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Can virtual reality be used to investigate persecutory ideation?

The use of virtual reality permits individuals' reactions to standard controlled environments to be studied. It may therefore provide a means for understanding the interpretations of experience relevant to clinical disorders. The use of this technology for understanding persecutory ideation has not been investigated. A pilot study was undertaken to examine whether individuals have persecutory thoughts about virtual reality characters under controlled conditions and if there are factors that predict the occurrence of such thoughts.Twenty-four nonclinical participants entered a neutral virtual environment that contained computer-generated people. The participants completed dimensional assessments of items related to psychiatric symptoms and their thoughts about the virtual characters. Positive views about the virtual characters were common. However, a number of participants had ideas of reference and ideas of persecution about the virtual characters. Individuals who had persecutory thoughts about the virtual characters had significantly higher levels of interpersonal sensitivity and anxiety. The study provides direct evidence that individuals attribute mental states to virtual reality characters. Important for the study of clinical phenomena, some individuals have thoughts of a persecutory nature about virtual characters. Additionally, the findings indicate that feelings of interpersonal vulnerability and anxiety may directly contribute to the development of persecutory ideation in response to essentially neutral contexts. Virtual reality may prove to be a valuable methodology for developing an understanding of persecutory ideation.

Adult↗

Virtual Reality Hysteroscopy

New interactive computer technologies are having a significant influence on medical education, training, and practice. The newest innovation in computer technology, virtual reality, allows an individual to be immersed in a dynamic computer-generated, three-dimensional environment and can provide realistic simulations of surgical procedures. A new virtual reality hysteroscope passes through a sensing device that synchronizes movements with a three-dimensional model of a uterus. Force feedback is incorporated into this model, so the user actually experiences the collision of an instrument against the uterine wall or the sensation of the resistance or drag of a resectoscope as it cuts through a myoma in a virtual environment. A variety of intrauterine pathologies and procedures are simulated, including hyperplasia, cancer, resection of a uterine septum, polyp, or myoma, and endometrial ablation. This technology will be incorporated into comprehensive training programs that will objectively assess hand-eye coordination and procedural skills. It is possible that by incorporating virtual reality into hysteroscopic training programs, a decrease in the learning curve and the number of complications presently associated with the procedures may be realized. Prospective studies are required to assess these potential benefits.

Journal Article↗

The use of PC based VR in clinical medicine: the VREPAR projects.

Virtual reality (VR) is an emerging technology that alters the way individuals interact with computers: a 3D computer-generated environment in which a person can move about and interact as if he actually was inside it. Given to the high computational power required to create virtual environments, these are usually developed on expensive high-end workstations. However, the significant advances in PC hardware that have been made over the last three years, are making PC-based VR a possible solution for clinical assessment and therapy. VREPAR - Virtual Reality Environments for Psychoneurophysiological Assessment and Rehabilitation - are two European Community funded projects (Telematics for health - HC 1053/HC 1055 - http://www.psicologia.net) that are trying to develop a modular PC-based virtual reality system for the medical market. The paper describes the rationale of the developed modules and the preliminary results obtained.

Cerebrovascular Disorders↗

Exploration of virtual mazes by rhesus monkeys (Macaca mulatta).

A chasm divides the huge corpus of maze studies found in the literature, with animals tested in mazes on the one side and humans tested with mazes on the other. Advances in technology and software have made possible the production and use of virtual mazes, which allow humans to navigate computerized environments and thus for humans and nonhuman animals to be tested in comparable spatial domains. In the present experiment, this comparability is extended even further by examining whether rhesus monkeys (Macaca mulatta) can learn to explore virtual mazes. Four male macaques were trained to manipulate a joystick so as to move through a virtual environment and to locate a computer-generated target. The animals succeeded in learning this task, and located the target even when it was located in novel alleys. The search pattern within the maze for these animals resembled the pattern of maze navigation observed for monkeys that were tested on more traditional two-dimensional computerized mazes.

Animals↗

Computer-aided surgical planning for implantation of hearing aids based on CT data in a VR environment.

