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1.
IEEE Trans Vis Comput Graph ; 20(4): 626-35, 2014 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-24650990

RESUMO

We empirically examined the impact of virtual human animation on the emotional responses of participants in a medical virtual reality system for education in the signs and symptoms of patient deterioration. Participants were presented with one of two virtual human conditions in a between-subjects experiment, static (non-animated) and dynamic (animated). Our objective measures included the use of psycho-physical Electro Dermal Activity (EDA) sensors, and subjective measures inspired by social psychology research included the Differential Emotions Survey (DES IV) and Positive and Negative Affect Survey (PANAS). We analyzed the quantitative and qualitative measures associated with participants’ emotional state at four distinct time-steps in the simulated interpersonal experience as the virtual patient’s medical condition deteriorated. Results suggest that participants in the dynamic condition with animations exhibited a higher sense of co-presence and greater emotional response as compared to participants in the static condition, corresponding to the deterioration in the medical condition of the virtual patient. Negative affect of participants in the dynamic condition increased at a higher rate than for participants in the static condition. The virtual human animations elicited a stronger response in negative emotions such as anguish, fear, and anger as the virtual patient’s medical condition worsened.


Assuntos
Afeto/fisiologia , Expressão Facial , Relações Interpessoais , Estimulação Luminosa/métodos , Interface Usuário-Computador , Imagem Corporal Total/psicologia , Adolescente , Adulto , Gráficos por Computador , Feminino , Humanos , Imageamento Tridimensional/psicologia , Masculino , Adulto Jovem
2.
IEEE Trans Vis Comput Graph ; 16(4): 690-702, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20467065

RESUMO

We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.


Assuntos
Cognição/fisiologia , Gráficos por Computador , Movimento/fisiologia , Orientação/fisiologia , Análise e Desempenho de Tarefas , Interface Usuário-Computador , Simulação por Computador , Ecossistema , Humanos , Modelos Teóricos
3.
IEEE Comput Graph Appl ; 28(6): 65-75, 2008.
Artigo em Inglês | MEDLINE | ID: mdl-19004686

RESUMO

One solution to mistaken identification by a crime's victims and eyewitnesses is to use a virtual officer to conduct identification procedures. Results from a study comparing a virtual officer with a live human investigator indicate that the virtual officer performs comparably to the human in terms of identification accuracy, emotional affect, and ease of use.


Assuntos
Direito Penal/métodos , Tomada de Decisões , Rememoração Mental , Reconhecimento Automatizado de Padrão/métodos , Reconhecimento Visual de Modelos , Fotografação/métodos , Reconhecimento Psicológico , Interface Usuário-Computador , Gráficos por Computador , Crime , Armazenamento e Recuperação da Informação/métodos , Software
4.
Cyberpsychol Behav ; 9(2): 152-6, 2006 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-16640469

RESUMO

People with vestibular dysfunction often complain of having difficulty walking in visually complex environments. Virtual reality (VR) may serve as a useful therapeutic tool for providing physical therapy to these people. The purpose of this pilot project was to explore the ability of people with and without vestibular dysfunction to use and tolerate virtual environments that can be used in physical therapy. We have chosen grocery store environments, which often elicit complaints from patients. Two patients and three control subjects were asked to stand and navigate in VR grocery stores while finding products. Perceived discomfort, simulator sickness symptoms, distance traveled, and speed of head movement were recorded. Symptoms and discomfort increased in one subject with vestibular dysfunction. The older subjects traveled a shorter distance and had greater speed of head movements compared with young subjects. Environments with a greater number of products resulted in more head movements and a shorter distance traveled.


Assuntos
Atividades Cotidianas , Simulação por Computador , Interface Usuário-Computador , Doenças Vestibulares/reabilitação , Percepção Visual/fisiologia , Adulto , Idoso , Comércio , Feminino , Humanos , Masculino , Movimento , Estimulação Luminosa/métodos , Modalidades de Fisioterapia , Projetos Piloto , Valores de Referência , Terapia Assistida por Computador/instrumentação , Terapia Assistida por Computador/métodos , Doenças Vestibulares/fisiopatologia , Doenças Vestibulares/terapia , Testes de Função Vestibular , Caminhada
5.
IEEE Trans Vis Comput Graph ; 11(6): 694-705, 2005.
Artigo em Inglês | MEDLINE | ID: mdl-16270862

