.edu
data and information produced during the in-
teraction to recreate interactions through PURPOSE: Successful completion of chemo-
simulations, to draw relevant graphics, and to therapy offers a greater chance of tumor non-
visualize the information from different point of recurrence and long-term quality of life. How-
view. This can help to observe with detail a ever, many patients have difficulty adhering
specific interaction session and to process to the prescribed regimen because of related
information of various sessions to analyze symptoms. Virtual reality (VR) provides a
issues and long term goals. Likewise this al- distracting, immersive environment, which
lows identifying usability issues and to gather blocks out competing stimuli, ameliorates
information about cognition. The only requisite chemotherapy symptoms, and thus, helps
is that the software has to allow automatic patients tolerate their chemotherapy regimen.
backups of the data produced during interac- This study explored VR as a distraction inter-
tion according to a preestablished format. In vention to relieve symptom distress in outpa-
this study we worked with AudioDoom2, a tients receiving chemotherapy and to deter-
revisited version of the known software Audio- mine the post-treatment effect on symptom
Doom [developed in 1997. This new version distress after 48 hours. METHODS: Lazarus
considers features such as automatic saving and Folkman’s Stress and Coping Model
of login files that contain information about the identifies interactive distraction as an emo-
behavior of users during interaction. It also tion-focused coping strategy utilized by indi-
considers uploading new maps and labyrinths viduals experiencing a threatening situation.
from external files. This allows more freedom VR is an immersive and interactive interven-
to study different maps in accordance with the tion, which engages several senses simulta-
needs of the study. As a result we have ob- neously. Study participants used a head
served and studied more fully and accurately mounted display ( i-Glasses SVGA 3D) to
different types of mental representation and display encompassing images and block
the complexity of virtual environments navi-
260 competing stimuli during chemotherapy infu-
CYBERTHERAPY 2006 ABSTRACTS
sions. A crossover design was used to deter- using videogame technology to treat acute
mine whether VR was effective in reducing Post-Traumatic Stress Disorder (PTSD) in
chemotherapy-related symptom distress in active duty personnel returning from Iraq and
patients and whether the effects last for two Afghanistan. The Army’s Telemedicine and
days. 123 adults receiving chemotherapy for Advanced Technologies Research Center
breast, colon, or lung cancer at Duke Univer- (TATRC) is currently collaborating with ONR
sity Comprehensive Cancer Center were ran- to expand this research into new realms.
domly assigned to receive VR during one che- TATRC and the Naval Research Laboratory
motherapy treatment and no VR (control) dur- (NRL) are also embarking on projects to use
ing an alternate treatment. The Adapted gaming technologies to revolutionize military
Symptom Distress Scale-2, the Revised Piper medical care, pandemic planning, medical
Fatigue Scale and the State Anxiety Inventory training, and are also exploring the possibili-
measured symptom distress. All instruments ties of developing innovative techniques for
have demonstrated reliability and validity in “inoculating” against the effects of acute
this population. RESULTS: Evaluation of the stress. ONR is currently working with Texas
intervention indicated that patients thought the A&M – Corpus Christi to develop an ad-
VR was easy to use, they experienced no cy- vanced healthcare training application based
bersickness, 86% liked the VR intervention, on videogame technology that will provide
and 82% would use VR again. Patients had accredited training for healthcare profession-
an altered perception of time (p<.001) when als. As a first step in this project, the Trauma
using the VR, validating the distracting capac- Center at the National Naval Medical Center
ity of the intervention. However, analysis in Bethesda, MD has been modeled. The
demonstrated no significant differences in theme that binds these various programs
symptom distress immediately or two days together is the use of entertainment technolo-
following chemotherapy treatments. Patients gies to inject emotional content into simula-
stated that using the VR seemed to make tion. During this talk, a detailed analysis of
treatment time shorter and that chemotherapy the current VR-based behavioral health pro-
treatments with VR were better. However grams will be provided. Additionally, the vari-
these positive experiences did not result in a ous medical simulation initiatives will be sum-
decrease in symptom distress. CONCLU- marized in the context of the “Serious
SION: Findings support the notion that using Games” initiative and a vision for the future
VR can help make chemotherapy treatments synergy of military simulation and the video-
more tolerable, but clinicians should not as- game industry will be discussed.
sume that use of VR will improve chemother-
apy related symptoms. ACKNOWLEDGEMENT
OF FUNDING: This study was funded by the Development of a Virtual
Oncology Nursing Foundation through an unre- Reality-based Power Wheelchair
stricted grant from Ortho Biotech Products, L.P.
and Duke University Medical Center. Simulator
Ajay Sonar, James Carroll, George Fulk,
Christopher Wood, and Janice Searleman
Injecting Emotive Content into Medical
Simulation: Behavioral Health and Correspondence:
Beyond James Carroll
Clarkson University
CDR Russell Shilling Potsdam, NY
E-mail: jcarroll@clarkson.edu
Correspondence:
Russell Shilling For many individuals with physical and/or
U.S. Naval Research Laboratory cognitive disabilities, the assistive technology
E-mail: russell_shilling@nrl.navy.mil provided by a power wheelchair (PWC) offers
the means for independent mobility thereby
The use of videogame technologies for main- improving their ability to participate in society.
stream military simulation has increasingly Despite the independence afforded by a
gained acceptance in both the operational PWC, third party payers are often reluctant to
and medical communities. In 2004, the Office purchase a PWC for those individuals until
of Naval Research (ONR) initiated programs the person can demonstrate the ability to
261
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
operate it independently. This creates a clas- and found to compare favorably with other
sic “catch-22” scenario whereby an insurance published results.
company won’t purchase a PWC unless the
individual can operate it independently, but
the individual does not have the opportunity to Does Virtual Reality Motivates
demonstrate this ability because they don’t Children to Do Exposure?
