JCR 4(2) - Virtual Reality Medical Institute
Transcription
JCR 4(2) - Virtual Reality Medical Institute
Volume 4, Issue 2, Summer 2011 Abstracts from the 16th Annual CyberPsychology & CyberTherapy Conference June 20-22, 2011 – Gatineau, Canada Journal of CyberTherapy & rehabiliTaTion Volume 4, Issue 2, Summer 2011 Brussels, Belgium – San Diego, California Become a MEMBER International Association of CyberPsychology, Training & Rehabilitation h http://iactor.eu t t p : / / i a c t o r. e u | h http://iactor.ning.com t t p : / / i a c t o r. n i n g . c o m iACToR is the official voice and resource for the international community using advanced technologies in therapy, training, education, prevention, and rehabilitation. MEMBERSHIP MISSION • Network with other experts and industry leaders in CyberPsychology, Training & Rehabilitation Our mission is to bring together top researchers, policy makers, funders, decision makers and clinicians, pooling collective knowledge to improve the quality, affordability, and availability of existing healthcare. Ultimately, through international collaboration with the most eminent experts in the field, we are working to overcome obstacles and increase access to top-quality healthcare for all citizens. By enhancing public awareness of the possibilities that technology offers, we move toward changing and improving healthcare as it currently exists. As the only international association dedicated to CyberPsychology, Training & Rehabilitation, iACToR offers its members unique opportunities. • Be the first to know about important events, funding opportunities and other news • Share your knowledge with industry peers • Learn industry best practices and standards • Attend the international CyberPsychology & CyberTherapy Conference and other special events at a discount • Subscribe to the Journal of CyberTherapy & Rehabilitation (JCR) and CyberTherapy & Rehabilitation Magazine (C&R) at a special subscription price please p le a s e email e m a i l us u s at at o office@vrphobia.eu f f i ce @ v r p h o b i a . e u J CR 133 Journal of CyberTherapy & Rehabilitation ediTor-in-Chief managing ediTor Brenda K. Wiederhold, Ph.D., MBA, BCIA Virtual Reality Medical Institute Brussels, Belgium Virtual Reality Medical Center San Diego, California Emily Butcher Interactive Media Institute San Diego, California ediTorial board Mariano Luis Alcañiz Raya, Ph.D. Universidad Politécnica de Valencia Valencia, Spain Rosa M. Baños, Ph.D. University of Valencia Valencia, Spain Susan Baumgartner, M.A. University of Amsterdam The Netherlands Willem-Paul Brinkman, Ph.D. Delft University of Technology The Netherlands A.L. Brooks, Ph.D. Aalborg University Esbjerg, Denmark Yang Cai, Ph.D. Carnegie Mellon University Pittsburgh, Pennsylvania Julian Dooley, Ph.D. Edith Cowan University Mount Lawley, Australia Paul M.G. Emmelkamp, Ph.D. University of Amsterdam Amsterdam, Netherlands Uri Feintuch, Ph.D. Hadassah-Hebrew University Medical Center Jerusalem, Israel Stéphane Bouchard, Ph.D. Université du Québec en Outaouais Gatineau, Québec, Canada assoCiaTe ediTors Luciano Gamberini, Ph.D. University of Padova Padova, Italy Cristina Botella, Ph.D. Jaume I University Castelló de la Plana, Spain Giuseppe Riva, Ph.D., M.S., M.A. Istituto Auxologico Italiano Verbania, Italy Joshua Fogel, Ph.D. Brooklyn College Brooklyn, New York John K. Miller, Ph.D., LMFT Nova Southeastern University Fort Lauderdale, Florida Tom Furness, Ph.D. University of Washington Seattle, Washington José Luis Mosso, M.D. Regional Hospital No. 25 of the IMSS Mexico City, Mexico Charles Hughes, Ph.D. University of Central Florida Orlando, Florida Paul Pauli, Ph.D. University of Würzburg Würzburg, Germany Wijnand IJsselsteijn, Ph.D. Eindhoven University of Technology Eindhoven, Netherlands Richard M. Satava, M.D., F.A.C.S. University of Washington Seattle, Washington Linda A. Jackson, Ph.D. Michigan State University East Lansing, Michigan Dick Schoech, Ph.D. University of Texas Arlington, Texas Sun. I. Kim, Ph.D. Hanyang University Seoul, South Korea Birgit U. Stetina, Ph.D. Webster University Vienna, Austria Paul Kizakevich, Ph.D. RTI International Research Triangle Park, North Carolina Heidi Sveistrup, Ph.D. University of Ottawa Ottawa, Ontario, Canada Dragica Kozaric-Kovacic, Ph.D. University Hospital Dubrava Zagreb, Croatia Jang-Han Lee, Ph.D. Chung-Ang University Seoul, South Korea José Gutiérrez Maldonado, Ph.D. University of Barcelona Barcelona, Spain Chia-Wen Tsai, Ph.D. Ming Chuan University Taipei, Taiwan Sy-Chyi Kiky Wang, MFA, D.Ed. National Chiayi University Taiwan XiaoXiang Zheng Zhejiang University Zhejiang Province, P.R. China 9565 Waples Street - Suite 200 San Diego, CA 92121 Phone: (858) 642-0267 E-mail: frontoffice@vrphobia.com Journal of CyberTherapy & Rehabilitation S u m m e r 2 0 11 Vo l u m e 4 , I s s u e 2 137 editorial B. Wiederhold oral presentation abstracts from the 16th annual Cyberpsychology & CyberTherapy Conference 145 Virtual Reality and Pain: Mechanisms for Analgesia and Exploring Empathy 155 Using Technologies for Cognitive Training in the Elderly 163 Exposure for Anxiety Disorders with Virtual and Augmented Realities 174 Applications for Cognitive Neurosciences 179 Cybertherapy for Anxiety Disorders: A Challenge for the Future 187 Developing New Tools and Technologies 194 Outcome Trials for Anxiety Disorders 202 Paradigms and Phenomenology of Cyberspaces 207 Posttraumatic Stress Disorder: Prevention and New Treatment Tools 218 Applications of Telehealth: Outcomes and Psychological Processes 227 Addictions, Urges and Cravings: Towards Better Understanding and Treatments 236 Human Dimensions in Online Social Networks 245 3-D Environments for Eating Disorders and Schizophrenia 251 Virtual Humans: the Next Generation of Personal Coaches 259 poster presentation abstracts from the 16th annual Cyberpsychology & CyberTherapy Conference 309 Cyberprojects G. Riva 310 Cyberfocus D. Pizzioli 322 author index JCR 137 Journal of CyberTherapy & Rehabilitation S u m m e r 2 0 1 1 , Vo l u m e 4 , I s s u e 2 © Vi r t u a l R e a l i t y M e d i c a l I n s t i t u t e ediTorial Welcome to the Summer 2011 issue of the Journal of CyberTherapy & Rehabilitation (JCR). As you know, JCR is one of the two official journals of the International Association of CyberPsychology, Training & Rehabilitation (iACToR). Now in its 16th year, the annual international CyberPsychology & CyberTherapy Conference (CT16) agreed, in 2009, to become the official conference of iACToR. So, along with CyberPsychology, Behavior, & Social Networking Journal (CYBER), CyberTherapy & Rehabilitation (C&R) Magazine, and JCR, we celebrate our Combined Communications Platform. The journals, conference, magazine, and association combine into one powerful platform to address previous information deficits in the utilization of advanced technologies in healthcare. We will strive to speak with a united voice to inform and educate stakeholders about the uses of technologies in healthcare, as well as how technologies are impacting behavior and society. This year we are proud to be holding CT in Canada. Organized by the Interactive Media Institute (IMI), a 501c3 nonprofit organization, in cooperation with Université du Québec en Outoauais (UQO), CT16 is being held June 19-22, 2011 in Gatineau, Canada. This venue speaks to the continued growth and collaboration, not just amongst Europe and the U.S., but also amongst researchers and scholars worldwide. This year’s conference theme is two-fold: First, CT16 will explore technologies as enabling tools. This will include the uses of advanced technologies such as Virtual Reality (VR) simulations, videogames, telehealth, video-conferencing, the Internet, robotics, brain computer interfaces, wearable computing, non-invasive physiological monitoring devices, in diagnosis, assessment, and prevention of mental and physical disorders. In addition, we will look at interactive media in training, education, rehabilitation, and therapeutic interventions. Second, CT16 will explore the impact of new technologies. CT16 will investigate how new technologies are influencing behav- JCR ior and society, for example, through healthy ageing initiatives, positive and negative effects of social networking tools, and online gaming. I would like to take this opportunity to thank all those who are helping to make this year’s conference possible through their tireless energy and drive – the Co-Organizer and Conference Co-Chair Professor Stéphane Bouchard; this year’s Scientific Chairs, Professors Paul Emmelkamp, Wijnand Ijsselsteijn and Giuseppe Riva; Exhibit Chair Professor Sun Kim; Workshop Chair Professor Heidi Sveistrup; Cyberarium Chair Geneviève Robillard; and Website Chair Professor Andrea Gaggioli. Many thanks also to the Scientific Committee, made up of prominent researchers from around the world, and the Local Advisory Committee in Gatineau, as well as all of the presenters and attendees. Finally, my gratitude to Geneviève Robillard, Emily Butcher and Jocel Rivera for overseeing the Conference Coordination, to Christina Valenti for editing related materials, and to the teams at Université du Québec en Outaouais, Interactive Media Institute, Virtual Reality Medical Center, and Virtual Realty Medical Institute for their time and contributions to all facets of the conference. To our sponsors, who continue to support our vision and help make it a reality, a warm and heartfelt thank you – 3dVia, Assemblée Nationale du Québec, Canada Research Chair in Clinical Cyberpsychology, Casino LacLeamy, the European Commission Information Society and Media, Gouvernement du Québec, Interactive Media Institute (IMI), International Association of CyberPsychology, Training & Rehabilitation (iACToR), INTERSTRESS, In Virtuo, Istituto Auxologico Italiano, Mary Ann Liebert, Inc. Publishers, National Institute on Drug Abuse (NIDA), Université du Québec en Outaouais (UQO), Ville de Gatineau, the Virtual Reality Medical Center (VRMC), the Virtual Reality Medical Institute (VRMI) and WorldViz. 138 As integral parts of our Combined Communications Platform, the CT Conference series will continue to work together with iACToR, JCR, and C&R to inform and educate industry, academia, and government officials and the general public on the explosive growth of advanced technologies for therapy, training, education, prevention and rehabilitation. As in previous conferences, this year’s conference will be hosting an interactive exhibit area, the Cyberarium, which allows conference attendees and members of the press to try new technologies firsthand. To recognize outstanding achievements by students and new researchers, as well as lifetime achievement for a senior researcher, we will also be hosting awards during the conference and announcing the 2011-2012 iACToR officers during the General Assembly. Pre-conference workshops will focus on advanced topics including psy- chotherapeutic applications, brain computer interface devices, and rehabilitation, and there will also be an introduction to VR workshop for those newer to the area. As we approach CT16 with excitement, we begin too to look toward next year’s conference, CyberPsychology & CyberTherapy 17, to be held in Brussels, Belgium September 12-15, 2012. Thank you again for your commitment to the evolution of healthcare! Brenda K. Wiederhold, Ph.D., MBA, BCIA Editor-in-Chief, Journal of CyberTherapy & Rehabilitation Virtual Reality Medical Institute JCR In-depth Co Coverage verage of the Psychological Aspects of the Internet, Multimedia, and Social Networks on Behavior and Society Key Benefits SUBSCRIBE TODAY No w M on th ly! &YQBOEFEGPDVTPOUIFJNQBDUPGTPDJBMOFUXPSLJOH BOEJOUFSBDUJWFUFDIOPMPHJFT h &YQMPSBUJPOPGFIFBMUIDPNNVOJDBUJPOBOEUIFSBQZ POMJOFTIPQQJOHDPNQVUFSHBNJOHBOE*OUFSOFU BEEJDUJPO h Global Visibility and Reach 0WFSDPVOUSJFT The Experts Say “Cyberpsyychologyy, Behavior Beehaviorr,, and Social Networking CFMPOHTUPUIFUPQKPVSOBMTJOUIJTOFXBSFB*ULFFQT SFTFBSDIFSTVQUPEBUFBCPVUOFXEFWFMPQNFOUTJOUIF mFMEPGDZCFSQTZDIPMPHZ5IF+PVSOBMQSPWJEFTBOJOUFHSBUJWF JNQFUVTCFUXFFOEJõFSFOUmFMETPGQTZDIPMPHZJOUIJTBSFBw --P Paul M.G. Emmelkkamp amp p, Academy Professor Ro oyal Netherlands Academ my of Arts and Sciences Universitty of Amsteerrdam Indexed in .&%-*/&&.#"4&&YDFSQUB.FWEJDB1TZD*/'0 4PDJBM4DJFODFT$JUBUJPO*OEFY¥$VSSFOU$POUFOUT¥4PDJBM #FIBWJPSBM4DJFODFTFQTZDIF4PDJBM4DJ4FBSDI¥4DPQVT 4UBZ$POOFDUFE OPEN Options Access Available Detailed information available at: www.liebertpub.com/cyber w ww.liebertpub.com/cyber www.liebertpub.com w ww.lieberrtpub.com The 16th annual Cyberpsychology & CyberTherapy Conference would like to thank the following sponsors: Assemblée Nationale du Québec Canada Research Chair in Clinical Cyberpsychology Casino Lac-Leamy European Commission Information Society and Media Gouvernement du Québec Interactive Media Institute International Association of CyberPsychology, Training & Rehabilitation INTERSTRESS In Virtuo Mary Ann Liebert, Inc. National Institute on Drug Abuse Istituto Auxologico Italiano Université du Québec en Outaouais Virtual Reality Medical Institute Ville de Gatineau 3dVia (Silver Sponsor) Virtual Reality Medical Center WorldViz (Platinum Sponsor) Journal of CyberTherapy & Rehabilitation S u m m e r 2 0 1 1 , Vo l u m e 4 , I s s u e 2 © Vi r t u a l R e a l i t y M e d i c a l I n s t i t u t e abstracts from the 16th annual Cyberpsychology & CyberTherapy Conference June 20-22, 2011 Gatineau, Canada 143 Join the iACToR Ning Network Join the iACToR online community by creating your profile and joining the discussion between eminent experts in the field today. Plus get access to the official journal and official voice of the association, the Journal of CyberTherapy & Rehabilitation and CyberTherapy & Rehabilitation Magazine! http://iactor.ning.com BECOME A PREMIUM MEMBER OF iACToR receive discounted membership to affiliated conferences, associations and societies DISCUSS, SHARE AND COLLABORATE facilitate important dialogue about transforming health care through technology for free RECEIVE THE WEEKLY NEWSLETTER be updated on the latest news and events 145 VirTual realiTy and pain: meChanisms for analgesia and exploring empaThy Control over the Virtual environment influences the presence and efficacy of a Virtual reality intervention on pain Olga Gutiérrez-Martíneza,1, José Gutiérrez-Maldonadoa and Desirée Loreto-Quijadaa University of Barcelona, Spain a Corresponding author: Olga Gutiérrez-Martínez Department of Personality, Assessment and Psychological Treatments University of Barcelona Paseo Valle de Hebrón, 171 08035, Barcelona Spain E-mail: olgagutierrez@ub.edu 1 abstract This study investigates whether the control a user has over a virtual environment influences their sense of presence, as well as how effectively a Virtual Reality (VR) intervention increases pain tolerance during a cold-pressor experience. Ninety-four participants underwent two consecutive cold-pressor trials, one without VR exposure and the other providing a VR stereoscopic figure used as a symbolic representation of the sensation of pain. Participants were randomly assigned to an interactive condition, which enabled users to actively manipulate the VR figure to achieve a pleasant and quiet environment (analogous to a situation of no pain) or to a passive intervention, which led participants to passively contemplate the changes of the VR figure. Results showed that participants had higher pain tolerance during both VR conditions relative to no-VR trials, with a higher magnitude of change in the interactive condition. The amount of VR presence reported was significantly higher in the interactive condition and correlated positively with pain tolerance scores. Here we discuss the importance of VR interaction and control over the VR environments used in VR pain interventions aimed to gain an increased cognitive control over pain. Keywords: Virtual Reality, Presence, Interaction, Pain Tolerance introduction One aspect of Virtual Reality (VR) analgesia that has been hypothesized to contribute to its effectiveness is the degree to which the individual feels ‘‘present’’ in the virtual environment (VE) [1, 2]. In VR literature, the concept of presence is broad and has a variety of definitions and meanings. From a pragmatic point of view, several characteristics of VR have been proposed to enhance presence, such as the vividness of the VE, rate of update in the VE, field of view, amount of control the individual has over the VE, head tracking, localized sound and the extent to which the users can experience emotions similar to those felt in a comparable real world setting [3, 4, 5]. In the field of VR for pain management, the study of the degree of control that the user has over the VE seems particularly relevant because enhancing a sense of pain control may help explain the effectiveness of VR for pain management [6]. This study evaluated the effects of two different VR interventions that were hypothesized to affect the degree to which participants felt control over the virtual environment. The first, an interactive intervention, enabled users to actively search correspondence between the experienced pain during a cold-pressor trial and a VR stereoscopic figure that could be gradually manipulated by the participant to achieve a pleasant and quiet environment (analogous to a situation of no pain). The second was a passive intervention, which led participants to passively imagine the correspondence between the experienced pain and the changes of the VR figure. Based on VR literature, both VR conditions were expected to result in greater cold-pressor pain tolerance than a non-VR condition. However, the interactive condition was expected to result in higher presence ratings and concomitantly higher paintolerance scores than the passive condition. method participants The sample consisted of 94 students (84 women, 10 men) aged 19 to 31 years (mean age 22.38, SD = 2.27). All par- JCR 146 ticipants provided written informed consent prior to enrollment in the study. This study was approved by the Ethics Committee of the University of Barcelona. apparatus and measures The cold-pressor apparatus consisted of a plastic tank (34 x 34 x 16 cm) filled with cold water that was used as the pain stimulus by the submergence of the hand. The water temperature was maintained at 6 °C. The stereoscopic environment was displayed with two BARCO ID R600 projectors onto a 2.43 x 1.82 meters. Maxwell polarized screen. StereoGraphics Corp polarized 3-D glasses were also used. The distance between the subject and the screen was two meters. Auditory effects were delivered through a multi-channel system of five speakers. Two measures were registered for the purposes of this study: the total duration of cold-water exposure in seconds was recorded as pain tolerance, and the Igroup Presence Questionnaire (IPQ) [7] was used to measure the degree of presence elicited by the virtual environment used in the experiment. The total score was used to enable analysis of presence as a single construct. Vr intervention, design and experimental Conditions A mixed between-within-subjects experimental design was used. All subjects participated in two consecutive cold-pressor trials, one with VR and one without. The order of the trials was counterbalanced. The VE consisted of a stereoscopic figure that appeared in the centre of the screen with a black background. The environment was designed to be an experience that was analogous to the pain felt during the cold-pressor task. The initial appearance of the figure was modeled according to certain sensory descriptors (e.g. burning, cutting, sharp, stabbing, stinging) from the McGill Pain Questionnaire [8]. Following these descriptors the initial appearance of the figure was constructed as an irregular sharp-edged polygon, mainly in hot colors (i.e. yellow and red). This figure was presented together with an unpleasant sound (a tone of 600 Hz at 80 dB). In the non-VR condition, the VR environment was substituted by a black screen. Participants were randomly assigned to one of two VR experimental conditions: interactive VR condition or passive VR condition. In the interactive VR condition, participants were told they could gradually manipulate the initial environment to achieve a pleasant and quiet environment (analogous to a situation of no pain) using the mouse. This CT16 Oral Presentations pleasant environment contained a spherical shape composed mainly of cold colors (blue and white) combined with a quiet sound produced by a generative music engine. Participants in the passive VR condition were told they could contemplate how the initial environment could change into a pleasant and quiet environment. Thus, they were exposed to the changes in the VR figure generated simultaneously by the participant assigned to the active condition. Both participants were separated by a folding screen, so they could not see each other. results As expected, participants were able to tolerate cold-pressor pain longer during VR trials than during trials without VR (ts (46) > -1.8, ps < .06). Specifically, 57.4% of the participants in the interactive VR condition increased tolerance, whereas the same effect was registered in 48.9% of the participants in the passive VR condition. According to prediction, the magnitude of change from non-VR trial to VR trial was significantly higher in the interactive condition. Overall, the ratings of presence (as measured by the IPQ) were medium (M = 2.9, SD = 1.2, range of scores 0-6). As predicted, participants reported a greater sense of presence when they actively manipulated the VR figure (M = 3.3, SD = 1.1), as compared with the passive contemplation of the VR (M = 2.6, SD = 1.2, t (92) = -3.1, p < .005). Finally, the relationship between presence and tolerance in the VR conditions was assessed using Pearson productmoment correlation coefficients. The amount of presence reported correlated significantly and positively with paintolerance scores (r (94) = .3, p < .01). discussion These results are consistent with other laboratory pain studies that show that VR technology can improve pain tolerance in healthy adults undergoing experimentally induced pain [9, 10]. More importantly, these findings extend to the VR field the established idea that active coping strategies and greater perceived control over pain are associated with improved pain-related outcomes [11]. As predicted, participants reported a greater sense of presence when they actively manipulated the VR figure, as compared to the passive condition. These data provide further evidence that VR interaction can enhance the sense of presence [3, 4, 5]. However, these results contrast with a recent study where the effects of a VR-distraction intervention consisting of playing an auto racing videogame from either a first-person or a third-person point of view JCR 147 CT16 Oral Presentations were explored [12]. Although participants in the study reported a greater sense of presence during the first-person condition than in the third-person condition, presence ratings were not significantly related to cold-pressor pain-tolerance. This inconsistency may in part be due to the different kinds of coping strategies that can be taught using VR technology. Inducing a strong sense of presence may be more important when the VR application involves the individual gaining an increased cognitive control over pain. references [1] H.G. Hoffman, E.J. Seibel, T.L. Richards, T.A. Furness, D.R. Patterson, S.R. Sharar, Virtual reality helmet display quality influences the magnitude of virtual reality analgesia. The Journal of Pain 7 (2006), 843-850. [2] H.G. Hoffman, S.R. Sharar, B. Coda, J.J. Everett, M. Ciol, T. Richards, D.R. Patterson, Manipulating presence influences the magnitude of virtual reality analgesia. Pain 11 (2004), 162-168. [10] C.E. Rutter, L.M. Dahlquist, K. Weiss, Sustained efficacy of virtual reality distraction. The Journal of Pain 10 (2009) 391-397. [11] M.P. Jensen, J.A. Turner, J.M. Romano, Changes in beliefs, catastrophizing, and coping are associated with improvement in multidisciplinary pain treatment. Journal of Consulting and Clinical Psychology, 69 (2001) 655-662. [12] L.M. Dahlquist, L.J. Herbert, K.E. Weiss, M. Jimeno, Virtual-Reality distraction and cold-pressor pain tolerance: does avatar point of view matter? Cyberpsychology, Behavior and Social Networking 13 (2010) 587-591. –––––––––––––––––––––––––––––––––––––––––––––– interactive and passive Virtual reality distraction: effects on presence and pain intensity José Gutiérrez-Maldonadoa,1, Olga Gutiérrez-Martíneza and Katia Cabas-Hoyosa University of Barcelona, Spain [3] G. Riva, Is presence a technology issue? Some insights from cognitive sciences. Virtual Reality 13 (2009), 159-169. a Corresponding author: José Gutiérrez-Maldonado Department of Personality, Assessment and Psychological Treatments University of Barcelona Paseo Valle de Hebrón, 171 08035, Barcelona Spain E-mail: jgutierrezm@ub.edu 1 [4] M. Slater, B. Lotto, M.M. Arnold, M.V. SanchezVives, How we experience immersive virtual environments: the concept of presence and its measurement. Anuario de Psicología 40 (2009), 193-210. [5] M.D. Wiederhold, B.K. Wiederhold, Virtual reality and interactive simulation for pain distraction. Pain Medicine 6 (2007), S182–S188. [6] J. Gutierrez-Maldonado, O. Gutierrez-Martinez, D. Loreto, C. Penazola, R. Nieto, Presence, involvement and efficacy of a virtual reality intervention on pain. Studies in Health Technology and Informatics 154 (2010), 97-101. [7] T. Schubert, F. Friedmann, H. Regenbrecht, The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments 10 (2001), 266–281. [8] R. Melzack, The McGill Pain Questionnaire: major properties and scoring methods. Pain, 1 (1975) 277–299. [9] L.M. Dahlquist, K.D. McKenna, K.K. Jones, L. Dillinger, K.E. Weiss, C.S. Ackerman, Active and passive distraction using a head-mounted display helmet: Effects on cold pressor pain in children. Health Psychology 26 (2007), 794-801 JCR abstract The current study explores the effects of interactive versus passive Virtual Reality (VR) distraction on the sense of presence and pain intensity. Sixty-eight healthy students underwent two consecutive cold-pressor trials, one without VR and another providing a VR distraction "Surreal World." Participants were randomly assigned to an interactive VR distraction condition, where a number of interactions with the environment was possible, or to a passive VR distraction condition, where they were also exposed to the surreal world, but instead of interacting with the virtual environment (VE), they watched the navigation generated by another participant assigned to the interactive condition. After the VR cold-pressor trial, each subject provided ratings of pain intensity and rated the degree to which they had felt “present” in the VE. Results showed that participants in the interactive VR condition 148 CT16 Oral Presentations reported a greater reduction in pain intensity. Also, the amount of presence reported was significantly higher during the interactive VR distraction and correlated negatively with pain intensity scores. Keywords: Virtual Reality Distraction, Presence, Interaction, Pain Intensity introduction Several studies have shown that Virtual Reality (VR) distraction may be a useful tool for clinicians who work with a variety of pain problems [1]. Furthermore, emerging laboratory research has tried to systematically isolate and examine the active ingredients of effective VR-assisted distraction interventions. For example, some controlled studies suggest that the magnitude of VR analgesia is related to VR presence levels [2, 3, 4]. Another relevant variable that has been studied is the active or passive character of technology-assisted distraction. The available literature suggests that patients are likely to benefit more from interactive rather than passive distraction [5, 6]. In the present study, some participants manipulated an interactive VR distraction environment ("Surreal World") while performing a cold-pressor task. Others were exposed to the same environment, but they were unable to interact with it (passive observation condition). We predicted that the interactive VR distraction condition would result in higher presence ratings and concomitantly lower pain intensity than the passive VR distraction condition. Also, the amount of VR presence reported was expected to be negatively and significantly correlated with the amount of pain reduction in VR. method participants The sample consisted of 68 students (52 women, 16 men) between the ages of 19-36 years old (mean age 21.8, SD = 4.3). All participants provided written informed consent prior to enrolment in the study. The study was approved by the Ethics Committee of the University of Barcelona. apparatus and measures The cold-pressor apparatus consisted of a plastic tank (34 x 34 x 16 cm) filled with cold water that was used as the pain stimulus by submerging the hand. The water temperature was maintained at 6 °C. The stereoscopic environment was displayed with two BARCO ID R600 projectors onto a 2.43 x 1.82 m. Maxwell polarized screen. StereoGraphics Corp polarized 3-D glasses were also used. The distance between the subject and the screen was 2 m. Auditory effects were delivered through a multi-channel system of five speakers. Two measures were taken for the purposes of this study. Pain intensity was measured with a 0-10 visual analogue scale (VAS) where the participant was asked to rate pain intensity when the hand was removed from the cold water. The Igroup Presence Questionnaire (IPQ) [7] was used to measure the degree of presence elicited by the virtual environment (VE) used in the experiment. The total score was used to enable analyses of presence as a single construct. Vr intervention, design and experimental Conditions A mixed between-within-subjects experimental design was used. All subjects participated in two consecutive cold-pressor trials, one using VR and one without. The order of the trials was counterbalanced. The VE consisted of a “Surreal World” with auditory and visual stimuli based on art images designed to surprise the participant with unreal objects that challenge the laws of physics. Participants were randomly assigned to one of two experimental VR conditions: interactive VR distraction or passive VR distraction. In the interactive VR condition, a number of interactions with the objects in the VE were possible. In the passive condition participants were exposed to the same environments, but instead of interacting with the VE, they watched the navigation simultaneously generated by another participant assigned to the interactive distraction condition. results Most of the participants (73.5%) who experienced the interactive VR distraction reported less pain intensity relative to the no-VR trial, X2 (1, N = 34) = 7.5, p < .01. However, in the passive VR condition, only 5.9% of participants showed a decreased level of pain intensity and the change did not reach statistical significance, X2 (1, N = 34) = .47, p = .49. Overall, the ratings of presence (as measured by the IPQ) were medium (M = 3.1, SD = 1.1, range of scores 0-6). As predicted, participants reported a greater sense of presence during interactive VR distraction, M = 3.5, SD = 1.0, compared with the passive VR condition, M = 2.7, SD = 1.2, t (66) = 3.0, p < .005. JCR 149 CT16 Oral Presentations Finally, the relationship between presence and pain intensity in VR conditions was assessed using Pearson product-moment correlation coefficients. The amount of VR presence reported correlated significantly and negatively with pain intensity, r (68) = -.29, p < .05. [5] L.M. Dahlquist, K.D. McKenna, K.K. Jones, L. Dillinger, K.E. Weiss, C.S. Ackerman, Active and passive distraction using a head-mounted display helmet: effects on cold pressor pain in children. Health Psychology 26 (2007), 794-801. discussion These findings offer additional support to previous research that suggest that multisensory and interactive distraction is more likely to be effective in allocating attention away from pain sensations than passive methods of distraction [5, 8, 9]. [6] L.M. Dahlquist, K.E. Weiss, L.D. Clendaniel, E.F. Law, C.S. Ackerman, K.D. McKenna, Effects of Videogame Distraction using a Virtual Reality Type HeadMounted Display Helmet on Cold Pressor Pain in Children. Journal of Pediatric Psychology 34 (2009), 574–584. Recent studies focused on the critical components of effective VR distraction have evaluated whether using a VR head-mounted display helmet enhanced the effectiveness of videogame distraction for children experiencing cold-pressor pain [6, 10]. The results of these studies indicate that simply adding ‘‘high tech’’ equipment to a distraction task does not necessarily make the intervention more effective. Data from the current study show that the degree of interactivity may significantly improve the impact of a VR distraction intervention. Together, these results suggest that efforts to improve the effectiveness of VR distraction interventions must not solely focus on immersive technology, since there are other variables like interaction that could be also relevant. Additional research on this topic is needed. references [1] K.M. Malloy, L.S. Milling, The effectiveness of virtual reality distraction for pain reduction: A systematic review. Clinical Psychology Review 30 (2010), 10111018. [2] O. Gutiérrez-Martínez, J. Gutiérrez-Maldonado, K. Cabas-Hoyos, K., D. Loreto, The illusion of presence influences VR distraction: effects on cold-pressor pain. Studies in Health Technology and Informatics 154 (2010), 155-159. [3] H.G. Hoffman, E.J. Seibel, T.L. Richards, T.A. Furness, D.R. Patterson, S.R. Sharar, Virtual reality helmet display quality influences the magnitude of virtual reality analgesia. The Journal of Pain 7 (2006), 843-850. [4] H.G. Hoffman, S.R. Sharar, B. Coda, J.J. Everett, M. Ciol, T. Richards, D.R. Patterson, Manipulating presence influences the magnitude of virtual reality analgesia. Pain 11 (2004), 162-168. JCR [7] T. Schubert, F. Friedmann, H. Regenbrecht. The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments 10 (2001), 266– 281. [8] H.G. Hoffman, A. Garcia-Palacios, D.R. Patterson, M. Jensen, T. Furness, W.F. Ammons, The effectiveness of virtual reality for dental pain control: a case study. Cyberpsychology & Behavior 4 (2001), 527-535. [9] B. van Twillert, M. Bremer, A.W. Faber, Computergenerated virtual reality to control pain and anxiety in pediatric and adult burn patients during wound dressing changes. Journal of Burn Care & Research 28 (2007) 694702. [10] L.M. Dahlquist, K.E. Weiss, E.F. Law, S. Sil, L.J. Herbert, S.B. Horn, K. Wohlheiter, C.S. Ackerman, Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children. Journal of Pediatric Psychology 35 (2010) 617–625. –––––––––––––––––––––––––––––––––––––––––––––– The importance of Cognitive Charge Versus attention focus in the effect of Virtual reality analgesia Stéphanie Dumoulina, Stéphane Bouchardb, Claudie Lorangerb, Véronique Gougeonb and Kim Lavoiea Université du Québec à Montréal, Québec, Canada Université du Québec en Outaouais, Québec, Canada a b 1 Corresponding author: Stéphanie Dumoulin Laboratoire de Cyberpsychologie de l’Université du Québec en Outaouais 283 Alexandre-Taché, CP 1250, Succursale Hull 150 CT16 Oral Presentations Gatineau, QC, J8X 3X7 Canada E-mail : stephanie.dumoulin@uqo.ca abstract The theory of Leventhal et al. (1979) suggests that the treatment of painful stimuli includes its encoding and the simultaneous treatment of the feelings and sensations connected to the experience. As suggested by Leventhal, attention seems to play an important role in the perception of painful stimuli. When managing sudden painful stimuli, the individual’s attention will go to the source or the location of the harmful stimulation, causing a decrease or a complete cessation of the current task. As for distraction, it involves a process by which an individual diverts his attention away from painful stimuli towards thoughts or activities that the individual can either focus attention on (thoughts) or remain engaged in (activities). Distraction involves a divergence of the attention, which otherwise would be centered on the painful stimulus, towards another activity or task, with the aim of coping with the pain. Virtual Reality (VR) combines both a distractive potential and attention-grabbing environment, which makes it a perfect tool in pain management. But which variable is more important? To test the influence of attention and distraction on pain, 30 participants were subjected to a cold pressor test while being distracted in VR. Repeated measures of pain were taken in order to confirm or infirm our hypothesis. Keywords: Virtual Reality, Attention, Distraction, Acute Pain, Cold Pressor Test introduction Pain is a highly subjective phenomenon which can be influenced by many psychological and physiological variables [1]. According to Leventhal and colleagues’ model (1979) [2], attention seems to play an important role in the perception of painful stimuli. When managing sudden painful stimuli the individuals’ attention will go to the source or the location of the harmful stimulation, causing a decrease or a complete cessation of the current task [3]. The pain becomes the main focus, since the stimulus is the most attention grabbing among the environmental and internal stimuli. When attention and pain are coupled, it becomes difficult to separate them [3] and the intensity of the pain increases [4]. According to Melzack and Wall (1983) [4], any tasks or activities that have the potential to divert attention away from the pain and to act as a distractor have the potential to inhibit the pain. Several researchers agree that the difference of attention towards a stimulus other than the pain itself could have the effect of reducing the subjective experience of the pain, in terms of intensity and uncomfortable sensations [3, 5, 6]. Therefore, a large amount of studies have targeted a variety of methods of distraction [7]. Distraction involves a process by which an individual diverts his attention away from painful stimuli towards thoughts or activities that the individual can either maintain attention towards (i.e., in the case of thoughts) or remain engaged in (i.e., in the case of activities) [8, 9]. In the case of painful stimuli, distraction involves a divergence of the attention, which otherwise would be centered on the painful stimulus, towards another activity or task [10, 11], with the aim of coping with the pain [12]. This is considered adaptation because it involves more than a simple avoidance of the pain. Indeed, it allows the individual to actively engage in a task or a cognitive and/or behavioral activity. According to Hines and Martin (1988) [8] and Sylvestre (2000) [9], Virtual Reality (VR) has the necessary criteria to be qualified as a distractor [13]. Indeed, it possesses the capacity to distract the attention of a potentially harmful stimulus towards a neutral or pleasant stimulus. The efficacy of the method may be due to its immersive nature and the large amount of attentional resources it attracts. Also, the use of the head-mounted display (HMD) blocks the view of the “real world” and uses multi-sensory resources such as visual, auditory and sometimes, tactile stimulation. However, the question remains whether VR is an efficient distractor because it draws attention away from the pain, or because it increases the cognitive load of attention. The aim of the present study is to differentiate whether it is the cognitive load or the focus of attention that is the central process behind distraction and the analgesic effect of VR during a cold-pressor test (CPT). method Thirty healthy adults (15 men and 15 women) are being recruited. Subjects presenting predispositions to cybersickness or Reynaud’s Syndrome were excluded. They were asked to perform five cold-pressor tests (a baseline, with no task combined and four immersions). A VR training immersion was performed without inducing pain to allow participants to learn how to navigate in the virtual environment (VE) and manipulate the equipment. Then, the four immersions were conducted while participants had their forearm immersed in cold water (5°C) while at- JCR CT16 Oral Presentations tention was manipulated. Participants were told they could take their arm out of the water at any time, although they should try to tolerate the pain as long as possible. The VE was divided into two levels of manipulating attention (with a higher or lower cognitive load involvement) and two levels manipulating distraction (with or without visual recall of the hand immersed in cold water). The cognitive load was manipulated asking the participant to aim and shoot at flies in an environment with either a low or high number of flies. The following measures were administered after baseline and post-immersion: Visual Analogue Scale, Pain Catastrophizing Scale [14], McGill Pain Questionnaire [15], Fear of Pain Questionnaire [16] and a pain management self-efficacy questionnaire designed for the study. The time participants left their hand immersed in cold water and number of flies shot were also measured. results Preliminary results obtained with multiple regression analyses confirm our main hypothesis that distraction and attention were mainly involved in pain management in VR. Indeed, it seems that a complex task that involves a larger cognitive charge is better to distract the participant from pain. Further analysis will be reported. references [1] S.A. Janssen, Negative affect and sensitization to pain, Scandinavian Journal of Psychology 43 (2002), 131-137. 