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This article presents a review of preliminary research of two studies of the efficacy of virtual reality exposure therapy (VRET) to treat driving phobia. Study 1 describes a case study of a patient who completed a 7-day baseline followed by three sessions of VRET. Her peak anxiety decreased within and across sessions. At the post-treatment assessment, her phobic-related symptoms had diminished and she no longer met diagnostic criteria for driving phobia. Clinical improvement was maintained at 1-, 3-, and 7-month follow-up. In study 2, a multiple baseline across-subjects design was used to treat five patients over eight weekly VRET sessions. Visual and statistical analyses showed clear improvement in driving anxiety and avoidance in three patients between pre- and post-treatment assessments, and they no longer met criteria for driving phobia. There was marginal improvement in one patient, and the remaining individual showed no treatment gains. There was negligible change in actual driving frequency for any of the patients. Some gains were lost at the follow-up, particularly for the two individuals with poorer treatment responses. The results from these preliminary studies suggest that VRET may be a promising intervention for treating driving phobia. Avenues for improving treatment outcome are discussed.
Virtual reality can be used to provide phobic clients with therapeutic exposure to phobogenic stimuli. However, purpose-built therapeutic VR hardware and software can be expensive and difficult to adapt to individual client needs. In this study, inexpensive and readily adaptable PC computer games were used to provide exposure therapy to 13 phobic participants and 13 non-phobic control participants. It was found that anxiety could be induced in phobic participants by exposing them to phobogenic stimuli in therapeutic virtual environments derived from computer games (TVEDG). Assessments were made of the impact of simulator sickness and of sense of presence on the phobogenic effectiveness of TVEDGs. Participants reported low levels of simulator sickness, and the results indicate that simulator sickness had no significant impact on either anxiety or sense of presence. Group differences, correlations, and regression analyses indicate a synergistic relationship between presence and anxiety. These results do not support Slater's contention that presence and emotion are orthogonal.
Voluntary movements result in internal perturbations of balance and equilibrium. One variable regulated during movement is the position of the center of pressure (COP). Sensory information from the visual, vestibular and somatosensory systems is used in establishing relevant frames of reference for postural control. In this study, we were interested in determining whether different limitations of COP movement occur when different approaches to delivering virtual environments are used and when visual information incoherent with vestibular and somatosensory information is provided. Eighteen healthy adults completed voluntary lateral reaches under three conditions: continuous lateral reach (CLR), flatscreen virtual reality (FS), and head-mounted display virtual reality (HMD). Reaching behavior was indexed by force plate measures of maximum anterior-posterior and lateral displacement of the COP. The COP movement decreased in the lateral direction in the HMD condition relative to the FS. The maximum range of COP movement in the anterior-posterior direction increased as a function of reaching task with HMD realizing the greatest amount of movement. The lack of an exocentric frame of reference in HMD coherent with information from other sensory systems results in limiting COP movement within the base of support (BOS) in order to decrease the challenge to the postural control system.
Past research has linked theta oscillations (electroencephalographic activity in the 4–8-Hz range) to spatial navigation in rodents and humans, and to the encoding and retrieval of spatial information in rodents. In the present study, electroencephalographic activity was measured while humans navigated through virtual mazes. Results confirmed previous findings that the frequency of theta episodes is directly related to the difficulty of maze navigation. We were also able to show that theta episodes occur most likely at points in a maze where new hallways come into view, or after navigational mistakes have been realized and are being corrected. This indicates that, just as in rodents, theta episodes in humans are related to the encoding and retrieval of spatial information.
Virtual reality (VR) technology is increasingly recognized as a useful tool for the assessment and rehabilitation of neurologic and psychiatric disorders. The hope that VR can accurately mimic real-life events is also of great interest in basic neuroscience, to identify the brain activity that underlies complex behavior by combining VR with techniques such as functional magnetic resonance imaging (fMRI). Toward these applications, in this study we designed and validated an fMRI-compatible data glove with a built-in vibratory stimulus device for tactile feedback during VR experiments. A simple VR-fMRI experiment was performed at 3.0 Tesla on four young healthy adults involving touching a virtual object with and without tactile feedback. The usefulness of the data glove was subsequently assessed using a series of questionnaires, behavioral performance, and the resulting activation images. Questionnaire scores indicated positive opinions with respect to the data glove, the tactile feedback, and the experimental paradigm. All subjects felt comfortable in the scanner during the VR experiment and were able to perform all aspects of the tasks successfully and with reasonable accuracy. In addition, activation maps showed the anticipated modulations in motor, somatosensory, and parietal cortex. These results support that tactile feedback enhances the realism of virtual hand–object interactions, and that the tactile data glove is suitable for use in other VR-fMRI research applications (e.g., VR physical therapy for stroke recovery).
This study assessed the relative contributions of visual and proprioceptive/motor information during self-motion in a virtual environment using a speed discrimination task. Subjects wore a head-mounted display and rode a stationary bicycle along a straight path in an empty, seemingly infinite hallway with random surface texture. For each trial, subjects were required to pedal the bicycle along two paths at two different speeds (a standard speed and a comparison speed) and subsequently report whether the second speed travelled was faster than the first. The standard speed remained the same while the comparison speed was varied between trials according to the method of constant stimuli. When visual and proprioceptive/motor cues were provided separately or in combination, the speed discrimination thresholds were comparable, suggesting that either cue alone is sufficient. When the relation between visual and proprioceptive information was made inconsistent by varying optic flow gain, the resulting psychometric functions shifted along the horizontal axis (pedalling speed). The degree of separation between these functions indicated that both optic flow and proprioceptive cues contributed to speed estimation, with proprioceptive cues being dominant. These results suggest an important role for proprioceptive information in speed estimation during self-motion.
This paper aims at presenting a new methodology to study how perceptual and motor processes organized themselves in order to achieve invariant visual information picking-up in virtual immersions. From a head-mounted display, head and eye movements were recorded using tracking devices (magnetic and infrared) that render the six degrees-of-freedom associated with the position and orientation of head movements, and two degrees-of-freedom from one eye. We measured the continuous line of sight's deviation from a pre-selected area on a virtual stimulus. Some preliminary analyses of the dynamical properties of the emergent perceptual and motor patterns are presented as they are considered to be representative of the process of affordance extraction.
This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human–Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.
Avatars, representations of people in virtual environments, are subject to human control. However, for most applications, it is impractical for a person to directly control each joint in a complex avatar.
Rather, people must be allowed to specify complex behaviours with simple instructions and the avatar permitted to select the correct movements in sequence to execute the instruction. This requires a variety
of technologies that are currently available. Human behaviour must be captured and stored it so that it can be retrieved at a later time for use by the avatar. This has been done successfully with a variety
of haptic interfaces, with visual observation of human head movements, and with verbal behaviour in natural language applications. The behaviour must be broken into
The operations of current robotics systems in low-earth orbit could benefit from the use of virtual reality (VR) systems to improve their performance. This paper presents an example of the type of contribution such a system could provide to assist the space robot operators in their operations, by using the increased situational awareness and the ease of use associated with VR systems.