have access to a PWC. Additionally, current
methods used to teach an individual to use a Julie St-Jacques, Stéphane Bouchard, and
PWC are inefficient and potentially unsafe. Claude Bélanger
Ideally a large space is required with different
environments to train in. Those users who are Correspondence :
new to a PWC may find it difficult to initially Julie St-Jacques
operate the wheelchair since they may not Université du Québec en Outaouais
have inadequate cognitive and/or physical Université du Québec à Montréal
ability to effectively and safely control the de- Canada
vice. The Virtual Reality-based Power Wheel- E-mail: juliestjacques@netscape.net
chair (VRPWC) simulator presented here may
offer an alternative way to train individuals to Anxious disorders are highly prevalent
use a PWC and provide objective data on the among children and adolescents, and spe-
client’s ability to successfully operate a PWC cific phobia appears in the forefront. Expo-
independently. The proposed VRPWC offers sure-based treatments are the most effective
potential benefits over traditional PWC train- interventions for anxiety disorders in children,
ing methods. For example, the associated VE but motivation and compliance with exposure
can be made easier to maneuver through at is often an issue with this population (Rapee
first, with the difficulty/realism increasing as et al, 2000). In order to make therapy less
the clients ability improves. Additionally, the aversive to a child and his relatives, to in-
VRPWC simulator can provide quantitative crease compliance as well as decreasing the
data on the client’s performance that can be drop-out rate, virtual reality exposure (in vir-
used to document change and capacity to tuo exposure) offers an interesting alternative
independently operate a PWC, e.g., for insur- to in vivo exposure. The first objective of this
ance purposes. The developed VRPWC sys- study is to assess if a combined treatment
tem provides the user with realistic visual and with mostly in virtuo exposure motivates chil-
kinesthetic feedback that is highly immersive. dren suffering from arachnophobia to com-
A six degree–of–freedom Stewart platform (a plete their treatment, compared to a tradi-
form of parallel robot) with a turntable at the tional treatment consisting only in vivo expo-
end-effector serves as a motion base capable sure. The secondary objective is to document
of providing large scale haptic feedback to a the efficacy of both treatment methods. In
user seated in a manual wheelchair mounted this randomized control trial, 31 participants
on the turntable. The user wears a stereo- aged between 8 and 12 years old are ran-
scopic head-mounted display (HMD) that pre- domly assigned to one of two treatment con-
sents a real-time virtual environment (VE) that ditions: in vivo exposure or in virtuo expo-
can be navigated using a standard PWC con- sure. The treatment is divided in two parts in
trol device, e.g., a joystick or puff-and-sip de- order to assess to comparative and additive
vice. A slave computer mounted on the mo- effects of both exposure methods. The first
tion base communicates wirelessly with a sta- part lasts four sessions and consists of in
tionary master computer that generates the virtuo exposure or in vivo exposure
visual data for the HMD as well as the control (according to the condition they are assigned
signals required to servo the motion base and to). The second part consists of one in vivo
provide realistic kinesthetic feedback. The VE exposure session for all children, no matter
and dynamics of the wheelchair are simulated which condition they are assigned to. The
using a software package called Virtools while addition of one in vivo session to the VR
the real-time control of the motion base is im- treatment allows to consolidate treatment
plemented using Matlab/Simulink. The result- gains and see whether VR facilitates the in-
ing experimental setup is a first step towards troduction of in vivo exposure. Measures of
the development of a system capable of gen- interest and motivation are taken at each
erating realistic haptic feedback for PWC week for the entire duration of the treatment,
simulation. The accuracy of the system has while efficacy measures are taken at pretest,
been tested in terms of wheelchair stability
262 after the end of each part of the treatment
CYBERTHERAPY 2006 ABSTRACTS
and at a 6-month follow-up. The results show the literature on studies with (1) support per-
that children having received in virtuo expo- sonnel (i.e., medics) and (2) females. During
sure don’t have a higher level of motivation a recent interview by Elias (2005), a re-
toward their treatment and do not comply searcher from COL Hoge’s group, also re-
more to exposure than those who received in ported finding no statistically significant
vivo exposure alone. As for treatment’s effi- PTSD symptoms difference between males
cacy, the results show that adding one in vivo (11%, n = 300) and females (12%, n = 50) in
session is useful to boost treatment success a sample of warfighters holding violence-
in children who undergo in virtuo exposure. prone support jobs (i.e., medics). On the
These results have important clinical implica- other hand, Foa, Davidson, and Frances
tions concerning motivation of children in ther- (1999) had previously reported that approxi-
apy. They are discussed in the light of how to mately 20% of females and 8% of males who
present in virtuo exposure to children, who had been exposed to traumatic events did
may be more apprehensive toward VR expo- develop PTSD symptoms. Furthermore,
sure than adults. some researchers suggest that females
might be less likely to be exposed to adverse
stressful events but more likely to develop
The Usefulness of Virtual Reality PTSD, if exposed. Thus, an overall increased
Stress Inoculation Training for Military prevalence of PTSD in females (10% vs. 5%
in males, see Kessler et al., 1995) can be
Medical Females accounted for by a significantly greater vul-
nerability to develop PTSD after exposure.
Melba Stetz, Brenda K. Wiederhold, and Females also seem to have a longer course
Robert Wildzunas of illness than males with a median time to
remission being 35 months for females com-
Correspondence: pared to 9 months for males (Breslau et al.,
Melba Stetz 1997). The purpose of this study is not to
United States Army Aeromedical Research identify which gender is more prone to PTSD.
Laboratory (USAARL) However, given the premise that males typi-
Fort Rucker, Alabama cally grow-up being exposed to more stress-
E-mail: melba.stetz@us.army.mil ful situations than females (i.e., teasing each
other, playing rough sports, see Murray,
Warfighters face stressors such as sleep dep- 1999), and the lack of studies on female war-
rivation, information overload, exposure to fighters (especially, in the medical field), we
injuries/dead bodies, and anxiety for the wel- propose to test the effectiveness of stress
fare of fellow warfighters and family left be- inoculation training (SIT) for military medical
hind (Lukey, Stetz, & Romano, 2005). Conse- females. SIT proposes that repeated expo-
quently, many warfighters are being medically sure in stressful, but controlled conditions
evacuated out of theater due to psychological (i.e., via virtual reality) enables individuals to
stress (Stetz et al., 2005). Researchers as gradually adapt to stressors and learn how to
COL Hoge et al. (2004) have recently re- cope (Wiederhold, Bullinger, & Wiederhold,
ported that approximately 18% of warfighters 2005; Driskell & Johnston, 1998). By con-
returning from Iraq and 11% returning from ducting virtual reality SIT, or “VR-SIT”, the
Afghanistan (n = 6, 201) screened positive to stressors can be applied systematically and
Post Traumatic Stress Disorder (PTSD). paced appropriately for each individual. Our
PTSD is a debilitating condition resulting from VR-SIT study is currently underway and pre-
experiencing trauma, characterized by con- liminary findings will be presented at the
tinuous memories of the traumatic experience 2006 CyberTherapy Conference in Canada.