151 [7] J.E. MacLaren & L.L. Cohen, A comparison of distraction strategies for venipuncture distress in children, Journal of Pediatric Psychology 30 (2005), 387-396. [8] P.S. Hines & J. Martin, Hopefulness and the self-substaining process in adolescents with cancer, Nursing Research 37 (1988), 336- 340. [9] J.C. Sylvestre, A process-oriented approach to the study of coping by disengagement and distraction, Document inédit, Guelph, University of Guelph, 2000. [10] M. Davis, J. Vasterling, D. Bransfield & T.G. Burish, Behavioral interventions in coping with cancer-related pain, British Journal of Guidance and Counseling 15 (1987), 17-29. [11] K.D. McCaul & J.M. Malott, Distraction and coping with pain, Psychological Bulletin 95 (1987), 516-533. [12] M. McCaffrey, Nursing approaches to non-pharmacological pain control, International Journal of Nursing Studies 27 (1990), 1-5. [13] S.M. Schneider & M.L. Workman, Effects of virtual reality on symptom distress in children receiving chemotherapy, Cyberpsychology & Behavior 2 (1999), 125-134. [14] M.J.L Sullivan, S.R. Bishop & J. Pivik, The pain catastrophizing scale: Development and validation, Psychological Assessment 7 (1995), 524-532. [2] H. Leventhal, D. Brown, S. Shacham, & G. Engquist, Effects of preparatory information about sensations, threat of pain and attention on cold pressor distress, Journal of Personality and Social Psychology 37 (1999), 688-714. [15] R. Melzack, The short-form McGill Pain Questionnaire, Pain 30 (1987), 191-197. [3] C. Ecclestone, & G. Crombez, Pain demands attention: A cognitive-affective model of the interruptive function of pain, Psychological Bulletin 125 (1999), 356-366. [16] D.W. McNeil & A.J. Rainwater, Development of the Fear of Pain Questionnaire – III, Journal of Behavioral Medicine 21 (1998), 389-410. [4] R. Melzack & P.D. Wall, The challenge of pain, New York, Basic Books, 1983. ––––––––––––––––––––––––––––––––––––––––––––– a Comparison of guided imagery modalities for pain distraction [5] G.W. Farthing, M. Venturino & S.W. Brown, Suggestion and distraction in the control of pain: Test of two hypotheses, Journal of Abnormal Psychology 93 (1984), 266-276. Melba C. Stetza, Richard I. Riesa, Kathleen S. Browna and Raymond A. Folena Department of Psychology, Tripler Army Medical Center a [6] S. Villemure & C. Bushnell, Cognitive modulation of pain: How do attention and emotion influence pain processing? Pain 95 (2002), 195-199. JCR Corresponding author: Melba C. Stetz 1 152 CT16 Oral Presentations Department of Psychology Tripler Army Medical Center Honolulu, HI 96819, U.S.A. E-mail: melba.stetz@us.army.mil Figures 1-3. Screen shots of the VR zones displayed during the audiorecorded guided imagery with VR. abstract Preliminary data from an ongoing study examining pain distraction, from none to some technological assistance, suggests that technology can be an effective addition to relaxation sessions. That is, when compared with standard face-to-face relaxing sessions, participants reported experiencing a decrease in pain levels when being distracted with the help of technology (e.g., relaxing audio and Virtual Reality zones). Keywords: Pain, Distraction, Imagery, Technology, Depression introduction/problem Even when healthcare providers support the use of analgesics, many times, the best pain treatments involve a combination of these with alternative (non-drug) medicine. For mild to moderate pain, non-drug approaches alone may provide relief [1]. The use of mental imagery [2], biofeedback [3], and hypnosis [4], has been shown to be an effective moderator of pain levels. This study aims to examine whether technological enhancements to a relaxation session can meaningfully contribute to decreased pain. method/Tools Thirty-one randomly-assigned individuals (civilian and military), suffering from chronic pain, participated in three painreducing mental imagery modalities. One modality involved a relaxation script being read by a mental health professional. Another one involved listening to a recorded audio script. The third modality involved listening to the same audio script while also navigating through a Virtual Reality (VR) beach (see Figures 1-3). Participants rated their pain levels from “0” to “10” (before and after each session) on an item taken from the Brief Pain Inventory (BPI, by [5]). results Paired-sample t-tests were conducted to compare the pre and post administrations of the pain item. Out of the three, there were only significant differences in the scores for the audio (M=1.06, SD=2.28), t(31)=5.02, p = .000 and the VR (M=.84, SD=1.96), t(31)=3.610, p=.001 modalities. These results suggest that pain levels could significantly drop with either an audio or a VR script enhancement to the relaxation session. references [1] McCaffrey, M. & Pasero, C. (1999). Overview of three groups of analgesics. In. Pain Clinical Manual (2nd, pp. 103-128), St. Louis: MO, Mosby. [2] Patterson, D.R., Everett, J.J., Burns, G.L., & Marvin, J.A. (1992). Hypnosis for the treatment of burn pain. Journal of Consulting Clinical Psychology, 60, 713-717. [3] Knudson-Cooper, M.S. (1981). Relaxation and biofeedback training in the treatment of severely burned children. Journal of Burn Care and Rehabilitation, 2, 102-110. [4] Patterson, D.R., Questad, K.A., & Boltwood, M. (1987). Hypnosis applied to pain control in burn patients: a review.Journal of Burn Care and Rehabilitation, 8, 262268. [5] Cleeland, C.S., Gonin, R., Hatfield, A.K. (1994). Pain and its treatment in outpatients with metastatic cancer. New England Journal of Medicine, 330, 592-596. ––––––––––––––––––––––––––––––––––––––––––––– empathy Toward Virtual humans depicting a Known or unknown person expressing pain Johana Monthuy-Blanca,b, Stéphane Boucharda,b, François Bernierc, Stéphanie Dumoulina,b, Mylène Laforesta,b, Tanya Guitarda,b, Éric Boivinc, Geneviève Robillarda,b and Patrice Renauda,b Université du Québec en Outaouais, Gatineau, Québec, Canada b Laboratoire de Cyberpsychologie de l’UQO, Gatineau, Québec, Canada a JCR CT16 Oral Presentations 153 c Defence Research and Development Canada - ValCartier, ValCartier, Québec, Canada an unknown person; and (b) the role of social presence in users’ empathy toward the avatar’s pain. Corresponding author: Johana Monthuy-Blanc Laboratoire de Cyberpsychologie, 283, Boulevard Alexandre-Taché, Bureau C2501 C.P. 1250, Succursale Hull Gatineau (Québec) Canada J8X 3X7 E-mail: montjo02@uqo.ca method The sample is composed of 42 adults (18 to 60 years old, 26 females and 16 males) who were familiar with Stéphane Bouchard. Participants were randomly assigned to two avatar conditions: (a) Known Avatar First (KAF; i.e., the immersion with the known avatar preceded the immersion with the unknown avatar, n = 22); or (b) Unknown Avatar First (UAF; i.e., the immersion with the unknown avatar preceded the immersion with the known avatar, n = 20). Each participant completed: (a) two items rated on a one to seven scale measuring empathy toward the pain of the avatar (“I was empathic to the pain of the virtual person” and “the pain of the virtual character was credible”); and (b) the French-Canadian translation and adaptation of the Gerhard’s social presence questionnaire [4]. 1 abstract This study tested both (a) empathy toward the pain of an avatar when the avatar was a realistic representation of a known versus unknown person, and (b) the role of social presence in users’ empathy toward the avatar’s pain. Forty-two participants were immersed in a virtual environment where they could interact in real-time with avatars. The participants had to converse with an avatar, that experienced acute and very strong pain, depicting a familiar person and an unknown avatar. The sequence was randomized and both avatars expressed identical pain reactions. Repeated measures analyses of variance revealed that participants were empathic toward both avatars, yet more empathic to the known avatar. Participants’ feeling of social presence (impression that known avatar was really there, with them) was a significant predictor of empathy. Keywords: Empathy, Pain, Virtual Reality, Emotion, Virtual Human All immersions were performed in the CAVE-like system at the Laboratoire de Cyberpsychologie de l’Université du Québec en Outaouais. A control/reference immersion was first conducted where participants interacted with a virtual cat. Then, in a virtual bar, the avatar invited participants to tell the story of the best thing that had ever happened to them. While talking with the avatar, the avatar had an acute and painful stomach cramp. The main set of analyses was conducted to document the impact of observing pain in the known and the unknown avatars using repeated measures ANOVAs. Multivariate regression analyses were conducted to assess the role of social presence. introduction Results have consistently shown that avatars (3-D representation of a person) in pain can elicit reactions in the user. Concerning empathy reaction, using avatars may not be straightforward because, despite that facial expression of pain can elicit empathy [1], empathy is also affected by other complex processes including how pain is interpreted and perceived, the fact that avatars are not real, or that the observer has a personal connection with the person in pain (e.g., a friend or a relative) [2]. Moreover, the interactions with avatars in Virtual Reality (VR) are influenced by social presence [3]. Social presence reflects how users immersed in VR feel that avatars are really there with them. results Participants’ reactions were quite different in the immersions, as documented by the statistically significant interaction main effect. Those who met the known avatar first were significantly less empathic towards the pain of the unknown avatar, and those who met the unknown avatar first were significantly more empathic to the pain of the known avatar in the second immersion. When looking at social presence, results were relatively stable from the control immersion to the first experimental immersion with an avatar. The interaction between the first and the second immersions revealed a clear impact of knowing or not knowing the avatars. This study tested both: (a) whether people felt more empathy toward the pain of an avatar when the avatar was a realistic representation of a person known as opposed to The standard regression predicting empathy toward the known avatar revealed social presence as a main significant predictor [F(3, 41) = 20.57, p < .001]. JCR 154 CT16 Oral Presentations Conclusion Despite the fact that the expression of pain was identical in terms of facial and verbal expressions as well as nonverbal behaviors, the users reported significantly more empathy toward the known avatar. Participants also related more strongly to the known avatar than the unknown avatar. Moreover, the social presence – the extent to which the participants felt the avatar was really there, in the room with them – was stronger with the known avatar than the unknown avatar. Finally, if social presence is an important factor in the suspension of disbelief toward 3-D characters and the illusion that the virtual experience is real, researchers should consider using more frequently immersive technologies than simply displaying avatars on computer monitors when studying pain. references [1] A.P. Botvinick et al. Viewing facial expressions of pain engages cortical areas involved in the direct experience of pain, Neuroimage 25 (2005), 312–319. [2] L. Goubert et al. Facing others in pain: The effects of empathy,Pain118 (2005), 285-288. [3] J.N. Bailenson et al.The independent and interactive effects of embodied-agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual environments. Presence14 (2005), 379-393. [4] M. Gerhard, D. Moore & D. Hobbs, D. Continuous presence in collaborative virtual environments: Towards the evaluation of a hybrid avatar-agent model for user representation. In A. de Antonio, R. Aylett, & D. Ballin (Eds.): Proc of the International Conference on Intelligent Virtual Agents, pp. 137-153, Madrid, Spain, 2001 ––––––––––––––––––––––––––––––––––––––––––––– night Vision and Cybertherapy for ambulatory surgery José Luis Mossoa,1, Brenda K. Wiederholdb, Mark D. Wiederholdb, Gregorio Tomás Obradora, Melba Stetzc, Maripaz Palestinoa and Dejanira Mossoa School of Medicine, Universidad Panamericana, HGR 25 IMSS b The Virtual Reality Medical Center, San Diego, CA, USA c The Tripler Army Medical Center, HI, USA a Corresponding author: José Luis Mosso School of Medicine, Universidad Panamericana HGR 25 IMSS Mexico E-mail: jmosso@up.edu.mx 1 abstract Five cases of ambulatory surgery were successfully performed under total darkness and immersion. Patients navigated through intraoperative Virtual Reality (VR) scenarios to reduce pain. Two wireless microcameras and goggles were used to facilitate performance of night-vision surgeries. Five ambulatory surgeries were performed on humans in total darkness; a right inguinal hernia repair and four large lipomas resections were performed without complications. Pain and anxiety was reduced considerably in the intraoperative period. Night vision is a cybertherapy alternative to reduce pain and anxiety in ambulatory surgery. Keywords: Night Vision, Cybertherapy, Ambulatory Surgery introduction For many years, physicians have worked in medicine with black and white and color to make diagnoses, perform invasive medical procedures, plan medical procedures and surgeries, for example, using x-ray, sonographs, scanners, cardiac catheterizations, common bile duct cannulation in cholangiography, etc. We performed ambulatory surgery, aided by Cybertherapy, under natural light to reduce anxiety and pain until July 2010; 110 surgeries were performed (56 cases with Laptop, 25 cases with Nokia N95, 24 cases with PSP2) in the Hospital General y Regional No. 25 of the Instituto Mexicano del Seguro Social in Mexico City. We also tried to perform surgeries under partial darkness using lamps on the head of the surgeon and first assistant [1]. But, the idea of providing total immersion to patients began when the lights turned off during a storm in an indigenous region on the top of a mountain when we were performing a short recovery surgery [2]. We used a commercial goggle to perform a small incision in the skin – two centimeters large with three stitches. Night vision in the military has been used for advanced life support skills by emergency personnel [3], including cricothyroidotomy [4], and orotracheal intubation in darkness using night vision goggles [5]. methodology At the General Hospital No. 25 of the IMSS, in five males with authorized consent, we performed a non-compli- JCR CT16 Oral Presentations cated right inguinal hernia repair with mesh application and four large lipomas on their arms and legs were removed. We turned off the lights of the operating room after we cleaned and covered the surgical field. Also, before the surgeries, we set up goggles with a microcamera attached to the top of the goggles. We had performed the same surgeries in five males with natural lights without complications. The virtual scenario used to distract patient was the Enchanted Forest developed by Drs. Brenda and Mark Wiederhold at the Virtual Reality Medical Center in San Diego California, USA. results During surgery, we could manipulate surgical tools, sutures (with more difficulty in recognizing catgut chromic 00), and discovered it was easier to recognize veins than arteries. With this equipment it was possible to recognize tissues at a short distance, but at no more than 50 cm. The surgical time in the problem group was longer than the control group. The reduction of pain and relaxation was higher in the problem group than the control group. Conclusions Previous night vision surgeries performed at the School of Medicine at the Universidad Panamericana in Mexico City on rabbits include one appendectomy, two nefrectomies, one laparotomy, one right thoracotomy, one splenectomy and one left thoracotomy. Using successful preliminary results on animals, we performed ambulatory surgeries on humans with no problems during recovery. The technical problems we encountered were the cables on the back of the surgeon disconnected many times and resulted in limitations on his movement. We can suggest this technique to the patient candidates under total darkness, but with natural light controlled. We also need 155 higher resolution in the microcamera to recognize sutures, such as catgut chromic, because it is transparent. In future work we will make subclavian venipuncture catheter installation and perform leg amputations. This technique could be performed by a surgeon with experience in open surgery, because much of the skill needed is in the propioception to manipulate tissues and surgical tools. To resolve black and white issues, it may be possible to add color to night vision in augmented reality to recognize organs and tissues with colors. references [1] Jose Louis Mosso, Mark Wiederhold, Brenda Wiederhold, Skip Rizzo, et al., Cybertherapy and open surgery. Cybertherapy 12th conference, p.p. 82. [2] Alessandra Gorini, Jose´ Luis Mosso, Dejanira Mosso, Erika Pineda, Norma Leticia Ruíz, Miriam Ramíıez, and Giuseppe Riva, Emotional Response to Virtual Reality Exposure across different Cultures: The Role of the Attribution Process. Cyberpsychology & Behavior, Volume 12, Number 6, 2009. [3] Brummer S, Dickinson ET, Shofer FS, McCans JP, Mechem CC. Effect of night vision goggles on performance of advanced life support skills by emergency personnel. Mil Med. 2006 Apr;171(4):280-2. [4] MacIntyre A, Markarian MK, Carrison D, Coates J, Kuhls D, Fildes JJ. Three-step emergency cricothyroidotomy. Mil Med. 2007 Dec;172(12):1228-30. [5] Schwartz RB, Gillis WL, Miles RJ. Orotrachial intubation in darkness using night vision goggles. Mil Med. 2001 Nov;166(11):984-6. using TeChnologies for CogniTiVe Training in The elderly Towards a Web 2.0 based software for the design and animation of Cognitive stimulation Workshops Evelyne Klingera,1, Elise Martineta and David Perreta Arts et Metiers ParisTech, LAMPA-EA 1427, Angers-Laval, France Arts et Metiers ParisTech LAMPA-EA 1427 Angers-Laval France E-mail: evelyne.klinger@ensam.eu a Corresponding author: Evelyne Klinger 1 JCR abstract Cognitive Stimulation Workshops (CSW) are recommended for elderly people with a decline in cognitive functions, for example, mild cognitive impairment. Infor- 156 CT16 Oral Presentations mation and Communication Technology (ICT) has the potential to enrich and facilitate preparation, animation and assessment of CSW interventions. We present the first steps of our co-design approach towards a Web 2.0 based software for the design and the animation of CSW. Keywords: Cognitive Stimulation Workshop, Elderly People, Mild Cognitive Impairment, Web 2.0, Information and Communication Technology introduction In France, 16.7% of the general population are elderly people (aged 65 or more); this number will reach 26.5% in 2050 [1]. Aging is often accompanied by a decline in cognitive functions, especially in the case of dementia and Alzheimer’s disease. The incidence of dementia is 19.4 for 1000 people per year and the rate increases with age [2]. Cognitive impairment related to aging and dementia has an immense social impact on elderly people, caregivers and family members due to the loss of memory and communication of the elderly people [3]. Cognitive stimulation aims to apply strategies of rehabilitation for people with dementia by capitalizing on preserved skills and cerebral plasticity to stimulate encoding, consolidation and retrieval of information [4, 5]. Recent studies showed the beneficial impact of such interventions for elderly people with mild cognitive impairment (MCI) [6] and mild-to-moderate dementia [7]. They are carried out during Cognitive Stimulation Workshops (CSW) that include about ten structured sessions and that are directed by an animator, who may be a therapist. Interactive multimedia and Web-based technologies have been used to develop tools in the case of reminiscence therapy. The Computer Interactive Reminiscence and Conversation Aid (CIRCA) [8] employs generic and nonpersonalized media to stimulate conversation in reminiscent therapy sessions. Networked Reminiscence Therapy was designed for individuals with dementia by using photo and video sharing [9]. These studies confirm the benefits of Information and Communication Technology (ICT) in the enrichment and the facilitation of cognitive stimulation approaches. The aim of this paper is to present the first steps of our codesign approach towards a Web 2.0 based software for the design and the animation of CSW. This work is carried out during the STIMULEE project which is funded in France by the General Directorate for Competitiveness, Industry and Services (DGCIS). method In the context of our collaboration with STIMULEE partners and end users, we conducted observations of traditional CSW in Laval Hospital and Ernée Hospital, in France. Our objective was to understand the unfolding of CSW and the habits of their animators, as well as their needs, in order to provide guidelines for the design of the STIMULEE service. Two observers (partners’ members) participated in five various CSW in-care units in order to collect information about the unfolding of the CSW and about the participants, who were five animators (two female, three male) with a long history of practice in CSW and five groups of elderly people. They led qualitative interviews based on questionnaires in order to collect habits, preferences and needs of both kinds of end users. An analysis of the data was performed to synthesize the needs and to extract recommendations for the design of the STIMULEE tool. results According to our observations, CSW are often recommended by neuropsychologists for people with MCI. They are proposed to a homogeneous group of about 12 participants and they focus on specific objectives, like memory retrieval. CSW include 10 weekly 90-minute sessions. The sessions are scheduled at the same time and the same place to preserve the participants’ habits. The makeup and order of the sessions is unchanging: welcoming the participants with a hot drink and some questions about the date; sharing good news; correcting homework if prescribed; training using different kinds of exercises (semantic or episodic memory, attention, planning, orientation or concentration); ending the session by delivering homework. As often as possible, the CSW is delivered by the same animator throughout the sessions. Group leaders require skills to animate the CSW, like flexibility, capacity to adapt the content to the needs, and efficacy. Our study highlights their need in: multimedia contents and tools for the preparation of the CSW; appropriate functionalities and exercises during the unfolding of the CSW; and tools for the assessment of the participants and the sessions. More details about the results will be provided in the full paper. JCR CT16 Oral Presentations Co-design of Web 2.0 based CsW Due to the study we were able to elaborate on recommendations for the design of the STIMULEE service that is a Web 2.0 based software for the preparation and the animation of CSW. In a co-design user-centered approach, we identified the features and the scenario for use; they are currently implemented. STIMULEE is an online tool for cognitive stimulation intended to improve the wellbeing and the communication capacities of the elderly, as well as people with Alzheimer‘s disease. Connected to the memOree.fr Web site, STIMULEE uses previously stored memory contents to currently propose tools for two kinds of end-users: the elderly and their caregivers. It allows caregivers to prepare the content of all the sessions of the CSW, to manage their groups of participants, to visualize the contents in an interactive way during the CSW and finally, to assess the participants and the intervention. More details about the tool will be provided in the full paper. A study of feasibility and utilisability will be carried out until the end of the project which is scheduled for the end of June 2011. Conclusion and novelty We reported preliminary steps towards the design of a tool dedicated to facilitate CSW. STIMULEE will allow end users easy insertion of new multimedia data in the memory database and their indexing; and generation of cognitive stimulation scenarii which will contribute to propose innovating workshops. The achievement of these developments will provide novel therapeutic practices to our clinical partners. Acknowledgments We thank all STIMULEE partners (SAFRAN Morpho, ARTS, Ergonomica, Xedix, and Sovame) for their contribution to this work. We thank STIMULEE end-users (Mayenne Alzheimer Foundation, Laval Hospital and Ernée Hospital) for their participation in our co-design approach. references [1] I. Robert-Bobée, Projections de population 2005-2050: Vieillissement de la population en France métropolitaine, Economie et Statistique (2007), 95-109. 157 [3] A. Rodriguez-Rodriguez, L. Martel-Monagas and A. Lopez-Rodriguez, Enhancing the communication flow between Alzheimer patients, caregivers, and neuropsychologists, Adv Exp Med Biol (2010), 601-607. [4] Véronique Breuil, Jocelyne De Rotrou, Françoise Forette, Daniele Tortrat, Annie Ganansia-Ganem, Anne Frambourt, Florence Moulin and Fraņcois Boller, Cognitive stimulation of patients with dementia: Preliminary results, International journal of Geriatric Psychiatry 3 (1994), 211-217. [5] E. Wenisch, I. Cantegreil-Kallen, F. Moulin, F. Batouche, A. Richard, A. S. Rigaud and J. De Rotrou, Intérêt d’un programme de stimulation cognitive pour des sujets âgés présentant un “mild cognitive impairment”, NPG Neurologie - Psychiatrie - Gériatrie (2006), 41-44. [6] E. Wenisch, I. Cantegreil-Kallen, J. De Rotrou, P. Garrigue, F. Moulin, F. Batouche, A. Richard, M. De Sant'Anna and A. S. Rigaud, Cognitive stimulation intervention for elders with mild cognitive impairment compared with normal aged subjects: preliminary results, Aging Clin Exp Res 4 (2007), 316-322. [7] A. Spector, B. Woods and M. Orrell, Cognitive stimulation for the treatment of Alzheimer's disease, Expert Rev Neurother 5 (2008), 751-757. [8] G. Gowans, J. Campbell, N. Alm, R. Dye, A. Astell and M. Ellis, Designing a multimedia conversation aid for reminiscence therapy in dementia care environments, in: Proceedings of the CHI '04 extended abstracts on Human factors in computing systems, ACM, Vienna, Austria, 2004, pp. 825-836. [9] N. Kuwahara, S. Abe, K. Yasuda and K. Kuwabara, Networked reminiscence therapy for individuals with dementia by using photo and video sharing, Proceedings of the 8th international ACM SIGACCESS conference on Computers and accessibility, Portland, Oregon, USA, 2006. –––––––––––––––––––––––––––––––––––––––––––––– The use of Text and Technology-based Training Tools to improve Cognitive skills in older adults Kevin Powera, Grainne Kirwana,1 and Marion Palmera [2] J. Ankri, Prévalence, incidence et facteurs de risque de la maladie d’Alzheimer, Gérontologie et Société (2009), 129-141. JCR Institute of Art, Design and Technology, Dun Laoghaire, Ireland a 158 Corresponding author: Grainne Kirwan School of Creative Technologies Dun Laoghaire Institute of Art, Design and Technology Kill Avenue, Dun Laoghaire Co Dublin, Ireland E-mail: grainne.kirwan@iadt.ie 1 abstract Research has indicated that the use of cognitive skills training tools can produce positive benefits with older adults. However, little research has compared the efficacy of technology-based interventions and more traditional, text-based interventions which are also available, nor has it been determined which method older people derive most satisfaction from. This study aimed to investigate cognitive skills improvements experienced by 40 older adults using cognitive skills training tools. A Solomon four group design was employed to determine which intervention demonstrated the greatest improvement. Participants were asked to use the interventions for 5-10 minutes per day, over a period of 60 days. Pre and post-tests consisted of measures of numerical ability, memory and intelligence. Following training older adults indicated significant improvements on numerical ability and intelligence regardless of intervention type. This research provides a critical appraisal of brain training tools and can help point the way for future improvements in the area. Brain training improvements could lead to improved quality of life, and perhaps have financial and independent living ramifications for older adults. Keywords: Cognitive Training, Gerontology, Brain Training, Cognitive Decline, Human-computer Interaction introduction Declines in cognitive function over the adult life span have been found in both cross-sectional and longitudinal studies for a variety of tasks, abilities, and processes (Kramer & Willis, 2002). If these cognitive declines can be prevented or avoided, a greater proportion of elderly individuals may be able to live independently for a longer period of time, thus reducing pressure on family and state resources. Bell et al. (2002) found that when older adults aged 65-94 years were provided with cognitive skills training (memory, reasoning, and speed of processing) the effects could be seen even at a two-year follow up. Bell et al. also suggest that these improvements may reduce the eventual decline of cognitively demanding everyday functioning across these groups. Other researchers (such as Hooyman & Kiyak, 2010; Langbaum, Rebok, Bandeen-Roche & Carolson, CT16 Oral Presentations 2009) have demonstrated that older adults can respond well to cognitive training interventions. Various “brain-training” games have become available in recent years, with one of the most popular being “Dr Kawashima's Brain Training” for the Nintendo DS Lite console. However, there has been little research to date comparing the efficacy of such technologically based interventions with more traditional, text-based interventions which are also available. method/Tools This study aimed to investigate cognitive skills improvements experienced by forty older adults using cognitive skills training tools. A Solomon four group design was employed to determine which intervention demonstrated the greatest improvement among older adults while controlling for the effects of pre-testing. Participants were recruited from a number of social organizations for older people, and were screened for prior use of the interventions and for serious cognitive decline. Eligible participants were randomly allocated to either the technological or text-based intervention. Those assigned to the technological intervention were provided with a Nintendo DS Lite console and a copy of the game “Dr Kawashima’s Brain Training.” Participants assigned to the text-based intervention were provided with a copy of a cognitive training workbook also developed by Kawashima (2007), which uses similar techniques to the technological intervention. Participants were instructed on the use of the interventions, and were then asked to use the intervention tool for 5-10 minutes per day for a period of 60 days. Pre and post-tests examined self-reported memory (using the MAC-S), intelligence (using the WASI) and numerical ability. Participants also completed a satisfaction questionnaire at the end of the study. results Following training older adults demonstrated significant improvements on both intelligence and numerical ability regardless of intervention type. There was no significant improvement in self-reported memory. There was no significant difference in improvement between the two types of intervention. Participants using the technological intervention had a significantly higher satisfaction rating with the tool than those who used the text-based intervention. Conclusion This research provides a critical appraisal of the brain training tools and can help point the way for future improve- JCR CT16 Oral Presentations ments in the area. Brain training improvements could lead to improved quality of life, and perhaps have financial and independent living ramifications for older adults. –––––––––––––––––––––––––––––––––––––––––––––– Cognitive Training with nintendo Wii® for the elderly: an evaluation Stefano Cardulloa, Bruno Seragliaa, Adalberto Bordinb and Luciano Gamberinia,1 Università degli Studi di Padova, Dipartimento di Psicologia b Anni Sereni, Scorzè, Venezia a Corresponding author: Luciano Gamberini University of Padova Department of Psychology, Italy E-mail: luciano.gamberini@unipd.it 1 abstract Two groups of elderly people were monitored during a period of three months: one group followed an experimental training program with games developed for the Nintendo Wii® console, while the other group performed a regular training program offered by the elderly care center. Classic neuropsychological tests were administered before and after this period to both groups. The results show better cognitive performances of the experimental group in several tests. Keywords: Cognitive Training, Elderly, Videogames, Evaluation 159 a cognitive training for elderly users, based on Nintendo Wii®. Twenty-one subjects were recruited in an Italian elderly care center, according to their score at the Mini Mental State Examination (>21; MMSE) and their willingness to participate in the experimental program. They were randomly divided in two groups, an experimental group and a control group. The experimental group (n = 10) replaced part of the daily activities planned by the institution with game sessions with the Nintendo Wii®, plaid twice a week for a period of three months; two experimenters followed the participants during the gaming sessions. The control group (n = 11) during the same period performed the regular activities planned by the institution. The games were the same as in [3], and were designed to train attention, memory and motor control. At the beginning and the end of the three months, both groups were administered the Brief Neuropsychological Examination (BNE; a battery of tests to assess memory, attention and motor skills), the MMSE (to assess cognitive decline) and some scales of motor and functional autonomy used by the hosting institution (Barthel Index, to assess disability; AIADL and IADL to assess daily activities impairment). The experimental design included a between-subjects factor (control group vs. experimental group), and a within-subjects factor (first and second test administration, t1 and t2). The analysis of variance showed a significant effect in four specific tests; by comparing the second administration with the first administration through the t test, it turned out that in the Digit span and Story Recall Test the control group remained stable while the experimental group achieved a higher score; in the Memory with interference test, the control group gained a lower score while the experimental group remained stable; in the MMSE, the control group achieved a lower score while the experimental group had a higher score. introduction The rapid increase of the aging population, especially in North America and Europe, requires reliable, engaging and low-cost solutions to counter the decline in the cognitive abilities of elderly people [1]. Computer games are one solution to train cognitive and physical abilities [2]. Following the encouraging results obtained by a previous research on cognitive training with Nintendo Wii® games [3], we present here an evaluation of the effectiveness of the same game program. Acknowledgements The authors would like to thank ‘Anni Sereni’ Elderly Care Center at Scorzè (Venice, Italy) and Nintendo Italia. The study The aim of this study was to evaluate the effectiveness of the games that were developed by some of the authors as references [1] L. Gamberini, M. Alcaniz, G. Barresi, M. Fabregat, L. Prontu, B. Seraglia, Playing for a Real Bonus: JCR Conclusion Further research is needed but the current results suggest that the training program can lead to satisfactory results in memory skills and to an overall improvement in cognitive skills, as was revealed by the MMSE. 160 CT16 Oral Presentations Videogames to Empower Elderly People. Journal of CyberTherapy & Rehabilitation, 1(1) (2008), 37-48. ent SOCIABLE and to describe the SOCIABLE social activation tool in more detail: The Book of Life. [2] C. Basak , W.R. Boot, M.W. Voss, A.F. Kramer, Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4) 2008, 765-77. Keywords: Elderly, Cognitive Impairment, Social Activation, Quality of Life, Information Communication Technology, Surface Computing [3] L. Gamberini, S. Cardullo, B. Seraglia, A. Bordin, Neuropsychological testing through a Nintendo Wii. Studies in Health Technology and Informatics, 154 (2010), 29-33. –––––––––––––––––––––––––––––––––––––––––––––– soCiable: improving Cognitive skills and social activation through surface Computing Technology Reyes Molinera,b, Irene Zaragozac, Milagros Burgueraa, Veronica Guillend and Azucena Garcia-Palaciose Centro Clinico PREVI Universidad Catolica de Valencia San Vicente Martir c Labhuman. Universidad Politecnica de Valencia d Universidad de Valencia e Universitat Jaume I a b Corresponding author: Azucena Garcia-Palacios Universitat Jaume I Dpt. Psicologia Basica, Clinica y Psicobiologia. Avda Vicent Sos Baynat s/n 12071 Castellon, Spain E-mail: azucena@psb.uji.es 1 abstract Aging is associated with cognitive and social impairment. There is a growing interest in the development of procedures to delay cognitive impairment and to improve mood, social life and quality of life in the elderly. Information Communication Technology (ICT) can help to support such procedures. SOCIABLE is an EU-funded project whose aim is to develop and test ICT procedures for the promotion of wellbeing in the elderly. Four European countries participate in this project. SOCIABLE introduces and pilots a novel approach for ICT assisted cognitive training and social activation using a surface computing platform for a wide range of senior citizens, including cognitive intact elderly, older adults with Mild Cognitive Impairment, as well as patients suffering from mild Alzheimer’s disease. The aim of this work is to pres- introduction Dementia is one the most common conditions seen in older adults, being also the leading cause of institutionalization among the elderly. As life expectancy increases, the worldwide number of demented patients is projected to grow and reach 81.1 million in 2040 [1]. In the last decade it has been a growing interest in the development of procedures that help to delay cognitive impairment and increase quality of life in the elderly. Several studies have demonstrated the value of cognitive training with ICT systems and services with the potential of improving the cognitive, emotional and social status of these patients. SOCIABLE is a project funded by the EU involving experts from different European countries (Norway, Greece, Italy and Spain) with the common aim of developing ICT procedures for the promotion of wellbeing among the elderly. SOCIABLE introduces and pilots a novel approach for ICT assisted cognitive training and social activation for a wide range of senior citizens, including cognitive intact elderly, older adults with Mild Cognitive Impairment, as well as patients suffering from mild Alzheimer’s disease. The aim of this work is to present SOCIABLE and the work done so far and to describe in more detail one of the SOCIABLE applications: the Book of Life. method The study to validate SOCIABLE will include 350 users from four different European countries: Greece, Italy, Norway and Spain. Participants will use SOCIABLE in two different settings: 278 in nursing homes or day hospitals and 72 will use the tool at home. Caregivers will also be trained and will support the elderly in the use of the system. Participants will belong to three different groups regarding cognitive impairment: normal users (without any cognitive impairment), and users with mild cognitive impairment and users with mild Alzheimer’s disease. In addition to many elderly end-users, SOCIABLE pilots will involve several health professionals, including medical experts and caregivers. Moreover, family members may also be involved in the scope of in-home pilots. JCR CT16 Oral Presentations SOCIABLE pilots will take place in seven pilot sites of different types/nature including private hospitals, public hospitals, municipalities and care centers. The SOCIABLE pilot process involves a set of disciplined standard procedures, which ensure the project’s clinical background along with the credible scientific evaluation of the project’s results. The SOCIABLE pilots will be supported by a non-trivial ICT infrastructure, including a surface platform and the SOCIABLE software/middleware libraries. During the pilot operations, special provisions should be made towards enhancing the SOCIABLE surface computing infrastructure and related applications. After an evaluation targeting cognitive impairment, mood and social impairment (pre-intervention assessment), participants will be randomly assigned to one of two experimental conditions: 1. Intervention condition 2. Waiting list Participants in the intervention condition will use SOCIABLE twice a week during three months (24 sessions) supported by a caregiver. Some sessions will be performed in groups of three users and other sessions will be performed individually. After the intervention period there will be a post-intervention assessment in order to determine if the intervention has produced significant changes in cognitive impairment, social impairment and mood. There will be also an assessment of usability and acceptability of the system. Participants in the waiting list condition will be assessed at pre-test and will be reassessed after three months (posttest). After the post-test assessment participants will be offered the SOCIABLE intervention. The project consortium has developed a series of tools: 1. A set of services enabling the hosting of multiple applications and cognitive training games, along with their combination in the scope of cognitive training programs. 