RESUMO

We describe a between-subjects experiment that compared four different methods of travel and their effect on cognition and paths taken in an immersive virtual environment (IVE). Participants answered a set of questions based on Crook's condensation of Bloom's taxonomy that assessed their cognition of the IVE with respect to knowledge, understanding and application, and higher mental processes. Participants also drew a sketch map of the IVE and the objects within it. The users' sense of presence was measured using the Steed-Usoh-Slater Presence Questionnaire. The participants' position and head orientation were automatically logged during their exposure to the virtual environment. These logs were later used to create visualizations of the paths taken. Path analysis, such as exploring the overlaid path visualizations and dwell data information, revealed further differences among the travel techniques. Our results suggest that, for applications where problem solving and evaluation of information is important or where opportunity to train is minimal, then having a large tracked space so that the participant can walk around the virtual environment provides benefits over common virtual travel techniques.


Assuntos
Cognição/fisiologia , Imageamento Tridimensional/métodos , Locomoção/fisiologia , Desempenho Psicomotor , Viagem , Interface Usuário-Computador , Percepção Visual/fisiologia , Simulação por Computador , Sistemas Computacionais , Apresentação de Dados , Meio Ambiente , Humanos , Sistemas On-Line , Análise e Desempenho de Tarefas
6.
Depress Anxiety ; 22(3): 156-8, 2005.
Artigo em Inglês | MEDLINE | ID: mdl-16231290

RESUMO

This study used an open clinical trial to test a cognitive-behavioral treatment for public-speaking anxiety that utilized virtual reality as a tool for exposure therapy. Treatment was completed by participants (n = 10) meeting the Diagnostic and Statistical Manual of Mental Disorders (DSM)-IV criteria for social phobia, or panic disorder with agoraphobia in which public speaking was the predominantly feared stimulus. Treatment was conducted by a licensed psychologist in an outpatient clinic. Treatment consisted of eight individual therapy sessions, including four sessions of anxiety management training and four sessions of exposure therapy using a virtual audience, according to a standardized treatment manual. Participants completed standardized self-report questionnaires assessing public-speaking anxiety at pre-treatment, post-treatment, and 3-month follow-up. Participants were asked to give a speech to an actual audience at pre- and post-treatment. Results showed decreases on all self-report measures of public-speaking anxiety from pre- to post-treatment, which were maintained at follow-up (n = 8; all P = 05). Participants were no more likely to complete a speech post-treatment than at pre-treatment. This study provides preliminary evidence that a cognitive-behavioral treatment using virtual reality for exposure to public speaking may reduce public-speaking anxiety and suggests that further research with a controlled design is needed.


Assuntos
Ansiedade/prevenção & controle , Terapia Cognitivo-Comportamental/métodos , Estimulação Luminosa/instrumentação , Fala , Interface Usuário-Computador , Ansiedade/diagnóstico , Ansiedade/epidemiologia , Manual Diagnóstico e Estatístico de Transtornos Mentais , Seguimentos , Humanos , Transtornos Fóbicos/diagnóstico , Transtornos Fóbicos/epidemiologia , Transtornos Fóbicos/psicologia , Índice de Gravidade de Doença , Inquéritos e Questionários
7.
J Neuroeng Rehabil ; 1(1): 14, 2004 Dec 23.
Artigo em Inglês | MEDLINE | ID: mdl-15679946

RESUMO

BACKGROUND: Wide field of view virtual environments offer some unique features that may be beneficial for use in vestibular rehabilitation. For one, optic flow information extracted from the periphery may be critical for recalibrating the sensory processes used by people with vestibular disorders. However, wide FOV devices also have been found to result in greater simulator sickness. Before a wide FOV device can be used in a clinical setting, its safety must be demonstrated. METHODS: Symptoms of simulator sickness were recorded by 9 healthy adult subjects after they performed gaze shifting tasks to locate targets superimposed on an optic flow background. Subjects performed 8 trials of gaze shifting on each of the six separate visits. RESULTS: The incidence of symptoms of simulator sickness while subjects performed gaze shifts in an optic flow environment was lower than the average reported incidence for flight simulators. The incidence was greater during the first visit compared with subsequent visits. Furthermore, the incidence showed an increasing trend over the 8 trials. CONCLUSION: The performance of head unrestrained gaze shifts in a wide FOV optic flow environment is tolerated well by healthy subjects. This finding provides rationale for testing these environments in people with vestibular disorders, and supports the concept of using wide FOV virtual reality for vestibular rehabilitation.

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