(National Center for PTSD, 2005). Military
medical personnel are not immune to stress
and have a challenging and demanding dual
role — that of a warfighter and a first re-
Computer Simulated Standardized
sponder. In fact, Deahl (2000) found that Patients for Training Health
many first responders report serious psycho- Professionals on Chemical and
logical distress, including PTSD. Even though Biological Agent Exposures
many researchers are studying warfighters’
stress (Stetz, Stetz, & Bliese, in press; Britt, Debbie L. Sticha, LTC Michael J. Roy, and
Stetz, & Bliese, 2004), there is still a gap in Dale E. Olsen
263
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: has produced an interactive, computer-based
Dale E. Olsen educational program that enables many us-
SIMmersion LLC ers to learn to evaluate patients with potential
Columbia biological and chemical exposures. The ini-
E-mail: Dale.Olsen@SIMmersion.com tial, prototype model addresses smallpox and
uses chicken pox and Rocky Mountain spot-
Research Status: Research is being per- ted fever as alternative diagnoses. The real-
formed in response to the Army’s Telemedi- ism of the interaction between the trainee
cine and Advanced Technology Research and the computer simulated SP is attributed
Center’s SBIR to prepare the medical commu- to speech-recognition software, filmed re-
nity for bioterrorism. This collaborative effort sponses of an actor moulaged to depict a
involves a small business [SIMmersion™], character with one of the aforementioned
Uniformed Services University of Health Sci- medical conditions, and responses that re-
ences [USUHS], and the National Capital flect the user’s interaction with the simulated
Area Medical Simulation Center [SIMCEN]. patient over time. Trainees can play the mod-
The start date for Phase II research is Spring ule many times with broad variation based on
2006. Background: Biological and chemical both chance and statement selection. Re-
warfare agents such as smallpox, anthrax, sults & Conclusions: Anecdotal evidence in-
and sarin are candidates for use in terrorist dicates that the training is extremely engag-
attacks because they have the potential to ing and that the use of highly interactive role-
create widespread panic with serious medical play simulations improves training effective-
and economic consequences. Since these ness and “boost[s] learning retention rates
agents are unlikely to be encountered in dramatically”[1]. Future research will assess
events other than terrorist attacks, most the effectiveness of this simulation technol-
healthcare professionals have had negligible ogy to train with computer SPs. Discussion:
preparation for the diagnosis and treatment of Topics that match well with SIMmersion’s
medical conditions caused by such agents. A simulation capabilities include diagnosis of
variety of means have been explored to ade- depression, PTSD, alcoholism, or drug
quately prepare health professionals to care abuse, as well as grievance counseling, mar-
for patients exposed to these agents. We riage counseling, and suicide intervention.
have previously published a book, Physicians’
Guide to Terrorist Attack, and a series of
case-based booklets for Continuing Medical Low-Cost Telerehabilitation Using
Education, which address a broad spectrum Force Feedback Joysticks
of chemical and biological agents. While
these resources have been well-received and Heidi Sugarman, Joseph Tiran, Arnon
should benefit many, others learn less effec- Lauden, Aviva Weisel-Eichler, and
tively by this static approach or may be less Ehud Dayan
inclined to read this material. We have also
conducted hands-on training at medical meet- Correspondence:
ings, during which standardized patients [SPs] Heidi Sugarman
simulate exposure to biological and chemical Ono Academic College
agents. Attendees have the opportunity to Kiryat Ono, Israel
learn by interviewing and examining patients, E-mail: hsugarman@hakirya.ac.il
as well as by participating in mock, mass-
casualty exercises, followed by discussion. Background/Problem: In recent years, many
While this approach greatly enhances reten- researchers have investigated the use of
tion of material, it is very resource-intensive; computerized mechanical devices to auto-
each time it is conducted, it requires large mate movement therapy for neurological con-
numbers of personnel, training, and supplies. ditions. Robotic therapy has been found to
Methods: SIMmersion’s expertise is to de- significantly improve the movement ability of
velop interactive computer-based simulations the affected upper limb in stroke patients.
featuring characters with whom trainees can However, most of these systems are expen-
hold detailed, unpredictable conversations. sive and not suitable for home use. We have
These simulations can be used to effectively followed the lead of inexpensive systems
meet practical training objectives and require such as the Java Therapy System, and are
only a computer to operate. The partnership developing a low cost robotic system - The
between SIMmersion, SIMCEN, and USUHS
264 Jerusalem Telerehabilitation System - using
CYBERTHERAPY 2006 ABSTRACTS
a commercially available force feedback joy- Social Networks and Presence in
stick, an ordinary home PC and a standard Second Life
high-speed internet connection. As a prelimi-
nary test of our system, we conducted a pilot Kona Taylor, Robert Chamot, and Sharon
usability trial with several subjects after stroke Tettegah
or head trauma. The goal was to see if the
subjects were able to use the system, and to Correspondence:
examine the nature of the data obtained from Kona Taylor
the trials. We also conducted a usability study University of Illinois
with two physiotherapists to test the system Urbana Champaign
for clarity, reliability, and ability of the thera- College of Education
pists to run the system independently. Meth- E-mail: ktaylor@uiu.edu
ods/Tools: Using the joystick, the patient per-
forms exercises designed to aid in recovering Massively Multiplayer Online Simulations
motor function of the upper limb. The joystick technologies are becoming a great tool for
has been programmed to either assist or re- educators to evaluate various behaviors
sist the patient's movements. The system there were once done in real life environ-
monitors the status and progress of the pa- ments. The synthetic world of Second Life
tient, records the kinematic parameters of his was used as a platform for this study. Sec-
movements, and summarizes the results. ond Life is a 3D synthetic world built by the
There are 2 modes of operation – the coop- inhabitants of the world. Prior research docu-
erative mode, in which therapist and patient ments virtual environments (VE’s) are most
are online together and the therapist can useful when they are believable to the user.
guide the patient's movements and the stand- The environment should allow individuals to
alone mode in which the patient works by immerse themselves in an experience that is
himself, not necessarily online. Results: After both functional and easy to relate too. Sec-
a short (less than 1 hour) training session, ond Life was developed by its members to
therapists were able to use the system inde- depict various representations of real life
pendently. Also, patient subjects had no prob- events. This research investigates human
lem understanding how to do the exercises; relations and social presence within the syn-
they reported that they enjoyed using the sys- thetic environment of Second Life. We inves-
tem as an alternative to their regular exer- tigated social interactions and social pres-
cises, and felt safe using it. Tests of the coop- ence of 24 class members who had to work
erative mode over the internet demonstrated on collaborative teams. It is important to
that the therapist joystick was able to guide learn how these synthetic worlds can be
the patient joystick, with a delay of 30-150 used to investigate social presence, percep-
msec. Novelty/Discussion: Unlike the Java tion and other aspects related to human cog-
Therapy system, which relies on Java applets nition and behaviors. With the increased
on a web site, in our system, client programs growth of simulations and synthetic worlds,
and data on exercise sessions are stored lo- these environments may help researchers to
cally on the client’s computer and uploaded to examine influences on human functioning in
a central server at a later date. Our system ways with little effect on the lives of the par-
also differs from Java Therapy, which uses a ticipants, which very few studies have looked
commercially available arm support and spe- at in terms of how people react in these envi-
cially made splint for each individual, in that ronments and how they perceive themselves
we have designed and built our own arm sup- within this environment.