2. A rich set of cognitive games covering the needs of normal elderly, older adults with Mild Cognitive Impairment, as well as patients suffering from mild Alzheimer’s disease. 3. A Social Activation module supporting distinct applications facilitating the social interaction of the elderly, JCR 161 namely the “Book of Life,” as well as elderly communication services. 4. A back-office application facilitating health professionals Electronic Health Record (EHR) management. We anticipate that surface platforms will provide added value over conventional games, in terms of usability, ergonomics and ease of use. We also hypothesize that users in the intervention condition compared to users in the waiting list condition will present improvements in mood, social impairment and cognitive impairment. Figure 1 shows an image of an elderly user interacting with SOCIABLE in the surface display. The present work focuses in the description of the third application, the Social Activation module, developed by a team of psychologists and engineers (PREVI and Labhuman) aimed to decrease social isolation and to improve mood and quality of life. Figure 1. An elderly user interacting with the SOCIABLE Book of Life The Book of Life is an intervention that promotes reminiscence: “the progressive return to consciousness of prior experiences which can be re-evaluated with the intention of resolving past conflict giving new significance to one’s life” [2]. Reminiscence of life review therapy has demonstrated positive psychological effects in elderly people [3]. Reminiscence therapy involves the review of life stages, childhood, adolescence, adulthood, and maturity. The process is guided by the therapist who asks questions to the elderly user concerning events occurred in those different stages. This work makes possible to remember positive events and resolve past conflicts, resulting in a process of giving meaning to one’s life. In SOCIABLE a reminiscence protocol has been developed supported by ICTs. In the surface the user can use a virtual book with different chapters corresponding to different life stages. In each chapter, the caregiver has at his/her disposal different questions in order to work in reminiscence. The Book of Life offers the possibility of working, not only with texts and narratives about the memories of the user, but also audio 162 CT16 Oral Presentations as well. In the book it is possible to include songs or music that were meaningful for the user in a certain life stage, as well as images (pictures). For example, the application presents a set of photos related to the stage of the life selected. The user can select the most meaningful photos and can write or record (voice) a short statement explaining the photo. The user can provide his/her personal photos to the career in order to include them in the application. Once the reminiscence work has been completed it is possible to review the different chapters and share it with other users or family members. references [1] Alzheimer’s Association. Alzheimer’s Diseasease Facts and Figures, Alzheimer’s & Dementia, 5: 3 (2009). [2] Buechel, H. Reminiscence: a review and prospectus. Physical and Occupational Therapy in Geriatrics, 5, (1986), 25-37. [3] Haight, B., Michel, Y. & Hendrix, S. The extended effects of the life review in nursing home residents. International Journal of Aging and Human Development, 50 (2000), 151-168. –––––––––––––––––––––––––––––––––––––––––––––– active Video gaming to improve balance in the elderly Claudine J.C. Lamotha, Simone R. Caljouwa and Klaas Postemab Center for Human Movement Sciences, University Medical Centre Groningen, University of Groningen, The Netherlands b Department for Rehabilitation Medicine, University Medical Centre Groningen, The Netherlands a Corresponding author: Claudine J.C. Lamoth Center for Human Movement Sciences University Medical Centre Groningen University of Groningen The Netherlands E-mail: c.j.c.lamoth@med.umcg.nl 1 abstract The combination of active video gaming and exercise (exergaming) is suggested as a means to improve elderly people’s balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance. However, scarce evidence is available for the direct effects of exergaming on postural control. Therefore, the aim of the study was to assess the effect of a six-week videogame-based exercise program aimed at improving balance in elderly people. Task performance and postural control were examined using an interrupted time series design. Results of multilevel analyses showed that performance on the dot task improved within the first two weeks of training. Postural control improved during the intervention. After the intervention period, task performance and balance were better than before the intervention. Results of this study show that healthy elderly people can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable. Keywords: Active Video Gaming, Exergaming, Balance Training, Elderly introduction The expanding aging population has ignited a growing interest in the prevention of balance problems to reduce the risk of falling, since falling can result in loss of independence, significant morbidity or death. New technology-based techniques, such as interactive (video) games appear quite promising for (home-based) balance training in the elderly population. The advantage of serious gaming devices is that people do not pay attention to the exercise and their own movements, but on the outcome of their movements in the projected environment. This is important because in most daily-life settings, balance control is not an aim by itself, but postural adjustments of the whole body are continuously needed for many goal-directed movements within a specific environment. Another benefit is that serious gaming systems motivate people to practice and because they are becoming more and more cost-effective, portable and user-friendly, people can also exercise at home. However scarce, some evidence is available for the direct beneficial effect of playing an active video game with a balance board as a peripheral on postural control [1-3]. Therefore, the objective of the study was to assess the effect of a six-week videogame-based balance training program on balance performance in a group of elderly community dwelling persons. Balance control, as well as JCR 163 CT16 Oral Presentations pleasure participating in and motivation for, the gamebased training, were assessed. methods Nine healthy, elderly subjects participated in this study (age > 65 years). A balance training device was used which integrates video gaming with balance control on a moveable platform (SensBalance Fitness Board; Sensamove®, the Netherlands). When the platform is perfectly balanced the maze is horizontal and the ball lies still. By subtly shifting weight on the balance board people can learn to move the ball through the maze or to a target. The game has different levels of difficulty which can be adjusted to the performance level of the individual subject. An interrupted time series design was used with a threeweek baseline period preceding the intervention and a three-week baseline period following the six-week intervention. Before, after and during the intervention, performance was tested three times a week by using a dot-circle gaming task. Balance was assessed using general clinical balance assessment instruments, during which trunk accelerations were registered with an ambulant accelerometer device (DynaPort®; McRoberts). Intervention effects were examined using multilevel modeling statistics. Outcome measures were: • Task related measures, the percent error, the number of samples outside the circle and the root mean square error (RMSE) of the dot with respect to zero point. (smaller RMSE’s and percent of errors) in the first two training weeks and remained unaltered thereafter (p < 0.05). Postural control measured with accelerometry improved significantly during the training (p < 0.05) and was significantly better after training than before the training, as indicated by lower RMS values, and a more stable and regular trunk acceleration pattern. However, the time-scale of improvement was slower than that of the dot-test. Multilevel modeling revealed that participants with low scores at the start of the program improved more over time than the highest scoring participants. All subjects reported being highly motivated to exercise because they found the games challenging and enjoyable. discussion/Conclusion Elderly people without a specific pathology can benefit from a videogame-based exercise program aimed at improving balance, where people had to move a platform in response to stimulation from a game that was challenging and fun to play. Balance measurements indicate that although performance on the game might improve quickly, it takes a longer period of training to improve postural control. Future studies will be aimed at studying not only balance, but the ability to orient oneself in space, using serious gaming with motion-tracking devices to capture whole body movements. references [1] CJC Lamoth CJC, W Berend, A Schmid, SR Caljouw, S. Gait Posture 30 (2009), 30, S144-S145 • Medio-lateral and anterior-posterior variability, regularity, and stability of trunk, and the acceleration patterns recorded during the balance assessment tests. [2] D. Fitzgerald, NTrakarnratanakul, B. Smyth and B. Caulfield. J.Orthop.Sports Phys.Ther. 40 (2010) 11- results Performance on the dot task showed a quick improvement [3] AL Betker, T. Szturm, ZK Moussavi and C Nett. 87 (2006) 1141-9 exposure for anxieTy disorders WiTh VirTual and augmenTed realiTies The development of the sWeaT Questionnaire: a scale measuring Costs and efforts inherent to Conducting exposure sessions Geneviève Robillarda, Stéphane Boucharda, Stéphanie Dumoulinb and Tanya Guitardb Université du Québec en Outaouais (Canada) b Université du Québec à Montréal (Canada) a JCR Corresponding author: Geneviève Robillard Université du Québec en Outaouais CP1250 Succ Hull Gatineau J8X 3X7 Canada E-mail: genevieve.robillard@uqo.ca 1 abstract For decades, empirical studies have shown the effectiveness of exposure techniques when used in Cognitive Be- 164 havioral Therapy (CBT) treatment for anxiety disorder. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure and overcome some of the limitations of in vivo exposure. The aim of this study is to validate the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire that measures costs and efforts required to conduct in vivo and in virtuo exposure. A total of 268 exposure sessions (in vivo = 136; in virtuo = 132) were rated by experienced psychologists. Reliability analysis revealed three main factors in the construct of the SWEAT questionnaire. Results also showed that conducting exposure in VR is less of a burden and more readily adapted to the patients’ needs than in vivo. Keywords: Virtual Reality, Exposure, Psychometric Measure, Social Anxiety, Cognitive Behavioral Therapy introduction For decades, empirical studies have shown the effectiveness of exposure techniques when used in a Cognitive Behavioral Treatment (CBT) for anxiety disorder [1-6]. A few studies are now suggesting that using Virtual Reality (VR) may be an effective way to conduct exposure (also called in virtuo exposure) and overcome some of the limitations of in vivo exposure [7, 8]. For example, one significant limitation of the traditional in vivo exposure is the challenge for therapists to recreate adequate and controlled social exposure situations (e.g., audience to conduct the exposure, control on people’s reactions, appropriate situations for exposure). VR overcomes these barriers, in addition to providing a treatment that is more enticing and allows the client to interact with a phobic scenario in the safety and confidentiality of the office. A recent study also suggests that the advantages of using in virtuo exposure may not only be to provide a more effective treatment (as least, given the currently available virtual environments), but to provide a treatment that is more flexible and cost-effective for therapists [9]. The aim of this study is to validate an instrument that measures specific costs and efforts required to conduct exposure sessions called the Specific Work for Exposure Applied in Therapy (SWEAT) questionnaire. The Cyberpsychology Lab of the Université du Québec en Outaouais (Canada) developed and used this instrument, rated by therapists after each exposure session, in order to systematically assess the costs (e.g., the salary of the confederate audience used for exposure) and practical effort (e.g., time spent going to the cafeteria with the pa- CT16 Oral Presentations tient, finding appropriate stimuli) required to conduct exposure in the treatment of social anxiety. method A total of 265 individual exposure sessions (in vivo = 140 and in virtuo = 125) were rated by four experienced therapists immediately after the exposure session during a 16week CBT treatment. A total of 39 adults receiving a DSM-IV-TR principal diagnosis of social anxiety (mean age = 37.9; 71.8% female) participated in this study and were randomized in three treatment conditions (this study is part of a broader project): (1) CBT with in vivo only exposure (n=16); (2) CBT with in virtuo only exposure (n=14); (3) CBT with combined exposure techniques (both in vivo and in virtuo) (n=9). results The internal reliability coefficient of the SWEAT was good, with a Chronbach’s alpha of .83. Also, an exploratory factor analysis was performed on the SWEAT questionnaire and a three-factor solution was found. Factor loadings were interpreted after a varimax rotation. Factor 1 explains the burden imposed on the therapist to prepare and conduct the exposure session. Factor 2 expresses the challenge of fine-tuning the exposure exercise and Factor 3 captures the notion of time required to plan and conduct the exposure. ANOVAs comparing in vivo versus in virtuo exposure sessions revealed that in virtuo exposure sessions were significantly less expensive than in vivo exposure sessions. Results on the total score and the subscales of the SWEAT were compared with Student t-tests for sessions involving in vivo and in virtuo exposure. This analysis revealed that in virtuo exposure sessions required less effort to surpass burden constraints (e.g., confidentiality issues, schedule constraints, etc.) [SWEAT total score, t(199) = 11.01, p<.001]. Refining our understanding by looking at the subscales revealed that the significant difference is specific to how cumbersome exposure is in vivo [Factor 1, t(170) = 15.04, p<.001]. Conclusion The SWEAT is proposed as a new measure to document the efforts, burden, costs, time and constraints inherent to conducting exposure in therapy sessions. The original group of items was developed during discussions with clinicians and, after being put to the test, the number of items was reduced and some of the rating scales (e.g., exact time spent to search for stimuli and prepare the ex- JCR CT16 Oral Presentations posure, exact cost of each exposure session) modified to produce categories allowing the possibility to sum each item and report a total score. The final instrument uses three factors describing how difficult it may be for a therapist to set up and conduct exposure sessions: the burden for the therapist, the difficulties in fine-tuning the exposure, and time constraints. The scale was developed with the hope of being used with any type of exposure stimuli, but the comparison between the different modalities of exposure revealed clear advantages for therapists using VR over real life situations involving elements such as a mock audience, going to washrooms wearing a silly hat, or going out to a restaurant. references [1] D.H. Barlow. Anxiety and its disorders: the nature and treatment of anxiety and panic 2nd edition. New York: Guilford Press, 2002. [2] M. Stein. Evidence-based treatment of anxiety disorders. International Journal of Psychiatry in Clinical Practice 10 (2006), 16-21. [3] U. Stangier, T. Heidenreich, M. Peitz, W. Lauterbach, D.M. Clark. Cognitive therapy for social phobia: individual versus group treatment. Behaviour Research and Therapy 41 (2003), 991–1007. [4] D.M. Clark, A. Ehlers, A. Hackmann, F. McManus, M. Fennell, N. Grey et al. Cognitive therapy versus exposure and applied relaxation in social phobia: A randomized controlled trial. Journal of Consulting and Clinical Psychology 74 (2006), 568-578. [5] S.G. Hofmann. Perception of control over anxiety mediates the relation between catastrophic thinking and social anxiety in social phobia. Behaviour Research and Therapy, 2005, 885-895. [6] J.K. Wilson, R.M. Rapee. The interpretation of negative social events in social phobia: changes during treatment and relationship to outcome. Behaviour Research and Therapy 43 (2005), 373-389. [7] E. Klinger, S. Bouchard, P. Légeron, S. Roy, F. Lauer, I. Chemin, P. Nugues. Virtual reality therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behavior 8 (2005), 76-88. JCR 165 [8] G. Robillard, S. Bouchard, S. Dumoulin, T. Guitard, G., & É. Klinger. Using virtual humans to alleviate social anxiety : preliminary report from a comparative outcome study. Oral Presentation at the 15th Annual CyberTherapy Conference 2010, Seoul (Korea), June 13-15. [9] G. Robillard, S. Bouchard, S. Dumoulin, & T. Guitard, G. Comparing the costs and efforts required to conduct exposure in vivo or in virtual reality during CBT for social phobia. Poster presented at the 44th Annual Conference of the Association for Behavioral and Cognitive Therapy, San Francisco (CA), November 18-21. –––––––––––––––––––––––––––––––––––––––––––––– differences in hpa axis activation secondary to individual CbT session using either in Vivo or in Virtuo exposure in sad patients François-Xavier Roucauta,b,1, Stéphane Bouchardb and Hélène Forgetb a CHRU Montpellier (France) Université du Québec en Outaouais (Canada) b 1 Corresponding author: François-Xavier Roucaut CHRU Montpellier 1 route de Champagne Ecully 69130, France E-mail: roucautfrancois@live.fr abstract We wanted to investigate whether differences in the hypothalamus-pituitary-adrenal (HPA) axis activation could be observed between different types of exposure (in vivo and in virtuo) embedded in an individual format of Cognitive Behavioral Therapy (CBT) for social anxiety disorder (SAD). Twenty-two SAD patients underwent an individual CBT session using either in vivo, in virtuo or combined in vivo/in virtuo exposure. Each time an exposure session occurred during the treatment, salivary cortisol samples were taken at time of arrival in the laboratory and before and after each CBT session. Differences between groups concerning salivary cortisol variations before and after CBT sessions will be analyzed. Analyses are still in progress and results will be presented and discussed at the time of the oral presentation. Keywords: Virtual Reality, Exposure, Cognitive Behavioral Therapy, Social Anxiety, Salivary Cortisol 166 introduction Social anxiety disorder (SAD) is a common (lifetime prevalence of 12.1% in the general population), yet underestimated disorder characterized by a marked fear and avoidance of social interactions [1]. As for several neuropsychiatric disorders, the hypothalamus-pituitaryadrenal (HPA) axis is implied in SAD physiopathology. The HPA axis is a major neuroendocrine system linked to stress activation, in which stimulation results in the release of cortisol in the serum and saliva. HPA axis activation is studied in many fields of mental disorders including depressive disorder [2], dementia [3] and several anxiety disorders, such as Posttraumatic Stress Disorder [4] and general anxiety disorder [5]. Concerning social anxiety, increased HPA axis activity has been associated with increased social avoidance and freezing reaction in healthy subjects [6-8]. Research on rodents and primates has also shown that socially avoidant behaviors were correlated with HPA activation [9-12]. In the SAD population, several studies showed an alteration of HPA axis activation when confronted with social stimuli [13]. Activation of the HPA axis can be experimentally induced using tasks like delivering a speech in front of an audience, even using a virtual one [14, 15]. Our study aimed to investigate whether differences exist concerning anxiety experienced during exposure to social situations in vivo and in virtuo. For this purpose, we studied HPA axis variation during in vivo or in virtuo exposure sessions with salivary cortisol. Salivary cortisol is a good marker of HPA axis activity with a practical and minimally intrusive way to collect samples. For social phobics involved in exposure, it allows a less cumbersome way to assess reactions to stress than heart rate or skin conductance monitoring. Besides, some studies showed that subjects find in virtuo exposure safer and less frightening than in vivo exposure [16]. We therefore hypothesized that HPA axis activation will be less important during in virtuo exposure compared to in vivo exposure. method A total of 22 adults receiving a DSM-IV-TR diagnosis of SAD participated in this study and were randomized in three treatment conditions (this study is a part of a broader project): (1) individual CBT with in vivo exposure (n=7); (2) individual CBT with in virtuo exposure (n=9); individual CBT with combined in vivo/in virtuo exposure (n=6). Patients underwent 14 weekly 60-minute sessions of individual CBT sessions based on the model and approach of Clark and Well [17]. Salivary samples were CT16 Oral Presentations taken upon arrival to the laboratory, and before and after each CBT session to study HPA activation due to CBT sessions. To control for patient’s cortisol circadian rhythm in the two days before exposure, samples were collected at awakening, 30 minutes after awakening, at 4 p.m. and at bedtime. Samples from patients included in the combined in vivo/in virtuo exposure group were allocated according to the type of exposure performed during the CBT session (i.e., either in vivo or in virtuo). Thus, a total of 679 samples of salivary cortisol were collected. To assess free cortisol levels, salivary samples were obtained with Salivette© collection devices (Sarstedt, Rommelsdorf, Germany). The samples were stored at -20°C before assaying. Biochemical analysis of free cortisol in saliva was performed with a competitive immunosorbent assay (Salimetrics™ cortisol kit, LLC, State College, United States of America). Comparison between groups concerning salivary cortisol levels before and after each CBT session will be done with controlling for patient’s cortisol circadian rhythm and cortisol levels upon arrival to the laboratory. results The data are still being analyzed. discussion Our results will be relevant when considering the optimal level of anxiety during exposure. Several authors put forward that mild exposure sessions could be more effective than exposure sessions eliciting a higher level of anxiety, because this would allow the patient a less emotional experience and better cognitive treatment of the anxiogenic stimuli. Results will be discussed according to these considerations. references [1] R.C. Kessler, P. Berglund, O. Demler, R. Jin, K.R. Merikangas, et E.E. Walters, Lifetime prevalence and ageof-onset distributions of DSM-IV disorders in the National Comorbidity Survey Replication, Archives of General Psychiatry 62 (2005), 593-602. [2] R.M. Sapolsky, Glucocorticoids and hippocampal atrophy in neuropsychiatric disorders, Archives of General Psychiatry 57 (2000), 925-935. [3] F. Magri, L. Cravello, L. Barili, S. Sarra, W. Cinchetti, F. Salmoiraghi, G. Micale, et E. Ferrari, Stress and dementia: the role of the hypothalamicpituitary-adrenal axis, Aging Clinical and Experimental Research 18 (2006),167-170. JCR CT16 Oral Presentations [4] E.D. Kanter, C.W. Wilkinson, A.D. Radant, E.C. Petrie, D.J. Dobie, M.E. McFall, E.R. Peskind, et M.A. Raskind, Glucocorticoid feedback sensitivity and adrenocortical responsiveness in posttraumatic stress disorder, Biological Psychiatry 50 (2001), 238-245. [5] R.C. Mantella, M.A. Butters, J.A. Amico, S. Mazumdar, B.L. Rollman, A.E. Begley, C.F. Reynolds, et E.J. Lenze, Salivary cortisol is associated with diagnosis and severity of late-life generalized anxiety disorder, Psychoneuroendocrinology 33 (2008) 773-781. [6] J. van Honk, A. Tuiten, M. van den Hout, H. Koppeschaar, J. Thijssen, E. de Haan, et R. Verbaten, Conscious and preconscious selective attention to social threat: different neuroendocrine response patterns, Psychoneuroendocrinology 25 (2000), 577-591. [7] K. Roelofs, B.M. Elzinga, et M. Rotteveel, The effects of stress-induced cortisol responses on approach-avoidance behavior, Psychoneuroendocrinology 30 (2005) 665-677. [8] K. Roelofs, P. Bakvis, E.J. Hermans, J. van Pelt, et J. van Honk, The effects of social stress and cortisol responses on the preconscious selective attention to social threat, Biological Psychology 75 (2007), 1-7. [9] R.M. Sapolsky, A. E. Bennett Award paper. Adrenocortical function, social rank, and personality among wild baboons, Biological Psychiatry 28 (1990), 862-878. [10] N.H. Kalin, S.E. Shelton, M. Rickman, et R.J. Davidson, Individual differences in freezing and cortisol in infant and mother rhesus monkeys, Behavioral Neuroscience, 112 (1998), 251-254. [11] J.F. Núñez, P. Ferré, R.M. Escorihuela, A. Tobeña, et A. Fernández-Teruel, Effects of postnatal handling of rats on emotional, HPA-axis, and prolactin reactivity to novelty and conflict, Physiology & Behavior 60 (1996), 13551359. [12] S.A. Cavigelli, M.M. Stine, C. Kovacsics, A. Jefferson, M.N. Diep, et C.E. Barrett, Behavioral inhibition and glucocorticoid dynamics in a rodent model, Physiology & Behavior 92 (2007), 897-905. [13] K. Roelofs, J. van Peer, E. Berretty, P.D. Jong, P. Spinhoven, et B.M. Elzinga, Hypothalamus-pituitaryadrenal axis hyperresponsiveness is associated with in- JCR 167 creased social avoidance behavior in social phobia, Biological Psychiatry 65 (2009), 336-343. [14] O. Kelly, K. Matheson, A. Martinez, Z. Merali, et H. Anisman, Psychosocial stress evoked by a virtual audience: relation to neuroendocrine activity, Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society 10 (2007), 655-662. [15] P. Jönsson, M. Wallergård, K. Osterberg, A.M. Hansen, G. Johansson, et B. Karlson, Cardiovascular and cortisol reactivity and habituation to a virtual reality version of the Trier Social Stress Test: a pilot study, Psychoneuroendocrinology 35 (2010), 1397-1403. [16] A. Garcia-Palacios, C. Botella, H. Hoffman, et S. Fabregat, Comparing acceptance and refusal rates of virtual reality exposure vs. in vivo exposure by patients with specific phobias, Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society 10 (2007), 722-724. [17] D.M. Clark, A. Wells, Social Phobia: Diagnosis, Assessment and Treatment, Guilford Press, New York, 1995. –––––––––––––––––––––––––––––––––––––––––––––– you better Control for Video gaming experience because Video gamers are more difficult to scare in Virtual reality Erik Geslina,1, Stéphane Bouchardb and Simon Richira Arts et MetiersParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France b Université du Québec en Outaouais – Canada a 1 Corresponding author: Erik Geslin Arts et MetiersParisTech LAMPA, 2 Bd du Ronceray 49000 Angers, France E-mail: erik.geslin@gmail.com abstract Few studies have examined the impact of prior video gaming experience on the stress experienced while immersed in a virtual environment (VE). Our hypothesis was that prior experience with immersive video games could reduce the stressful impact of a VE. We compared 168 CT16 Oral Presentations emotions in gamers and non-video gamers. Our results show that the level of fear in people who consider themselves non-gamers is higher than in gamers. Keywords: Emotions, Virtual Environment, Video Game, Video Gamer, Head Mounted Display, Presence introduction Understanding emotional reactions is crucial for researchers working on topics such as Virtual Reality (VR), presence or cybertherapy [1-4]. The relationship between emotions and presence has been less extensively studied. It seems important to document the impact of playing video games regularly on the sensitivity to environments designed to induce emotions. Context Emotions were later categorized and even reduced to basic ones using the classifications system. Many theories and definitions of emotions have been successfully implemented. It is now accepted that emotions arise from continuous appraisal and information processing of situations. Contemporary cognitive models introduce the idea of two parallel models of information processing. Emotions play a significant role in the sense of presence in VR. For example, studies show that depending on the valence of the emotions induced, the presence significantly increases [5-6]. This suggests that more experience with games would be associated with decreases in spatial presence. Smith and Du’Mont [7] also found a significant correlation between the level of activity in first person shooter (FPS) video games and performance in the navigation task based on virtual environment (VE) time. method device One hundred forty-one adults of both sexes participated in our study (81 people defining themselves as video game players, and 60 people defining themselves as “not video gamers”). They were immersed with a head mounted display (HMD) 180 ° focal in the VE, inducing fear in real-time 3-D. The viewpoint is first. The trackers consisted of eight Vicon cameras located around the subject and were also used to track the HMD. Movements in the VE were achieved through the use of a PAD type Xbox 360 connected via USB. equipment and Virtual environments The HMD used was the HEWDD-1080 manufactured by Crescent, Inc. which relied on LCOS rear projection, providing a definition of 12.2 megapixels (R + G + B) * (Left Eye + Right Eye) a resolution of 1920 * 1080, a Horizontal FOV of 140 degrees and 90 degrees vertical, with overlap of 90 degrees. The application ran on two 2 HP xw9400 workstation with two Quadro graphics cards 5800 (one for each eye). The pixel dimensions of images were conventionally of the type 28, 29, 210, and 211. Shaders were programmed in HLSL. procedure The experiment lasted between 8-10 minutes. Participants were asked to make a virtual journey through dark alleys. The liberty of the subject was constrained by the topology of the site. After the experiment each user completed a semantic differential questionnaire based on three emotional responses [8]. The three questions were: Are you afraid? Were you anxious? Were you surprised? Participants had to answer using a scale ranging from 0 to 21. All information collected were analyzed with oneway ANOVAs. results The sample consisted of participants from both genders (27% female in the gamers condition and 34% in the nongamers condition, X2(1) = 4.02, p < .05) and their age varied between 12-50 years old. The gamers were younger than the non gamers (X²(2) =15.47, p < .001). A Bonferroni correction was applied to the critical p values in order to control the error rate. The one-way ANOVAs for fear and surprise were both statistically significant [F(1,139) = 7.81, p < .01 and F(1,139) = 8.22, p < .01, respectively], which is significantly lower that the corrected significance level.The ANOVA for the measure of anguish did not reach significance [F(1,139) = 0.53, ns]. The eta-squared of .004 showed that the effect size of the difference between the two conditions was very small. discussion The objective was to determine whether being an experienced video game player or not influences sensitivity to the emotion of fear in VEs. The results regarding fear and surprise are significant. They show that subjects considering themselves as video gamers have less fear and less surprise in VEs that subjects considering themselves as non-video gamers. One consequence of these results is that it is likely that, for designers of video games or VEs, the task of inducing emotion will become more complex with the growing JCR CT16 Oral Presentations number of people who have played video games, given the increasing number of players and time consumed interacting with the medium. Similarly, cognitive behavioral therapy using VR to induce emotions may also be affected by this challenge if patients (more video game consumers) are less sensitive to VEs. In this sense, it seems that even partial knowledge of the mediation system created a habit that can partially inhibit emotional response during immersion. If this is the case, then researchers working on VR applications for mental disorders should control for video gaming experience, and even purposely include video gamers in their samples, since gamers are more difficult to scare in VR. The frightening VE used in this experiment relied on stressors typically used in horror video games [9], such as gloomy ambiance and the element of surprise. The stimuli used to elicit emotions in clinical applications are tailored to emotionally relevant cues that are specific to each disorder (e.g., a shopping mall, for the treatment of agoraphobia) and do not trigger the same response in people who are not afflicted by that disorder [10]. A potential indirect support for the hypothesis of habituation to specific stimuli is the study from Gamito et al. [11] (2010) showing that presence increases with experience in VE. The results observed during the experiment show a lesser awareness of emotions in VEs, according to the amount of exposure to video games. Given our research, these results can only be explained by a lower psychological investment, and smaller amount of involvement of people with experience in mediation systems. These topics are de facto as related to using mediation systems of VR. references [1] Bouchard, S., Côté, S., & Richard, D. C. S. (2006). "Virtual reality applications for exposure. In D. C. S." Richard (Éd.) Handbook of exposure347-388. 169 ments." Philosophical transactions of the Royal Society of London. Series B, Biological sciences364(1535): 3549-57. [5] Bouchard, S., & Labonté-Chartrand, G. (2011). Emotions and the emotional valence afforded by the virtual environments. In J.-J. Kim (Ed.) Virtual Reality (pp. 513-526). Croatia: InTech. [6] Riva, G., F. Mantovani, et al. (2007). "Affective interactions using virtual reality: the link between presence and emotions." 10(1): 45-56. [7] Smith, S. P. and S. Du’Mont (2009). "Measuring the Effect of Gaming Experience on Virtual Environment. Navigation Tasks." IEEE Symposium on 3D User Interfaces. [8] Osgood (1975). The measurement of meaning, Ninth printing. [9] Perron, B. (2005). A Cognitive Psychological Approach to Gameplay Emotions. . DIGRA 2005 International Conference. Vancouver, Canada. [10] Robillard, G.Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychology and Behavior, 6(5), 467-476. [11] Gamito, P. Oliveira, J., Morais, D., Baptista, A., Santos, N. et al. (2010).Training presence: the importance of virtual reality experience on the "sense of being there". Annual review of Cybertherapy and Telemedecine 2010, 154, 128-133. –––––––––––––––––––––––––––––––––––––––––––––– Towards immersive and adaptive augmented reality exposure Treatment Andreas Dünsera,1 and Raphaël Grasseta [2] Freeman, D. (2008). "Virtual reality study of paranoid thinking in the general population." The British Journal of Psychiatry(192): 258-263. The HIT Lab NZ, University of Canterbury a Corresponding author: Andreas Dünser The HIT Lab NZ University of Canterbury New Zealand E-mail: andreas.duenser@hitlabnz.org 1 [3] Mair, G. M. (2007). "Towards Transparent Telepresence." Ergonomics, 300-309. [4] Slater, M. (2009). "Place illusion and plausibility can lead to realistic behaviour in immersive virtual environ- JCR 170 CT16 Oral Presentations abstract We are proposing a new type of augmented reality (AR) based exposure therapy system to treat specific phobias. This research testbed allows patients not only to see virtual fear stimuli overlaid onto the real world, but to fully interact with them in real time. Extending on previous work, we focus on creating a visually realistic context and supporting interactivity (through gesture recognition and physiological sensors). We aim at developing a very life-like system that allows full control over stimulus intensity and other parameters necessary for an effective exposure therapy system. Keywords: Augmented Reality, Exposure Therapy, Interactive Augmented Reality introduction Exposure therapy is a very effective treatment choice for specific phobias [1]. However, since it entails being confronted with intense fear-inducing situations, many people never seek or refuse treatment, and it can be challenging and expensive to provide appropriate therapeutic stimuli. Immersive Virtual Reality (VR) systems address some of these concerns and have been shown to be very effective in the treatment of phobias [2], but they separate users from the real world. More recently, augmented reality (AR), a technology that overlays virtual content on the real world, has gained interest from researchers in clinical psychology. AR systems have great potential for treating specific phobias and in some cases may be more efficient and cost effective than VR. However, current AR systems are rather limited in their capabilities for displaying and interacting with virtual stimuli. related Work An AR environment seems to be especially suitable for exposure treatment because it enables displaying and interacting with virtual fear stimuli in the real world (including “mediated” perception of the real environment, real artifacts and our own bodies). Juan et al. argue that one benefit of treatment with an AR system is that it allows patients to use real objects or their hands (and feet) to interact with the stimuli [3]. However, this type of interactivity has so far not been implemented in AR-based exposure therapy systems. AR systems have been developed for exposing patients to spiders [3] or cockroaches [4-5]. These systems use basic hardware and software setups with clients wearing a head mounted display with an at- tached USB camera to track visual markers. Fear stimuli are (virtually) overlaid on top of these markers and animated with predefined basic motions. In a later study [6] a special ink was used to make the tracking marker invisible, avoiding the visual disruption induced by the presence of the markers. Although interaction in these systems was rather limited, studies found that they are capable of inducing high levels of anxiety which is a necessary prerequisite for such a system to be effective [5]. The main element that elicited the highest anxiety levels was “giving movement” to the virtual fear stimuli. Considering that a virtual stimulus is not just moving but also reacting and adapting to the client’s presence or actions (i.e., body posture, gestures, gaze or emotional state) might make them appear even more realistic. results and Conclusion In this context, we are currently developing an advanced interactive AR exposure therapy system that will provide a high quality experimental test-bed and allow us to study the potential of using non-disruptive and interactive AR as a tool for exposure therapy. The novelty of our system lies on using user actions/behavior as a control input to the system and creating a naturalistic environment. We have implemented a first prototype that allows users to see and interact with virtual stimuli in their real surroundings. Our AR system uses a planar Natural Feature Tracking technique which allows us to display virtual stimuli on any natural textured surface of the environment (no need for additional visual markers or tags). Interaction is supported through hand interaction above this surface, using a basic gesture recognition technique and a visionbased hand tracking algorithm. We can detect hand movements (e.g., static, shaking, moving forward) and use these as input for controlling the system and having the virtual stimulus react to it. We aim to create an application that allows the therapist to have full control over various parameters in real time. In addition, the system automatically triggers changes in stimulus intensity depending on the client’s reactions. In the future we envision integrating more input control such as physiological sensors (galvanic skin response or heart rate sensors). By directly integrating such sensors, stimulus intensity can be adapted automatically according to sensor output, making the system more interactive. JCR CT16 Oral Presentations references [1] Y. Choy, et al., "Treatment of specific phobia in adults," Clinical Psychology Review, vol. 27, pp. 266286, 2007. [2] S. Cote and S. Bouchard, "Virtual reality exposure for phobias: a critical review," Journal of CyberTherapy & Rehabilitation, vol. 1, pp. 75-81, 2008. [3] M. C. Juan, et al., "Using augmented reality to treat phobias," IEEE computer graphics and applications, vol. 25, pp. 31-37, 2005. [4] M. C. Juan, et al., "An augmented reality system for treating psychological disorders: Application to phobia to cockroaches," Proceedings of the 3rd IEEE/ACM International Symposium on Mixed and Augmented Reality, pp. 256-257, 2004. [5] J. Breton-Lopez, et al., "An Augmented Reality System Validation for the Treatment of Cockroach Phobia," Cyberpsychology, Behavior, and Social Networking, 2010. [6] M. C. Juan, et al., "A markerless augmented reality system for the treatment of phobia to small animals," Proceedings of the 9th Annual International Workshop on Presence, Cleveland, Ohio, 2006. –––––––––––––––––––––––––––––––––––––––––––––– Comparison of anxiety in response to Virtual spiders While immersed in augmented reality, head-mounted display, or CaVe-like system Oliver Bausa,1, Stéphane Bouchardb, Véronique Gougeonb and François-Xavier Roucautc University of Ottawa, Ottawa, Ontario, Canada b Université du Québec en Outaouais, Gatineau, Québec, Canada c Centre Hospitalier Régional Universitaire de Montpellier, Montpellier, France a Corresponding author: Oliver Baus University of Ottawa 98 rue du Meridien Gatineau J9A3A8 Canada E-mail: obaus@yahoo.ca 1 JCR 171 abstract During in virtuo exposure therapy, the virtual environment may be completely virtual (Virtual Reality; VR) and projected via a head mounted display (HMD), or projected via a Computer Automated Virtual Environment (CAVE). However, the virtual stimuli may also be synthetic but presented as an overlay to a live video stream (augmented reality; AR) projected in the HMD. The objective of this study is to compare the levels of anxiety induced by a standardized arachnophobia scenario displayed either in a HMD, in a 6-wall CAVE-Like system, or in AR. The final sample will be comprised of 60 non-phobic participants exposed, in random order, to each of the three systems. The level of anxiety is quantified through physiological measures (skin conductance and heart rate), behavioral measures (changes in distance from the user’s head to the spider and hand to the spider), and self-reported measures (during immersion verbal and post-immersion written questionnaires). Preliminary analysis of the data (with 40% of the participants tested so far) suggests that the hypothesis could be verified with sufficient power when the sample size reaches 60 participants, but currently shows no significant difference between the three virtual environment systems, for any of the measures. Keywords: Anxiety, Virtual Reality, Augmented Reality, Head Mounted Display, Computer Automated Virtual Environment introduction According to various studies, in virtuo exposure therapy is efficacious in treating anxiety disorders [1]. More precisely, in the domain of specific phobias, it seems efficacious against acrophobiac [2, 3], arachnophobiac [4], aviophobiac [5-8], claustrophobia [9, 10], and driving phobia [11]. According to a meta-analysis by Powers and Emmelkamp [12], in the treatment of phobias and anxiety disorders, in virtuo exposure therapy is slightly, but significantly more efficacious, than in vivo exposure therapy. While the clinical applications of Virtual Reality (VR) are well established, it is not yet the case for augmented reality (AR) [13]. As exposure therapy depends on the ability of the environment to induce anxiety, some authors have investigated whether a particular system is superior at this task. For example, Juan and Perez [14] found that an acrophobia environment induced more anxiety in a Computer Automated Virtual Environment (CAVE) than in a head mounted display (HMD). In the domain of AR, Juan and colleagues [15], as well as Bretón-López and colleagues 172 [16], confirmed that AR does induce anxiety in individuals suffering from spider or cockroach phobia. However, Juan and Pérez [17] were unable to find a difference in the anxiety-inducing abilities of AR and VR. In sum, the induction of anxiety is a major issue in exposure therapies; virtual environments have demonstrated this ability, both in clinical and non-clinical samples. However, it seems that no study has endeavoured a direct comparison between the levels of anxiety induced by a VR system utilizing a HMD, a VR system utilizing a 6-walls CAVE-Like system, and an AR system. This project will carry out such a comparison, with the hypothesis that the AR system will induce the highest level of anxiety. methods protocol The protocol will include a final sample of 60 non-phobic participants exposed, in random order, to each of the three systems. At the beginning of the experimental scenario, the participant sits at a virtual table (a real table in the case of AR). As virtual spiders begin to appear at the far end, a prerecorded verbal instruction invites the participant to place the dominant hand on the near end of the table. About a dozen virtual spiders end up walking around on the table, without approaching closer than the mid-point of the table. After about one minute, a larger virtual spider heads directly towards the hand of the participant and stops short by about 15 cm. A pre-recorded verbal instruction then invites the participant to place his hand as close as possible to this spider, to hold it in that position for about five seconds, and to then put it back in the original position on the table. At that point, the spiders begin to head to, and disappear from, the far end of the table. The spiders and the scenario are identical for each of the three systems. measures The data collected prior to the first immersion include: (1) basic socio-demographic information; (2) the immersive tendencies (via a French-Canadian validated version of the Immersive Tendencies Questionnaire[18]); (3) the level of cybersickness (via a French-Canadian validated version of the Simulator Sickness Questionnaire[19]; (4) the level of state anxiety (via the French-Canadian validated State-Trait Anxiety Inventory[20]); and (5) the level of sensitivity to spiders (via a French-Canadian version of the Sensitivity to Spiders Questionnaire[21]). Skin conductance and heart rate baseline measures are taken prior to each immersion and prior to the launch of CT16 Oral Presentations the scenario. These same physiological measures, as well as the distance of the head relative to the center of the table, are also taken throughout the scenario. Hand-to-spider distance is measured when the participant places his hand closer to the spider. Measures of anxiety are taken verbally: (1) prior to the appearance of the spiders; (2) just before the participant has to approach the hand to the spider; and (3) once the spiders have all left the table. A measure of disgust towards the spiders is taken verbally when the large spider is stationary in front of the participant. The measures taken after each immersion include: (1) a measure of reality judgement (via a French-Canadian version of the Reality Judgement Questionnaire[22]); (2) a measure of disgust via a French-Canadian translation of the Short Version of Ekel-State-Fragebogen[23]); (3) a measure of the level of cybersickness (via a FrenchCanadian validated version of the Simulator Sickness Questionnaire[24]); and (4) the level of state anxiety (via the French-Canadian validated State-Trait Anxiety Inventory[25]). After completing the post-immersion questionnaires, the participant completes a distraction task intended to bring his emotional state back to its baseline. results Preliminary analysis of the data (with 40% of the participants tested so far) shows several effects. Regarding the physiological measures, the heart rate was significantly affected by Time (F(1.9, 22.8) = 12.32, p < .001; η2 partial = .51), but not by the Type of virtual environment system (F(2, 12) = .96, p = .41; η2 partial = .14); the interaction Time X Type of system was not significant either (F(3.8, 22.8) = 1.28, p = .31; η2 partial = .18). The contrasts indicate a significant increase in heart rate between pre-immersion and immersion 1 (F(1,12) = 10.80, p < .001; η2 partial = .47). The skin conductance was not significantly affected by either the Time (F(1.7,20.5) = 1.05, p = .36; η2 partial = .08), the Type of system (F(2,12) = .83, p = .46; η2 partial = .12), or their interaction (F(3.4,20.5) = .92, p = .46; η2 partial = .13). Regarding the subjective measures taken verbally, the level of self-reported anxiety was not significantly affected by either the Time (F(3,60) = .61, p = .61; η2 partial = .03), the Type of system (F(2,20) = .22, p = .80; η2 partial = .02), or their interaction (F(6,60) = .54, p = .78; η2 partial = .05). The self-reported disgust was not significantly affected by either the Time (F(2,42) = .26, p = .77; η2 partial JCR CT16 Oral Presentations = .01), the Type of system (F(2,21) = .08, p = .93; η2 partial = .01), or their interaction (F(4,42) = .79, p = .54; η2 partial = .07). Regarding the subjective measures taken post-immersion, the level of self-reported anxiety was significantly affected by the Time (F(3,63) = 3.13, p < .05; η2 partial = .13), but not by the Type of system (F(2,21) = .95, p = .40; η2 partial = .08), or their interaction (F(6,63) = .89, p = .51; η2 partial = .08). The contrasts indicate a significant decrease in anxiety between pre-immersion and immersion 3 (F(1,21) = 10.35, p < .01; η2 partial = .33). The self-reported disgust was not significantly affected by either the Time (F(2,42) = 2.66, p = .08; η2 partial = .11), the Type of system (F(2,21) = .53, p = .60; η2 partial = .05), or their interaction (F(4,42) = .60, p = .67; η2 partial = .05). In sum, this project is ongoing and the preliminary data suggests that the hypothesis could be tested with sufficient power when the sample size reaches 60 participants. Its results could prove valuable in the process of selecting the type of system to favor in the future. references [1] C. Botella, H. Villa, A. García-Palacios, R.M. Baños, C. Perpiñá, & M. Alcañiz, Clinically significant virtual environments for the treatment of panic disorder and agoraphobia, CyberPsychology & Behavior, 7 (2004), 527535. [2] P.M. Emmelkamp, M. Bruynzeel, L. Drost, & C.A. van der Mast, Virtual reality treatment in acrophobia: A comparison with exposure in vivo, Cyberpsychology & Behavior, 4 (2001), 335-339. [3] P.M. Emmelkamp, M. Krijn, A.M. Hulsbosch, S. de Vries, M.J. Schuemie, & C.A. van der Mast, Virtual reality treatment versus exposure in vivo: A comparative evaluation in acrophobia, Behaviour Research and Therapy, 40 (2002), 509-516. [4] A. García-Palacios, H. Hoffman, A. Carlin, T.A. Furness III, & C. Botella, Virtual reality in the treatment of spider phobia: A controlled study, Behaviour Research and Therapy, 40 (2002), 983-993. [5] B.O. Rothbaum, L. Hodges, S. Smith, J.H. Lee, & L. Price, A controlled study of virtual reality exposure therapy for the fear of flying, Journal of Consulting and Clinical Psychology, 68 (2000) 1020-1026. JCR 173 [6] B.O. Rothbaum, L. Hodges, P.L. Anderson, L. Price, & S. Smith, Twelve-month follow-up of virtual reality and standard exposure therapies for the fear of flying, Journal of Consulting and Clinical Psychology, 70 (2002), 428432. [7] N. Maltby, I. Kirsch, M. Mayers, & G.J. Allen, Virtual reality exposure therapy for the treatment of fear of flying: A controlled investigation, Journal of Consulting and Clinical Psychology, 70 (2002), 1112-1118. [8] B.K. Wiederhold, D.P. Jang, R.G. Gevirtz, S.I. Kim, I.Y. Kim, & M.D. Wiederhold, The treatment of fear of flying: A controlled study of imaginal and virtual reality graded exposure therapy, IEEE Transactions on Information Technology in Biomedicine, 6 (2002), 218-223. [9] C. Botella, H. Villa, R. Baños, C. Perpiñá, & A. García-Palacios, The treatment of claustrophobia with virtual reality: Changes in other phobic behaviors not specifically treated, CyberPsychology & Behavior, 2 (1999), 143-148. [10] C. Botella, R.M. Baños, H. Villa, C. Perpiñá, & A.García-Palacios, Virtual reality in the treatment of claustrophobic fear: A controlled, multiple-baseline design, Behavior Therapy, 31 (2000), 583-595. [11] J. Wald, & S. Taylor, Preliminary research on the efficacy of virtual reality exposure therapy to treat driving phobia, Cyberpsychology and Behavior, 6 (2003), 459465. [12] M.B. Powers, & P.M.G. Emmelkamp, Virtual reality exposure therapy for anxiety disorders: A meta-analysis, Journal of Anxiety Disorders, 22 (2008), 561-569. [13] C. Botella, M.C. Juan, R. Baños, M. Alcañiz, V. Guillén, & B. Rey, Mixing realities? An application of augmented reality for the treatment of cockroach phobia, CyberPsychology & Behavior, 8 (2005), 162-171. [14] M.C. Juan, & D. Pérez, Comparison of the levels of presence and anxiety in an acrophobic environment viewed via HMD or CAVE, Presence, 18 (2009), 232-248. [15] J. Bretón-López, S. Quero, C. Botella, A. García-Palacios, R.M. Baños, & M. Alcañiz, An augmented reality system validation for the treatment of cockroach phobia, Cyberpsychology, Behavior, and Social Networking. Advance online publication. doi:10.1089/cyber.2009. 0170. 174 [16] M.C. Juan, M. Alcañiz, C. Monserrat, C. Botella, R. Baños, & B. Guerrero, Using augmented reality to treat phobias, IEEE Computer Graphics and Applications, 25 (2005), 31-37. [17] C. Juan, & D. Pérez, Using augmented and virtual reality for the development of acrophobic scenarios. Comparison of the levels of presence and anxiety, Computers & Graphics, 34 (2010), 756-766. CT16 Oral Presentations [21] J.M. Armfield, & J.K. Mattiske, Vulnerability representation: The role of perceived dangerousness, uncontrollability unpredictability and disgustingness in spider fear, Behaviour Research and Therapy, 34 (1996), 899909. [22] R.M. Baños, C. Botella, A. Garcia-Palacios, H. Villa, C. Perpiña, & M. Alcañiz, Presence and Reality Judgment in Virtual Environments: A Unitary Construct? Cyberpsychology & Behavior, 3 (2000), 327-335. [18] B.G. Witmer, & M.J. Singer, Measuring Presence in virtual environments: A presence questionnaire, PresenceTeleoperators and Virtual Environments, 7 (1998), 225240. [23] J.M. Ihme, & K. Mitte, Measuring state disgust: Evaluation of a German state disgust scale, European Journal of Psychological Assessment, 25 (2009), 150-156. [19] R.S. Kennedy, N.E. Lane, K.S. Berbaum, & M.G. Lilienthal, Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness, International Journal of Aviation Psychology,3 (1993), 203–220. [24] R.S. Kennedy, N.E. Lane, K.S. Berbaum, & M.G. Lilienthal, Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness, International Journal of Aviation Psychology,3 (1993), 203–220. [20] J. Gauthier, & S. Bouchard, Adaptation canadiennefrançaise de la version révisée du State-Trait Anxiety Inventory de Spielberger, Canadian Journal of Behavioral Sciences, 25 (1993) 559-589. [25] J. Gauthier, & S. Bouchard, Adaptation canadiennefrançaise de la version révisée du State-Trait Anxiety Inventory de Spielberger, Canadian Journal of Behavioral Sciences, 25 (1993) 559-589. appliCaTions for CogniTiVe neurosCienCes Validation of a neuro Vr-based Version of the multiple errands Test for the assessment of executive functions: preliminary results Simona Raspellia,1, Federica Pallavicinia, Laura Carellia,b, Francesca Morgantib, Barbara Polettid, Barbara Corrad, Vincenzo Silanid and Giuseppe Rivaa,c Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy b Department of Human Sciences, University of Bergamo, Bergamo, Italy c Department of Psychology, Catholic University of Milan , Milan, Italy d Department of Neurology and Laboratory of Neuroscience, “Dino Ferrari” Center, University of Milan, IRCCS Istituto Auxologico Italiano, Milan, Italy a Corresponding author: Simona Raspelli 1 Istituto Auxologico Italiano Via Pelizza da Volpedo 41 Milan, Italy 20149 E-mail: s.raspelli@gmail.com abstract The purpose of this study was to establish ecological validity and initial construct validity of the Virtual Reality (VR) version of the Multiple Errands Test (MET) [1,2], based on the NeuroVR software as an assessment tool for executive functions. In particular, the MET is an assessment of executive functions in daily life which consists of tasks that abide by certain rules, and is performed in a shopping mall-like setting where there are items to be bought and information to be obtained. The study population included three groups: post-stroke participants (n = 5); healthy young participants (n = 5); and healthy older participants (n = 5). Specific objectives were (1) to examine the relationships between the performance of the three groups of participants in the Virtual Multiple Errands Test (VMET) and at the traditional neu- JCR CT16 Oral Presentations ropsychological tests employed to assess executive functions, and (2) to compare the performance of post-stroke participants to those of healthy young and older controls in the VMET and at the traditional neuropsychological tests employed to assess executive functions. Keywords: Virtual Reality, Executive Functions, Multiple Errands Test, Daily Life Tasks, NeuroVR introduction and methods The goal of the present study was to establish ecological validity and initial construct validity of the Virtual Reality (VR) version of the Multiple Errands Test (MET) [1,2]. The virtual environment employed in this study is a supermarket developed via the NeuroVR software and is displayed on a desktop monitor where users are requested to select and buy various products presented on shelves. The original procedure of the MET was modified to be adapted to the virtual scenario of the supermarket and consists of some tasks that abide by certain rules. Besides the Virtual Multiple Errands Test (VMET), participants also went under an exhaustive neuropsychological assessment with the aim to obtain an accurate overview of their cognitive functioning in order to be compared with the performance on the experimental test. expected results A total of 15 participants in three groups were included in the study, five post-stroke individuals and 10 healthy people in two age groups. The five post-stroke participants ranged in age from 50 to 70 years. In addition, 10 healthy participants volunteered to participate in this study, including five young participants with an age range between 20 and 30 years, and five older participants with an age range between 50 and 70 years. All groups were fully independent in activities of daily living and instrumental activities of daily living. Ongoing data analysis is carried out using SPSS for Windows, Version 17.0. Due to the small group sample size, non-parametric statistics are used. Pearson correlation coefficients are used to examine the relationships between the various scores of the neuropsychological tests employed to assess executive functions and the scores of the VMET for each group separately, while the comparison of the scores of the same tests between the post-stroke participants and both groups of healthy controls is performed using the Kruskal-Wallis procedure. JCR 175 We expect that ecological validity of the VMET will be demonstrated by significant correlations among the VMET and different tests employed for the measurement of executive functions within the groups of patients and healthy subjects such as the Test of Everyday Attention, the Dysexecutive Questionnaire (DEX), the Stroop Test and the Iowa Gambling Task. We also expect significant differences among the three groups on different measures of the VMET and the other tests traditionally employed for the assessment of executive functions. More specifically, we expect that post-stroke patients make the greatest number of errors, inefficiencies and rule breaks, employ fewer strategies and take the longest time executing the VMET, followed by adult and young control subjects. Acknowledgments The work in preparing this paper was supported by the funded project "Immersive Virtual Telepresence (IVT) for Experiential Assessment and Rehabilitation,” IVT2010, RBIN04BC5C. references [1] T. Shallice, & P. W. Burgess, Deficits in strategy application following frontal lobe damage in man, Brain 114 (1991), 727-741. [2] S. Fortin, L. Godbout, & C. M. J. Braun, Cognitive structure of executive deficits in frontal lesioned head trauma patients performing activities of daily living, Cortex 39 (2003), 273-291. –––––––––––––––––––––––––––––––––––––––––––––– sensitivity of the ClinicaVr: apartment stroop Mylène Henrya,1, Pierre Nolina, Anne Drouin-Germaina and Christian C. Joyala Laboratoire de Recherche Interdisciplinaire en Réalité Virtuelle (LARI-RV) Université du Québec à Trois-Rivières, Québec, Canada a Corresponding author: Mylène Henry Laboratoire de Recherche Interdisciplinaire en Réalité Virtuelle (LARI-RV) Université du Québec à Trois-Rivières Trois-Rivières, Québec G9A 5H7 Canada E-mail: Mylene.Henry@uqtr.ca 1 176 abstract This study aimed to see if the ClinicaVR: Apartment, used for research purposes, could also yield some clinical outputs. Thirty-five adults were evaluated with the CPTII, the Stroop (D-KEFS) and the virtual Stroop from the ClinicaVR: Apartment. Results show that the virtual Stroop is more sensitive to attention components than the traditional Stroop. These results are very promising for the ClinicaVR: Apartment, but further participants are needed to replicate these results. Keywords: ClinicaVR, Classroom, Adults, CPT-II, Attention, Virtual Apartment introduction Neuropsychological assessments are sometimes criticized for their weak ecological validity [1]. The ClinicaVR: Appartment is a new virtual environment developed by Digital MediaWorks (http://www.dmw.ca/), in collaboration with our team, to assess impulsivity in a more ecological way. This study aimed to see if the ClinicaVR: Apartment Stroop, used for research purposes, could also yield some clinical outputs. method Thirty-five normal adults (10 men, 25 women; average age = 25.89 years, SD=9.14 years) were administered the CPT-II, Stroop (D-KEFS) and ClincaVR: Apartment Stroop. The bimodal virtual Stroop is divided in two conditions: condition one consists of colored blocks and is comparable to card 1 of the traditional Stroop, and condition two is composed of colored words written in a different ink color (i.e., blue written in green ink) and could be compared to card 3 of the traditional Stroop. This test is presented on a TV screen in an apartment filled with visual and auditory distracters (cell phone ringing, cars passing, etc.). results Correlation tests showed that there are no relationships between the Non-Clinical ADHD probability from the CPT-II and the Stroop (D-KEFS) for both time completion and number of errors. No significant correlations were found for reaction time in the virtual task (ClinicaVR: Apartment), but number of errors yielded significant relationships for both conditions. Conclusion Results showed that the number of errors factor from the virtual Stroop (ClinicaVR: Apartment) is more sensitive CT16 Oral Presentations to attention difficulties than other variables, from both virtual and traditional Stroop. These results support virtual reality as a sensitive clinical assessment of impulsivity amongst normal adults, but further participants are needed to better support these observations. references [1] Tupper, D., and Cicerone, K. Introduction to the neuropsychology of everyday life. In: Tupper, D., and Cicerone, K. (eds.). The Neuropsychology of Everyday Life: Assessment and Basic Competencies. Kluwer Academic, Boston, MA, 1990. –––––––––––––––––––––––––––––––––––––––––––––– affective reactions to Visually masked stimuli within a Virtual environment Jason Drummonda,1, Nadia Berthouzea and Anthony Steeda University College London a Corresponding author: Jason Drummond University College London UCL Computer Science Department Gower Street, London WC1E 6BT, U.K. E-mail: j.drummond@cs.ucl.ac.uk 1 abstract Within perceptual psychology, visual masking describes a process whereby the presentation of one image, the mask, effects the conscious perception of another, the target. Given the right conditions the target can effectively be rendered invisible. There is a dearth of research into the effects of visually masked stimuli within virtual environments, particularly with regard to affect psychology. There are two studies presented here. The first study was used to establish the efficacy of visual masking using three dimensional (3-D), masked objects. Usually, mask and target stimuli are co-planar, with no internal depth disparity. This study found that visual masking is possible within a virtual space using target objects with internal depth disparity. The second study investigated affect driven, choice reactions to 3-D, masked facial expressions. This study also found an effect, specifically, a difference in reaction between angry and smiling masked, virtual faces. Participants were unconscious of their response. These two studies form a foundation for JCR CT16 Oral Presentations a wider project: using visual masking within a virtual environment for mood induction, primarily as a cybertherapeutic aid. Keywords: Visual Masking, Affect Psychology, Virtual Environments, Cybertherapy introduction Under certain conditions the rapid, repeated presentation of a “masking” image can be used to prevent conscious perception of a “target” image [1]. In visual masking research both targets and masks are usually planar and coplanar. Prior research has shown that perceived external depth disparity between target and mask can result in an inhibition of masking [2]. There is a lack of work which uses targets with internal depth disparity such as those found within a virtual environment (VE). The first study addresses this. Where facial expressions are used as targets, reactions occur both in preference behavior [3] and facial muscles [4]. It can be argued that such non-conscious, affective processing occupies the same functional domain as psychotherapy. There is a lack of research into masked facial expressions within a VE. The second study here looks at this. It builds on the first study’s conclusion that non-planar, polyhedral structures with internal depth disparity can be used as targets by using virtual faces with such a structure. Choice behavior reactions to the imperceptible, virtual facial expressions were measured and an effect found. A further possibility is raised of positive mood induction using visual masking techniques. Harnessing such effects may prove useful for future, cybertherapeutic interventions, perhaps running in conjunction with more conventional therapies. methods Both studies were within-participants, in the first study n=22, the second n=21. In both, participants navigated a series of virtual rooms, each with a pair of doors at one end. They chose which door to enter, left or right, to proceed into the next room. study 1. procedures The first study used domestic objects as masked targets. For each pair of doors, one was blocked by an object. A questionnaire recorded a series of forced choice answers regarding object visibility. The number of correct door JCR 177 choices per participant, ie., doorways entered containing masked objects, provided the main measurement. study 2. procedures The second study contained masked virtual faces with three expressions: happy, angry and neutral. A different expression was placed in each doorway for each door pair. Door choice was thought to indicate non-conscious preference for one expression over another. The measure was formed from participant choice scores for each expression. A conflict/non-conflict condition was also introduced to look at modulating any effect. results and Conclusion The first study experimental mean was 7.9 ± 2.1 SD, the control mean was 6.2 ± 1.7 SD. P was found to be 0.008 (two tailed). This strongly suggests that the objects' positions were known despite being imperceptible and that the masking effect worked. The second study overall score means were: happy 8.5 ± 2.0 SD, angry 7.2 ± 1.5 SD and neutral 8.4 ± 1.9 SD with p=0.0034. Contrasts showed the angry score to be significantly lower than the others. The conflict/non conflict condition showed no significant effect. Order effects were controlled for on both studies. Conclusion The first study showed that it is possible to visually mask non-planar virtual objects. The second study showed that non-perceivable, masked virtual faces can produce affect-driven responses. This method opens up the possibility for cybertherapy to induce a positive mood by disrupting non-conscious, negative affect processing. references [1] B. Breitmeyer and H. Öğmen, Visual Masking, Oxford University Press, New York, 2006. [2] S. Lehmkuhle and R. Fox, Effect of Depth Separation on Metacontrast Masking, Journal of Experimental Psychology: Human Perception and Performance 6 (1980), 605–621. [3] P. Winkielman and K.C. Berridge, Unconscious Emotion, Current Directions in Psychological Science 13 (2004), 120–123. [4] U. Dimberg, M. Thunberg, and K. Elmehed, Unconscious Facial Reactions to Emotional Facial Expressions, Psychological Science 1 (2000), 86–89. 178 CT16 Oral Presentations –––––––––––––––––––––––––––––––––––––––––––––– accuracy of a brain-Computer interface (p300 spelling device) used by people with motor impairments Gunther Krausza, Rupert Ortnera and Eloy Opissob g.tec – Guger Technologies, Sierningstr. 14, 4521 Schiedlberg, Austria b Fundació Privada Institut de Neurorehabilitació Guttmann, Barcelona, Spain a Corresponding author: Gunther Krausz Guger Technologies Sierningstr. 14 4521 Schiedlberg, Austria E-mail: krausz@gtec.at 1 abstract A Brain-Computer Interface (BCI) provides a completely new output pathway and so, an additional possible way a person can express himself if he/she suffers from disorders like amyotrophic lateral sclerosis (ALS), brainstem stroke, brain or spinal cord injury, or other diseases which impair the function of the common output pathways which are responsible for the control of muscles or impair muscle movement. Although most BCIs are thought to help people with disabilities, they are mainly tested on healthy, young subjects who may achieve better results than people with impairments. In this study we compare measurements, performed on 10 physically disabled people, to the results of a previous study involving 100 healthy participants. We prove that, under certain constraints, most patients are able to control a P300based spelling device with almost the same accuracy as the healthy subjects. Tuning parameters are discussed, as well as criteria for people who are not able to use this device. Keywords: Brain-Computer Interface, P300, Visual Evoked Potentials, Locked-in Syndrome introduction It is of special interest to test the performance of the P300-spelling device for people with motor impairments and compare these results to those taken from tests on healthy subjects to prove if the current settings are working properly, and under which constraints the device is working. In a previous study [1] we examined the overall accuracy of our P300 speller for healthy subjects. After five minutes of training the subjects were asked to spell five characters. It was up to the subjects to choose between a row/column (RC) speller or a single character (SC) speller. Of the subjects, 72.8% (N=81) were able to spell with 100% accuracy in the RC paradigm and 55.3 % (N=38) spelled with 100% accuracy in the SC paradigm. Less than 3% of the subjects did not spell any character correctly. Following this first study, we examined the same paradigm with exactly the same settings on people with motor impairments. Only the RC speller was used in this study, as it resulted in better accuracy in the former study. method A total of 10 subjects (six male, four female, age: 35.6 ± 11.96) participated in this study. Inclusion criteria were: Cervical Spinal Cord Injury (between C2 and C6) and massive subcortical stroke patients with preserved cognitive function. The subjects sat in front of a laptop computer and were instructed to relax and remain as still as possible. The EEG data were acquired using eight active electrodes at positions Fz, Cz, P3, Pz, P4, PO7, Pz and PO8. The “intendiX” Spelling System (g.tec medical engineering GmbH, Austria) was used for the study. For comparability, the paradigm was performed in the same way as in the former study [1]. The number of flashes of each row and column for classification was 15. The characters for the training procedure were WATER, hence, it took about five minutes to set up the classifier. After training, the subject was asked to write the word LUKAS, one character at a time, also taking about five minutes. The spelling accuracy of each person was calculated by looking at the number of correctly spelled characters of the word LUKAS. For example, when one person misspelled one character (e.g., LUFAS instead of LUKAS) then there were four out of five characters spelled correctly, and the accuracy was lowered to 80%. main result Three subjects (S3, S7, S8) achieved an accuracy of 100%. The two patients suffering LIS (S2 and S10) did not get any control with the predefined settings. These results were included in the table for comparison of accuracy. Nevertheless, afterwards, another measurement was performed applying different settings (flashing time: 150 ms, dark time: 100 ms). Here, the subjects reached an accuracy of 40% and 20%, respectively. Subjects S1, S3, S5, S7, S8, S9 reached accuracy levels between JCR CT16 Oral Presentations 100% and 80% with a mean of 90%. This proves that their control of the speller is comparable to the 81 healthy subjects (accuracy: 91%) in the previous study. references [1] C. Guger, S. Daban, E. Sellers, C. Holzner, G. Krausz, R. Carabalona, F. Gramatica and G. Edlinger, “How Many People Are Able to Control a P300-based Brain-Computer Interface (BCI)?” Neursocience Letters 462 (1) (2009), 94-98. –––––––––––––––––––––––––––––––––––––––––––––– The Critical importance of immersive displays for studying human performance: evidence from different populations and paradigms Jocelyn Fauberta,1 Université de Montréal, Canada a Corresponding author: Jocelyn Faubert Université de Montréal 3744 Jean Brillant 1 179 Bureau 210-40 Montreal H3T 1B8 Canada E-mail: Jocelyn.Faubert@umontreal.ca abstract For over a decade now we have been using immersive displays to understand human behavior and performance. We will demonstrate why such environments are critical for the full understanding of human processing of dynamic visual scenes. A number of studies from our laboratory with different tasks and involving observers of different age groups, and performance levels (e.g., highlevel athletes) will be discussed to highlight this fact. Specifically, the studies will discuss research on optic flow, biological motion, and perceptual-cognitive processing in dynamic visual displays. It will be demonstrated that some critical conclusions about human behavior and performance could not have been reached if the studies would not have been conducted in immersive Virtual Reality environments. Keywords: Human Behavior, Immersion, Aging, Sports, Perceptual-cognitive CyberTherapy for anxieTy disorders: a Challenge for The fuTure effectiveness of Cybertherapy in mental health: a Critical appraisal reasons for the lack of dissemination are discussed and challenges are pointed out. Paul M.G. Emmelkampa,1 Keywords: Virtual Reality Exposure Therapy, Internet-based Therapy, Second Life Department of Clinical Psychology, University of Amsterdam a Corresponding author: Paul M.G. Emmelkamp Department of Clinical Psychology University of Amsterdam The Netherlands E-mail: p.m.g.emmelkampr@uva.nl 1 abstract Although Virtual Reality (VR) treatment and Internetbased cognitive behavior therapy (CBT) have been found to be effective, dissemination of these therapies in the community at large is still in its infancy. A number of JCR introduction In the last decade numerous studies have investigated Virtual Reality exposure therapy (VRET) and Internetbased psychotherapy for anxiety, depression and eating disorders. The effectiveness of VRET has now been firmly established for a few specific phobias such as fear of heights and fear of flying [1, 2], but very few wellcontrolled studies have been clinically conducted in more disabling anxiety disorders such as panic disorder, agoraphobia, social anxiety disorder and obsessive-compulsive disorder. Since 2000, a number of controlled clinical studies have shown that Internet-based cognitive behavior therapy 180 (CBT) is more effective than no-treatment control and may be as effective as face-to-face therapy in treating anxiety disorders and depressive disorders [3]. However, dissemination of VRET and Internet-based therapies in the community at large is still in its infancy. future applications: What needs to be done Some of the barriers for the clinicians’ resistance are fear of being replaced by the computer, lack of knowledge about the application of new technologies in the field of clinical psychology, and a lack of training on how to use VRET and Internet-based treatment programs. Clinicians worry about the influence that such technology-driven treatments could have on the development of a productive participant-clinician relationship. In addition, there is some concern that Internet-based cognitive and behavioral treatments for anxiety and depression are characterized by poor adherence. Each limitation is a challenge that researchers have to try to surpass in future studies before broad scale implementation will be feasible. For example, research has already shown that the role of the therapeutic alliance might be as important in technology driven treatment as in face-to-face therapy [4, 5]. Another challenge for the future is to make the patients participating in these programs more representative of the community. Generally, samples in the studies into the effects of Internet-based treatments in anxiety disorders and depression are characterized by highly-educated females with an age range from 30-45 years of age [3]. Further, it should be noted that in most currently available programs, patients themselves chose a computer-based treatment rather than face-to-face treatment and are often self-referred. Thus, it is questionable how representative the participants are. Another challenge for Internet treatment is how to best tailor them to the individual participant needs. Comorbidity is very common in a clinical setting, for instance, the combination of mood disorders and anxiety disorders is not infrequent. An Internet treatment should have modules to deal with co-current problems in order to provide participants adequate treatment. As to the implementation of VRET, there is a clear need of the development of more Virtual Reality (VR) worlds in the public domain for a variety of anxiety disorders. Further, as a clinician it is astonishing to see how few controlled clinical studies have been conducted on social anxiety disorder, panic disorder and agoraphobia, obsessive-compulsive disorder and posttraumatic stress CT16 Oral Presentations disorder – the clinically most prevalent anxiety disorders. Further, there is a clear need of studies investigating the possibilities of integrating VRET in Internet-based treatments. Finally, the use of Second Life for conducting CBT has hardly been studied. In a series of studies we found no difference for any of the five subscales of the Big 5 personality scale (extraversion, friendliness, conscientiousness, neuroticism, development) between the pencil and paper and a virtual version, suggesting that users of virtual realities do not create a “virtual” personality for their avatar [6]. This suggest that these personal avatars may be used for treatment purposes. Conclusions Although VRET and Internet-based psychotherapy has shown some promise, large-scale clinical implementation has not yet been achieved. VRET is typically applied in a few academically oriented institutions and the evidence of its effectiveness is primarily limited to the treatment of fear of flying and acrophobia. Internet-based CBT may be as effective as face-to-face therapy for anxiety disorders and depression [3], but results are limited to volunteers who applied for psychological treatment through the Internet. references [1] Meyerbröker, K. & Emmelkamp, P.M.G. (2010). Virtual reality exposure therapy in anxiety disorders: A systematic review of process-and outcome studies. Depression and Anxiety, 27(10), 933-944. [2] Powers, M.B., Emmelkamp, P.M.G. (2008. Virtual reality exposure therapy for anxiety disorders: A metaanalysis. Journal of Anxiety Disorders, 22 (3), 561-569. [3] Gallego, M.J. & Emmelkamp, P.M.G. Effectiveness of Internet psychological treatments in emotional disorders and eating disorder. In L’Abate, L. & Kaiser, D.A. (Eds.). Handbook of technology in psychology, psychiatry, and neurology: Theory, research, and practice, (in press). [4] Lange, A., Rietdijk, D., Hudcovicova, M., van de Ven, J. P., Schrieken, B. & Emmelkamp, P. M. (2003). Interapy: a controlled randomized trial of the standardized treatment of posttraumatic stress through the internet. Journal of Counsulting & Clinical Psychology, 71, 901912. JCR CT16 Oral Presentations [5] Meyerbröker, K. & Emmelkamp, P.M.G. (2008). Therapeutic processes in virtual reality exposure therapy: The role of cognitions and the therapeutic alliance. Journal of CyberTherapy & Rehabilitation, 1, 247-257. [6] Aas, B., Meyerbröker, K. & Emmelkamp, P.M.G. (2010).Who am I - and if so, where? An experiment on personality in online virtual realities. Journal of Virtual Worlds Research,2(5), 3-15. –––––––––––––––––––––––––––––––––––––––––––––– Treatment