A study was undertaken to assess the feasibility of a preoperative fitting test for an implantable hearing aid in a virtual reality (VR) environment. High-resolution spiral computed tomography (CT) of the mastoid bone was performed, and the results of a mastoidectomy were simulated with manual segmentation on a standard medical workstation. CT was also performed on a temporal bone specimen obtained at real mastoidectomy, and the bone margins were segmented automatically with threshold-based techniques. A triangulated surface representation of the bone structures including the mastoid cavity was generated. These data as well as the computer-aided design (CAD) files of the medical devices were transferred into a VR environment. The CAD components of the hearing aid were manipulated to simulate the surgical implantation procedure. Merging CAD data of an implantable hearing aid with CT data of the temporal bone in a VR environment was shown to be a feasible method of providing three-dimensional information for the presurgical determination of fit and mountability. Advances in hardware and software are expected to improve the usability of this method. Although clinical studies are needed, these results may serve as an impetus for exploring the use of low-cost, widely available VR computer equipment in a potentially broad field of clinical applications.

Cochlear Implants↗

Virtual interaction in cognitive neuropsychology.

Several recent studies have investigated whether knowledge representation turns possible within virtual reality simulated environments. According to these affirmative results different clinical applications were developed in psychology. Among these applications virtual reality seems to have a specific role in assessment and treatment of neuropsychological diseases. This chapter will firstly investigate possibilities and challenges carried from virtual-reality-based neuropsychological applications focusing both on patient's and therapist's point of view. Afterward it will provide a survey of research and intervention application examples. More in detail a clear explanation of contribution goals will be discussed, in order to place research and applied works within a cognitive neuroscience frame of reference, according with their usefulness and effectiveness in clinical treatment. Fulfilling these objectives neuropsychological virtual reality approaches in memory, motor abilities, executive functions and spatial representation will be shown.

Cognitive Behavioral Therapy↗

Design and development of computer-aided chemical systems: virtual labs for teaching chemical experiments in undergraduate and graduate courses.

An environment for the construction of virtual chemistry experiments is presented. This environment is based on the E(V) = M + m model-Experiment (Virtual) = Materials + method-proposed and described herein, which allows the representation and subsequent building of chemistry experiments in virtual 3D worlds to any degree of complexity. The object-based nature of the environment not only allows its use on the Internet but also facilitates integration with other systems, while enabling the system to represent and organize knowledge in such a way that it is available to any teaching environment dealing with chemical laboratory experiments.

Chemistry↗

Force feedback for virtual reality based minimally invasive surgery simulator.

This paper presents ongoing research towards an endoscopic surgery simulation system. Our specific application of interest is laparoscopic surgery. The goal is to conceive an endoscopic surgical training tool which allows to realistically simulate the interactions between one or several surgical instruments and the gastrointestinal organs in a virtual reality based environment. An artificial patient is being developed into which endoscopic surgical instruments can be inserted to operate upon virtual organs displayed on a video monitor. In order to achieve a faithful and precise simulation, not only a realistic graphical representation of the organic tissue and its behavior is needed, but also the forces and moments on the surgical instruments encountered during an operation are required to be simulated. The laparoscopic surgery simulator must therefore provide force feedback through the endoscopic instruments manipulated by the surgeon. This paper details the mechanical design of the force feedback mechanisms and addresses some of the technical challenges of this project.

Computer Simulation↗

Development of a virtual flight simulator.

We present the development of a flight simulator that allows the user to interact in a created environment by means of virtual reality devices. This environment simulates the sight of a pilot in an airplane cockpit. The environment is projected in a helmet visor and allows the pilot to see inside as well as outside the cockpit. The movement of the airplane is independent of the movement of the pilot's head, which means that the airplane might travel in one direction while the pilot is looking at a 30 degrees angle with respect to the traveled direction. In this environment, the pilot will be able to take off, fly, and land the airplane. So far, the objects in the environment are geometrical figures. This is an ongoing project, and only partial results are available now.

Feedback↗

Genotypic and phenotypic variation as stress adaptations in temperate tree species: a review of several case studies.