port which allows even subjects with little or
no control of wrist and fingers to control the
joystick without the difficulty of attaching a
splint. Use of the support allows the subject Narratives, Virtual Reality Environ-
to move the joystick via relatively large move- ments and Identity Semiotics of Pre-
ments of the shoulder and elbow instead of Service Teachers
via small wrist movements. The internet coop-
erative mode is another novel aspect of our Sharon Tettegah, Eun Won Whang, and
system. Conclusion: Both therapists and pa- Kona Taylor
tients are able to use the system and we are
ready to begin a full-scale trial.
265
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
Correspondence: and measure the outcome. For the therapist,
Sharon Tettegah there is the advantage of having full control
University of Illinois over the level of difficulty, allowing the treat-
Urbana-Champaign ment to meet individual needs. The ability to
E-mail: stettega@uiuc.edu change the virtual environment relatively eas-
ily, to grade task difficulty, and to adapt it
The current study explored text based and according to the patient’s capabilities are
animated narrative vignette (ANV) social important advantages that contribute to its
simulations to specifically examine pre- effectiveness in motor remediation. In addi-
service teacher’s social cognitions and per- tion to allowing for standardization of assess-
sonal identities. This research sought to ad- ment and retraining protocols, it may also be
dress identity semiotics of 20 elementary pre- easier to keep a person’s attention for a
service teachers through examination of their longer period of time, allowing for increased
animated narrative social simulations and compliance and fun. Virtual Reality could be
their social identity exercises. Content analy- a valuable modality for therapists, providing a
ses revealed animated narrative vignette device to allow use of new strategies in eve-
simulations provide a psycho-educational out- ryday situations, reliable data collection and
let to engage in reflective cognitive processes a training protocol. As new ideas and tech-
which can engage pre-service teachers in nology become available, methods need to
expressions of joy and healing related to posi- be found to help integrate them into practice.
tive and traumatic events from childhood Identifying barriers and aspects that facilitate
school related experiences. This paper dis- their use may help identify valid practices
cusses how animated narrative vignette social and implement these new techniques into
simulations can provide a way of learning practice. The main objective of this pilot
about personal social identity involving a criti- study was to test the feasibility of use of the
cal examination of self using animated narra- VR equipment in the general rehabilitation
tive vignette social simulations as reflected in setting by determining 1) the opinion of thera-
past school experiences. pists about satisfaction with ease of use,
practicality, intervention value, comments on
space required, location, perceived enjoy-
Use of a Computerized Exercise ment and interest of the patient and 2) the
Program in a Rehabilitation Setting: A opinion of patients regarding interest and
enjoyment. Subjects were 12 therapists who
Pilot Study agree to participate and one or two patients
from the caseload of each of the 12 thera-
Marianne Thornton, Yvon Boudrias, Shawn pists. Patients with decreased balance par-
Millar, and Heidi Sveistrup ticipated in four exercise sessions each con-
sisting of up to 40 minutes of exercise started
Correspondence: and ended with five minutes of stretching.
Marianne Thornton The sessions included a variety of activities
The Rehabilitation Centre that followed an outline designed to improve
Ottawa Hospital balance and endurance. Therapists were
Canada asked to measure the activity level of their
E-mail: mthornton@ottawahospital.on.ca patients using the Physiotherapy Clinical
Outcome Variables Scale (COVS) before
Virtual reality (VR) is increasingly available for they began the exercise program. Question-
use in rehabilitation settings. Practicing differ- naires and focus group comments helped
ent ways to complete an activity may help determine barriers, facilitators and other sug-
individuals with planning and problem solving. gestions for facilitating the integration of the
Virtual Reality can be more engaging and en- technology into practice. This project helps
joyable than other forms of rehabilitation. identify factors that contribute towards
Through the use of VR, voluntary control of changing practice in physiotherapy by identi-
balance has been improved in neurological fying barriers and facilitators to the use of a
patients. The successful integration of VR new technology. This is relevant to physio-
technologies into rehabilitation has demon- therapy in the current health care climate
strated the possibilities of practicing challeng- where therapists are challenged to be knowl-
ing, but safe, activities in realistic environ- edgeable about and apply best practices,
ments, while being able to control the stimulus while there are increasing service demands,
266
CYBERTHERAPY 2006 ABSTRACTS
decreasing resources, complicated by in- the screen. Once he was seated in the car
creasing information, research, and involve- seat, the curtains disappeared. One child has
ment of consumers. not yet entered after 2 sessions. Eye-
tracking: Calibration was readily achieved
Acceptance of a Virtual Social and maintained after leaving and returning
Environment by Pre-Schoolers with (within the same day). Engagement: Enter-
tainment videos and toy videos have effec-
Autism Spectrum Disorder tively reinforced participation. On two occa-
sions a child decided he did not want to
Cheryl Y. Trepagnier, Marc M. Sebrechts, watch any more video after the break. Transi-
Andreas Finkelmeyer, Willie Stewart, Jr., and tion: Video sessions are terminated by clos-
Jordana Woodford ing the curtains. This plus the offer of playing
with toys is usually successful in enticing the
Correspondence: child out of the device. On one occasion a
Cheryl Y. Trepagnier child refused to leave the helicopter. Video
The Catholic University of America will be presented showing the data monitor-
Washington DC ing and acquisition system, which includes
E-mail: trepagnier@cua.edu gaze coordinates and a multi-window video
record of the child’s face, the tracked eye,
Background/Problem: Impaired social recip- and the screen display with superimposed
rocity is a core deficit of Autism Spectrum Dis- eye cursor. Data currently being analyzed will
order (ASD). We report preliminary trials of an be presented representing the effect of train-
experimental intervention using eye-tracking ing and use of cues on gaze direction. Con-
and virtual social interaction to attempt to in- clusion: Preliminary results of the feasibility
crease attention to faces. The goal is to moti- study appear to support the use of an ap-
vate participation, while differentially reward- proach of this type with this target population.
ing progress. This is particularly important Novelty: These data represent the first at-
because in the absence of continued engage- tempt to entice children with ASD to partici-
ment, training terminates. Method/Tools: Sub- pate voluntarily in training in social attention
jects are children 24 to 60 months with ASD. in a computerized, virtual social environment.
