What is Virtual Reality? Virtual reality is a new technology that alters the way individuals interact with computers. In fact, it can be defined as a set of computer technologies which, when combined, provide an interface to a computer-generated world. In particular it provides such a convincing interface that the user believes he is actually in a three dimensional computer-generated world. A virtual environment is a virtual reality application that lets users navigate and interact with a three-dimensional, computer generated (and computer-maintained) environment in real time. A key feature of a virtual environment is that the user believes that he is actually in this different world. This is accomplished by immersing the person's senses using a head-mounted display or some other immersive display device. A second key feature of Virtual Reality is that if the user moves his head, arms or legs, the shift of visual cues must be those he would expect in a real world. In other words, besides immersion, in a virtual world we have navigation and interaction. Although virtual reality is mature enough to have different medical applications, the common use of this technology outside the surgical field is actually limited due to different problems:
To create successful health care applications with today's virtual environments, we must begin by asking: what are they good at? This book offers an answer to its possible readers - physicians, psychologists and health care providers - by presenting an overview of the current research in this field. Infact the book, whose idea comes from the work made within the EC funded Virtual Reality Environments for Psycho-neuro-physiological Assessment and Rehabilitation VREPAR - projects, (HC 1053 - HC 1055 - http://www.psicologia.net), is a collection of chapters from researchers who have pioneered the ideas and the technology associated with virtual reality. More in particular, the book discusses the clinical principles, human factors, and technological issues associated with the use of virtual reality for assessment and treatment. It should be noted that technical characteristics of virtual worlds change very rapidly; but what will not change is the user of a virtual environment. Thus, to ensure that the contents of this book are not quickly updated, all the contributors have made a great effort to identify possible constraints in the use of this technology and to indicate how they can be faced and solved. The key issue was to integrate knowledge of clinical therapy and psychological principles related to human factors into the design of virtual environments.
The book is divided in three main sections comprising 13 chapters overall: Virtual Reality for Health Care, Virtual Reality for Psychological Assessment and Rehabilitation and Virtual Reality for Neuro-Physiological Assessment and Rehabilitation:
The first section of the book contains two chapter written to provide a broad introduction to the use of virtual reality in health care. The two chapters provide basic definition and background material which thus set the stage for future chapters. Specifically, Chapter 1, written by Moline, surveys the current applications of virtual environments for health care: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery, and planning and simulation of procedures before surgery); medical therapy; preventive medicine and patient education; medical education and training; visualization of massive medical databases; skill enhancement and rehabilitation; and architectural design for healthcare facilities. Chapter 2, by Lewis and Griffin, provides an excellent overview of the human factors involved in the virtual experience. The authors also identified specific factors which are likely to affect the incidence of side-effects during and after exposures, and which need to be understood in order to minimize undesirable consequences.
The second section of the book provides information on the possible application of virtual environments for psychological assessment and rehabilitation. Chapter 3 and 4 offer a broad introduction to the research in this field. In Chapter 3 M. North, S. North, and Coble describe the Virtual Reality Therapy (VRT), a new therapeutic approach that can be used to overcome some of the difficulties inherent in the traditional treatment of phobias. The chapter also describes how to use virtual reality in the treatment of specific phobias: fear of flying, fear of heights, fear of being in certain situations, and fear of public speaking. Chapter 4, written by me, describes the context of current psychological assessment and underlines possible advantages of a VR based assessment tool. The chapter also details the characteristics of BIVRS, Body Image Virtual Reality Scale, an assessment tool designed to assess cognitive and affective components of body image. The remaining four chapters discuss specific applications of virtual reality: for the treatment of Autism (Chapter 5 by Strickland), for the palliative care of cancer (Chapter 6 by Oyama), for the treatment of body image disturbances (Chapter 7 by me and Melis) and to diagnose and treat patients with psychological and psychiatrical difficulties (Chapter 8 by Hirose, Kijima, Shirakawa and Nihei).