Species that occupy large geographic ranges or a variety of habitats within a limited area deal with contrasting environmental conditions by genotypic and phenotypic variation. My students and I have studied these forms of ecophysiological variation in temperate tree species in eastern North America by means of a series of field and greenhouse experiments, including controlled studies with Cercis canadensis L., Fraxinus pennsylvanica Marsh., Acer rubrum L., Prunus serotina Ehrh. and Quercus rubra L., in relation to drought stress. These studies have included measurements of gas exchange, tissue water relations and leaf morphology, and have identified genotypic variation at the biome and individual community levels. Xeric genotypes generally had higher net photosynthesis and leaf conductance and lower osmotic and water potentials at incipient wilting than mesic genotypes during drought. Xeric genotypes also produced leaves with greater thickness, leaf mass per area and stomatal density and smaller area than the mesic genotypes, suggesting general coordination among leaf morphology, gas exchange and tissue water relations. Leaf phenotypic plasticity to different light environments occurred in virtually every study species, which represented a wide array of ecological tolerances. In a study of interactions of genotypes with environment, shade plants, but not sun plants, exhibited osmotic adjustment during drought and shade plants had smaller reductions in photosynthesis with decreasing leaf water potential. In that study, sun, but not shade, plants had significant genotypic differences in leaf structure, but with certain variables phenotypic variation exceeded genotype variation. Thus, genotypic variation was not expressed in all phenotypes, and phenotypes responded differentially to stress. Overall, these studies indicate the importance of genotypic and phenotypic variation as stress adaptations in temperate tree species among both distant and nearby sites of contrasting environmental conditions.

Journal Article↗

Cells in fluidic environments are sensitive to flow frequency.

Virtually all cells accommodate to their mechanical environment. In particular, cells subject to flow respond to rapid changes in fluid shear stress (SS), cyclic stretch (CS), and pressure. Recent studies have focused on the effect of pulsatility on cellular behavior. Since cells of many different tissue beds are constantly exposed to fluid flows over a narrow range of frequencies, we hypothesized that an intrinsic flow frequency that is optimal for determining cell phenotype exists. We report here that cells from various tissue beds (bovine aortic endothelial cells (BAEC), rat small intestine epithelial cells (RSIEC), and rat lung epithelial cells (RLEC)) proliferate maximally when cultured in a perfusion bioreactor under pulsatile conditions at a specific frequency, independent of the applied SS. Vascular endothelial and pulmonary epithelial cell proliferation peaked under 1 Hz pulsatile flow. In contrast, proliferation of gastrointestinal cells, which in their physiological context are subject to no flow or higher wavelength signal, was maximum at 0.125 Hz or under no flow. Moreover, exposure of BAEC to pulsatile flow of varying frequency influenced their nitric oxide synthase activity and prostacyclin production, which reached maximum values at 1 Hz. Notably, the "optimal" frequencies for the cell types examined correspond to the physiologic operating range of the organs from where they were initially derived. These findings suggest that frequency, independent of shear, is an essential determinant of cell response in pulsatile environments.

Animals↗

Road-crossing safety in virtual reality: a comparison of adolescents with and without ADHD.

This study investigated the potential accident-proneness of adolescents with attention deficit hyperactivity disorder (ADHD) in a hazardous road-crossing environment. An immersive virtual reality traffic gap-choice task was used to determine whether ADHD adolescents show more unsafe road-crossing behavior than controls. Participants (ages 13 to 17) were identified with (n = 24) or without (n = 24) ADHD according to a standardized protocol (Schedule for Affective Disorders and Schizophrenia for School-Age Children-Present and Lifetime Version and Conners' Scales), with equal number of boys (n = 12) and girls (n = 12) in each group. ADHD adolescents did not take stimulant medication on the day of testing. Participants with ADHD had a lower margin of safety, walked slower, underutilized the available gap in incoming traffic, showed greater variability in road-crossing behavior, and evidenced twice as many collisions as compared to controls. No sex differences were found. Virtual reality may help identify and educate those at higher risk of being involved in dangerous traffic situations.

Accident Prevention↗

How does schema theory apply to real versus virtual memories?

Schemas are cognitive frameworks that guide memory, aide in the interpretation of events, and influence how we retrieve stored memories. The purpose of this study was to explore how schemas operate in a well-known environment and to examine whether or not schemas operate differently in real versus virtual environments. Twenty-four undergraduate students from a small liberal arts college in the northeast participated for course credit. Two identical offices (a real office and a virtual office) were created and filled with eight consistent and eight inconsistent items. Each participant explored either the real office or the virtual office for 20 seconds without any knowledge that their memory would be tested. After leaving the office, participants completed a recognition task and a short demographic questionnaire. Overall sensitivity and higher confidence in recognition memory scores was found for inconsistent compared to consistent items. Greater support for the consistency effect was observed in this study and interpreted in terms of the dynamic memory model and the schema-plus-correction model. The results also demonstrate that virtual reality paradigms may produce similar outcomes compared to the real world in terms of some memory processes, but additional design factors must be considered if the researcher's goal is to create equivalent paradigms.