Training is presented by live-action video clips
on a monitor inside a kiddie-ride helicopter,
showing a ‘Virtual Buddy’ who addresses the
child and offers social praise. Increase in
Presence Enhances Relaxation: A
gaze at eyes triggers an entertainment video, Preliminary Controlled Study
while decreasing score triggers additional
prompts and cues, e.g., masking of all but the Daniela Villani, Alessandra Preziosa,
face. Once there is gaze at eyes for at Francesco Riva, and Giuseppe Riva
least .5 sec, the Buddy directs the child’s at-
tention to particular locations. As soon as the Correspondence:
child’s gaze begins to move in the indicated Daniela Villani
direction, a video reward appears at the target Applied Technology for Neuro-Psychology
location. Among the questions for this prelimi- Lab Istituto Auxologico Italiano
nary study are: acceptance of the experimen- Department of Psychology
tal set-up, time and techniques needed to en- Catholic University of Milan
tice children into it and maintain their motiva- Milan, Italy
tion, how best to schedule 20 sessions per E-mail: d.villani@auxologico.it
child, children’s acceptance of interruptions in
the video, maintenance of calibration, man- Technologies such as Virtual Reality (VR)
agement of transitions and children’s re- that induce presence in a virtual, but still ex-
sponse to the social display and masking ternal, perceived world, have great power to
cues. Results: We report on 5 males, mean evoke emotional experiences that can lead to
age 50 months, number of sessions 1 to 15. psychotherapeutically valuable changes in
Initial acceptance of the helicopter was imme- the individual. This reflects the power of pres-
diate for 3 children. One child required a pe- ence – seen as the feeling of being located in
riod of several minutes to accustom himself to a perceived, external world – in developing
the device. As the child peered in, video cur- and affecting psychological wellbeing (1). In
tains were parted to allow him to see more of this sense the feeling of presence allows VR
267 to play an important role in clinical psychol-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
ogy, that is expected to increase in the next reveal good correlations with anxiety reduc-
years (2,3). Until today Virtual reality Environ- tion and relaxation increasing. Further reflec-
ments (VEs) have been incorporated into a tions about sense of presence in relaxing
variety of clinical and everyday settings to virtual environments will be discussed.
improve mental health and to enhance well-
being. Nonetheless many areas in the health
field can be still explored using this innovative Narrative vs Environment: The Role
technology. One example is represented from of Media Content in Emotional
stress management area, one of the leading
mental health problems of western societies Induction
linked to several pathologies (4). Following
this trend our proposal is to investigate the Daniela Villani, Mauro Lucchetta, Alessandra
correlations between the feeling of presence Preziosa, and Giuseppe Riva
induced by different media and the relaxation
process. More in detail, the specific goal of Correspondence:
this study is to compare the effectiveness of Daniela Villani
different media- characterised from different Applied Technology for Neuro-Psychology
level of presence - coupled with an adequate Lab Istituto Auxologico Italiano
relaxing protocol in producing emotional modi- Department of Psychology
fications. In a controlled studies we compared Catholic University of Milan
three different media: Immersive VR Milan, Italy
(experienced with head-mounted display and E-mail: d.villani@auxologico.it
head-tracking), DVD (video with relaxing mu-
sic) and Audio speaker, using the same thera- It is well known that media may induce strong
peutic narrative and protocol. A control group emotions. But what are the features of media
without treatment was also included in the that are critical in the process of emotional
study. The sample included 64 university stu- induction? Typically communication literature
dents, randomly divided in the four experi- separates between media form and media
mental conditions. content (1). On one side with Media Form we
Qualitative and quantitative measures have refer to physical, objective properties of a
been used: The Positive and Negative Affect display medium. On the other side we use
Schedule (PANAS) to measure the positive the category Media Content to refer to the
and negative affects (4); The State Trait Anxi- overall theme, narrative or story depicted via
ety Inventory (STAI) to measure the level of a display system. In this research we focus-
anxiety (5); The ITC-SOPI Presence Ques- sed our analysis on media content: we evalu-
tionnaire to evaluate the level of presence (6); ated the effects of two dimensions of media
Different physiological parameters (RES, HR, content - narrative and environment – on
SC). Non parametric test and correlation were emotional induction. In particular, the goal
used to analyse self-reports and physiological that drove this study was the analysis of the
parameters. Within groups analysis - in both impact of environment and narrative on
VR and DVD conditions - showed a significant user’s emotions in two different moments:
increasing of positive emotional state during a virtual reality experience and after it.
(relaxation), a reduction of negative emotional We manipulated a virtual reality experience
state (anxiety) and significative physiological using a mixed 2x2 experimental design. More
changes in respiration rate, heart rate and precisely we created two different virtual en-
skin conductance parameters. No significant vironments (island and canyon) that were
differences were found from the between explored by the sample after being exposed
groups analysis. This results appear coherent to two different narrative backgrounds
with data referred to correlations between (positive: the stay on the island/canyon was
sense of presence and changes in anxiety the prize of a game; and negative: the stay
and emotional state. Considering both the on the island/canyon was the result of a natu-
whole group of participants and the four con- ral disaster). In all the groups the goal of the
ditions separately, results indicate that the experience was to escape from the environ-
sense of presence experienced from the sub- ment by finding a boat guarded by a man.
jects during the experiment could play a criti- The sample included 80 females with age
cal role in enhancing the effectiveness of the ranging from 20 to 26 years (M=23+/-1.4),
treatment. In particular ecological presence randomly assigned to the four conditions.