The last section of the book contains five chapters that focus on the current applications of virtual environments in neuro-physiological assessment and rehabilitation. Chapter 9 and 10 define the rationale for the possible application of virtual reality in this field. Specifically, Chapter 9, written by Rizzo and Buckwalter, provides an introduction to the basic concepts of neuro-psychological assessment and cognitive rehabilitation, along with rationales for virtual reality's applicability in these complimentary fields. The authors review the relevant literature regarding theoretical and pragmatic issues for these applications and provide references for further reading. In Chapter 10 Rose, Attree and Brooks describe the new opportunities offered by virtual reality to pursue several aspects of the rehabilitation process. The value of the technology of virtual environments in this context is that it allows the clinicians to immerse people with brain damage in relatively realistic interactive environments which, because of their patterns of impairment, would otherwise be unavailable to them. Finally, in the last chapters are presented many different applications of virtual reality: for the treatment of hemiparesis, unilateral neglect and cerebral palsy (Chapter 11 by Wann, Rushton, Smyth and Jones), for the quantitative analysis of neuromotor diseases (Chapter 12 by Rovetta, Lorini and Canina) and for the therapy of multiple sclerosis and spinal cord injury (Chapter 13 by Steffin).
Virtual Reality for Health Care: a survey
Human Factors Consideration in Clinical Applications of Virtual Reality
Christopher H. Lewis and Michael J. Griffin Human Factors Research Unit, Institute of Sound and Vibration Research University of Southampton, UK
Virtual Reality Therapy: An Effective Treatment for Psychological Disorders
Max M. North, Sarah M. North, and Joseph R. Coble Virtual Reality Technology Laboratory Clark Atlanta University
Virtual Reality as Assessment Tool in Psychology
Giuseppe Riva Applied Technology for Neuro-Psychology Lab. Istituto Auxologico Italiano
Virtual Reality for the Palliative Care of Cancer
Hiroshi Oyama Medical Virtual Reality Development Lab National Cancer Center Hospital, Tokyo, Japan
Virtual Reality for the Treatment of Body Image Disturbances
Giuseppe Riva and Luca Melis Applied Technology for Neuro-Psychology Lab. Istituto Auxologico Italiano
Development of a Virtual Sand Box: An Application of Virtual Environment for Psychological Treatment
*Michitaka Hirose, **Ryugo Kijima, ***Kimiko Shirakawa and ****Kenji Nihei * Faculty of Engineering, University of Tokyo, Japan ** Faculty of Engineering, Gifu Universityo, Gifu City, Japan *** Division of Developmental Psychology, National Children's Hospital, Tokyo, Japan **** Division of Pediatric Neurology, National Children's Hospital, Tokyo, Japan
Virtual Reality and Cognitive Assessment and Rehabilitation: The State of the Art
Albert A. Rizzo and J. Galen Buckwalter Alzheimers Disease Research Center University of Southern California, Los Angeles, CA
Virtual Environments in Neuropsychological Assessment and Rehabilitation
F. D. Rose, E. A. Attree and B.M. Brooks Department of Psychology, University of East London, London, UK
Virtual Environments for the Rehabilitation of Disorders of Attention and Movement
John P. Wann, Simon. K. Rushton, Martin Smyth and David Jones
Virtual Reality in the Assessment of Neuromotor Diseases: Measurement of Time Response in Real and Virtual Environments
Alberto Rovetta, Flavio Lorini and Maria R. Canina Dipartimento di Meccanica, Politecnico di Milano, Milan, Italy
Virtual Reality Therapy of Multiple Sclerosis and Spinal Cord Injury: Design Considerations for a Haptic-Visual Interface
Morris Steffin Swank Multiple Sclerosis Clinic and Foundation Beaverton, Oregon
Elizabeth Attree is a Research Fellow in the Department of Psychology at the University of East London. Her research interests encompass the use of virtual environments as a means of assessment and rehabilitation following brain injury; the effects of mental practice on the acquisition of motor skills; and cerebral asymmetry and handedness.
Barbara Brooks is a Senior Research Fellow, also in the Department of Psychology at the University of East London. Her Ph.D. was in the field of cognitive psychology, investigating memory processes by comparing serial position and levels of processing effects in implicit and explicit memory tests. She is currently investigating memory after active and passive participation in virtual environments.