of agoraphobia in Virtual reality: level of presence and outcome of head-mounted display and Computer automatic Virtual environment Katharina Meyerbrökera,1, Nexhmedin Morinaa, Gerard Kerkhofa and Paul M.G. Emmelkampa University of Amsterdam, Department of Psychology, Amsterdam, the Netherlands a Corresponding author: Katharina Meyerbröker Department of Clinical Psychology University of Amsterdam The Netherlands E-mail: K.Meyerbroker@uva.nl 1 abstract In this study the effects of Virtual Reality Exposure Therapy (VRET) were investigated in patients with panic disorder and agoraphobia. A head-mounted display (HMD) and a computer automatic virtual environment (CAVE) were compared with a waiting list control condition. Results indicate that there was no relationship between the level of experienced presence and treatment outcome. VRET in general was more effective than no treatment. No differences were found in effectiveness between VRET using an HMD or CAVE. Keywords: Virtual Reality Exposure Therapy, Presence, Panic Disorder, Agoraphobia introduction Research concerning Virtual Reality Exposure Therapy (VRET) and the level of experienced presence is often done with non-phobic populations, and is limited to specific phobias. Hardly any research has been conducted in more complex anxiety disorders such as panic disorder and agoraphobia [1]. Research suggests that a computer JCR 181 animated virtual environment (CAVE) produces a higher sense of presence [2, 3]. However, research with clinical samples concerning the level of experienced presence and anxiety has been inconclusive. Research concerning the relationship between the experienced amount of presence and treatment outcome indicates that more presence does not necessarily lead to a better treatment outcome [4]. In this quasi-experimental study, patients were assigned to either receive VRET via an HMD or a CAVE, or were assigned to a waiting list control condition. method All patients had to meet current diagnostic and statistical manual of mental disorders (DSM-IV-TR) criteria for panic disorder and agoraphobia [5]. Patients (ages 18-65) were assigned to cognitive behavior therapy (CBT) followed by two variants of VRET – CAVE versus HMD. The first module (CBT) consisted of four sessions of psycho-education, cognitive restructuring and interoceptive exposure. The second module consisted of six sessions of VRET. At pre and post treatment, panic and agoraphobia were assessed with self-report measures. Presence was assessed after each VRET session with the Igroup presence questionnaire [6]. The same virtual environments were used in both conditions. In the CAVE, virtual environments were projected on the floor and three sides of the cubicle. The participants wore CrystalEyes active stereo glasses; Ascension Flock of Birds was used for the head tracking. The projection was accomplished by eight projectors, each with a resolution of 1400x1050 pixels and 60 Hz refresh rate. VRET with HMD was given using a Dell Precision T3500 and a Dell Optilex 760, collaborating with a NVIDIA FX 1400 low-end card with drivers, which was used to generate the virtual environments. The worlds were displayed using the nVisor SX. Projection was stereographic. Tracking was done with the WorldViz PPT tracking system including four cameras and the NVIS dual channel SX control unit. results Results indicate that there was no significant correlation between the level of presence experienced during VRET and treatment outcome. To investigate whether VRET was more effective than no treatment, the data of the HMD (n=5) and CAVE (n=6) subjects were pooled. These analyses indicate that VRET was more effective than no treatment. Both CAVE and HMD conditions resulted in significant improvements on panic and agoraphobia measures. No differences were found in effectiveness between VRET using an HMD or CAVE. 182 Conclusion This is the first study in which clinically distressed patients with panic disorder and agoraphobia underwent VRET in different conditions (CAVE versus HMD). VRET was superior to no treatment on panic and agoraphobia measures. No differences in effect were found between VRET by means of CAVE or HMD. Presence often resulted in a moderately successful outcome in VR treatment; Schubert et al.’s study [6] did not have any effect on treatment effectiveness in this study. references [1] Meyerbröker, K. & Emmelkamp, P.M.G. Virtual reality exposure therapy in anxiety disorders: A systematic review of process-and outcome studies. Depression and Anxiety, 27 (2010), 933-944. [2] Krijn, M., Emmelkamp, P.M.G., Biemond, R., de Wilde de Ligny, C., Schuemie, M.J. & van der Mast, C.A.P.G. Treatment of acrophobia in virtual reality: The role of immersion and presence. Behaviour Research and Therapy, 42, (2004) 229-239. [3] Juan, M.C. & Perez, D. Comparison of the levels of presence and anxiety in a acrophobic environment viewed via HMD or CAVE. Presence, 18, (2009) 232-248. [4] Price, M. & Anderson, P. The role of presence in virtual reality exposure therapy. Journal of Anxiety Disorders, 21, (2007) 742-751. [5] American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition Text Revision (DSM-IV-TR). Washington D.C.: Author, 2000. [6] Schubert, T., Friedmann, F., & Regenbrecht, H. Embodied presence in virtual environments. In R. Paton, & I. Neilson (Eds.), Visual representations and interpretations (pp. 268–278). London: Springer-Verlag, 1999. –––––––––––––––––––––––––––––––––––––––––––––– Virtual hoarding: development of a Virtual environment for Compulsive accumulation Kieron O’Connora,b,1, Manon Bertranda,b, Étienne St. Pierrea and Marie-Eve Delormeb Department Psychoeducation and Psychology, University of Quebec in Outaouais, Gatineau, Canada a CT16 Oral Presentations Fernand-Seguin Research Center, Louis-H. Lafontaine Hospital, Montréal, Canada b Corresponding author: Kieron O’Connor University of Quebec in Outaouais Quebec, Canada E-mail: Kieron.oconnor@uqo.ca 1 abstract Virtual Reality (VR) is already established as a tool for facilitating exposure in the treatment of anxiety. Its advantages are: an access to personalized stimulus control; control of the environment; and non-threatening immersion in an anxiogenic environment. Compulsive accumulation is extremely difficult to treat due to the lack of ability to sustain motivation in the hoarding environment to discard objects. Success rates for cognitive behavior therapy (CBT) are barely 40%. The present study explored the possibility of building a VR space in which the person could simulate a personal hoarding space to manipulate and store objects as if at home. The VR hoarding space was constructed using NEURO-VR and the VR room was filled with objects photo-scanned from the participants’ personal stock. Three behaviors specific to hoarding were assessed: accumulation of new objects; arrangement of objects; and elimination of objects. Cognitive, behavioral and symptom measures were recorded quantitatively and qualitatively during each of the three behaviors in both home and VR environments. Five participants diagnosed with compulsive accumulation were recruited from referrals to a community support group. Results showed the feasibility of employing VR in hoarding and indentified parameters important in ensuring immersion in a hoarding environment. There were implications for the integration of VR into the behavioral treatment of compulsive accumulation. Keywords: Compulsive Accumulation, Virtual Hoarding, Virtual Space problem Hoarding is recognized as a particularly treatment resistant form of obsessive compulsive disorder (OCD) [1]. Frequently, the person is unable to throw out objects which to common sense seem useless and of no value [2]. In severe cases, the person can end up with severe clutter, impeding normal living conditions. The hoarded items may literary occupy all available space and leave no room for basic needs and impede normal social functioning. Fur- JCR CT16 Oral Presentations thermore, the objects hoarded may pose health or fire risks [3]. Hoarders typically are more likely to be unmarried, unemployed and isolated than normal [4]. Frequently, the problem is associated with compulsive buying which exacerbates the hoarding. Other psychiatric comorbidities include depression, social phobia, personality disorders and pathological perfection [4]. Over 80% of hoarders suffer from another type of OCD (usually rumination and checking). Visibility and hoarding Like other OCD subtypes, the causes of hoarding are unclear. Research, however, has identified early attachment issues as possible targets, but there is also some evidence that cognitive factors involving visuo-spatial processing and organization may be affected in hoarders, compared to other OCD subtypes [4]. The visibility of objects and visual feedback form a clear reinforcer in hoarding where the person will often organize objects in an idiosyncratic manner, ordering to maximize visual impact rather than efficient storage and retrieval. Cognitive behavior Therapy One important aspect of cognitive behavioral therapy (CBT) is helping the person to learn skills of organizing, categorizing and discarding objects. Typically, this takes the form of constructing a hierarchy of objects, separating out valuable from invaluable and embarking on a program of cumulative discarding, working up a difficulty ladder. The sight of the hoarding pile itself may have become an aversive stimulus generating complex and effective avoidance. Effectively, a series of metacognitive beliefs often impede the person working on hoarding, in real time in the real space [5, 6]. 183 cially tailored VR program mimicking real life hoarding. The VR program is an adaptation of an existing program NEURO-VR developed by Guiseppe Riva. The program permits selection and storing of individually selected items from a bank of images of everyday objects. The person enters a storage space and then begins to build up their own stock of items by clicking and transporting the items from elsewhere. The space and items were idiosyncratically tailored to the hoarder. The person had degree of control over the items, where they were placed and whether to discard them. Three specific hoarding behaviors were tested with the program: (1) accumulating the person’s specific objects in the virtual space; (2) sorting the person’s specific objects in the virtual space; and (3) discarding items from the virtual space. Five participants were recruited from a local hoarding support group. Each paradigm was repeated both in the person’s natural environment and in VR. The order of presentation was randomized both for task and for home/VR environment across participants. The person was assessed on: degree of presence; anxiety; emotions; and ability to carry out behavioral tasks. Conclusion Equivalence of the two environments was assessed by auto-observation, measures of clutter, and similarity in reactions during the three specific hoarding tasks. The results enabled us to establish: the feasibility of a virtual hoarding space; the equivalence of cognitive and emotive reactivity; subjective reactions to improve the task; and generalizability of findings. Virtual reality Virtual Reality (VR) has already to be proved an important tool for facilitating exposure in anxiety disorders. The advantages in summary are: VR permits access to a personalized stimulus control; VR can effectively immerse the person in an anxiogenic environment in which the immersion does not rely exclusively on the resolution of the display; VR permits fine tuning of the aversiveness of the virtual scene; permits synchronization of stimuli and response sequences; and can measure dynamic physiological and other response variables within a physically static environment. [3] Tolin DF, Fitch KE, Frost RO, & Steketee G. Family informant’s perception of insight in compulsive hoarding. Cognitive Therapy and Research 2010; 34: 69-81. methods and results The aim of the project was to compare reactions to a spe- [4] Gilliam CM, & Tolin DF. Compulsive Hoarding. Bulletin of The Meninger Clinic 2010; 74(2): 93-121. JCR references [1] Hartl TL, Frost RO. A cognitive behavioural model of compulsive hoarding. Behaviour Research and Therapy 1996; 34(4): 341-350. [2] Frost RO,Tolin DF,& Maltby N. Insight-related challenges in the treatment of hoarding. Cognitive and Behavioral Practice 2010; 17: 404-413. 184 CT16 Oral Presentations [5] Steketee G, Frost RO & Kyrios M. Cognitive aspects of compulsive hoarding. Cognitive Research and Therapy 2003; 27(4): 463-479. [6] Pertusa A, Fullana MA, Singh S, Alonso P, Menchon JM, & Mataix-Cols D. Compulsive hoarding: OCD symptom, distinct clinical syndrome, or both. Amercian Journal of Psychiatry 2008; 165 (10): 1289-1298. –––––––––––––––––––––––––––––––––––––––––––––– The Contribution of perception and information on the fear experience in Claustrophobia: a Virtual reality study Andreas Mühlbergera,1, Henrik Peperkorna, Paul Paulia and Georg Alpersb Institute of Psychology, University of Würzburg b Department of Clinical Psychology and Psychotherapy, University of Mannheim a Corresponding author: Andreas Mühlberger Institute of Psychology University of Würzburg Würzburg, Germany 97070 E-mail: muehlberger@psychologie.uni-wuerzburg.de 1 abstract In order to investigate whether the perception of phobic cues or information about the presence of a phobic situation differently activate fear networks, we established a Virtual Reality (VR) claustrophobia test situation. Claustrophobic participants were randomly assigned to a group that perceived the phobic situation, a group that was informed about the real presence of the phobic situation, or to both components. The first analyses indicate that the information about, as well as the perception of the phobic situation, induced a fear experience, but that perception induced more fear than information. These results clearly indicate that VR is useful for inducing phobic fear and that perception is more important than cognitive knowledge about the real situation. Keywords: Virtual Reality, Claustrophobia introduction Although there is great evidence that Virtual Reality (VR) has the power to induce phobic fear [1,2], as well as evidence that in-vivo and VR exposure can be used for the effective treatment of specific phobias (e.g., aviophobia [3-5]), studies focusing on the mechanisms by which VR is able to induce anxiety are rare. One investigated issue is the association of fear and presence in VR [6]. However, to date there have been no studies that have attempted to differentiate the power of perceptual cues to induce fear responses in contrast to real phobic situations or in contrast to situations in which patients only knew about the phobic situations. description of methods In order to investigate whether the perception of phobic cues or information about the presence of a phobic situation differently activate fear networks, we applied VR to disentangle these two components of real phobic situations. Claustrophobic participants were randomly assigned to a) virtual phobic stimuli, b) information about a real phobic situation (but with no perception of the situation), or c) both. Participants were exposed to the according situation, e.g., sitting in a small virtual box with the door virtually closed, really closed, or both virtually and really closed. Trials lasted five minutes and were repeated five times. results The first analyses indicate that information about the phobic situation, as well as the perception of the phobic situation, induce fear as assessed by fear ratings on a scale from zero (no fear) to 100 (extreme fear). Most importantly, the perception of the phobic situation induced more fear than knowledge about the real phobic situation, and the difference between the perception and the combination of perception and knowledge about the phobic situation was small. Conclusions These results clearly indicate that VR is useful for inducing phobic fear and for activating fear networks. Furthermore, perception is more important than cognitive knowledge about the real situation. Further research should focus on the mechanism of action of fear activation and processing, and the potential impact on therapy for phobias. references [1] Mühlberger, A., Bülthoff, H. H., Wiedemann, G. & Pauli, P. (2007). Virtual reality for psychophysiological assessment of phobic fear: responses during virtual tunnel drives. Psychological Assessment. 19. 340-346. JCR CT16 Oral Presentations [2] Mühlberger, A., Sperber, M., Wieser, M. J. & Pauli, P. (2008). A virtual reality behaviour avoidance test (VRBAT) for the assessment of spider phobia. Journal of CyberTherapy & Rehabilitation, 1, 147-158. [3] Wiederhold, B.K., & Wiederhold, M.D. (2003). Threeyear follow-up for virtual reality exposure for fear of flying. CyberPsychology & Behavior, 6, 441-445. [4] Mühlberger, A., Herrmann, M. J., Wiedemann, G., Ellgring, H. & Pauli, P. (2001). Repeated exposure of flight phobics to flights in virtual reality. Behaviour Research and Therapy, 39, 1033-1050. [5] Mühlberger, A., Weik, A., Pauli, P. & Wiedemann, G. (2006). One-session virtual reality exposure treatment for fear of flying: one year follow-up and graduation flight accompaniment effects. Psychotherapy Research. 16, 26-40. [6] Bouchard, S., St-Jacques, J., Robillard, G., & Renaud, P. (2008). Anxiety increases the feeling of presence in virtual reality. Presence-Teleoperators and Virtual Environments. 17, 376-391. –––––––––––––––––––––––––––––––––––––––––––––– efficacy and effectiveness of online Cognitive behavioral Treatment: a decade of interapy research Jeroen Ruwaarda,1, Alfred Langea, Bart Schriekenb and Paul Emmelkampa University of Amsterdam, Department of Psychology, Amsterdam, the Netherlands b Interapy PLC, Amsterdam, the Netherlands a Corresponding author: Jeroen Ruwaard Interapy PLC, P.O. Box 3884 1001 AR Amsterdam The Netherlands E-mail: research@interapy.nl 185 tive to face-to-face treatment. Treatment adherence was 82%, and reductions in psychopathology represented a large between-group effect size of SMD = 0.9 (95% CI: 0.7 to 1.1), which were maintained over long periods. The research culminated in the foundation of the Interapy clinic, which received Dutch health regulatory body approval in 2005. Since then, costs of online CBT are reimbursed through public health insurance. A large study of treatment outcome of 1,500 patients of the Interapy clinic showed that effects in clinical practice are similar to those observed in the controlled trials, and comparable to selected benchmarks of naturalistic studies of face-to-face CBT. The accumulated evidence provides compelling support for the efficacy and effectiveness of online CBT. Keywords: Cognitive Behavior Therapy, Internet, Computer Assisted Protocol Directed Therapy, Effectiveness Studies, Internet Intervention, Randomized Controlled Trial introduction In 1996, researchers of the University of Amsterdam conducted a small feasibility study of Internet-based psychotherapy. Although the World Wide Web was still in its infancy at that time, they created a website through which they treated 20 students with posttraumatic stress. To the surprise of the research team, the results of what they called “Interapy” were very encouraging. Despite the lack of face-to-face contact, stress symptoms of 19 of the 20 students had reduced to normal levels after treatment. This study was seminal. It was followed by over a decade of research which resulted in full integration of Internetbased treatment in the Dutch public health system. In this presentation, we briefly summarize this research from a meta-analytical perspective. 1 abstract Since 1996, researchers of the Interapy research group of the University of Amsterdam have been examining the effects of online cognitive behavioral treatment (online CBT). Over the years, the group has conducted nine controlled trials of online CBT of a variety of mental health disorders, among a total of 840 participants. These studies suggest that online CBT is a viable and effective alterna- JCR methods Over the years, online CBT has been evaluated in nine controlled trials, among a total of 840 participants, across a variety of mental health disorders such as depression, posttraumatic stress, bereavement, work-related stress, panic disorder and bulimia nervosa [2-10]. Most studies were randomized controlled trials, in which participants were randomly assigned to the Interapy treatment condition, or to a waiting list control condition. Outcome was assessed through validated self-report measures, such as the Beck Depression Inventory and the Depression Anxiety Stress Scales, which were administered at pretest, posttest and one to three years after treatment. In 2001, the Interapy research team founded the Interapy clinic, 186 CT16 Oral Presentations with the aim of implementing online CBT in the public health system. In 2008, the team examined treatment outcome of 1,500 consecutive patients of this clinic, to determine the effectiveness of Interapy during routine clinical practice. [2] A. Lange, J.P. van de Ven, B. Schrieken, and P.M. Emmelkamp, Interapy, treatment of posttraumatic stress through the Internet: a controlled trial. Journal of Behavior Therapy and Experimental Psychiatry 32 (2001): 73-90. results In each study, online CBT induced strong reductions in primary and secondary symptom severities, which were maintained in the long term. Despite the lack of face-toface contact, treatment adherence was good (82% completed the full treatment), and client satisfaction was high. Consistently, effects of online CBT were superior to those of control conditions. Conservative intention-to-treat estimates of the standardized mean difference (SMD) between the groups ranged from SMD = 0.5 to SMD = 1.3, with an overall SMD of 0.9. In the clinical practice study, dropout was 29%, and symptom reductions represented a large pooled (uncontrolled) effect size of SMD = 1.4 (range: 0.7 ≤ SMD ≤ 1.9). Among treatment completers, 71% reliably improved and 52% experienced a clinically significant change (i.e., recovery). Symptoms were more severe in the real world sample in comparison to trial participants, but this had no negative impact on the outcome. Benchmarks against RCT data revealed that effects in the clinic were better, because patients of the clinic had more to gain from treatment. [3] A. Lange, D. Rietdijk, M. Hudcovicova, J.P. van de Ven, B. Schrieken, and P.M. Emmelkamp, Interapy: a controlled randomized trial of the standardized treatment of posttraumatic stress through the internet. Journal of Consulting and Clinical Psychology 71 (2003): 901-9. Conclusion A decade of Interapy research has provided compelling support for the efficacy and effectiveness of online CBT. Research findings identify online CBT as a viable alternative to current treatment options. Despite the lack of face-to-face contact, treatment adherence is high, effects are comparable to those of face-to-face treatment, and method and outcome generalize well to routine clinical practice. Dutch regulatory health bodies have recognized the potential of online CBT. In 2005, these bodies endorsed the services of the Interapy clinic as a valid alternative to regular, face-to-face treatment. Since then, costs of online treatment are reimbursed through public health insurance to all Dutch citizens with a GP-referral for psychotherapy. The implementation and dissemination of online treatment has started. references [1] A. Lange, J.P. van de Ven, B.A. Schrieken, B. Bredeweg, and P.M. Emmelkamp, Internet-mediated, protocol-driven treatment of psychological dysfunction. Journal of Telemedicine and Telecare 6 (2000): 15-21. [4] B. Wagner, C. Knaevelsrud, and A. Maercker, Internet-based cognitive-behavioral therapy for complicated grief: a randomized controlled trial. Death Studies 30 (2006): 429-53. [5] C. Knaevelsrud and A. Maercker, Internet-based treatment for PTSD reduces distress and facilitates the development of a strong therapeutic alliance: a randomized controlled clinical trial. BMC Psychiatry 7 (2007): 13. [6] J. Ruwaard, A. Lange, M. Bouwman, J. Broeksteeg, and B. Schrieken, E-Mailed standardized cognitive behavioural treatment of work-related stress: a randomized controlled trial. Cognitive Behaviour Therapy 36 (2007): 179-192. [7] J. Ruwaard, B. Schrieken, M. Schrijver, J. Broeksteeg, J. Dekker, H. Vermeulen, and A. Lange, Standardized web-based cognitive behavioural therapy of mild to moderate depression: a randomized controlled trial with a long-term follow-up. Cognitive Behaviour Therapy 38 (2009): 206-221. [8] A. Lange and J. Ruwaard, Ethical dilemmas in online research and treatment of sexually abused adolescents. Journal of Medical Internet Research 12 (2010): e58. [9] J. Ruwaard, J. Broeksteeg, B. Schrieken, P. Emmelkamp, and A. Lange, Web-based therapist-assisted cognitive behavioral treatment of panic symptoms: A randomized controlled trial with a three-year follow-up. Journal of Anxiety Disorders 24 (2010): 387-396. [10] J. Ruwaard, A. Lange, J. Broeksteeg, A. RenteriaAgirre, B. Schrieken, C. Dolan, and P. Emmelkamp, Online cognitive behavioral treatment of bulimic symptoms: A randomized controlled trial, (submitted). JCR CT16 Oral Presentations 187 deVeloping neW Tools and TeChnologies psychlog: a personal data Collection Tool for psychophysiological research Andrea Gaggiolia,b,1, Giovanni Pioggiac, Gennaro Tartariscoc, Pietro Cipressoa and Giuseppe Rivaa,b ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy b Department of Psychology, Catholic University of Milan, Italy c Institute of Clinical Physiology, National Research Council, Italy a Corresponding author: Andrea Gaggioli Istituto Auxologico Italiano Via Pelizza da Volpedo 41 Milan, Italy 20149 E-mail: andrea.gaggioli@auxologico.it 1 abstract In the following paper we introduce PsychLog (http://www.psychlog.com), a mobile sampling platform that allows real-time collection of psychological, behavioral and physiological data for research and clinical applications. The mobile platform allows administering self-report surveys to capture in-the-moment user’s experience in natural contexts. The researcher schedules the administration of self-reports by setting a trigger at specific times of interest, or randomly during a day. A wireless electrocardiogram sensor module equipped with an accelerometer (Shimmer Research™) allows monitoring activity and hearth rate information. In this way, it is possible to study the relationship between self-reported psychological variables, physical activity and physiological arousal, as well as to monitor their dynamic fluctuations over time. PsychLog is freely available for Windows mobile and its opensource code can be configured to meet specific experimental design requirements. In this paper, we provide an overview of the system and describe its future developments. Keywords: Ecological Momentary Assessment, Selftracking, Wearable Sensors, Electrocardiogram, Accelerometer, Smartphones JCR introduction Recently, there has been growing interest in the use of experience sampling procedures in research and in the clinic. Experience sampling method (ESM), also known as ecological momentary assessment (EMA), is a naturalistic observation technique that allows capturing subjects' experience and activities in real-life contexts [1]. Thanks to its flexibility and the possibility of adapting the questions to the goals and motivations of the researcher, ESM has been used with adolescent and adult populations for decades to understand areas such as mood, social interactions and time use. This approach has also proven to be helpful in the clinical context, i.e., to define therapeutic interventions that are optimally suited for an individual patient. In the past, ESM-based studies have been mainly done via paper and pencil measures. However, in the last decade computerized versions of this technique have been developed, which allows for collecting data using handheld electronic devices. Computerized procedures have several advantages over pen-and-paper approaches. For example, they allow the researcher to precisely control the timing of self-report administration, to analyze compliance rates and to reduce the chance of human error when managing the data [2]. Further, computerized experience sampling procedures can take advantage of recent advances in computational perception and sensing technologies to automatically detect events that can trigger data collection [3]. system overview PsychLog is a mobile sampling platform that allows for the collection of psychological, physiological and contextual information in naturalistic settings. The PsychLog application allows administering self-report questionnaires to gather participants' feedback on his/her quality of experience in its various cognitive, affective and motivational dimensions. The researcher schedules the administration of the questionnaires by setting a trigger, which can be launched at specific times or randomly during the day. When the participant is prompted by a notification, he/she can answer the survey questions by selecting a response or entering a text (for open-ended questions). The PsychLog platform supports a wireless electrocardiogram (ECG) equipped with a three-axis accelerom- 188 eter that allows monitoring of heart rate and activity. The wireless sensor platform (Shimmer Research™) includes a low-power serial bluetooth communication, transduction, amplification and signal pre-processing modules. The unit is mounted on a soft-textile chest strap designed to seamlessly adapt to the user's body shape, allowing full freedom of movement. Sampling intervals (epoch) can be tailored to the specific experimental design. For example, an epoch can be set to 15 minutes before and after the launch of each notification trigger, for a total ECG recording time of 30 minutes. This strategy reduces battery consumption by limiting data collection to the events of interest. During each epoch, ECG and accelerometer signals are sampled at 100 Hz, filtered and analogue-to-digital converted with 12-bit accuracy in the ±3 V range. The two signals are wirelessly transmitted to the mobile phone application, where rough data are stored and processed for the extraction of relevant features. ECG signal is pre-filtered using a moving average filter to extract and subtract the baseline. The automatic algorithm developed by Pan-Tompkins for the detection of QRS complex [4] is used to define heart rate (HR) and heart rate variability (HRV). HRV is measured by the variation in the beat-to-beat interval, obtaining time series sequence of non-uniform RR intervals (tachograms). This information can be correlated with the movement information obtained from the accelerometer. In this way, it is possible to study the relationship between the user's physical activity, self-reported psychological variables and physiological arousal, as well as to monitor their dynamic fluctuations. The PsychLog application runs on Windows mobile 6.5 and was developed in Visual C# (an Android version is under development). The software is freely available for Windows mobile and its open-source code can be configured to meet specific experimental or clinical requirements. references [1] R. Larson, M. Csikszentmihalyi, The experience sampling method, New Directions for Methodology of Social and Behavioral Science 15 (1983) 41-56. [2] L. F. Barrett, D. J. Barrett, An introduction to computerized experience sampling in psychology, Social Science Computer Review, 19(2) (2001) 175–185. CT16 Oral Presentations [3] S. S. Intille, J. Rondoni, C. Kukla, I. Ancona, L. Bao, A context-aware experience sampling tool. In CHI ’03: CHI ’03 extended abstracts on Human factors in computing systems, NY, USA, 2003 ACM, 972–973. [4] J. Pan, W.J. Tompkins, A Real-Time QRS Detection Algorithm, IEEE Transactions of Biomedical Engineering, 32 (1985) 230-236. –––––––––––––––––––––––––––––––––––––––––––––– an evidence-based Toolset to Capture, measure and assess emotional health Edward Hilla,b,1, Pierre Dumouchela,c and Charles Moehsd Génie Logiciel et des TI, École de Technologie Supérieure, Université du Québec b Applied R&D Technology and Funding Solutions Inc., Montréal c Centre de Recherche Informatique de Montréal (CRIM) d Occupational Medicine Associates, Watertown, New York a Corresponding author: Edward Hill École de Technologie Supérieure 406-905 Ste. Croix. Saint Laurent QC, H4L 5N9 Canada E-mail: edward-arne.hill.1@ens.etsmtl.ca 1 abstract We present (1) an automated telephone check-in system (emotiondetect.com) to capture emotional health based on automatic emotion classification, crowd-sourcing and the experience sampling method; (2) a method that combines acoustic-based and perception-based emotion classifiers to maximize the likelihood of correctly identifying the emotion in a speech recording; (3) an evidence-based toolkit to measure and assess emotional health; and (4) the results of three experimental trials held in 2010 and 2011: (a) English speaking members of Alcoholics Anonymous, (b) French speaking general population, and (c) English speaking Opioid addicts undergoing Suboxone maintenance treatment. Emotional health can be defined as the ability to express emotions, identify one’s own emotions, relate to other people’s emotions and live life with predominantly positive emotions. Emotional health plays a major role in addiction treatment and Cognitive Behavioral Therapy (CBT). JCR CT16 Oral Presentations Keywords: Emotion Detection, Emotional Health, Crowd-sourcing, Ecological Momentary Assessment Method, Experience Sampling Method, Interactive Voice Response, Cognitive Behavioral Therapy introduction A common Experience Sampling Method (ESM) in CBT is for a patient to maintain a daily written journal of the day’s events and associated feeling, emotions, and actions. This journal contributes to the therapist’s assessment of the patient’s cognitive and behavioral health. Daily journaling is one component of homework assignments incorporated into CBT treatments [1]. Research has recently commenced in evidence-based methods to capture and measure momentary emotional state using windows-form mobile devices [2] and Interactive Voice Response (IVR) systems [3]. These systems cannot capture and measure all four aspects of emotional health: a person’s ability to express emotions, identify their own emotions, relate to other people’s emotions, and to live life with predominantly positive emotions. In addition, these methods suffer from busy bias, resulting in participation apathy and neglect. Emotiondetect.com can automatically capture and measure all four aspects of emotional health. The capture phase is performed either by inbound or outbound call and takes less than 20 seconds (12 seconds on average), thereby avoiding procrastination typically associated with lengthy pen & paper journaling, form-based mobile device entry, and multiple question IVR. emotion detection in speech What is the actual emotion in a speech recording? There is no “ground truth” in emotion detection. People will listen to a speech recording and classify the emotion differently. Even with professional emotion transcribers, Steidl et al. showed that normally only in a few cases do labelers agree on one common emotion label. In most cases, only three out of five labelers agreed on emotional content [4]. Contrast this to speech recognition where there is ground truth: a speech recording is transcribed to text, and the speech recognizer’s textual result can then be verified against the transcription for accuracy. A method has been devised to combine emotion classifiers to maximize the likelihood of correctly identifying the emotion in a speech recording. This method is based on the maximum likelihood of the combined scores from self-assessment, crowd-sourced anonymous assess- JCR 189 ments, trained transcriber assessments, and acoustic classifiers [5, 6]. emotional health measurement Measurements of the emotion captured in the speech recording capture phase, emotional self-assessment and emotional assessment of an anonymous speech recording are analyzed to determine a person’s ability to express an emotion, identify their own emotion and relate to other people’s emotions. Call completion rates (answered calls, unanswered calls) are also collected and time-stamped. This aggregated data is then used to calculate trends over time such as emotion predominance, emotional reaction to event stimulus, positive versus negative emotions, and multiple instances of an emotion or emotional subset (for mood detection). experimental Trials Two trials have been held in 2010: (a) 33 members of English speaking members of Alcoholics Anonymous with 10 control participants during August and September of 2010; and (b) 24 French speaking participants from the general population. A trial is commencing late January 2011 with 50+ Opioid addicts undergoing Suboxone maintenance treatment, along with a control group from the general population. references [1] N. Kazantzis, F.D., K. Ronan, Homework Assignments in Cognitive and Behavioral Therapy: A Meta-Analysis. Clinical Psychology: Science and Practice, 2006. 7(2): p. 189-202. [2] Vahabzadeh M., L.J.-L., Mezghanni M., Epstein D.H., Preston K.L., Automation in an Addiction Treatment Research Clinic: Computerized Contingency Management, Ecological Momentary Assessment, and a Protocol Workflow System, in Practice management Conference, M.G.M. Associtiona, Editor. 2010: New Jersey. p. 3-11. [3] Stritzke W., D.L., Durkin K., Houghton S., Use of interactive voice response (IVR) technology in health research with children. Behavior Research Methods, 2005. 37(1): p. 119-126. [4] Steidl S. , L.M., Batliner A. , Noth E. ,Niemann H. . "Of all things the measure is man" automatic classification of emotions and inter-labeler consistency. in ICASSP. 2005. 190 CT16 Oral Presentations [5] Ahn, L.v., reCAPTCHA. 2009. [6] Pierre Dumouchel, N.D., Yazid Attabi1, Reda Dehak, Narjes Boufaden Cepstral and Long-Term Features for Emotion Recognition, in INTERSPEECH 2009. 2009. ––––––––––––––––––––––––––––––––––––––––––––– use of robotics Kits for the enhancement of metacognitive skills of mathematics: a possible approach Filippo La Pagliaa,1, Rosalinda Rizzob and Daniele La Barberaa a Dipartimento di Biomedicina Sperimentale e Neuroscienze Cliniche, Università degli Studi di Palermo, Italy b Dipartimento di Scienze Pedagogiche e Psicologiche, Università degli Studi di Messina, Italy Corresponding author: Filippo La Paglia Dipartimento di Biomedicina Sperimentale e Neuroscienze Cliniche Università di Palermo Italy E-mail: filippolapaglia@gmail.com 1 abstract The present study aims to analyze the process of building and programming robots as a metacognitive tool of mathematics. Quantitative data from research performed on a sample of students in Italian secondary school are described in this work. Results showed that robotics activities may be utilized as a new metacognitive environment that allows students to improve their attitude towards mathematics, or increase their propensity to reflect on themselves and on their own learning, and higher-level control components, such as forecasting, planning, monitoring and evaluation exercises and problems related to implementation. Keywords: Educational Robotics, Metacognition, Learning, New Technology introduction Robotic kits are high tech toys that allow users to build and program small mobile autonomous robots to interact with the physical environment [1]. These kits allow users to develop a game that consists of two steps; first partic- ipants have to build a robot body and, subsequently, they create a program in order to enable it with artificial intelligence (e.g., create a robot that is able to move and change its behavior if it encounters an obstacle). Finally, subjects test the robot’s performance in the physical environment in order to check its success/failure. The final test is quite important because users can instantaneously see what they have planned for the robot and verify if it behaves as it was intended to do. A large amount of theoretical studies and empirical research shows that playing with robots allows students of different ages to improve their planning, reasoning and problem-solving capabilities [2-4], as well as social skills related to peer conflict resolution, group decisionmaking and so on [5]. Moreover, children with mental retardation and autistic disorders seem to benefit from rehabilitative activities based on robotics [6, 7]. Also, there are studies, according to our knowledge, which analyzed the possibility of using robotics kits as metacognitive tools [8]. In general, metacognition consists of two basic processes occurring simultaneously: the first is monitoring the progress of learning; the second is adapting learning strategies as subjects perceive there is a need alter their behavior [9]. Specifically, metacognitive skills include monitoring the progress of learning, correcting errors, and changing strategies when needed [10]. From this perspective, the whole experience of playing with robots may be considered as a metacognitive process that leads users to become more aware and conscious of the way they think, learn, and organize the game itself. In order to check the improvement of metacognitive skills related to mathematics through the use of robotic kits, we performed a study on a sample of students attending secondary school involved in a robotics laboratory. methods Two groups of student, each composed of 15 subjects (nine male and six female; mean age: 11 years; range: 10-12 years), were involved in the study. Students were randomly selected from the first classes of a secondary School of Palermo. The study consisted of three phases: the first phase (pre-test) consisted of an assessment of metacognitive skills and beliefs related to the acquisition of mathematical knowledge; in the second phase (treatment) the experimental group was involved in a robotics lab (described below); the third phase (posttest) provided a second measurement session of the two groups’ metacognitive skills. JCR CT16 Oral Presentations The students’ metacognitive skills were evaluated individually during the pre-test and post-test assessment using the following tests: Questionario di Matematica e Metacognizione-MM, and Caponi et al.’s test (2006) [11] encompassing three sections: attitudes, belief, and control processes influencing learning the subject of math. The questionnaire allowed for several qualitative observations, such as exploring the presence of specific mathematics skills, and some aspects of metacognition in mathematics. According to previous studies [2-4], the experimental group was provided with a robotics kit and was involved in an extra-curricular laboratory based on robotics activities (10 meetings; three hours each, once a week). After becoming familiar with the hardware and software elements of the kit, all students were given various construction and programming tasks with an increasing level of difficulty, evaluated by the number of bricks needed to build the robot body and by the number of drives which had to be linked to create a specific robot behavioral repertory (e.g., “create a robot able to move along a linear route” – one command). results and Conclusions Results showed an increase in post-test performance for the experimental group compared with the control group. Specifically, it has been demonstrated that the use of robot kits improves students’ attitude towards mathematics, or increases the propensity to reflect on themselves and on their own learning, and higher-level control components, such as forecasting, planning, monitoring and evaluation exercises and problems related to implementation. Also, it decreases the main beliefs in mathematics, or the wider issues, such as the concept of intelligence in relation to scholastic success, and those more specifically related to the solution of exercises and problems. The present study is a first attempt to investigate the possibility of using robotics activities as a metacognitive tool of mathematics. 