and engagement, from ITCSOPI Inventory, Dependent measures were the emotional
268
CYBERTHERAPY 2006 ABSTRACTS
state of the subject and the level of presence Correspondence:
perceived. In particular both qualitative and Daniela Villani
quantitative measures were used:1) Emo- Applied Technology for Neuro-Psychology
tional state: The Positive and Negative Affect Lab Istituto Auxologico Italiano
Schedule (PANAS) (2); Visual Analogue Department of Psychology
Scale (VAS) (3); State dimension of State Catholic University of Milan
Trait Anxiety Inventory (STAI) (4); Different Milan, Italy
physiological parameters (Respiration Rate, E-mail: d.villani@auxologico.it
Heart Rate, Heart Amplitude, Skin Conduc-
tance); 2) Presence: The ITC-SOPI Presence Today Internet represents a social device
Questionnaire (5). All these measures were that modifies people communication and in-
taken at two different times: pre and post the teraction. The literature about management
virtual experience. The data from the meas- of personal relationships present conflicting
ures were not normally distributed. So we claims. Several studies suggest that these
used in our statistical analysis non parametric types of relationships are more limited com-
tests only. The results highlighted the influ- pared to face-to-face relationships. From a
ence of both narratives and environments on different perspective, Joinson (2001) in ex-
the users’ emotions. Main effects: 1) Narration amining the importance of disclosure, argues
on emotions: the negative narrative had a sig- that, at the beginning of relationships, dis-
nificant effect on negative emotions and vice closing oneself to a new person causes a
versa; 2) Environment on emotions: the ex- sensation of trust that enables the interlocu-
perience of the island (“positive” environment) tor to disclose in turn. According to this ap-
induced an higher level of relax and a lower proach, Suler (2004) speaks of the on-line
level of sadness than the one of the canyon “disinhibition effect.” Within this frame, the
(“negative” environment); 3) Environment on current research, carried out in a substan-
presence: the experience of the island in- tially descriptive design, aimed to consider
duced an higher sense of presence than the psychological and social features of a par-
one of the canyon. Correlations: 1) There is a ticular electronic environment, the Chat
significant positive correlation between the room. Basic questions concerned to under-
“engagement” presence scale and the stand the principal features of online relation-
“positive affect” scale of PANAS; 2) There is a ships and whether there was a prevailing
significant negative correlation between the personality type and a predominant value
“negative effects” presence scale and the that drove the behaviors of individuals in
“positive affect” scale of PANAS; 3) There is a Chat. To investigate what kinds of relation-
significant positive correlation between the ships Chat users develop in this environ-
“negative effects” presence scale and the ment, the present research referred to rele-
“negative affect” scale of PANAS. These data vant studies in this field). An on-line question-
underline the influence of both dimensions of naire set was developed, designed to investi-
the media content on the emotional experi- gate the personality traits and the prevailing
ence during a virtual reality session. This re- interpersonal values of those participants
sult may be critical for the future development who set up interpersonal relationships on-
of applicative virtual environments because line. The Web research showed that, if sam-
shifts the attention of the developer of both pling control and validity assessment were
features of media content: on one side, a provided, it could be a valid alternative to a
good clinical protocol may be enhanced by more traditional paper-based procedure. The
an engaging virtual environment; on the sample included 158 participants directly re-
other side, an engaging virtual environment cruited in Chat or by e-mail messages and
may be enhanced by a meaningful narrative paper messages posted in the main Universi-
background. ties of Milan and by advertisement of the site
in the most important Italian searchers. All
voluntarily chose to participate and filled out
the online questionnaire, composed of four
Relationships Develop in Chat: A Web sections: Section one focused on conven-
Research tional socio-demographic variables of the
participants and their employment of Internet
Daniela Villani, Alessandra Preziosa, and Chat in terms of time; 2) Section two
Giuseppe Riva, and Luigi Anolli analyzed the level of development of on-line
relationships using a specific instrument
269
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
“Development of online relationships” (DOR), sity students. Research has found that cogni-
created by Parks and Floyd; 3) Section three tive-behavior therapy is superior to other
was formed by Italian version of the Eysenck therapies. A major factor is exposure, with in-
Personality Inventory (EPI), which aimed to vivo exposure superior to imagined expo-
examine some personality traits of the partici- sure. Employing exposure via virtual reality
pants; 4) Section four aimed to assess the overcomes the difficulties of employing in-
most important clusters of values through the vivo and imaginal exposure and conserves
Italian version of Survey of Interpersonal Val- resources. The advantages of VR therapy,
ues (SIV). The analysis carried out included a over imagery therapy, are especially relevant
factor analysis to evaluate the Italian version for people who have difficulty imagining
of DOR questionnaire, several analysis of situations vividly, or for those who avoid re-
variance and correlations. The results high- maining focused in the imagined fearful situa-
lighted that Chat users created deep on-line tion. In addition, the therapist has full knowl-
relationships and they found in Chat a suit- edge of and control in VR over exposure to
able room to disclose themselves. They the simulated environment enabling the client
turned out to form a heterogeneous group of to deal with relatively controlled levels of
persons who showed some prevalent atti- anxiety . The aim of this study was to deter-
tudes. Results put into evidence that Chat mine whether virtual reality therapy is an effi-
users were quite close, fairly introverted, basi- cient method of therapy for public speaking
cally nonconformist and independent, rather anxiety , and to compare it's efficacy to tradi-
selfish and self-biased, needing of being sup- tional cognitive behavior therapy. Forty-nine
ported and encouraged, although they, on the University students and staff who experi-
whole, did not reach pathological levels for enced public speaking anxiety participated in
any personality traits. The data, herein this study. After a brief psychiatric screening,
gained, underline that deep relationships de- they filled out three pre-treatment question-
veloped on-line remained limited to the virtual naires (Fear of negative evaluation – FNE;
world. Further research is needed to deepen Liebowitz Social Anxiety Scale – LSAS; Self
the nature and the thickness of the border Statements During Public Speaking – SSPS),
between virtual (Chat) and real relationships. and were randomly assigned to one of three
groups: Virtual Reality with Cognitive-
Behavior Therapy (VRCBT), Cognitive-
Virtual Reality Assisted Treatment of Behavior Therapy (CBT), and Wait-List con-
Public Speaking Anxiety trol (WL). Treatment lasted 12 weekly one-
hour sessions. Upon completion of treatment,
Helene S. Wallach, Margalit Bar-Zvi, and they filled out the same three questionnaires.
Marilyn Safir The wait-list control subjects were assigned
to one of the treatment groups following the
Correspondence: 12 week wait period. The three groups were
Helene S. Wallach compared on improvement as measured by
Department of Behavioral Studies the three questionnaires. The three question-
The Max Stern Academic College of Emek naires yielded six anxiety and coping meas-
Yezree ures (FNE fear, LSAS avoidance, LSAS fear,
E-mail: helenwa@yahoo.com SSPS coping, SSPS fear, SSPS total). On all
measures the reductions in fear and avoid-
Social phobia is defined as fear of performing ance and increase in coping was largest for
in front of people. This is exacerbated when the VRCBT group compared to the WL and
these people are strangers, or are critical. to the CBT group. VRCBT proved to be sig-
Social phobia can take the form of public nificantly more effective than WL on three
speaking anxiety, eating in a public place, measures (LSAS avoidance, SSPS coping
talking to people in power, etc. Onset of social and SSPS total) and significantly more effec-
phobia typically occurs during adolescence or tive than CBT on one (SSPS coping). These
early adulthood and usually affects school results indicate the uility of using VR for the
performance, ability to create social networks treatment of public speaking anxiety.