J. Galen Buckwalter, Ph.D. is the Associate Director of the Clinical Core of the Alzheimer's Disease Research Center and Research Assistant Professor of Gerontology at the University of Southern California. As neuro-psychologist, his research has focused on the cognitive effects of hormonal exposures.
Maria Rita Canina, M.A., is a specialist architect in biodesign at Politecnico di Milano Robotics Laboratory. Canina's previous publications have included articles on biodesign, human reabilitation systems and human prothesis. She earned her degree at Politecnico di Milano, Italy.
Joseph R. Coble, Ph.D. is a tenured Professor in the Psychology Department at Clark Atlanta University, USA. He has been one of the most active members of the Human-Computer Interaction and Virtual Reality Technology Laboratory research team. He has published several papers in the field of psychology and computing. Dr. Coble received his training as a research psychologist from the Psychobiologyprogram at Florida State University with a masters in human vision and a doctorate in behavioral genetics.
Dorothy Strickland, is working at the Division for Treatment and Education of Autistic and other Communications handicapped CHildren (TEACCH), University of North Carolina, Chapel Hill. She has been involved for several years in clinical applications of virtual reality.
Michael J. Griffin, Ph.D., head of the Human Factors Research Unit, University of Southampthon, UK, has specialized in the study of human response to oscillatory motion for the past 25 years. His research has included human factors of head-coupled immersive virtual reality systems, including the effects of computer lags, and investigations of the causes of motion sickness due to both real and virtual motions.
Michitaka Hirose, Ph.D., is an associate professor of systems engineering in the Department of Mechano-Informatics at the University of Tokyo, Japan. He received BE, ME and PhD degrees from the University of Tokyo in 1977, 1979 and 1982 respectively.
David Jones, was a research student at the Department of Psychology, University of Reading, UK. His final year project work focused on 3D interactive environments for use with patients with attentional disorders.
Ryugo Kijima, Ph.D., is an assistant in Gifu University.He received BE, ME and phD degrees from the University of Tokyo in 1988, 1991 and 1994 respectively.
Flavio Lorini, M.S., is a mechanical engineering and PhD Research Student in Mechanical Engineering at Politecnico di Milano, Italy. He learned his M.Sc. in Applications of Group Technology in Manufacturing System from Santa Catarina State University, Florianopolis, Brazil. Lorini is professor of Manufacturing Science, in Mechanical Department of UFRGS, an Brazilian State University. Lorini's previous publications have included articles and book on manufacturing science and productions system.
Christopher Lewis, Ph.D., is a Senior Research Fellow in the Human Factors Research Unit of the Human Sciences Group of the Institute of Sound and Vibration Research, University of Southampthon, UK,. He has been associated with research on human factors aspects of head-coupled displays and systems for almost 20 years. His current research includes modelling of the performance of temporal aspects of virtual reality systems.
Luca Melis, M.S., is Associate Researcher at the Applied Technology for Neuro-Psychology Laboratory - ATN-P Lab., Istituto Auxologico Italiano, Milan, Italy. He received his M.S. in Work and Technology psychology from University of Cagliari, Italy. His interests include computer mediated communication, computer supported collaborative work and body image.
Judi Moline, Ph.D, is a computer scientist and project manager in the Information Technology Laboratory (ITL) of the National Institute of Standards and Technology (NIST). Dr. Moline's previous publications have included articles on computer interfaces, user requirements, open systems, standards, multimedia, and hypertext. She is a member of the Information Access and User Interfaces Division. Dr. Moline earned her Ph.D. in Information Transfer from Syracuse University, Syracuse, New York.
Kenji Nihei, M.D., is a chief medical doctor in Dept. of Neurology of National Children's Hospital, Japan. He received MD from Tohoku University. He has been working for Hospital of the University of Tokyo and Self-governing Medical University.
Max M. North, Ph.D. is a tenured Assistant Professor in the Computer Information Science Department and Director of the Human-Computer Interaction Group and Virtual Reality Technology Laboratory at Clark Atlanta University, USA. He is the author of many articles in the field of computing and psychology and the recipient of an award from Sigma Xi, the Scientific Research Society; and CyberEdge Journal award for Virtual Reality Therapy research.