Adolescent↗

Complex nursing systems.

The specific aim of this paper is to identify the causes underlying the growth in health care system complexity, discuss challenges nurse administrators face as a result of it and suggest strategies for better decision-making in complex system environments. This paper further discusses the merits of computational modelling and simulation which can assist nurse administrators predict the results of their decisions through a virtual complex system environment.

Computer Simulation↗

Automatic path searching for interactive navigation support within virtual medical 3-dimensional objects.

RATIONALE AND OBJECTIVES: This article proposes the use of a disembodied autonomous actor for navigation support within complex virtual medical objects reconstructed from Computed Tomography or Magnetic Resonance Imaging. Such objects are often maze-like, and users risk getting lost within them during Virtual Reality sessions. Therefore, users need paths for guided fly-throughs when performing non-invasive diagnostic tasks. MATERIALS AND METHODS: We present a synthetic vision-based actor capable of finding collision-free paths from a given position to a goal point in environments containing loops and impasses. When navigating, the actor voxelizes the virtual environment and searches for collision-free paths in voxel space by using a back tracking search algorithm. Automata and rules control its search behaviour. The resulting paths can be used in dedicated virtual endoscopy applications. RESULTS: Our path search method has been tested within a variety of tubular virtual anatomical structures in 3D such as aortas, colons, or blood vessels of the brain. The actor finds paths within reasonable time limits, even when considering complex anatomical surface models. CONCLUSION: The method may be used as a valuable tool for assisting virtual endoscopic diagnostic and screening activities in the near future.

Algorithms↗

Motion sickness: acquisition and retention of adaptation effects compared in three motion environments.

A sharp distinction should be made between symptoms of motion-sickness per se and phenomena inferred from the symptomatology, which include rates of acquisition and decay of adaptation effects. Foreknowledge of these "derived phenomena" are valuable if it can be shown that they hold true for virtually any motion environment. Recently, we have developed a sudden-stop vestibulovisual interaction test for measuring susceptibility to motion sickness (1). The test procedure involves four successive assessments that provide not only an index of susceptibility to motion sickness but also the rates of acquisition and decay of adaptation effects. The 14 subjects participating in this test had previously served as subjects in parabolic flight experiments and seven of them had also taken part in the assessment of antimotion-sickness remedies in a slow rotation room. The present report examines whether their rates of acquisition and decay of adaptation to stressful motion represent consistent general features of their responses across motion environments. From these comparisons, it appears that an individual's rates of acquiring and losing adaptation are quite consistent in very different situations. The pattern of results also suggests modifications of the sudden-stop vestibulovisual test that should increase its effectiveness as a motion-sickness screening procedure, both for orbital flight and for terrestrial conditions.

Adaptation, Biological↗

Social epidemiology and the work environment.

A major theme in virtually all of Bertil Gardell's work is that the social and work environment affects health and well-being. This concern with the social environment has been a major influence in the development of a new area of research referred to as social epidemiology. In this area of work, difficulties are increasingly being recognized in identifying specific social factors in the environment toward which intervention programs can be directed. An approach to this complex problem is to focus attention on the "mini-environment" of the workplace. Research here has yielded several interesting hypotheses that may have important implications for studies of the larger environment. These hypotheses involve the concepts of control and participation, concepts that are central to all of Gardell's work.

Employment↗

Communication and cooperation in networked environments: an experimental analysis.

Interpersonal communication and cooperation do not happen exclusively face to face. In work contexts, as in private life, there are more and more situations of mediated communication and cooperation in which new online tools are used. However, understanding how to use the Internet to support collaborative interaction presents a substantial challenge for the designers and users of this emerging technology. First, collaborative Internet environments are designed to serve a purpose, so must be designed with intended users' tasks and goals explicitly considered. Second, in cooperative activities the key content of communication is the interpretation of the situations in which actors are involved. So, the most effective way of clarifying the meaning of messages is to connect them to a shared context of meaning. However, this is more difficult in the Internet than in other computer-based activities. This paper tries to understand the characteristics of cooperative activities in networked environments--shared 3D virtual worlds--through two different studies. The first used the analysis of conversations to explore the characteristics of the interaction during the cooperative task; the second analyzed whether and how the level of immersion in the networked environments influenced the performance and the interactional process. The results are analyzed to identify the psychosocial roots used to support cooperation in a digital interactive communication.

Adult↗