as well as intimate relationships and the abil-
ity to work. This study focuses on a specific
social phobia, public speaking anxiety, as this
disorder causes a considerable degree of dif-
ficulty for many people, especially for univer- 270
CYBERTHERAPY 2006 ABSTRACTS
Simulations and Peer Relational interventions allow the rehabilitation profes-
Aggression: A Measurement of sional to shape the VE and desired tasks
according to the abilities of the individual cli-
Pre-Service Teacher’s Perceptions ent. This customization of the VE can better
engage the client in the treatment session
Eun Won Whang, Kona Taylor, and Sharon and provide appropriate feedback in order to
Tettegah maximize motor learning. This research in
progress involves the development a VR
Correspondence: software application that is: (1) readily cus-
Eun Won Whang tomizable to individual client needs, (2) pro-
University of Illinois vides a highly immersive environment where
Urbana-Champaign the client can safely practice common ADLs
E-mail: ewhang2@uiuc.edu and improve the motor function required for
these activities, while (3) providing quantita-
Social simulations are becoming an important tive data for the therapist to identify move-
research tool for educators. These simula- ment limitations and dysfunctions and assess
tions can be used to study a variety of areas the effectiveness of the VR-based physical
from emotions to training. This study exam- therapy intervention. 3D-Studio Max is used
ines clinical assessments of emotional states to model all objects and animations used by
of pre-service teacher’s (N = 515) perception the application and Virtools Dev 3.5 is used
and problem solving related to a simulation of to present the VE to the client and regulate
a peer victimization incident on a playground. the VE behavior. The resulting content is
Open ended responses are used to investi- scalable in the sense that it can be delivered
gate perceptions and problem solving. Partici- to clients via a web browser, a head-mounted
pants were asked to respond to this situation display (HMD), or projected onto highly im-
as if they were the teacher, and these re- mersive CAVE-like displays. Multiple VE's
sponses were then coded and analyzed. Con- are being designed to accommodate a vari-
sistent with other literature, the participants ety of activities of daily-living (ADL) and to
expressed perceptions were neutral and little allow a therapist to customize the associated
focused was place on problem solving, or interventions for each client. In addition, the
management of the situation with the victim. ability to gather real-time motion capture data
Future direction and educational implications allows a therapist to quantitatively document
are presented. change and to better assist in the diagnosis
of movement dysfunction. Client motion is
tracked using devices such as a Polhemus
A Virtual Reality Application for Stroke FASTRAK system or a ViconPeak MX-series
Patient Rehabilitation camera-based system. Joint angle data is
captured as clients complete specified ADL-
Daniel White, Kyle Burdick, George Fulk, related tasks within the VE, e.g., making a
Janice Searleman, and James Carroll virtual cup of coffee within a kitchen setting.
Client motion is visualized using virtual limbs
Correspondence: that provide patient feedback within the VE.
James Carroll Associated motion capture data is logged in
Clarkson University a backend data that can be used to monitor/
E-mail: jcarroll@clarkson.edu document client progress over time. This
data can be used as a goal setting tool, al-
Virtual Reality (VR) has been shown to be a lowing the practitioner and client to set goals
promising intervention technique to improve in terms of range of motion and to verify
motor function in individuals with stroke and when these goals have been met. The data
other neurological disorders. VR can provide collected also provides a way of demonstrat-
an effective human computer interface, allow- ing the effectiveness of treatments, which
ing users to interact with a virtual environment may prove beneficial for insurance purposes.
(VE) to experience simulated worlds compa- Lastly, the data can be used as a diagnostic
rable to the real world [1], using various VR tool identifying movement limitations and ab-
peripherals, e.g., data gloves. VEs can pro- normalities. The application under develop-
vide stimulating audiovisual feedback that ment has the potential to be a motivational
promote motor learning and enhance partici- tool for different demographics. For exam-
pation in a rehabilitation process. VR based ple, children and young adults may engage
271
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
more fully in the treatment sessions employing Developing Objective Metrics for
VE’s that are more game-like. The scalability of Training Transfer Through the Use of
the application also offers the potential to be
used in future tele-therapy applications. Virtual Environments
Mark D. Wiederhold and
Brenda K. Wiederhold
From SIT to PTSD: Developing a Con-
tinuum of Care for the Warfighter Correspondence:
Mark. D. Wiederhold
Brenda K. Wiederhold and President
Mark D. Wiederhold The Virtual Reality Medical Center
E-mail: mwiederhold@vrphobia.com
Correspondence:
Brenda K. Wiederhold The Virtual Reality Medical Center (VRMC) is
President and CEO exploring training transfer through the use of
Interactive Media Institute virtual environments. Currently, VRMC is
E-mail: bwiederhold@vrphobia.com conducting Stress Inoculation Training (SIT)
for the U.S. Army’s Aeromedical personnel at
The Virtual Reality Medical Center (VRMC) is Fort Rucker. With SIT, military personnel
currently conducting Stress Inoculation Training “experience” highly stressful situations in a
(SIT) and Posttraumatic Stress Disorder (PTSD) virtual environment while being physiologi-
treatment for the United States Navy and Marine cally monitored. SIT participants are then
Corps, the combined result being a program that trained how to better process stress through
supports a continuum of care for troops. With techniques such as breath retraining and
SIT, very high stress and cognitive load situa- relaxation. In this way, cognitive skill harden-
tions not often encountered in real life can be ing can be achieved. SIT is intended to help
created in the simulation environment. These prevent or reduce rates of Posttraumatic
scenarios, combined with physiological monitor- Stress Disorder (PTSD) in returning troops.
ing, allow military personnel to train themselves Furthermore, VRMC is conducting a study,
to better process stress through techniques funded by the U.S. Army’s Telemedicine and
such as breath retraining and relaxation. In this Advanced Technology Research Center
way, cognitive skill hardening can be achieved. (TATRC), to test the efficacy of virtual train-
It is our hope that SIT will help prevent or re- ing in preparing combat medics for real-life
duce rates of PTSD in returning troops. An- combative medical scenarios. This endeavor
other study that we are conducting entails the is an extension of VRMC’s Student State
development and testing of Virtual Reality Report, a three-year study (completed in July
(VR) therapy for those returning from Iraq. 2005) sponsored by the Defense Advanced
This VR PTSD treatment program is currently Research Projects Agency (DARPA), which
in use at Naval Health Medical Center in San proved the effectiveness of a low-fidelity lap-
Diego and Marine Corps Base Camp Pendle- top simulator to train military personnel. The
ton. By placing a patient in a virtual Iraqi war 970 participants were a combination of elite
setting, and then having him or her slowly ex- units of the U.S. Navy, U.S. Marine Corps,
perience that situation in a controlled way, the and U.S. Coast Guard. The objectives of the
patient should begin to habituate to his or her investigation were to examine the effective-
specific PTSD symptoms and come to reap- ness of virtual reality training simulators in
praise the situation, allowing emotional proc- their ability to teach personnel tactical and
essing to fully occur. Though the study, trauma care skills, enable them to practice
funded by the Office of Naval Research stress management techniques, and to im-
(ONR), is incomplete, initial pilot testing indi- prove performance during real-life combat
cates that VR therapy produces both subjec- situations. The test group first received train-
tive (self-report) and objective (physiological) ing in a virtual combat scenario while their
arousal in individuals suffering from PTSD. stress and arousal levels were monitored
Finally, we have also deployed a VR system through non-invasive physiological means.