Sarah M. North, M.S.D. is an Assistant Professor in the Computer and Information Science Department at Clark Atlanta University, USA. She is Co-Director of the Human-Computer Interaction Group and Virtual Reality Technology Laboratory. She is the author of several articles in the field of computing and psychology. Professor North's field of research is cognitive science and human-computer interaction. Essentially her work emphasizes the effectiveness of virtual reality in the motivational processes of learners.
Hiroshi Oyama, M.D, is a head of neurosurgery and project manager in the medical virtual reality project of the National Cancer Center Japan. Dr. Oyama's previous publications have included articles on surgical simulation system, high performance medical image processing, human interfaces, user requirements, psychological applications, multimedia, and medical VR integration. He is a member of the American Medical Informatics Association and The Virtual Reality Society of Japan.
Giuseppe Riva, Ph.D., is Senior Researcher at the Applied Technology for Neuro-Psychology Laboratory - ATN-P Lab., Istituto Auxologico Italiano, Milan, Italy, and Coordinator of the EC funded VREPAR research project. He received his Ph.D. in Social and Developmental Psychology from the Catholic University of Milan, Italy. In the ATP Lab. he conducted several researches and published many papers about methods and assessment tools in psychology and about the use of Virtual Reality in medicine. He has also played a key role in several researches carried out by the GRICO, Gruppo di Ricerca sull'Interazione COmunicativa (Research Group on Communicative Interaction) of the Catholic University of Milan, many of which focused on issues concerning methodological and psychological implicancies in the use of new information technologies.
Albert A Rizzo, Ph.D. is a Clinical Psychologist at the Alzheimer's Disease Research Center(ADRC)at the University of Southern California. Prior to his work at the ADRC, he designed and implemented cognitive rehabilitation programs for persons with traumatic brain injury. Aside from his work in VR, his research has focused on the study of cognitive processes, cognitive rehabilitation, and hormonal effects.
David Rose, Ph.D. is Professor of Psychology and Head of the Department of Psychology at the University of East London. His primary research interest is in neuro-psychology and, for many years, he was involved in research programmes on cortical mechanisms in learning and memory and, later, on mechanisms of recovery of function following cortical damage. A particular interest has been the effects of environmental enrichment on recovery of function and it is this which led him to investigate applications of virtual environments to brain damage rehabilitation. Professor Rose is the author of over 100 journal articles and chapters.
Alberto Rovetta, is Head of The Telerobotic Laboratory at Politecnico di Milano, Italy. He is president of the International Society of Theoretical Neurobiology (SINT), president of the International Committee, under the auspices of UITA-UNESCO, for Advanced Technology, president of the World Congress of the International Federation for Theory of Machines and Mechanism (IFToMM) and member of the Scientific Committees of some international Journals.
Simon K. Rushton, is a Research Scientist at Hewlett Packard, Bristol, UK. His research spans vision and attention in normal and brain injured populations. He is a collaborator with John Wann on the VR navigation & design projects and a Visiting Researcher at the Dept of Psychology,University of Reading, UK.
Kimiko Shirakawa, is researcher in the Department of Developmental Psychology of the National Children's Hospital, Japan.
Martin Smyth, is a Research Associate at the University of Reading, UK. His background is in computer science and his primary work is on the development of 3D interactive environments on PC platforms under Windows NT.
Morris Steffin, M.D. is a UCLA trained neurologist with research interests in neuronal electrophysiology and neurorehabilitation. He directs multiple sclerosis and rehabilitation research programs at the Swank MS Clinic and Foundation in Beaverton, Oregon. Dr. Steffin has patented and published in the area of neuronal voltage clamp technique with application to the elucidation of information transfer in neuropil and in the area of virtual reality systems to provide computer-assisted physical therapy for the neurologically disabled.
John P. Wann, is a Reader in Psychology at the University of Reading, UK. His primary research area is visual perception and human motor control, with a specific focus on control problems arising in development or through brain injury. His current work also spans navigation & design issues for 3D interactive environments and for tele-presence systems. Funding for these projects is from the UK Engineering and Physical Sciences Research Council and through Action Research (UK Medical Charity).
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