191 and Human Interactive Communication, IEEE Roman 2002, September 25-27 2002, Berlin – Germany (2002). [3] B. Caci, A. D’Amico, & M. Cardaci, Costruire e Programmare Robots, Tecnologie Didattiche, 27(3), (2002), 36-40. [4] B. Caci, A. D’Amico, & M. Cardaci, New frontiers for psychology and education: robotics, Psychological Reports, 94, (2004), 1372-1374. [5] M.A. Barfurth, Understanding the collaborative learning process in a technology rich environment: the case of children’s disagreements. In L. Schnase & E. L. Cunnius (Eds.), Proceedings of CSCL95: computer support for collaborative learning. Mahwah, NJ: Erlbaum, (1995), 8-13. [6] K. Dautenhahn, Design issues on interactive environments for children with autism. Proceeding International Conference on Disability, Virtual Reality and Associated Technologies, ICDVRAT 2000, 23-25 September, Alghero, Sardinia, Italy (2000), 153-161. [7] F. Michaud, C. & Théberge-Turmel, Mobile robotic toys and autism. In K. Dautenhahn, A. Bond, L. Canamero & B. Edmonds (Eds.) Socially Intelligent Agents - Creating Relationships with Computers and Robots. London: Kluwer Academic (2002). [8] F. La Paglia, B. Caci, D. La Barbera, M. Cardaci, Using robotics construction kits as metacognitive tools. A research in an Italian Primary School, Studies in Health Technology and Informatics 154 (2010), 110114. [9] W. Winn, & D. Snyder, Cognitive perspectives in pyschology. In D.H. Jonassen, ed. Handbook of research for educational communications and technology, New York: Simon & Schuster Macmillan (1996), 112142. references [1] O. Miglino, H.H. Lund, & M. Cardaci, Robotics as an Educational Tool, Journal of Interactive Learning Research, 10 (1), (1999), 25-48. [10] D.S Ridley, P.A. Schutz, R.S. Glanz, & C.E. Weinstein, Self-regulated learning: the interactive influence of metacognitive awareness and goal-setting, Journal of Experimental Education, 60 (4), (1992), 293-306. [2] B. Caci, A. & D’Amico, Children’s Cognitive Abilities in Construction and Programming Robots. Proceeding of the 11th IEEE International Workshop on Robot [11] B. Caponi, G. Falco, R. Focchiatti, C. Cornoldi, & D. Lucangeli, Didattica metacognitiva della matematica, Erickson, Trento, 2006. JCR 192 CT16 Oral Presentations ––––––––––––––––––––––––––––––––––––––––––––– a lightweight augmented Virtuality system for providing a faithful and spatially manipulable Visual hand representation Andreas Puscha,1, Olivier Martinb and Sabine Coquillartb b a IIHM – UJF – LIG, France INRIA Grenoble Rhône-Alpes – LIG, France Corresponding author: Andreas Pusch IIHM – UJF – LIG 110, av. de la Chimie – BP 53 38041 Grenoble Cedex 9 France E-mail: andreas.pusch@imag.fr 1 abstract This paper introduces the technical foundations of a system designed to embed a lightweight, faithful and spatially manipulable representation of the user's hand into an otherwise virtual world – Augmented Virtuality (AV). A highly intuitive control during pointing and space interaction can be provided to the user, as well as a very flexible means to experimenters in a variety of non-medical and medical contexts. Our approach essentially relies on stereoscopic video, see-through Augmented Reality technology and a generic, extendible framework for managing 3-D visual hand displacements. Previous works from human-computer interaction, perception and motor control have contributed to the elaboration of our proposal which combines a) acting in co-location, b) avoiding occlusion violations by assuring a correct scene depth ordering and c) providing a convincing visual feedback of the user's hand. We further present two cases in which this system has already successfully been used and then outline some other applications that we think are promising, for instance, in the fields of neuromotor rehabilitation and experimental neuroscience. Keywords: Augmented Virtuality, Video See-through Head-mounted Display, Co-location, Visuo-proprioceptive Sensory Conflict, Visual Hand Shift Framework introduction Experimental setups typically used to manipulate the perceived location of one’s own hand are often very restrictive for subjects or patients who are forced to take specific artificial fixed postures and have little space to move the interacting limb around. Moreover, the visual hand feedback is often reduced to ordinary cursors or otherwise oversimplified, while it is known that the quality of representation of the hand can have a strong impact on the feeling of limb ownership, self-action recognition, and thus, on the reliability in the display and so, on the performed actions. Different types, amounts and variations of visuo-proprioceptive conflicts (VPC) can rarely be simulated by the same system. Independent of the actual purpose or application context, be it the investigation of human multimodal perception, the study of certain symptoms of neuromotor disorders or the development of novel rehabilitation methods for motor skill recovery, it seems that the range of possibilities and the richness of the tools can, at a fairly low cost, still be increased. To approach such a multipurpose solution is what we aim to address in this paper. We also think that our system, which does not require complex 3-D hand reconstruction techniques, can be of great interest in the field of human-computer interaction. method and results The system is composed of four network-enabled building blocks: 1) The video see-through head-mounted display (HMD) with two built-in (stereo) cameras; 2) the video acquisition and post processing unit also used for image correction and background segmentation; 3) the tracking system that tracks the head and hand at six degrees of freedom; and 4) the compositing unit performing real-time simulation, interaction and rendering. On top of this infrastructure, our VPC generation and management framework provides a highly configurable interface to the top-level application layer. This framework does all the work to dynamically control (i.e., increase or reduce) visual hand shifts, perform feasibility tests and store intermediate runtime data for post-hoc analyses. The overall concept of visually displacing the hand in 3D space uses live video data captured in stereo by the HMD's built-in cameras. The mixing approach generalized past work [1]. We provide an extendible framework for creating and managing VPC that operates on the vertices of the carrier geometry mapped with the segmented live video hand. Virtual objects in front occlude the hand correctly as virtual objects behind the hand are correctly occluded. A previous study was conducted on perceptual illusions [1] using an earlier version of the presented system. Subjects had to expose their hand (viewed JCR CT16 Oral Presentations through the video see-through HMD) to a virtual force field that attracted the “visual hand” and shifted it progressively away from its real counterpart. The triggered motor reaction in the pectoralis major produced the illusion of a flow that pushes the hand/arm to the side. Conclusion and future Work We have designed and implemented a novel, lightweight, generalizing near space interaction system [1]. It is meant to better exploit sensorimotor processes involved in natural visuomotor coordination. The system includes a generic, extendible framework capable of inducing static and dynamic spatial VPC at hand level. We have recently used this setup to study the effects of hand feedback fidelity on motor performance and user acceptance in a virtual object touching task [2]. Other promising applications can be found in areas where controlled VPC at hand level are needed while maintaining hand/finger feedback and natural motion (e.g., studying multimodal perception and online manipulation of visually perceived actions or developing novel diagnostics and rehabilitation methods). We also wish to perform conformity evaluations in order to compare our system to well-established, though mostly much less flexible, tools. Additional work is required, for instance, to overcome some technical limitations. references [1] A. Pusch, O. Martin, and S. Coquillart, HEMP – Hand-Displacement-Based Pseudo-Haptics: A Study of a Force Field Application, In Proc. of IEEE 3DUI, 2008. [2] A. Pusch, O. Martin, and S. Coquillart, Effects of Hand Feedback Fidelity on Near Space Pointing Performance and User Acceptance, to appear in Proc. of ISVRI, 2011. ––––––––––––––––––––––––––––––––––––––––––––– immersive Virtual environments for emotional engineering: description and preliminary results Alejandro Rodrígueza,1, Beatriz Reya and Mariano Alañiza,b a Instituto en Bioingeniería y Tecnología Orientada al Ser Humano, Universidad Politécnica de Valencia, Camino de Vera s/n, 46022 Valencia (España) b Ciber Fisiopatología Obesidad y Nutrición (CB06/03) Instituto Salud Carlos III JCR 193 Corresponding author: Alejandro Rodríguez Instituto en Bioingeniería y Tecnología Orientada al Ser Humano Universidad Politécnica de Valencia Camino de Vera s/n, 46022 Valencia, Spain E-mail: arodriguez@labhuman.i3bh.es 1 abstract This work aims to identify the arousal and presence level during an emotional engineering study. During the experimental sessions, a high-immersion Virtual Reality (VR) system, a CAVE-like configuration, will be used. Thirty-six volunteers will navigate in virtual houses that can be customized and that have been designed for emotional induction. Emotional induction will be obtained by stimulating the senses of sight, hearing and smell. For this purpose, ambient lighting, music and scent will be controlled by the researcher, who will create a comfortable environment for the subject. Several physiological variables (Electrocardiogram (ECG), respiratory signal and Galvanic Skin Response (GSR)) will be recorded during the sessions. The results obtained will help furniture companies identify the senses that have more influence on the emotions and will be the basis for new studies about user needs in the sector of furniture and interior decoration. Keywords: Emotional Induction, Emotional Engineering, Kansei, CAVE, Heart Rate Variability, Respiration, Galvanic Skin Response introduction The application of immersive virtual environments (VEs) for emotional engineering is a field that has not been widely studied, despite its potential for providing new useful information about human behavior. Nowadays, virtual technology used for emotional engineering studies has been limited to obtaining custom prototypes of objects [1]. In this work, we offer a new approach for the communication, marketing, design and manufacturing processes applied to furniture and other habitat products. The goal is to use VR to analyze the arousal and presence levels while participants navigate in virtual houses. method Kansei Theory Type V [2] was applied in the study, com- 194 CT16 Oral Presentations bined with VR. Three VEs were developed, each containing a different lifestyle house. A CAVE-like system with head-tracking and stereoscopic vision will be used to achieve a more immersive experience. Thirty-six volunteers will be exposed to the VE and they will have to freely decorate the house. Sensory stimulation (hearing, sight and smell) will be applied to the subjects while they freely navigate through the custom VE in order to induce positive emotions. During the entire study, physiological signals will be recorded. ECG, respiratory signal and GSR [3] will be analyzed (using Matlab) to obtain different parameters [4]. In addition, questionnaires about presence and activation (SUS: Slater, Usoh & Steed questionnaire [5]) will be completed by the subjects at the end of the experiment. results Arousal and presence level will be obtained through questionnaires and will be correlated with physiological parameters. This way, we will study the influence on physiological signals of the emotional induction during the navigation in the virtual house, with the different experimental conditions based on light, ambient sound and scent customization. A file with all events of the subject during the study will be generated by the system after each test. Conclusions The results obtained will help furniture companies identify the senses that have more influence on the emotions and will help them to design furniture more adapted to users. references [1] Söderman, Mikael (2005); Virtual reality in product evaluations with potential customers: An exploratory study comparing virtual reality with conventional product representations; Journal of Engineering Design, Vol. 16, Nº 3, June 2005, 311-328. [2] Nagamachi, Mitsuo (2003); “Innovations of Kansei Engineering”. CRC Press Taylor & Francis Group, 2011. Published by JSA-Japanese Standards Association, Tokyo, in 2003, in Japanese. [3] Slater, M., Guger, C., Edlinger, G., Leeb, R., Pfurtscheller, G., Antley, A., Garau, M., Brogni, A., Friedman, D.: Analysis of physiological responses to a social situation in an immersive virtual environment. Presence: Teleoper. Virtual Environ. 15(5), 553–569 (2006). [4] Jonghwa Kim; Elisabeth André; Emotion Recognition Based on Physiological Changes in Music Listening; IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol 30, Nº 12 December 2008: 2067-2083. [5] Usoh, M., Catena, E., Arman, S., and Slater, M. 2000. Using presence questionnaires in reality. Presence: Teleoperators and Virtual Environments 9: 497–503. ouTCome Trials for anxieTy disorders new Technologies to manage exam anxiety Alessandra Grassia,b,1, Andrea Gaggiolia,b and Giuseppe Rivaa,b Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milano, Italy b Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milano, Italy a Corresponding author: Alessandra Grassi Applied Technology for Neuro-Psychology Lab 1 Istituto Auxologico Italiano Milano, Italy E-mail: a.grassi@auxologico.it abstract The aim of this study is to create and to verify the effectiveness of a multimedia protocol developed to teach students to manage exam anxiety. Authors want to investigate the capability of audio/video contents to induce emotional changes. The protocol is based on the Stress Inoculation Training procedure (SIT) and is made of six experimental sessions where participants have to watch a multimedia content and to perform different relaxation exercises. According to the type and mobility of the medium used, 75 JCR CT16 Oral Presentations university students were randomly divided into five groups: 1) audio and video narrative on a mobile phone (UMTS); 2) audio and video narrative on a DVD (DVD); 3) audio narrative on an MP3 player (M3); 4) audio narrative on a CD (CD); 5) control group (CTRL). Results showed that audio/video contents induced a significant reduction in exam anxiety and an increase of relaxation in students, compared to the audio-only content. Keywords: Exam Anxiety, Stress Inoculation Training, New Technologies, Mobile Phone, Video Clip introduction and methods Exam anxiety in students reflects negative effects on scholastic performances [1-3] and it could induce emotional (fear and panic), cognitive (loss of concentration) and neurovegetative reactions (perspiration, heart rate acceleration). Starting from these observations, it is important to consider in which way students could improve their competencies to manage exam anxiety. A common cognitive-behavioral approach is Stress Inoculation Training, SIT [4-6], based on three phases of intervention: 1. Conceptualization phase: the patient is taught by the therapist about the impact and effects of stress; 2. Skills acquisition and rehearsal: the therapist enhances a pecific patient’s coping skills; 3. Application and follow through: the patient is “inoculated” into a stressful and controlled environment to verify the efficacy of the treatment. The experimental protocol, based on the SIT procedure, is aimed to teach students different relaxation exercises and to enhance their coping strategies. The project investigates the effectiveness of six audio and video narratives (lasting five minutes each) in the emotion induction process by using different media: UMTS mobile phone, DVD, MP3 player and audio CD. The protocol is composed by six sessions, students have to watch once a day from the selected multimedia content. A mood induction is expected in each session: - Sessions 1, 2: in a relaxing virtual environment, participants are presented with common psycho-physiological reactions to a university exam; - Sessions 3, 4: peculiar coping strategies are presented in a relaxing virtual environment to teach students how JCR 195 to manage exam anxiety; - Sessions 5, 6: a stressful virtual environment (VE) (a classroom during an university exam) is presented in order to evaluate the acquired competencies. The intervention lasts six days. On the seventh day students take the real exam. The sample is composed of 75 female university students aged 20- 23 years old (M= 21,06 ± 1,25). This study has a mixed design (5x2). The first independent variable refers to an experimental intervention and is measured between subjects on five levels: video and audio content on a mobile phone (UMTS); video and audio content on a DVD (DVD); only audio content on a MP3 player (M3); only audio content on an audio CD (CD); a control group (Ctrl); and a non intervention group. The second independent variable refers to time: pre- and post-intervention. The dependent variables are emotional state dimension and sense of presence. Each participant took the the following questionnaires before and after each multimedia experience: state Questionnaires: - STAI (State Trait Anxiety Inventory) [7]; - Vas (Visual Analogue Scale) [8]. results Results show a significant decrease in anxiety level in the audio/video condition (UMTSand DVD) from the beginning to the end of treatment, as assessed by the Stai State questionnaire [7]. Results show a significant increase in relaxation level in the audio/video condition (UMTS and DVD) from the beginning to the end of the treatment, as assessed by Vas questionnaire [8]. These results suggest the effectiveness of the Stress Inoculation Training protocol, implemented through new media, to manage exam anxiety and to improve a relaxation level in users. references [1] Alexander K.L., Entwhistle D.R., Gabbani N.S. The dropout process in life course perspective: early risk factors at home and school, Teachers College Record 103, 760-822, 2001. [2] Hurrelmann K., Engel U., Weidman J. C. Impacts of school pressure, conflict with parents and career uncer- 196 CT16 Oral Presentations tainty on adolescent stress in the federal Republic of Germany, International Journal of Adolescence and Youth, 4, 33-50, 1992. [3] Torsheim T., Aarø L.E. e Wold B. School-related stress, social support, and distress: prospective analysis of reciprocal and multi-level relationships. Scandinavian Journal of Psychology, 44, 153-159, 2003. [4] Meichenbaum, D., Cognitive-behavioral modification: An integrative approach. New York Plenum, 1977. [5] Meichenbaum, D., Cognitive Modification of test anxious college students. Journal of Consulting Clinical Psychology, 39, 370-380, 1972. [6] Hussian R. A. & Lawrence P. S., The reduction of test, state and trait anxiety by test-specific and generalized stress, Cognitive Therapy and Research, 2, 25-37, 1978. [7] Spielberger CD, Gorush RL, Lushene RE., State Trait Anxiety Inventory manual, Palo Alto, CA: Consulting Psychologists Press, 1970. [8] Gross, J.J., & Levenson, R.W. Emotion elicitation using films. Cognition and Emotion, 9, 1995. ––––––––––––––––––––––––––––––––––––––––––––– Virtual homework for posttraumatic stress disorder with driving phobia – a novel approach to Virtual reality Therapy David Walshea,1 and David R. Walsheb a St. Stephen’s Hospital Cork, Department of Psychiatry, University College Cork b Virtual Reality Driving Clinic, Cork Corresponding author: David Walshe St. Stephen’s Hospital Glanmire, Cork Ireland E-mail: davidgmw@yahoo.com 1 abstract Virtual Reality Exposure Therapy (VRET) provides a safe and effective therapeutic alternative that is not dependent on real life situations or a person’s imagination. Phobic subjects have been shown to readily immerse in VR driving settings with subjective and physiological arousal. Case reports and case series studies have supported the effectiveness of VR therapy with driving phobic patients with and without PTSD [2-6]. However, exposure therapy has treatment failures. Some cases do not readily respond to prolonged VR exposure with persistent heightened anxiety in VR driving settings, preventing progression along a graded hierarchy of driving exposures. These resistant cases pose a therapeutic challenge. A new approach is outlined in three resistant cases of driving phobia with PTSD post motor vehicle accident (MVA). Keywords: Virtual Reality Exposure Therapy, Driving Phobia, Posttraumatic Stress Disorder, Virtual Reality Homework, DVD Homework method Three cases of Posttraumatic Stress Disorder (PTSD) with driving phobia that proved resistant to a combination of pharmacotherapy and six or more sessions of Virtual Reality (VR) driving were included in the study. The therapeutic intervention involved the addition of graded DVD/VR homework tasks to VR driving. The patient was instructed to undertake a daily DVD exposure task for at least 30 minutes, and record subjective ratings of distress (SUD levels) during this task. The homework involved watching recorded video game driving/travel experiences of graded difficulty (variable car speed, traffic density, accident scenarios). These scenes were recorded on DVD from video games used in VR exposure. Patients were reviewed on a four to five weekly basis over five or more sessions to review homework, reset tasks based on performance and optionally undertake further VR driving at reviews. results Following completion of five or more review sessions, patients were re-interviewed to assess progress on the exposure hierarchy, on VR driving and driving/vehicular travel in everyday situations. Conclusions The positive therapeutic responses illustrate the benefit of this novel approach. novelty A new component to VR therapy for resistant driving phobia. JCR CT16 Oral Presentations references [1] Walshe, D.G., Lewis, E.J., O’Sullivan, K. et al (2005). Virtually driving: are the driving environments ‘real enough’ for exposure therapy with accident victims? An explorative study. Cyber-Psychology & Behaviour, 8:532-537. [2] Wald, J., Taylor, S. (2000) Efficacy of virtual reality exposure therapy to treat driving phobia: a case report. J Behaviour Therapy Experimental Psychiatry. SeptDec;31(3-4):249-57. [3] Walshe, D.G., Lewis, E.J. Kim, S.I. et al (2003). Exploring the use of computer games and virtual reality in exposure therapy for fear of driving following a motor vehicle accident. Cyber-Psychology & Behaviour, 6: 329-334. [4] Wald, J., Taylor, S. (2003) Preliminary research on the efficacy of virtual reality exposure therapy to treat driving phobia. Cyber-Psychology & Behaviour. Oct; 6(5):459-65. [5] Beck, J.G., Palyo, S.A., Winer, E.H. et al (2007) Virtual Reality Exposure Therapy for PTSD symptoms after a road accident: an uncontrolled case series Behaviour Therapy. Mar;38(1):39-48. [6] Essen, J., Walshe, D. (2010) A case of driving phobia with agoraphobia responsive to VR therapy, Modern Medicine Sept;22: 17-20. ––––––––––––––––––––––––––––––––––––––––––––– a randomized Control Trial for the use of In Virtuo exposure in the Treatment of social phobia: final results Stéphane Boucharda,1, Stéphanie Dumoulina, Geneviève Robillarda, Tanya Guitarda, Évelyne Klingerb, Hélène Forgeta and François Xavier Roucautc Université du Québec en Outaouais b Arts et Métiers ParisTech-LAMPA Angers-Lava c Université Montpellier I a Corresponding author: Stéphane Bouchard Université du Québec en Outaouais Canada E-mail: Stephane.Bouchard@uqo.ca 1 JCR 197 abstract Social anxiety disorder (SAD) can be treated effectively with multicomponent cognitive behavior therapy (CBT) programs. However, patients rarely receive CBT and access to adequate exposure stimuli is sometimes a challenge for therapists. Previous trials on Virtual Reality (VR) and SAD were promising but they did not address the full spectrum of SAD symptoms or were preliminary. In this study, 45 adults receiving a DSM-IV-TR diagnostic of SAD were randomly assigned to a waiting list (WL) or multicomponent CBT treatments comprising either only in vivo (CBT-in vivo) or in virtuo (CBT – in virtuo) exposure. Patients in the waiting list were later treated with a multicomponent CBT treatment combining in vivo and in virtuo exposure (CBT – combined). Traditional repeated-measures ANOVAs (pre/post/f-up) and interaction-contrasts were conducted and confirmed the superiority of the CBT– in vivo and CBT – in virtuo over the WL. Non-inferiority testing confirmed that treatments involving VR were not less effective than standard CBT. However, results on the SWEAT measure show that using VR is more practical for therapists. Keywords: Social Anxiety, Virtual Reality, Anxiety, Exposure introduction Social anxiety disorder (SAD) is characterized by a marked and persistent fear of being negatively judged or humiliated in social or performance situations and leads to avoidance of social situations [1]. SAD is prevalent [2,3] and often results in a diminished quality of life, considerable emotional suffering, and significant impairment in personal, occupational and social experiences [4]. Outcome studies over the past 20 years have consistently shown the effectiveness of a multicomponent cognitive-behavior intervention in the treatment of SAD [4-9] based essentially on cognitive-restructuring and exposure to the feared situation(s). One significant limitation of the traditional in vivo exposure is the difficulty for the therapist to get adequate and controlled social interactions (e.g., audience to conduct the exposure, control on people’s reactions, variety of social situations appropriate for exposure) in order to make progress in a continuous and gradual way for the participant. Virtual Reality (VR) overcomes many of the shortcomings of in vivo exposure, in addition to providing a treatment that is more readily accepted by clients [10, 11]. Outcome studies have been published on VR 198 and SAD, mostly with the fear a public speaking, a less severe form of SAD [12, 13]. Klinger and colleagues [14] published a very promising study but a more rigorous randomized control trial remains necessary before reaching a firm conclusion on the efficacy of CBT using VR-based exposure. The present study represents final and complete results from a study introduced at the previous CyberTherapy conference [15]. method Forty-five adults (mean age 34.9 years old; 71% female) receiving a DSM-IV-TR diagnosis of social anxiety were randomly assigned to one of these three conditions: (a) traditional individual CBT treatment where exposure was conducted only in vivo (CBT – in vivo; n=16); (b) individual CBT where exposure was conducted in virtuo (CBT – in virtuo; n=14); and (c) waiting list (WL; n=15). Members of the WL group were measured “pre and post” and were later treated with individual CBT where exposure combined in vivo and in virtuo. All treatments lasted 16 sessions. Exposure was performed in various public speaking and social situations (virtual or not, depending on the participant group condition). In virtuo exposure was conducted with an e-Magin HMD and softwares created by Klinger [14] and Virtually Better [13]. Several self-report were used (Liebowitz Scale, Social Phobia Scale, Appraisal of Social Concerns, Fear of Negative Evaluation, Beck Depression Inventory II, etc.), as well as behavioral and physiological data gathered during behavioral avoidance tests. Salivary cortisol samples were drawn to compare the anxiety induced by both forms of exposure. The Subjective Work for Exposure and Therapy instrument was used with 269 exposure sessions to compare the costs and efforts required by the therapists to adequately plan each exposure exercise. results Outcome data were analyzed with three strategies: (a) traditional repeated-measures ANOVAs (pre/post/f-up) and pre / post interaction-contrasts to compare CBT – in vivo and CBT – in virtuo to the WL; (b) non-inferiority testing was used to show if CBT – in virtuo was equivalent to CBT – in vivo; and (c) CBT – combined was compared to the other two treatment modalities. Results clearly show that conducting exposure in virtuo is effective for the treatment of social phobia, that it is as effective as in vivo, and that it is more flexible and cost-effective than in vivo. Conclusion This is the first randomized controlled study that includes CT16 Oral Presentations a large sample of people suffering from severe social anxiety (DSM-IV-TR criteria) using CBT treatment combined with in virtuo exposure and compared to a waiting list. Results are supporting the efficacy of VRbased exposure and suggest that it is more cost-effective than traditional in vivo exposure. Additional process variables have also been examined and will be discussed, such as the therapeutic alliance, the sense of presence, immersive tendency and cognitive change variables. The discussion will also address two areas needing further research: using augmented reality and exposing SAD patients to “extreme” social situations (e.g., being exposed to socially inadequate behaviors) that go beyond what is usually done in vivo. references [1] American Psychiatric Association, Diagnostic and Statistical Manual of Mental Disorders Fourth Edition Text Revision. Washington, DC: American Psychiatric Association, 2000. [2] Statistics Canada, Enquête sur la santé dans les collectivités canadiennes. Santé mentale et bien-être. 82617-XIF Retrieved August 25, 2004, from Statistics Canada Website: http://www.statcan.ca/daily/francais/030903/q030903a.htm, 2003 (September). [3] R.C. Kessler, K.A. McGonagle, S. Zhao, C.B. Nelson, M. Hughes, S. Eshelman, et al. Lifetime and 12-month prevalence of DSM-III-R psychiatric disorders in the United States. Archives of General Psychiatry 51 (1994), 8-19. [4] D.H. Barlow. Anxiety and its disorders: the nature and treatment of anxiety and panic 2nd edition. New York: Guilford Press, 2002. [5] M. Stein. Evidence-based treatment of anxiety disorders. International Journal of Psychiatry in Clinical Practice 10 (2006), 16-21. [6] U. Stangier, T. Heidenreich, M. Peitz, W. Lauterbach, D.M. Clark. Cognitive therapy for social phobia: individual versus group treatment. Behaviour Research and Therapy 41 (2003), 991–1007. [7] D.M. Clark, A. Ehlers, A. Hackmann, F. McManus, M. Fennell, N. Grey et al. Cognitive therapy versus exposure and applied relaxation in social phobia: A randomized controlled trial. Journal of Consulting and Clinical Psychology 74 (2006), 568-578. JCR 199 CT16 Oral Presentations [8] S.G. Hofmann. Perception of control over anxiety mediates the relation between catastrophic thinking and social anxiety in social phobia. Behaviour Research and Therapy, 2005, 885-895. [9] J.K. Wilson, R.M. Rapee. The interpretation of negative social events in social phobia: changes during treatment and relationship to outcome. Behaviour Research and Therapy 43 (2005), 373-389. [10] A. Garcia-Palacios, C. Botella, H.G. Hoffman, H. Villa, & S. Fabregat. Comparing the acceptance of VR exposure vs. in vivo exposure in a clinical sample. Presented at CyberTherapy Conference 2004, January 10 – 12, San Diego, CA. [11] A. Garcia-Palacio, H. Hoffman, S. See, A. Tsai, C. Botella. Redefining therapeutic success with virtual reality exposure therapy. CyberPsychology and Behavior 4 (2001), 341-348. [12] B.K. Wiederhold, M.D. Wiederhold. Virtual-reality therapy for anxiety disorders: Advances in evaluation and treatment. New York: American Psychological Association Press, 2004. [13] M. North, S. North, J.R. Coble. Virtual reality therapy: An effective treatment for the fear of public speaking. International Journal of Virtual Reality 3 (1998), 2-6. [14] E. Klinger, S. Bouchard, P. Légeron, S. Roy, F. Lauer, I. Chemin, P. Nugues. Virtual reality therapy for social phobia: A preliminary controlled study. Cyberpsychology and Behavior 8 (2005), 76-88. [15] Robillard, G., Bouchard, S., Dumoulin, S., & Guitard, G., & Klinger, É. Using virtual humans to alleviate social anxiety : preliminary report from a comparative outcome study. Oral Presentation at the 15th Annual CyberTherapy Conference 2010, Seoul (Korea), June 13-15. ––––––––––––––––––––––––––––––––––––––––––––– isolating the effect of Virtual reality based exposure Therapy for agoraphobia: a Comparative Trial Eric Malbosa,1, Ronald M. Rapeea and Manolya Kavaklib JCR Department of Psychology, Macquarie University, Sydney, Australia b Department of Computing, Macquarie University, Sydney, Australia a 1 Corresponding author: Eric Malbos Department of Psychology Building C3A, Office 709 Macquarie University Sydney, NSW 2109 Australia E-mail: eric.malbos@mq.edu.au abstract The isolated effect of Virtual Reality Based Exposure Therapy (VRBET) for agoraphobia was analyzed through a comparative trial involving 18 agoraphobic participants. All the required virtual environments (VEs) were created with an inexpensive Game Level Editor (GLE). Outcome measures supported the immersive effect of the VEs. Questionnaires, behavioral tests and physiological measures indicated a positive effect of VRBET alone. The addition of cognitive therapy did not generate any significant difference. Consequences for future research and practice are discussed. Keywords: Virtual Reality, Exposure Therapy, Virtual Environments, Agoraphobia, Cognitive Therapy, Game Level Editors introduction Urban life inherently implies situations dealing with reduced and/or enclosed spaces (crowded places, subway, lifts, skyline, etc.). A certain percentage of people suffering from a phobia entitled agoraphobia perceive those situations as threatening or panic provoking [1]. The subsequent avoidance behavior exhibited by agoraphobics can have disabling consequences. Recent research involved the use of Virtual Reality (VR) for phobia exposure therapy, a process for obtaining fear extinction [2]. During the exposure, reality is replaced by artificially created stimuli inside a computerized world. Past clinical studies demonstrated the efficacy of Virtual Reality Based Exposure Therapy (VRBET) to treat participants suffering from agoraphobia [2]. However, these studies employed a treatment that combined VRBET with cognitive therapy or relaxation. Therefore, it is impossible to assess the efficacy and the role of the VR itself. Moreover, the virtual environments (VEs) in 200 previous studies were constructed with an exclusive in house program or relatively expensive professional software. To reduce cost and improve access, several research teams have successfully employed VEs created from inexpensive Game Level Editors (GLE) to treat arachnophobia and claustrophobia [3,4]. Ipso facto, our objectives are twofold. Firstly, the study measured the isolated effect of VRBET when compared to a combined treatment of VRBET and cognitive therapy. The efficacy of the treatment was assessed using self-report questionnaires, behavioral tests as well as physiological measures. Our secondary objective focused on demonstrating that affordable means, such as a GLE, allow the experimenter to construct various VEs realistic enough to induce a feeling of presence and to obtain therapeutic efficacy. methodology Eighteen participants diagnosed with agoraphobia were recruited for the clinical trial. They were randomly assigned to two therapeutic groups: one group receiving VRBET only (VRO); and one group receiving VRBET and cognitive therapy (VRC). The protocol included 10 weekly sessions of 90 minutes each for the two groups: eight sessions of VRET for both groups; two neutral initial sessions for the VRO group; and two initial sessions of cognitive therapy for the VRC group. The eight sessions of VRBET comprised an exposure to nine different context graded VEs related to agoraphobia (airplane, subway, driving, etc.) supplemented with interoceptive cues (heartbeat sounds, tunnel vision, etc.) To explore the VEs elaborated with a selected GLE, participants donned a Head Mounted Display with a motion tracker. Questionnaires, behavior tests and physiological measures were registered before and after the treatment procedure. results Means and ANOVA F values of the dependent variables evidenced a significant time effect for all measures. There was no significant interaction (time/group) for these scores. PQ rating indicated that the patients felt immersed in the VEs. Conclusion The present clinical trial demonstrated the therapeutic effectiveness and presence eliciting effect of VEs constructed with a GLE. Results also revealed the isolated positive outcome of VRBET for agoraphobia. The addition of cognitive therapy did not generate any significant CT16 Oral Presentations difference. Future research should explore the use of other components in addition to cognitive therapy and VREBT (relaxation, mindfulness, etc.) references [1] American.Psychiatric.Association. Diagnostic and statistical manual of mental disorders. American Psychiatric Association 2000. [2] Powers MB and Emmelkamp PMG. Virtual reality exposure therapy for anxiety disorders: A meta-amalysis, Journal of Anxiety Disorders 22 (2008), 561-9. [3] Bouchard S, Cote S and St-Jacques J. Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games, Technology and health care 14 (2006), 19-27. [4] Malbos E, Mestre DR, Note ID, et al. Virtual Reality and Claustrophobia: Multiple Components Therapy Involving Game Editor Virtual Environments Exposure, Cyberpsychology and behavior 11 (2008), 695-7. ––––––––––––––––––––––––––––––––––––––––––––– youths are more apprehensive and frightened Than adults by a Virtual environment used to Treat arachnophobia Cidalia Silvaa,1, Stéphane Bouchardb and Claude Bélangerc Cyberpsychology Laboratory, Université de Québec en Outaouais b Department of Psychoeducation and Psychology, Université de Québec en Outaouais c Department of Psychology, Université de Québec à Montréal a Corresponding author: Cidalia Silva Cyberpsychology Lab Université de Québec en Outaouais 369 rue Darquise Laval, QC H7P 5N1 Canada E-mail: silva.cidalia@courrier.uqam.ca 1 abstract To overcome their fear, phobic adults are more attracted to a Virtual Reality (VR) exposure-based treat- JCR CT16 Oral Presentations ment than an in vivo exposure-based treatment. Even if they are born in the technological era, anxious children don’t seem very enthusiastic with idea of using VR to overcome their anxiety’s problem. For some phobic children, VR exposure can be apprehended as a frightening experience. This study examines the difference between children and adults’ perception toward stimuli used in VR to treat arachnophobia. Expectations of 313 participants aged younger than 18, and 210 aged 18 and older were measured while immersed in VR just before opening a door that would lead to an environment used to treat arachnophobia. Results show a significant difference between children and adults’ perception toward how large, scary and dangerous the spider would be. Apprehension toward a virtual rabbit was used as a control variable. The findings are clinically very important as they suggest that before using VR to expose a child in therapy, the therapist should carefully describe the virtual stimuli, a precaution that is not necessary or routinely done with adults. Keywords: Virtual Reality, Children, Virtual Phobic Stimuli, Apprehension, Arachnophobia, Virtual Reality Exposure introduction To overcome their fear, phobic adults are more attracted to a Virtual Reality (VR) exposure-based treatment than an in vivo exposure-based treatment. Even if they are born in the technological era, anxious children don’t seem very enthusiastic with idea of using VR to overcome their anxiety’s problem. For some phobic children, VR exposure can be apprehended as a frightening experience. This study examines the difference between children and adults’ perception toward stimuli used in VR to treat arachnophobia. Expectations of 313 participants aged younger than 18, and 210 aged 18 and older were measured while immersed in VR just before opening a door that would lead to an environment used to treat arachnophobia. Results show a significant difference between children and adults’ perception toward how large, scary and dangerous the spider would be. Apprehension toward a virtual rabbit was used as a control variable. The findings are clinically very important as they suggest that before using VR to expose a child in therapy, the therapist should carefully describe the virtual stimuli, a precaution that is not necessary or routinely done with adults. JCR 201 Conclusion/discussion The approach to introducing children to exposure-based interventions for childhood anxiety is much similar to what is done with adults, including how to present VRbased treatments [4]. The results of this study show how children’s perception toward phobic virtual stimuli is quite different from adults. These results are clinically important, especially for professionals who might use VR exposure to treat children anxiety. A key issue that emerges from this study is the importance of carefully preparing anxious children prior to VR-based exposure. Knowing that children usually have a very creative imagination and that anxious children have a greater tendency to anticipate future events in a negative way [2], restructuring excessive apprehension toward what therapeutic 3-D stimuli entails becomes almost essential since children can be over apprehensive. references [1] Garcia-Palacios, A., Hoffman, H., See, S., Tsai, A., & Botella, C. Redefining therapeutic success with virtual reality exposure therapy. CyberPsychology and Behavior 4 (2001) 341-348. [2] Muris, Meesters, Smulders, & Mayer, Threat perception distortions and psychopathological symptoms in typically developing children, Infant and Child Development 14(3),273-285, 2005. [3] Robillard, G., Bouchard, S. Fournier, T. & Renaud, P., Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and nonphobic participants in therapeutic virtual environments derived from computer games. CyberPsychology & Behavior 6(5) (2003) 467-476. [4] St-Jacques, J., Bouchard, S. & Bélanger, C., Is Virtual reality effective to motivate and raise interest in phobic children toward therapy? A clinical trial study of in vivo with in virtuo versus in vivo only treatment exposure, J Clin Psychiatry. 71(00) (2010), 13 pp. [5] Vasey, M. & Maxleod, C., Information-processing Factors in Chilhood Anxiety: A Review and Developmental Perspective in Mark R. Dadds & Michael W. Vasey, The Developmental Psychopathology of Anxiety, Oxford University Press, New York, 2001. 202 CT16 Oral Presentations paradigms and phenomenology of CyberspaCes interpretations of Virtual reality Alexander Voiskounskya,1 Psychology Department, Moscow State University, Russia a Corresponding author: Alexander Voiskounsky Psychology Department Moscow State University 9/11 Mokhovaya St. Moscow, Russia E-mail: vae-msu@mail.ru 1 abstract In this study, university students were surveyed to learn what they know about Virtual Reality (VR) (N=42). Two students provided correct explanations and the rest reported examples that were incorrect. All students were asked what kinds of VR examples they could name. The number of examples provided by the students differed from two to eight (median 3.4). Most often the students cited social networking and Massively Multiplayer Online (MMO) gaming; the least often mentioned examples were TV, movies, and e-papers. Keywords: Virtual Reality, Survey Study, University Students, Interpretation introduction The technological and conceptual ideas underlying Virtual Reality (VR) are not yet widely known, nor is the notion of “Virtual Reality” universally and correctly comprehended. While this is clear to an observer, the full diversity of existing interpretations is worth studying. These interpretations need to be collected by administering a survey of ordinary people; experts are presumed to express less diverse interpretations of the essence of VR. The latter presumption, though, should be tested as well, and if done, many professionals are likely to be only minimally astonished to learn that the presumption is incorrect. The media offers support for both correct interpretations and misinterpretations. Popular movies are the champions in pushing human beings’ minds in both directions. Movies, such as “The Matrix” (as well as the “Matrix Reloaded”) and “Avatar,” are likely to provide both correct and false hints on the nature of VR. The difference is that “The Matrix” was seen by many viewers who had rather distant connections with information technologies, while “Avatar” was seen by a population of viewers, the majority of who participate in the widespread use of social networks. The role played by movies is not the goal of the current paper; they are mentioned to note that the media provides equally helpful support for quite different views on VR. The study of College students’ Views on Virtual realities Popular media, electronic and printed, provides diverse views on VR: alongside 3-D environments human beings often tell of video gaming, chatting, sending/receiving e-mail messages, web navigating, blogging, social networking, etc., as representing VR. The idea of the current work is to find out what ordinary people believe to belong to the notion of VR. The investigation consists of surveying university students. It was administered in late spring, 2010. At that time, the majority of viewers had had no experience with a purely 3-D environment as exemplified in the movie “Avatar.” methodology The participants were 42 university students – 23 females and 19 males, aged 17-24 years old (median 19.8). Their areas of study include social sciences and humanities (N=24, 14 females and 10 males) or science – mathematics, biology, and geology (N=18, nine females and nine males). The participants were asked either one or two questions. First, “Can you explain what a VR is?” Only two students (males, one mathematician and one biologist) provided a theoretically correct explanation mentioning slightly differing computer-generated images projected to either eye/ear, with trackers to trace the human beings’ movements and to pass the information related to movements to the computer to render and change the image. These two students were then asked to provide examples. Two more students (females, in humanities) refused to give any explanation. They were given the second question, “Can you give examples of VR?” The rest, 38 stu- JCR CT16 Oral Presentations dents, started answering the first question by giving examples of VR. They were not asked to answer the second question; instead, they were encouraged to provide as many examples as they could. Thus, the second question was presented to two participants. results Forty-two students provided examples of VR. The number of examples provided by participants differed from two to eight (median=3.4). ––––––––––––––––––––––––––––––––––––––––––––– Virtual space and human self problems and solutions for the self in the Virtual space Iva Georgievaa,1 Department of Philosophy and History of Science, Graduate School of Arts and Sciences, The University of Tokyo, Japan a Corresponding author: Iva Georgieva Department of Philosophy and History of Science Graduate School of Arts and Sciences The University of Tokyo 153-8002 Tokyo 3-8-1 Komaba, Meguro-ku Japan E-mail: cc097920@mail.ecc.u-tokyo.ac.jp 1 abstract In the exploration of a person's self-image in the Internet it seems that there is one representing profile. But is it actually coherent with the real self? Where do the problematic cases and diseases start? Today we are able to perform counseling and therapeutic practices, we can affect and change the human self and mind set in virtual spaces. Using the connection between neuroscience and philosophy, it is possible to show that there are different forms of the self which people adopt in cyber space. By showing how their disposition changes online many questions can be answered. What mind state provokes addictive impulses and at the same time enables treatment therapy? How does the sense and concept of reality change? Can we transfer the experiences we have gained in the virtual space in real life? By investigating how the virtual affects our perceptions in a positive or negative way, support to a JCR 203 successful treatment application is possible. The goal of this study is to find answers for the virtual space usage as a treatment tool and to see what the future is for such a therapeutic tendency. Keywords: Virtual Space, Virtual Self, Therapy, Counseling, Treatment, Addiction introduction This study uses a theoretical approach for investigating the self in the virtual space and suggests this self-representation can be summarized in one term – the virtual self. The virtual self itself presents some differences in reality experiences in real life and the virtual space. I propose a hypothesis about the different types of the virtual self: a self similar to the real self, a self different from the real self, or an addicted person's self. From those distinct types many ethical issues arise (e.g., deviant behavior and crime). Moreover, the different and the addicted self can show that the self experiences and uses the virtual space in a very unique way. I claim that the same situation enables the virtual space to become an application tool for treatment. This is possible due to the perception of easiness and freedom that is typical for that space and more importantly, due to the specific process of transferring of experiences in real life. method With methods from the philosophy of neuroscience, I analyze the three types of the self and connect them with empirical investigations of the effects of the virtual space. The change occurring in online identity affects both the virtual and the real self. I investigate the results of counseling practices with technologies like fMRI and BMI. The research starts from findings about self-identity and counseling [1] and explores cybertherapy works [2, 3]. Summarizing those methods, an assumption is made: the real selves change in real life due to experiences as virtual selves in the virtual space. This can help to understand how reality is perceived so that the polar cases can be explained. results Many problems connected to the self occur in the virtual space – information overload, attention problems, addictive behavior, identity thefts and virtual rapes. They affect real life and the real persona. If the virtual identity transforms in the virtual space, this affects the real self (for example, in the form of crimes). Counseling and therapeutic practices are enabled by the exact same prin- 204 CT16 Oral Presentations ciple of self-change in both spaces. Theoretically, the same issues that arise in the virtual space can be solved in it. The exploration of the mind's works shows why there is the "attachment" to the virtual realm. Experiences in the virtual space can affect our real life and this grants the possibility of a positive effect on the self. The perception of reality and mental states are investigated in order to support the treatment application of the virtual space. In conclusion, this happens because of the transfer of the experience, a claim supporting the therapeutic possibilities in the different spaces. future applications The history of therapeutic tendency in virtual environments starts from online advice in self-support discussions. But seeking the necessity of professional medical therapy and exploring how the mind works we can address not only the issues about multiple personalities or dissociation [4] of the human self identity today but also to prove that therapeutic result can be made in the virtual space. By applying neuroscience and by creating the model of the three types of the self in the virtual space, an analysis of the treatment tool practices gives additional support for this. The possibility for positive results in therapy can be multiplied by further research in the same direction. references [1] S. Turkle, Life on the screen: Identity in the age of the Internet, Simon & Schuster, New York, 1995. [2] B. K. Wiederhold and M. D. Wiederhold, Virtual reality with fMRI: a breakthrough cognitive treatment tool, Virtual Reality 12 (2008), 259–267. [3] P. Mitchell, S. Parsons, and A. Leonard, Using virtual environments for teaching social understanding to 6 adolescents with autistic spectrum disorders, Journal of Autism and Development Disorders 37 (2007), 589– 600. [4] J. Kokswijk, Digital ego: Social and legal aspects of virtual identity, Eburon Academic Publishers, Eindhoven, 2007. ––––––––––––––––––––––––––––––––––––––––––––– presence, actions and emotions: a Theoretical framework Giuseppe Rivaa,b,1 Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy b Psychology Department, Catholic University of Milan, Italy a Corresponding author: Giuseppe Riva Istituto Auxologico Italiano Via Pelizza da Volpedo 41 Milan 20149 Italy E-mail: giuseppe.riva@unicatt.it 1 abstract As commented on by Biocca [1], and supported by most researchers in the area, ‘‘While the design of Virtual Reality (VR) technology has brought the theoretical issue of presence to the fore, few theorists argue that the experience of presence suddenly emerged with the arrival of VR” (p. 121). So, what is presence? And what is its possible impact in cybertherapy? For instance, does a strong sense of presence cause patients to better engage and modify emotions and cognitive processes they have already developed in a real environment? Will the skills and the competences acquired in the virtual world transfer to a corresponding real life experience? The following presentation will try to provide some answers to these questions using the outcomes of different controlled studies, with both patients and VR users. Keywords: Virtual Reality, Assessment, Therapy, NeuroVR, Open Source introduction The term ‘‘presence’’ entered into the wide scientific debate in 1992 when Sheridan and Furness used it in the title of a new journal dedicated to the study of Virtual Reality (VR) systems and teleoperations: Presence, Teleoperators and Virtual Environments (VEs). In the first issue, Sheridan [2] clearly refers to presence as an experience elicited by technology: the effect felt when controlling real world objects remotely, as well as the effect people feel when they interact with and immerse themselves in VEs. However, as commented on by Biocca [1], and supported by most researchers in the area, ‘‘While the design of VR technology has brought the theoretical issue of presence to the fore, few theorists argue that the experience of JCR CT16 Oral Presentations 205 presence suddenly emerged with the arrival of VR’’ (p. 121). So, what is presence? And what is its possible impact in cybertherapy? [3] G. Riva, J.A. Waterworth, E.L. Waterworth, and F. Mantovani, From intention to action: The role of presence, New Ideas in Psychology 29 (2011), 24-37. presence as a Cognitive process To address these questions, a growing group of researchers is considering presence as “Inner Presence,” the feeling of being located in a perceived external world around the self [3-6]. In this view, presence is a broad psychological phenomenon, not necessarily linked to the experience of a medium, whose goal is the control of the individual and social activity. Specifically, in the following presentation we will try to justify and discuss the broad statements, below, using the outcomes of different experimental clinical and nonclinical studies [7-10]: [4] G. Riva, Is presence a technology issue? Some insights from cognitive sciences Virtual Reality 13 (2009), 59-69. • The content of consciousness is the content of a simulated world in our brain; • Presence refers to the part of the contents of consciousness that relate to the current time and place in which the body is located; • The psychology of presence is related to human action and its organization in the environment; • The feeling of presence is not the same in all situations (virtual or real), but can be different in relation to the characteristics of the physical, social and cultural space the subject is in; • A circular interaction exists between presence and emotions: on one side, the feeling of presence is greater in “emotion-inducing” environments; on the other side, the emotional state is influenced by the level of presence; • Presence alone is not enough to guarantee a positive clinical outcome in VR exposure therapy: the technology behind the virtual stimuli has to be “transparent” enough to enable the activation of the fear structure. Once this threshold is passed, there is no direct effect of the level of presence on the efficacy of desensitization. references [1] F. Biocca, The Cyborg's Dilemma: Progressive embodiment in virtual environments, in: Humane interfaces: questions of method and practice in cognitive technology, J.P. Marsh, B. Gorayska, and J.L. Mey, eds., Elsevier, Amsterdam, The Netherlands, 1999, pp. 113-142. [2] T.B. Sheridan, Musing on telepresence and virtual presence, Presence, Teleoperators, and Virtual Environments 1 (1992), 120-125. JCR [5] J.A. Waterworth, E.L. Waterworth, F. Mantovani, and G. Riva, On Feeling (the) Present: An evolutionary account of the sense of presence in physical and electronically-mediated environments, Journal of Consciousness Studies 17 (2010), 167-178. [6] A. Revonsuo, Inner Presence, Consciousness as a Biological Phenomenon, MIT Press, Cambridge, MA, 2006. [7] S. Cote and S. Bouchard, Cognitive mechanisms underlying virtual reality exposure, Cyberpsychol Behav 12 (2009), 121-129. [8] A. Gorini, E. Griez, A. Petrova, and G. Riva, Assessment of the emotional responses produced by exposure to real food, virtual food and photographs of food in patients affected by eating disorders, Ann Gen Psychiatry 9 (2010), 30. Online: http://www.annals-general-psychiatry.com/content/39/31/30. [9] A. Gorini, C.S. Capideville, G. De Leo, F. Mantovani, and G. Riva, The Role of Immersion and Narrative in Mediated Presence: The Virtual Hospital Experience, Cyberpsychology, Behavior and Social Networks (2010), DOI: 10.1089/cyber.2010.0100. [10] G.M. Manzoni, F. Pagnini, A. Gorini, A. Preziosa, G. Castelnuovo, E. Molinari, and G. Riva, Can relaxation training reduce emotional eating in women with obesity? An exploratory study with 3 months of follow-up, Journal of American Dietetic Association 109 (2009), 1427-1432. ––––––––––––––––––––––––––––––––––––––––––––– between Cyberplace and Cyberspace: The researcher role in Virtual setting research Carlo Galimbertia,1, Matteo Cantamessea and Eleonora Brivioa a Università Cattolica del Sacro Cuore Centro Studi e Ricerche di Psicologia della Comunicazione, Milano, Italy 206 CT16 Oral Presentations Corresponding author: Carlo Galimberti Università Cattolica del Sacro Cuore Centro Studi e Ricerche di Psicologia della Comunicazione via Nirone 15 Milan 20123 Italy E-mail: carlo.galimberti@unicatt.it 1 abstract Disciplines such as Internet Research, the Psychology of Cyberspace and the Social Psychology of Cyberplaces call for an epistemological reflection not merely on the universe of objects they deal with, but also, and perhaps especially, on the research settings used to investigate them. With this work, we intend to make a contribution to the debate on three issues: psychosocial interpretation of the new environments, the “mediated” nature of the researcher-setting-study object relationship, and cyberplaces as settings for mediated interaction research. Keywords: Videogame, Interaction, Social Network, Identity introduction Disciplines such as Internet Research, the Psychology of Cyberspace [1] and the Social Psychology of Cyberplaces [2] call for an epistemological reflection not merely on the universe of objects they deal with, but also, and perhaps especially, on the research settings used to investigate them. As pointed out by Blascovich et al. back in 2002, virtual environments give social psychologists the opportunity to build a third place – besides the “laboratory” and “field” – in which to conduct their research [3]. This third place is a very unusual research setting, characterized by particular elements and specific issues. For example, this “new opportunity” has to come to terms with the way in which the conventional approaches to the study of new media, within the theoretical horizon of CMC, used to represent the researcher, considering him to be “external” to the media environments, and, similarly, with the role attributed to new technologies, considered solely as tools for planning and managing experimental situations that were strongly characterized in terms of controlled artificiality. More recently, with the consolidation of approaches akin to ethnology and anthropology (such as netnography), there has been a tendency to think of the researcher as being hidden by these new technologies, thus, eliminating his potential meddling in the data production process. methodological issues Here, we consider some of the aspects that the assumption in critical terms of the new settings for mediated interaction research inevitably entails. a) A more markedly psychosocial interpretation of the new environments with varying degrees of virtuality requires a shift in emphasis: rather than cyberspace – intended as a set of tools that allows the Internet to function – it urges us to consider them as cyberplaces, recognizing in them the co-construction of meanings and management of the interactions between those who act inside them, thus, considering them contexts in which the construction of intersubjectivity occurs partly in the same way as in face-to-face social spaces [2], and partly according to processes that are yet to be explained. b) We recognize the “mediated” nature of the researchersetting-study object relationship, which requires a reflection on the ways in which it “immerses” into the medium. For example, one recent study focusing on user dynamics in Massive Multiplayer Online Role Playing Games (MMORPG) in school contexts, conducted by one of the authors, highlighted how the researcher, in order to observe, in order to understand and interpret the alternating in-game/out-game processes or group dynamics, had to actively “immerse” himself in the environment, considered not merely as a setting useful to the organization of a complex trial design, but rather as an environment to “be inhabited” and that is anything but easily controlled, in which the “here and now” of the events could not be reduced to action tracking, the simple recording of discursive, exploratory, competitive or play activities. c) Considering the settings for mediated interaction research such as cyberplaces leads us to reflect on two questions. The first concerns the consequences the symbolic aspects of the new media will have on the research. For instance, to what extent does the symbolic load of a social network or a Virtual Reality (VR) environment “weigh” on the narrations produced/co-produced by the individuals and groups interviewed and on their mediated interactions? Secondly, we need to further explore the network of relationships between the (cyber)places investigated and unmediated reality, to grasp implications and mutual contaminations. Indeed, it is not un- JCR CT16 Oral Presentations usual for those who study these new settings to encounter reluctance and refusal, based on questions “external” to the environment forming the object of the study, or “transverse” to numerous environments, for example, of an organizational or institutional nature, as we saw in a recent study on the integration of web 2.0 tools in the banking and insurances sectors. Conclusion With this work, we intend to make a contribution to the debate on the three areas outlined above, using our recent experiences in mediated interaction research, along the lines of thought that can be summarized by the following three questions: a) Is it useful to analyze the psychosocial dimension of mediated interaction research settings? If so, on which variables is it worth concentrating our attention? b) What weight do the modalities of the researcher’s presence in the cyberplace(s) being studied have on the data production and analysis processes? c) What is the role of the symbolic dimension in the narra- 207 tions proposed by the subjects participating in the study and of the pragmatic dimension on the assimilation processes of the results obtained? references [1] A. Barak, J. Suler, “Reflections on the psychology and social science of cyberspace.” In Psychological aspects of cyberspace: Theory, research, applications, edited by A Barak. Cambridge University Press, 2008. [2] C. Galimberti, “Segui il coniglio bianco. Strategie identitarie e costruzione della soggettività nelle interazioni mediate.” In Identità in relazione. Le sfide odierne dell’essere adulto, edited by C. Regalia and E. Marta, Milano: McGraw Hill, (2010), 73-127. [3] J. Blascovich, J. Loomis, A. Beall, K. Swinth, C. Hoyt, and J. N. Bailenson. “Immersive virtual environment technology as a methodological tool for social psychology.” Psychological Inquiry 13 (2002): 103-124. posTTraumaTiC sTress disorder: preVenTion and neW TreaTmenT Tools startle reactivity in acute stress disorder and posttraumatic stress disorder Dragica Kozarić-Kovačića,1, Andrea Jambrošić Sakomana and Tanja Jovanovicb Referral Centre for Stress Related Disorders of the Ministry of Health and Social Welfare of the Republic of Croatia, Department of Psychiatry, University Hospital Dubrava, Zagreb, Croatia b Department of Psychiatry and Behavioral Sciences, Emory University School of Medicine, Atlanta, GA, USA a Corresponding author: Dragica Kozarić-Kovačić University Hospital Dubrava Avenija Gojka Suska 6 Zagreb, Croatia E-mail: dkozaric_kovacic@yahoo.com 1 abstract The study presents preliminary psychophysiological data analyses from 16 individuals (10 women and six men) JCR with acute stress disorder (ASD) within one month and six months after trauma experience. Half of the participants met criteria for posttraumatic stress disorder (PTSD) after six months. Psychophysiological parameters can provide better clarification between ASD and PTSD patients. Heightened startle magnitude in the immediate aftermath of trauma may be a good predictor of PTSD; moreover, a lack of startle habituation appears to be a more stable marker of PTSD, which persists for six months after trauma exposure. Keywords: Acute Stress Disorder, Posttraumatic Stress Disorder, Psychophysiology, Startle Response, Electromyogram, Electrodermal Activity, Electrocardiogram Activity, Heart Rate introduction Exaggerated startle responses are among the diagnostic criteria shared by acute stress disorder (ASD) and posttraumatic stress disorder (PTSD). The acoustic startle reflex is one of the startle responses that is typically measured in the laboratory with sudden, high-intensity tones used as startle stimuli delivered through head- 208 phones. The startle reflex is considered to be a sensitive measure of individual differences in emotional reactivity [1]. Startle reactivity measures include the magnitude of the orbicularis muscle electromyogram (EMG), heart rate (HR) and skin conductance (SC) responses. Startle reactivity in ASD patients has not been sufficiently investigated, while studies of startle reactivity in PTSD patients have frequently reported exaggerated startle reactions. For PTSD patients, findings of EMG startle responses were less consistent than those of HR and SC measures [2]. One study found elevated eye blink EMG in patients suffering from PTSD, but not ASD [3]. Another study found that pre-trauma SC responses to startle stimuli could support the biological models of the acute arousal and its relation to development of PTSD [4]. Some of the studies have found larger eye blink EMG, SC response magnitudes, and slower habituation rates to startle stimuli in PTSD patients [5, 6]. Some authors suggest that results of startle reactivity shown by the studies of PTSD patients may serve as a vulnerability marker for the development of anxiety disorders [7]. Studies of ASD add to our knowledge of PTSD and its underlying neurobiology, as well as describe protective factors in the aftermath of trauma. aim The aim of this study is to prospectively examine the psychophysiological responses in patients diagnosed with ASD after experiencing a traffic accident or violent attack. The first evaluation was done within the first month after a traumatic experience, the second assessment was done six months later, and the third assessment was done after 12 months. CT16 Oral Presentations (MINI) [9], Acute Stress Disorder Structured Interview (ASDI) [10], and Clinician Administered PTSD Scale (CAPS) [11]. Dissociative experiences were evaluated using The Dissociative Experience Scale [12] and The Peritraumatic Dissociative Experiences Questionnaire [13]. The Biopac MP150 system (Biopac Systems, Inc., Aero Camino, CA.) was used for psychophysiology recording. results Preliminary data analyses from 16 individuals (10 women and six men) immediately after trauma and six months after trauma indicate that 50% met criteria for PTSD after six months. Mean age of ASD participants was 46.1± 11.35 years. The eight participants who developed PTSD did not differ in age or gender from the eight that did not. However, when first tested for startle reactivity, those who later developed PTSD had a significantly higher startle magnitude (M=129.02, SE=27.00 µV) compared to those whose condition improved (M=27.12, SE=8.24 µV), F (1, 14)=13.03, p=0.003. Moreover, only those that improved showed significant startle habituation over the seven startle probes, linear trend F (1, 7)=6.38, p=0.04. When re-tested after six months, average startle magnitude no longer differed between groups, F (1, 14)=0.66, p>0.1, due to a reduction in the startle magnitude in PTSD participants over time. However, a lack of habituation was still present in the PTSD subjects, as only those who had improved after six months showed significant startle habituation at this time point as well, linear trend F (1, 7)=9.80, p=0.02. EMG activity, electrodermal activity (EDA), electrocardiogram activity (ECG), and respiration were recorded at baseline and during a startle procedure in follow-up study design. Conclusion Psychophysiological parameters can provide better clarification between ASD and PTSD patients. Heightened startle magnitude in the immediate aftermath of trauma may be a good predictor of PTSD; moreover, a lack of startle habituation appears to be a more stable marker of PTSD, which persists for six months after trauma exposure. methods and participants We used the same battery of scales and diagnostic procedures as we have previously reported [8]. Psychiatric disorders were assessed by administrating the Mini International Neuropsychiatric Interview, Croatian version Acknowledgments This research was supported by the Ministry of Science and Technology of the Republic of Croatia, in the project: Psychophysiological diagnostics of the stress related disorders (198-0982522-0075). JCR CT16 Oral Presentations 209 references [1] D. Cicchetti, D. J. Cohen, eds, Developmental psychopathology, 2nd edition, Wiley, 2006. tered PTSD Scale (CAPS), National Center for PostTraumatic Stress Disorder, Behavioral Science Division, Boston, 1990. [2] N. Pole, The psychophysiology of posttraumatic stress disorder: a meta-analysis. Psychol Bull, 133 (2007), 725-746. [12] E.M Bernstein, F.W. Putnam, Development, reliability, and validity of a dissociation scale, J Nerv Ment Dis, 174 (1986), 727-735. [3] K. Elsesser, G. Sartory, A. Tackenberg, Attention, heart Rate, and startle responce during exposure to trauma relevant pictures: A comparison of recent trauma victims and patients with Posttraumatic Stress Disorder, J Abnorm Psychol, 113 (2004), 289-301. [13] C. R. Marmar, D. S Weiss, T. J. Metzler, The peritraumatic dissociative experiences questionnaire. In: Assessing psychological trauma and PTSD, J. P. Wilson and T. M. Keane, eds, Guilford Press, New York, 1997. [4] R. M. Guthrie, R. A. Bryant, Auditory startle response in firefighters before and after trauma exposure, Am J Psychiatry, 162 (2005), 283-290. [5] A. Y. Shalev, T. Peri, D. Brandes, S. Freedman, S. P. Orr, R. K. Pitman, Auditory startle response in trauma survivors with posttraumatic stress disorder: a prospective study, Am J Psychiatry, 157 (2000), 255–261. ––––––––––––––––––––––––––––––––––––––––––––– enhancing stress management skills in military personnel using biofeedback and immersion in a stressful Videogame: a randomized Control Trial François Berniera,1, Stéphane Bouchardb, Geneviève Robillardb, Brian Morinc and Hélène Forgetb Defence R&D Canada – Valcartier Université du Québec en Outaouais c Clinique de Psychologie Cognitive a b [6] L. J. Metzger, S. P. Orr, N. J. Berry, C. E. Ahern, N. B. Lasko, R. K. Pitman, Physiologic reactivity to startling tones in women with posttraumatic stress disorder, J Abnorm Psychol, 108 (1999), 347–352. [7] C. Grillon, Startle reactivity and anxiety disorders: Aversive conditioning, Context, and Neurobiology, Biol Psychiatry, 52 (2002), 958-975. [8] D. Kozarić-Kovačić, A. Jambrošić Sakoman, T. Jovanovic, G. Milas. Psychophysiological indicators of acute stress disorder. Stud Health Technol Inform, 154 (2010):185-189. [9] Y. Lecrubier, E. Weiller, T. Hergueta, P. Amorim, L. I. Bonora, J. P. Lépine, D. Sheehan, J. Janavs, R. Baker, R. K. Sheehan, K. Knapp, M. Sheehan, Mini international neuropsychiatric Interview (MINI). Croatian version 5.0.0 /DSM-IV/ current, August 1998. Croatian translation: N. Henigsberg, 2006. [10] R. A. Bryant, M. L. Moulds, R. M. Guthrie, Acute Stress Disorder scale: A self-report measure of Acute Stress Disorder, Psychological Assessment, 12 (2000), 61-68. [11] D. Blake, F. Weathers, L. Nagy, D. Kaloupek, G. Klauminzer, D. Charney, T. Keane, Clinician-Adminis- JCR 1 Corresponding author: François Bernier Defence R&D Canada – Valcartier 2459 boul. Pie-XI Nord Québec G3J 1X5 Canada E-mail: Francois.Bernier@drdc-rddc.gc.ca abstract This study assessed the efficacy of using visual and auditory biofeedback while immersed in a 3-D videogame to practice a stress management skill (tactical breathing). All 41 participants were soldiers who had previously received basic stress management training and first aid training in combat. On the first day, they received a 15minute refresher briefing and were randomly assigned to either: (a) no additional SMT training for three days; or (b) 30-minute sessions (one per day for three days) of biofeedback-assisted SMT while immersed in a horror/first-person shooter game. The training was performed in a dark and enclosed environment using a 50inch TV with active stereoscopic display and loudspeakers. On the last day, all participants underwent a live simulated ambush with an improvised explosive device, where they had to provide first aid to a wounded 210 soldier. Stress levels were measured with heart rate at baseline, during an apprehension phase, and during the live simulation. Stress was also measured with salivary cortisol collected when waking-up, before and after the live simulation. Repeated-measure ANOVAs and ANCOVAs confirmed that practicing SMT was effective in reducing stress. Results are discussed in terms of a “buyin” factor facilitating the practice of SMT in soldiers. Keywords: Stress Management Training, Soldiers, 3-D Games, Biofeedback, Posttraumatic Stress Disorder, Games for Health, Cortisol, Heart Rate Author Note: The opinions expressed in the publication reflect the opinion of the author and do not necessarily represent the opinion of the Canadian Forces or the Department of National Defence. introduction Exposure to combat in theater of operations is associated with a high risk of developing posttraumatic stress disorder. As a consequence, there is an increase in interest toward the development of emotion regulation skills that foster resilience [1]. Stress management training (SMT) has been shown to be effective to reduce stress [2] and tactical breathing [3] is frequently taught to soldiers. Although preliminary data from the few available programs are somewhat encouraging, they are confronted with significant adherence problems. Practicing SMT is a challenge for people involved in a culture where virility and an “Army Strong” mentality prevail. In addition, it requires the trainers to stress the soldiers so they can practice the necessary coping skills. The efficiency of horror/first-person shooter games to induce enough stress to practice SMT has been shown in a previous study [4]. The aim of the current study was to confirm that practicing SMT would increase the efficiency of “training as usual” offered to military personnel. method After a 15-minute refresher briefing on SMT and tactical breathing, 41 soldiers were randomly assigned to either: (a) a “training as usual” control (TAU-Control) condition where no session of supervised practice was offered to soldiers; or (b) a practice condition (Practice) where three daily sessions were offered to practice SMT while using biofeedback to inform the participant on current level of arousal and while being immersed in a 3-D game to induce stress. CT16 Oral Presentations The training program required participants to wear a ProComp Infinity system monitoring their heart rate and skin conductance while playing a modified version of the game Left 4 Dead for 30 minutes. By referring to a two-minute baseline recorded while loading the game, both physiological parameters were integrated to provide visual (increasingly opaque red filter masking the visual display) and audio (heart rate) feedback. A coach assisted the participants in noticing their signs of stress, learning to apply tactical breathing and mastering this skill while being more involved in the 3-D game. The coach could also adjust “on the fly” the sensitivity of the feedback and the relative weight of the heart rate versus the skin conductance, as well as modify the baseline level in order to maximize the chances that participants could benefit from the biofeedback. On day five, all participants were subjected to a simulated ambush with an improvised explosive device where they had to provide first aid to a wounded soldier (live actor). The dependent measures in this study were stress levels measured using heart rate and salivary cortisol. Heart rate was recorded continuously with a wireless ProComp Infinity and a Polar belt during three phases: (a) baseline;(b) apprehension (i.e., when receiving their mission and when waiting to move to the ambush situation); and (c) during the simulation (i.e., when providing first aid and when a second bomb exploded). Cortisol was measured when waking-up in the morning, at the baseline and after the simulation. Two advantages of the cortisol measure were that it was not influenced by the physical efforts of performing first aid and it allowed using heart rate during the simulation as a covariable. results Participants in both conditions did not differ significantly on descriptive variables such as age, rank, previous exposure to combat, etc. A first repeated measure ANOVA comparing heartrate during the baseline to the apprehension level revealed a statistically significant difference between participants favoring the Practice condition over the increase in the TAU-Control condition. The second repeated measures ANOVA comparing heart rate levels during the simulation and the baseline revealed a significant increase that was similar in both conditions. A 2 Times (pre/post) by 2 Conditions (TAU-Control/Practice) repeated measure ANCOVA for cortisol levels with morning level and maximum heart rate during the simulation as covariables revealed a statistically significant interaction. Participants who could practice SMT in the JCR CT16 Oral Presentations 211 Katharine C. Searsa,1, Raymond C. Rosenb, Josef I. Ruzeka, Donn W. Garverta, Lauren D. Smithb, Lisa D. Marceaub, Mary Jo Larsenc and Brett Litzd stressful immersions were less stressed by the live simulation than those who received the training as usual. Conclusion There is a growing interest in the military about resilience and the development of emotion regulation skills. However, it is doubtful that limiting the training of military personnel to teaching SMT in a classroom would be sufficient to result in significant mastery of the techniques. Practice is essential; yet, it may be insufficient unless there is