to Iraq under a program funded by the United The control group did not receive virtual train-
States Army’s Telemedicine and Advanced ing. Afterward, all participants were tested in
Technology Research Center (TATRC), with a real-world version of this same combat sce-
the goal of allowing for the earliest possible nario to determine the effectiveness of train-
intervention and treatment of PTSD.
272
CYBERTHERAPY 2006 ABSTRACTS
ing in a virtual environment. The study proved ing to gamble was obtained after the 2nd and
th
virtual reality training to be an extremely effec- 18 of 20 spins using a screen overlay rating
tive and efficient method of preparing military scale (0-100) which asked “How strong is
personnel for combat situations. your urge to gamble?” As participants were
aware prior to arrival at the laboratory that
the session involved gambling, baseline crav-
A Study of Gambling Using a Virtual ing was assessed with a random phone call
Casino two weeks after the laboratory session. Re-
sults: The results, displayed in Table 1 be-
Matthew Young, Steve Baumann, Michael low, demonstrate that the VR simulation was
Wohl, Kimberly Matheson, Rachel Thompson, able to significantly increase craving to gam-
Hymie Anisman, Gregg Stangl, and Scott ble in problem gamblers (p < .001). This ef-
Fetzick fect was qualified by a significant interaction
effect of win/loss by time on craving rating (p
Correspondence: = .02). As expected, winning caused craving
Steve Baumann to increase more than loosing, especially as
Psychology Software Tools gambling persisted up to the 18th spin.
Pittsburgh
E-mail: steveb@pstnet.com Condi- Base- After 2nd After
tion line spin 18th
Research Status: The study reported here spin
has been completed, but it is part of a larger Win 33 62 75
program of ongoing research studying gam- Loose 38 55 54
bling pathology using a virtual casino. Back- Table 1. Subjective Rating of Craving-to-
ground/Problem: As the legalization of gam- Gamble for Problem Gamblers
bling continues to spread, addiction to gam-
bling has become a greater social problem. Conclusion: A virtual casino was used suc-
The study of gambling behavior and patho- cessfully to provoke craving in pathological
logical addiction is hampered by the ecologi- gamblers. This effect was heightened follow-
cal validity of laboratory studies that do not ing a winning sequence. Novelty/Discussion:
adequately simulate the natural environment; To our knowledge this is the first use of a
for many gamblers craving-to-gamble is virtual reality simulation to study gambling
strongly provoked by the ambience of a ca- behavior in pathological gamblers. The flexi-
sino. Our previous research has shown the ble user-interface and configuration wizard
utility of VR for assessing craving among drug allows experimenters to preset a variety of
abusers, so we examined the impact of im- variables to manipulate the wins and losses
mersion in a VR casino on pathological gam- for either slot machines or blackjack games
bling. Method/Tools: A virtual casino was cre- and thus control the gambling outcome of the
ated using 3D Game Studio (Conitec). Two of experiment, unbeknownst to the subjects.
the games (blackjack and slot machines) dis-
played in the casino are interactive. A startup
interface enables the experimenter to preset a Addressing Cognitive and Sensorial
number of variables, including the win/loss Component of Phobias
ratio for a sequence of random plays on the
slot machines, payoff amounts, the individual Feryel Znaidi, Isabelle Viaud-Delmon,
cards dealt to player and dealer, or the icon Roland Jouvent
display on 12 slot machines. Thirty-five prob-
lem gamblers, as defined by the DSM-IV Correspondence:
checklist for gambling pathology, were re- Feryel Znaidi
cruited from the undergraduate population at CNRS UMR 7593-UPMC, Paris, France,
Carleton University in Ottawa, Canada. Os- E-mail: znaidi@ext.jussieu.fr
tensibly, the machines were programs with
the 40% payout rate of a local casino. In actu- Therapies in virtual reality allow to address
ality the slot machines were pre-programmed both the physiological and cognitive compo-
to win or loose in a particular sequence. Spe- nents of anxiety disorders. It provides indeed
cifically, half the participants lost $6 of their an exclusive way to access separately these
initial $10 seed money, whereas the other half two components. The aim of this study was
won an additional $6. Subjective level of crav-
273 to assess the rate of change on clinical, cog-
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE
nitive, behavioral and sensory variables dur-
ing exposure therapy in the treatment of
space-related anxiety. We recruited 10 phobic
patients (4 patients with acrophobia, 2 with
agoraphobia and 4 with claustrophobia) who
followed a therapeutic trial composed of 3
phases. The protocol consisted of one ses-
sion per week during 10 weeks. During these
sessions, patients were equipped with a
head-mounted display coupled with an elec-
tromagnetic sensor system and immersed in
different virtual environments. The first phase
was proposed to provide habituation to the
sensorial conflicts inherent to the technique
(latency, sensorimotor inconsistency). Three
kinds of virtual environments with different
sensory information were used (one per ses-
sion). The objective of the three first sessions
is to reduce cybersickness usually experi-
enced at the beginning of the therapy and to
improve the level of presence (an important
concept which contributes to the effectiveness
of the therapy). The second phase consisted
in exposure to three environments containing
features generating anxiety in different pho-
bias. The chosen environments did not repre-
sent the feared situation as described by the
patient, but could potentially generate anxiety
as they deal with space. The aim was to treat
the anxious reactions in situations different
from those dreaded. The third phase repre-
sents a more classic progressive exposure to
the fearful situation. The aim was mainly to
address the threat-related beliefs and behav-
iors. The post-treatment evaluations (Global
state, Quality of life, Handicap, Behavioral
Avoidance, Fear questionnaire) showed an
improvement in overall functioning of all of the
measures. The present study suggests there-
fore that both cognitive and sensorial compo-
nents addressed through the interaction with
different virtual environments contribute to the
beneficial effect of virtual exposure.

274

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