objective information about the level of arousal and the immediate impact of the technique. The immersion in a stressful game, coupled with biofeedback, has the advantages of inducing enough stress to practice SMT and enough feedback to allow soldiers to master the technique and increase their perceived self-efficacy. Therefore, the most significant advantage of the immersion probably rests on the fact that playing videogames has a strong “buy-in” value: it is more likely to be accepted by soldiers than simply practicing techniques that may be considered “too feminine for a real man” [5]. references [1] Casey Jr., G. W. (2011). Comprehensive soldier fitness. A vision for psychological resilience in the U.S. Army. American Psychologist, 66 (1), 1-3. [2] Bouchard, S., Bernier, F., Boivin, E., & Robillard, G. (submitted). Modes of immersion and stress induced by commercial (off-the-shelf) 3D games. [3] Grossman, D., & Christensen, L. W. (2008). On combat. The psychology and physiology of deadly conflict in war and in peace, 3rd edition. Warrior Science Publications. [4] Bouchard, S., Guitard, T., Bernier, F., Dumoulin, S., & Boulanger, J. (submitted). The potential of stress management training as a coping strategy for stressors experienced in theater of operation: A systematic review. [5] Wexler, D. B. (2009). Men in therapy. New approaches for effective treatment. New York: W. W. Norton & Co. ––––––––––––––––––––––––––––––––––––––––––––– internet-based Cognitive behavioral Therapy skills Training for Clinicians: Content development, participant feedback and future directions JCR United States Department of Veterans Affairs National Center for PTSD, Dissemination & Training Division, Menlo Park, CA b New England Research Institutes c The Heller School, Brandeis University d Department of Psychology, Boston University a Corresponding author: Katharine C. Sears VA National Center for PTSD 795 Willow Road, Menlo Park California 94025 USA E-mail: Katharine.sears@va.gov 1 abstract In recent years, a wide range of new technologies (e.g., video teleconferencing, Virtual Reality, internet-based interventions) have been applied to the field of mental and behavioral health, with positive outcomes. The current study is a randomized controlled trial of web-based clinical skills training for therapists and counselors (n = 168) who treat Veterans with Posttraumatic Stress Disorder (PTSD). Participants were randomized into one of three arms: 1) control; 2) web training; or 3) web training plus follow-up telephone consultation. Participants in the “web training” and “web plus” groups were exposed to three 2 hour interactive online training modules that teach core elements of Cognitive Behavioral Therapy (CBT). Participants were asked to login during their free time to take the self-paced trainings and had access to the site throughout the remainder of the study period, except during assessment intervals. Participants in the “web plus” condition then received five weeks of post training telephone consultation. All participants were evaluated on skill performance (via simulated interview) and clinical knowledge at pre and post. Data collection is complete and preliminary results will be presented along with a discussion of web module development, strengths and weaknesses of the interactive training, and special considerations regarding follow-up telephone consultation for web-trained skills. Keywords: Online, Training, Cognitive Behavioral Therapy, Posttraumatic Stress Disorder 212 introduction In recent years, a wide range of new technologies (e.g., video teleconferencing, Virtual Reality, internet-based interventions) have been applied within the field of mental and behavioral health, with positive outcomes [1]. Also within these fields, the dissemination of evidencebased treatments has been identified as a high priority area [2,3]. Web and other communications technologies have the potential to revolutionize the way that we approach training and dissemination in the behavioral sciences. The current study is a randomized controlled trial of web-based clinical skills training, for therapists and counselors (n = 168) who treat Veterans with Posttraumatic Stress Disorder (PTSD). method We recruited psychologists, psychiatrists, clinical nurse specialists, and rehabilitation counselors working in a variety of treatment settings within the Veterans Affairs (VA) system. Participants were randomized into one of three arms: 1) control; 2) web training; or 3) web training plus follow-up telephone consultation. Control participants were assessed at pre and post and did not receive any online training intervention. Participants in training groups were exposed to three 2-hour interactive online training modules focused on three core CBT skills: motivational interviewing; goal setting; and behavioral task assignment. Modules were designed to be maximally interactive within cost limitations. Each one included printable handouts, audio examples, interactive exercises for each skill, and figures/diagrams to supplement text and audio descriptions. Modules were designed to be sequential pages with “back” and “forward” capabilities. Participants were asked to login during their free time to take the self-paced trainings anytime during the four week training interval. Participants in the “web plus” condition also received five weeks of post training telephone consultation, in which consultants adhered to a protocol developed directly from the online content. results Participants in all three arms were evaluated on skill performance, clinical knowledge, self-efficacy, self-delivery of skills, and relevant covariates (e.g., organizational barriers, attitudes towards CBT) at pre and post. Knowledge, self-efficacy, attitudes, and covariates were assessed via online questionnaires and clinical skills performance was evaluated via telephone-based simulated CT16 Oral Presentations patient interviews. A performance rating scale and coding manual were developed for the interviews, and research staff trained six expert raters to evaluate transcripts of participant performance. Data also include participant feedback about web module design and perceived efficacy of the trainings to meet learning objectives. Conclusion The current paper will discuss preliminary findings (e.g., knowledge changes) and feedback data about the strengths and weaknesses of online training and telephone consultation, aiming to address the following questions: how can course content and multimedia display be manipulated to maximize learning?; what are some potential strengths and weaknesses of this method for training mental health providers?; how can followup consultation be designed to best compliment online learning? references [1] Cucciare, M.A. & Weingardt, K.R. Using technology to support evidence-based behavioral health practices. Routledge, New York, 2010. [2] McHugh, R.D. & Barlow, D.H. The dissemination and implementation of evidence-based psychological treatments: A review of current efforts. American Psychologist 65 (2010), 73–84. [3] Ruzek, J.I. & Rosen, R.C. Disseminating evidencebased treatments for PTSD in organizational settings: A high priority focus area. Behavior Research and Therapy 47 (2009), 980–989. ––––––––––––––––––––––––––––––––––––––––––––– military motion-based memory desensitization and reprocessing (3mdr): a novel Treatment for posttraumatic stress disorder – proof of Concept Agali Merta,1 and Eric Vermettenb National Military Rehabilitation Center Aardenburg, Doorn, The Netherlands b Military Mental Health Research, Utrecht, The Netherlands a Corresponding author: Agali Mert Korte Molenweg 3, Postbus 185 1 JCR CT16 Oral Presentations 3940 AD, Doorn The Netherlands E-mail: a.mert@mrcdoorn.nl abstract Introduction: The dual task processing in eye movement desensitization and reprocessing (EMDR) has proven effective for the treatment of deployment related posttraumatic stress disorder (PTSD). The procedure is typically performed in a sedentary condition with imaginary exposure conditions. Therapeutic adherence has been reported as a problem in military populations, compromising treatment efficacy. We aimed at designing a treatment procedure that preserved the dual task processing principle, yet introduced new engagement by performing the desensitization during motion, by walking on a treadmill. Moreover, we aimed at exposure to real high affect pictures of deployment setting. Our objective was to design a modified EMDR procedure for deployment related PTSD using motion-based memory reprocessing with Virtual Reality (VR). Method: We designed a treatment based on the 6-DoF motion base of the Computer Assisted Rehabilitation Environment (CAREN) facility. This added to regular therapy physical (walking) elements, virtuality with visual (pictures/words with 180deg field of vision) and auditory (Dolby surround). Subjects walked a repetitive cycle while walking and viewing high affect pictures of deployment scenes. Dual task processing was maintained by an oscillating ball. Aspects of presence were adhered to, in order to maximize possible positive outcome. Results/Conclusions: The proof of concept will be presented with preliminary results on efficacy and therapeutic adherence. Keywords: Eye Movement Desensitization and Reprocessing, Posttraumatic Stress Disorder, Virtual Reality, Military introduction Deployment related posttraumatic stress disorder (PTSD) is a chronic disabling disorder, causing functional disability and mental suffering. Contemporary and effective interventions for PTSD are cognitive behavioral therapy (CBT) and eye movement desensitization and reprocessing (EMDR) [1]. EMDR has seen a rapid breakthrough in the last decade and has proven to be effective for its treatment and can result in the resolution JCR 213 of the condition. Both are based on exposure as a guiding principle for therapeutic efficacy. Exposure can be offered with imagery, graded, prolonged and Virtual Reality (VR) procedures. Typically six to eight sessions should be sufficient to achieve symptom improvement. PTSD in military personnel is characterized by the frequent co-occurrence of other psychiatric problems and physical complaints. Typically, military personnel present with complex PTSD, in part due to a delayed presentation. Therefore, additional assessments as well as interventions that are beyond the scope of conventional civilian PTSD are needed. EMDR is a form of imaginal exposure accompanied by typical saccadic eye movements. It is conducted by having the patient focus on a disturbing image with high affect or memory, while the therapist moves a finger across the patient's visual field. The high affect picture will activate the memory network. Following the finger serves as a distractor task that enables desensitization of the disturbing memory. The saccadic eye movements result from the patient tracking the therapist's finger. It is a general thought that EMDR is based on the principle of dual task processing – involvement in a high affect task (viewing emotional pictures) while performing a distraction task (watching a finger/ball that moves in an oscillating way, either on a display or, in the case of a finger from left to right in front of the patient’s eyes). Since its inception, EMDR has been the focus of much controversy, but in the last decade it has resulted in a breakthrough in the treatment of PTSD. In some studies, prolonged exposure and EMDR did not differ significantly for change from baseline to either posttreatment or follow-up measurement for any quantitative scale. EMDR is typically performed in a sedentary position, as most psychotherapeutic treatments are. While CBT and EMDR are the most effective treatments currently available for PTSD, and phase orientation is recognized as an important factor in therapy, there is still a need to find interventions that are more efficient. Moreover, in our clinical setting we experience relatively low therapeutic adherence by young adults because EMDR and other psychotherapeutic interventions are performed in a sedentary manner. Designing therapy in a VR scenery in which the patient participates, by walking on a treadmill, could offer new therapeutic possibilities to challenge patients with. Walking could add a principle of motion-based learning that could enhance memory processes – either new learning or extinction processes. 214 We aimed at designing an invitational and challenging form of PTSD therapy that built on the successful elements of regular PTSD/EMDR therapy, but transferred to the realm of VR. We were able to conceptualize this new procedure in a multisite effort together with the Canadian Forces. The first conceptual proof of concept phase has been finalized in the Netherlands. method A novel treatment of PTSD, called 3MDR, was designed on the 6-DoF motion base of the Computer Assisted Rehabilitation Environment (CAREN, Motek Medical, Amsterdam, Netherlands) facility at the Military Rehabilitation Center in Doorn, Netherlands. 3MDR adds to regular therapy virtuality with visual (pictures/words with 180deg field of vision), auditory (Dolby surround) and physical (walking) elements. Prior to the start of the therapy, subjects delivered personal pictures with high emotional load. Therapeutic principles of EMDR in dual task processing of emotional (emotional pictures, activating memory network) and irrelevant stimuli (moving object, facilitating desensitization, new learning) have been maintained. Aspects of presence were adhered to, to maximize possible positive outcome. The CAREN facility is a 6-DoF motion base on which a single belt (max 18 km/h) treadmill is integrated. Directly underneath the treadmill are four force plates. A six meter screen encircles the motion base enabling a 180 degree field of vision (average distance of eye to screen was 2.5 m). Three LCD projectors, several meters above the subject, project a virtual environment on the screen. At the level of the LCD projectors, located in a square, are nine Vicon 3-D motion capture cameras and three are present at the level of the motion base. At the start of a session, subjects first familiarized themselves with treadmill walking by music guided walking for five minutes. A repetitive cycle is started in which a deployment related photo with high affect is presented on the screen. The visual distance to the picture is 50 m. Each cycle contains three phases. The first is the maximizing affect in which the subject interacts with the picture, since walking will move the picture closer. Initially, walking is in a fixed pace mode, but after five seconds changes to a self-paced mode to allow control over speed at which the picture is full screen. In the second phase, desensitization, the picture freezes and the patient continues to walk. A virtual ball making a horizontal sinusoidal movement (one sine wave per second) is presented CT16 Oral Presentations on the screen for a duration of 24 seconds. This movement is augmented with typical “clicking” sounds. Subjects are instructed to follow the ball for the time duration, and push a button on a device that is held in their hand to sign that emotional arousal is maximal. The picture will then dissipate. The third phase, cognitive and emotional assessment, is when the scenery is changed to a tunnel. Therapists will ask for associative words that come into patients’ minds and these are then displayed in the tunnel. Total time duration for these three phases last three minutes. Each phase will be repeated for a total of seven times. The consecutive sequences will be facilitated by discrete musical background. Communication between patient and therapist is maintained through a headset. results The proof of concept will be presented and motivated as well as preliminary results and conclusions about the efficacy and therapeutic adherence. discussion/novelty This is the first type of PTSD therapy that builds on the successful elements of regular PTSD/EMDR therapy, but transferred to the realm of VR using a 6-DoF motion base. references [1] Cukor, J.; Olden, M.; Lee, F., and Difede, J. Evidence-based treatments for PTSD, new directions, and special challenges. Ann N Y Acad Sci. 2010 Oct; 1208:82-9. ––––––––––––––––––––––––––––––––––––––––––––– a Virtual reality serious game for Training older patients for a Treated fire related posttraumatic stress disorder in personal fire safety skills: a Case report Ioannis Tarnanasa,1 and Orestis Giotakosb Hellenic Association for Alzheimer’s Disease, Aristotle University of Thessaloniki b EPINOISI not for profit company a Corresponding author: Ioannis Tarnana Hellenic Association for Alzheimer’s Disease Aristotle University of Thessaloniki Greece E-mail: i.tarnanas@vrethics.com 1 JCR CT16 Oral Presentations abstract We present a case of a 74-year-old Greek male who has suffered from fire-related Posttraumatic Stress Disorder (PTSD), and memory and orientation problems. The patient was assessed with neuropsychometric tests, auditory event-related potentials and cerebrospinal fluid proteins, and was diagnosed with mild cognitive impairment. The emphasis on the case is on the use of a Virtual Reality (VR) serious game as a tool to treat personal fire safety skills. First, we will provide motivations for adopting serious games in this domain, the mild cognitive impairment patients’ domain. Second, we will describe in detail the game we have developed. Third, we will show how data logged by the game can be used for players’ behavior analysis. Finally, we will discuss future work. Keywords: Posttraumatic Stress Disorder, Serious Games, Fire Safety, Training, Virtual Worlds, Virtual Environments introduction A 74-year-old Greek male patient was referred to the Memory Outpatients Clinic of the "G. Papanikolaou" Hospital on October 17, 2010, due to treated fire-related Posttraumatic Stress Disorder (PTSD) and current memory and orientation problems. The orientation problems were reported to be worse at night. The patient was 1.76 m tall and 92 kg and had nine years of education. His problems began five years before, with initial symptoms of mood and behavioral changes. One initiating factor that was mentioned was the loss of his brother due to a fire. A neuropsychological examination was performed. The score in the Mini-Mental State Examination (MMSE) [1, 2] scale was 27/30 and the Clinical Dementia Rating (CDR) [3] scale was 0.5 suggesting that global cognitive function was satisfactory. The score in the Geriatric Depression Scale (GDS) [4] was 0/15, excluding depression as a diagnosis. Neuroimaging studies (MRI) revealed slight microdegenerative changes of arterial type and slight atrophy of the right hippocampus. The patient was diagnosed as having mild cognitive impairment (MCI). Auditory event-related potentials (ERP) were performed to the patient, who was included in the study of Papaliagkas et al. [5]. The P300 and SW latencies were found to be 591 ms and 779 ms respectively. Compared to the mean values of the latencies observed in a group of 91 MCI patients JCR 215 (mean ± SD value for P300: 406.4 ± 51.8 ms and for SW: 536.35 ± 62.11 ms) the patient's figures were higher by more than three standard deviations for P300 and by more than four for SW. On the contrary, the value of N200 latency (260 ms) was approximately equal to the respective mean value of the MCI patients (252 ms). A CSF sample was also obtained with lumbar puncture. The β-amyloid(1-42) and tau levels were determined, using the sandwich ELISA INNOTEST β-amyloid(1-42) and hTau-Antigen sandwich ELISA kits of Innogenetics, Ghent, and Belgium. Both protein levels were within normal levels according to the kit manufacturer (β-amyloid(1-42) = 911 pg/ml, tau = 194 pg/ml). A follow-up examination was performed after 12 months. The MMSE score was stable (27/30). P300 and SW latencies continued to be extremely high (P300 = 625 ms and SW = 751 ms), whereas N200 latency (268 ms) was still approximately equal to the mean value of the MCI patients (255 ms). Furthermore, CSF proteins continued to be within normal levels (β-amyloid(1-42) = 791 pg/ml, tau = 109 pg/ml). motivation In general, analyzing how people navigate and interact in a virtual environment (VE) can be interesting both for psychological studies of users and for optimizing VEs for rehabilitation and interaction. Stress during a real emergency creates the so-called “tunnel vision” phenomenon in which people’s attention narrows to only a very limited number of details, usually at the center of the field of view [6]. This phenomenon can leave signs unnoticed by the occupant, and can be exacerbated by suboptimal visibility conditions (e.g., insufficient illumination or smoke), sign design or sign placement. From an affective neuroscience and cognitive point of view, this approach would allow the patient to rehabilitate different types of procedural and spatial knowledge [7, 8]: landmark; route; and survey knowledge. From this perspective, the serious game experience could help patients build richer emotional responses and cognitive maps. For example, as discussed by [9], the frequent real world prohibition of using the alternate exits during non-emergency conditions limits the formation of cognitive maps and inadvertently creates negative associations and biases, highly limiting the likelihood of their use in emergencies. The author explicitly proposes training and clinical rehabilitation to reduce this problem. 216 We believe that a serious game engine should be provided with physiologically sound models of human activities, ideally with the possibility for the player to personalize these models based on her personal data. It could be also interesting to demonstrate the effect of the personalization before starting to play scenarios, so that players could familiarize with the differences their character will show with respect to typical recreational games. CT16 Oral Presentations sessed using a single sample Lilliefors hypothesis test of composite normality. Average data is expressed as mean ± standard error of the mean in the text and the figures, unless otherwise stated. For all statistical comparisons the significance level was set to 5% (p < .05). All statistical analysis was performed using MATLAB 2008 (MathWorks Inc.) and SPSS 17.0 (SPSS Inc., USA). Another topic of future work concerns how to make the player more aware of the physiological state of her character (e.g., strength, injuries, etc.) and the environment (e.g., heat, highly toxic smoke, etc.) in the game. This requires a careful exploitation of visual and audio cues. Cognitive auditory ERPs have been widely used in this study to assess the mental processes, such as recognition, categorization of stimuli, and expectancy or shortterm memory, while there are many regions in the brain, especially in the temporal lobe, the parietal lobe and the hippocampus which are thought to be responsible for its generation [10]. results We quantitatively defined the relationship between fire evacuation task difficulty and the game parameters, allowing the patient to autonomously adjust the properties of the game to the abilities of the user with treated PTSD. As expected, the patient reached dissimilar difficulty levels for emotionally demanding and non-emotionally demanding scenarios. A correct adaptive procedure requires that the difficulty of the task is changed, but the final score should be similar for both emotionally demanding and non-emotionally demanding scenarios. Indeed, for the emotional scenarios score we got a model fit (R2 = 0.3745, F(2.37) = 82.4866, p < .001). protocol To be able to assess the relationship between game parameters and fire safety skills performance, the case patient performed 10 fire evacuation scenarios with different fire sizes, location and span each time. For a specific combination, each parameter could have one of four predefined values: Fire Speed = [8, 14, 19, 25] m/s; Interval = [.25, .50, 1.0, 1.5] s; Range = [.42, .69, .83, .97] m; and Size = [.07, .14, .21, .28] m. We selected this set of parameters in order to cover the behaviorally relevant part of the parameter space while keeping the number of trials within practical limits. We varied the gaming parameters every 10 trials (i.e., 10 scenarios). We identified specific properties of the fire evacuation task by exploring the individual gaming parameters (fire range, fire speed, and time interval between fire movements). For low difficulty scenarios, we found no significant differences between trials in fire range [ttest, t (9) = -.055, p = .957], fire movement interval [t (9) = 1.199, p = .261] and fire speed [t-test, t (9) = .233, p = .821]. On the other hand, for more difficult – emotionally demanding scenarios – we found significant differences between trials for fire movement interval [t-test, t (8) = -2.71, p = .027] and fire speed [z = -2.07, p = .038]. data analysis To assess the main and interaction effects of the game parameters on the performance of the fire evacuation task, we performed a four-way analysis of variance (ANOVA) with the game score as the dependent variable and fire speed, interval, range and size as independent variables. Once we identified the main effects and interaction effects between the parameters of the training scenario and the user's performance, we quantified this relationship using a quadratic multiple regression model, and extracted the parameters of the regression for all trials. The normality of the distribution was as- Comparing the performance of the individual between trials, the patients’ auditory ERP (P300) after the session showed significantly lower latency and high amplitude, when compared with patients’ emotionally demanding and non-emotionally demanding scenarios (difficult/emotionally demanding: [t-test, t (17) = -2.64, p = .017] for fire range, [t-test, t (17) = 2.69, p = .015] for fire movement interval and (Mann-Whitney, z = 3.67, p = 2.2 × 10-5) for fire speed; not difficult/nonemotionally demanding: [t-test, t (11.6) = -3.05, p = .010] for fire range; [t-test, t (10.5) = 3.61, p = .004] for fire movement interval; and (Mann-Whitney, z = 3.59, p = 4.3 × 10-5) for fire speed]. JCR CT16 Oral Presentations discussion In summary, resilience can be defined as the capacity to recover following stress or trauma exposure by adopting healthy strategies for dealing with trauma and stress. Although the importance of stress resilience has been recognized, the underlying neurocognitive mediators have not yet been identified. Thus, the primary goal of this case study was to investigate memory-related brain activity in a traumatized elder who attended a post-traumatic, Virtual Reality (VR), fire evacuation stress coping program. During auditory ERP (P300) and ERP source localization approaches (sms-LORETA), emotionally demanding and non-emotionally demanding scenarios had to be encoded twice. 3-D tomography methods such as low-resolution electromagnetic tomography [11] provide a promising approach for source localization of ERPs where no strong a priori hypotheses exist regarding the number and location of possible generators. LORETA results in a solution that is blurred and covers the area of maximal activity with a certain degree of dispersion. For subsequent retrieval, the difficult scenarios were presented as cue stimuli for associating the category of the prior learned coping mechanisms. Formerly assessed, clinical pattern, stress coping style, and cognitive parameters were identified at the virtual scenario performance. results Less BOLD activation was found in the hippocampus, parahippocampal gyrus and fusiform gyrus in the nonemotionally demanding condition when compared with the emotionally demanding condition during encoding. This was accompanied by slower reaction times in the trauma condition during later trials. Further impairments were found in context memory and in the use of positive cognitive coping strategies. 217 1975;12:189–198. doi: 10.1016/0022-3956 (75) 90026-6. [2] Fountoulakis K, Tsolaki M, Chantzi H, Kazis A. Mini-Mental State Examination (MMSE): A validation study in the Greek elderly population. Encephalos (Greece) 1994;31:93–102. [3] Morris JC. The Clinical Dementia Rating (CDR): current version and scoring rules. Neurology. 1993;43:2412–2414. [4] Fountoulakis KN, Tsolaki M, Iacovides A, Yesavage J, O'Hara R, Kazis A, Ierodiakonou C. The validation of the short form of the Geriatric Depression Scale (GDS) in Greece. Aging (Milano) 1999;11:367–372. [5] Papaliagkas VT, Kimiskidis VK, Tsolaki MN, Anogianakis G. Usefulness of event-related potentials in the assessment of mild cognitive impairment. BMC Neurosci. 2008;9:107. doi: 10.1186/1471-2202-9107. [6] C. Ware, Information Visualization: Perception for Design, 2nd edition. San Francisco, CA: Morgan Kaufmann, 2004. [7] A. C. A. Mól, C. A. F. Jorge, P. M. Couto, "Using a Game Engine for VR Simulations in Evacuation Planning", IEEE Compututer Graphics and Applications, vol. 28(3), pp. 6-12, 2008. [8] R.P Darken, B. Peterson, Spatial Orientation, “Wayfinding, and Representation”, Handbook of Virtual Environment Technology. Stanney, K. Ed., Lawrence Erlbaum Assoc.: New Jersey. pp. 493-518, 2002. This was one of the first effective neuroscience studies to investigate both auditory ERP VR performance and MMSE in a PTSD treated, MCI elder. Support was provided for the presence of memory-related disturbances in brain activity associated with trauma even in a resilient population. The contribution of the changes in stress coping ability needs to be further examined in longitudinal studies. [10] Yamaguchi S, Knight RT. P300 generation by novel somatosensory stimuli. Electroencephalogr Clin Neurophysiol. 1991;78:50–55. doi: 10.1016/00134694(91)90018-Y. references [1] Folstein M, Folstein S, McHugh P. "Mini-Mental State". A practical method for grading the cognitive state of patients for the clinician. J Psychiatr Res. [11] Pascual-Marqui RD, Michel CM, Lehmann D: Low resolution electromagnetic tomography: a new method for localizing electrical activity in the brain. International Journal of Psychophysiology. 18: 49-65, 1994. JCR [9] F. Ozel, “Time pressure and stress as a factor during emergency egress”, Safety Science, vol. 38, pp. 65-107, 2001. 218 CT16 Oral Presentations appliCaTions of TelehealTh: ouTComes and psyChologiCal proCesses Telepresence experienced in Videoconference Varies according to emotions involved in Videoconference sessions Véronique Gougeona, Stéphane Boucharda,1, Stéphanie Dumoulina and Mélanie Michauda a Université du Québec en Outaouais Corresponding author: Stéphane Bouchard Université du Québec en Outaouais Canada E-mail: stephane.bouchard@uqo.ca 1 abstract Previous studies have linked telepresence to the strength of the therapeutic relationship experienced during telepsychotherapy. This finding comes as a surprise to many people who have been involved in a teleconference meeting, where telepresence is often considered weak. The aim of this study is to (re)evaluate the impact of emotional engagement on telepresence. Participants were randomly assigned to one of the two conditions: (a) emotionally charged verbal exchange first (followed by a more neutral verbal exchange), or (b) emotionally neutral verbal exchange first (followed by an emotionally charged verbal exchange). A distraction task was performed between the two verbal exchanges in videofoncerence. Results showed that verbal exchanges involving stronger emotions increase telepresence. These results may explain why telepresence is so high in telepsychotherapy. Keywords: Sense of Presence, Videoconference, Emotional Engagement introduction Using videoconference to deliver psychotherapy (i.e., telepsychotherapy) is receiving more and more empirical support. Studies showed a high level of satisfaction from patients involved in telepsychiatry [1-3] and the therapeutic alliance and bond between the patient and the therapist appear to be very good [4-6]. For example, Allard et al. [5] assessed the strength of the therapeutic alliance using two measures of alliance, one developed from a pan theoretical perspective (the Working Alliance Inventory) and one developed from a psychodynamic perspective (the California Psychotherapy Alliance Scales). Both measures were administered after the first, the fifth and the last therapy session of a cognitive behavior program delivered in face-to-face sessions and in videoconference sessions to 45 patients suffering from panic disorder with agoraphobia. In order to reduce social desirability, patients mailed their completed questionnaires directly to the provincial board of psychologists and were reassured that only their therapist would know their answers after the study. To reduce the risks of potential contamination of alliance ratings by treatment success, the authors focused on data gathered after the fifth therapy session. Their results showed that working alliance was very high in both face-to-face and videoconference sessions, and differences between the two conditions were very small (eta-squared below .03) and far from being significantly different. An examination of treatment processes with the same sample as Allard et al. [5] further revealed that the strength of the alliance is mediated by the feeling of presence in telepsychotherapy [7]. Telepresence can be defined as the illusion of being there, in the therapy room with the other person [8,9] and, although it seems important in telepsychotherapy, most people involved in a videonference meeting do not report feeling substantially present. One possible explanation could be the role of emotions experienced during verbal interactions in videoconference sessions. Emotions and presence are correlated [10] and psychotherapy sessions are usually fuelled by emotionally relevant content, while business meetings are usually less emotionally charged. The role of emotions in telepresence has been previously examined [11] but is researched more thoroughly in this study. This study aims to assess the impact of the intensity of emotional engagement on the feeling of telepresence. methods and Tools A total of 20 participants enrolled in the study, but two were excluded due to failure to perform the experimental task. The study’s sample was composed of 18 participants aged between 20-56 years old. More than half the participants were women (60%) and participants were JCR CT16 Oral Presentations 219 recruited on the university campus. Before the videoconference session, participants were informed about the aims of the research. They then completed two questionnaires evaluating their immersive tendencies and comfort toward telecommunications in order to describe the sample and statistically control for the impact of these variables if differences would occur after randomization. They were requested to list five personal positive life events that occurred to them in the last six months and to place them in a hierarchical order according to the degree of pleasure experienced during that event. results As a manipulation check, the impact of discussion on mood was assessed after both videoconference sessions. A repeated measures ANOVA confirmed the change in positive mood [F (1,16) = 4.64, p < .05]. A 2 Times X 2 Conditions repeated measures ANOVA was performed on the presence measure. Both the Time [F (1,16) = .07] and Condition [F (1,16) = 3.27] main effects were not significant. As expected, results on the Interaction revealed a clear impact of the emotional content of the discussion on the feeling of presence [F (1,16) = 5.42, p < .05]. Participants were randomly assigned to one of the following two conditions: (a) emotionally charged verbal exchange first (followed by a more neutral verbal exchange), or (b) emotionally neutral verbal exchange first (followed by an emotionally charged verbal exchange). In the emotionally charged verbal exchange, participants were asked to discuss the most positive life experience they had listed over videoconference for 15 minutes. In the emotionally neutral verbal exchange, participants were asked to discuss the most neutral life experience on their list during the videoconference for 15 minutes. Following each discussion, participants were asked to fill out two questionnaires assessing presence and the intensity of their current emotions. A distraction task was given between each discussion, where patients were requested to cross the letter “e” each time it occurred in a three-page article on relaxation. discussion Experimentally manipulating the emotional valence of the verbal exchanges between two people meeting in videoconference allowed demonstrating the role of emotions on telepresence. It is believed that emotionally charged discussions improve telepresence and may contribute to the strong feeling of presence experienced in telepsychotherapy. The experiment was conducted in two separate rooms in the research lab. In room A, the participant was seated in a psychologist office, four feet away from a 32-inch television and a Tandberg Vision 2500 videoconference system. A female experimenter (different from the one who welcomed the participant, went over the ethics procedures and handed the questionnaires) was in room B and discussed using a similar videoconference system with the participant. Both systems were linked at 384 kbits per second using six ISDN lines. The Immersive Tendencies Questionnaire [9] and the Distance Communication Comfort Scale [12] were administered at the start of the experiment. The Brief Mood Introspection Scale [13] was used as a manipulation check using the three positive mood items (happy, joyful, energetic). The dependent variable was the Telepresence in Videoconference Scale [14], which is composed of eight items and has a Cronbach’s alpha of .84. JCR references [1] Doze, S., Simpson, J., Hailey, D., & Jacobs, P. (1999). Evaluation of telepsychiatry pilot projet. Journal of Telemedicine and Telecare, 5, 38-46. [2] Urness, D.A. (1999). Evulation of a canadian telepsychiatry service. Studies in Health and Informatics, 64, 262-269. [3] Baigent, M.F., Lloyd, C.J., Kavanagh, S.J. Ben-Tovim, D.I., Yellowlees, P.M. Kalucy, R.S. & Bond, M.J. (1997). Telepsychiatry : “tele” yes, but what about the “psychiatry”. Journal of Telemedicine and telecare, 3(1), 3-4. [4] Ghosh, G.J., McLaren, P. M., & Watson, J.P. (1997). Evaluating the alliance in video-link teletherapie. Journal of Telemedicine and Telecare, 3, 33-35. [5] Allard, M., Bouchard, S., Marchand, A., Cournoyer, L-G., Green-Demers, I., & Renaud, P. (2007). L’efficacité de la psychothérapie pourle trouble panique en videoconference: Réplication et alliance thérapeutique. Revue Québécoise de Psychologie, 28(2), 43-64. [6] Bouchard, S., Robillard, G., Marchand, A., Renaud, P. & Riva, G. (2007). Presence and the Bond Between Patients and their Psychotherapists in the Cognitive-Behavior Therapy of Panic Disorder with Agoraphobia Delivered in Videoconference. Proceedings of the 10th 220 CT16 Oral Presentations Tripler Army Medical Center, Pacific Regional Command b Joint Task Force - National Capital Region Medical Command, Bethesda, MD Annual International Workshop on Presence, Barcelona (Spain), October 25-27. [7] Robillard, G., Bouchard, S., Guitard, T., Lefebvre, C. (2009). Impact of attitudes and behaviors on the quality of the working alliance in videoconference for the treatment of panic disorder and agoraphobia. Oral presentation at the 14th Annual CyberTherapy Conference 2009, Verbania (Italy), June 21-23. [8] Draper, J.V., Kaber, D.B., & Usher, J.M. (1998). Telepresence. Human Factors, 40(3), 354-375. [9] Witmer, B.G., & Singer, M.J. (1998). Measuring Presence in Virtual Environments: a Presence Questionnaire. Presence, 7(3), 225-240. [10] Robillard, G., Bouchard, S., Fournier, T., & Renaud, P. (2003). Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games. CyberPsychology and Behavior, 6(5), 467-476. [11] Dumoulin, S., Bouchard, S., & Michaud, M. (2004). The sense of presence in videoconferencing and emotional engagement. Poster session presented at the Cybertherapy Conference 2004, San Diego, January 10-12. [12] Schneider, P.L. (1999). Mediators of distance communication technologies psychotherapy: Development of a measure. Poster presented at American Psychological Association 1999, Boston. [13] Mayer, J.D.,& Gaschke, Y.N. (1988). The experience and meta-experience of mood. Journal of Personality and Social Psychology, 55, (1), 102-111. [14] Bouchard, S., & Robillard, G. (2006). Telepresence Scale – Validation results. Unpublished document. Available online at http://w3.uqo.ca/cyberpsy/en/index_ en.htm, under Productions. ––––––––––––––––––––––––––––––––––––––––––––– TeleCybertherapy: Contributions and Challenges from a hospital in the pacific Raymond A. Folena,1, Melba C. Stetza, Stephen L. Jonesb, Brenda Edmondsa, Judy Carlsona and Richard I. Riesa a Corresponding author: Melba C. Stetz Tripler Army Medical Center Pacific Regional Command 2715 Hayashi Street Honolulu, Hawaii 96819 USA E-mail: melba.stetz@us.army.mil 1 abstract The Tripler Army Medical Center (TAMC) is located in the Pacific Ocean. Most of the beneficiaries are located in remote areas. Therefore, TAMC is starting a program to help further reach their patients, with the help of telehealth technology. Preliminary data suggests good appraisal from both patients and mental health providers. With that said, there are also lessons learned emerging from this process. Keywords: Telehealth, Videoteleconferencing, Psychotherapy, Assessment introduction/problem Hawaii might be the most isolated major population center on the Earth. It is physically 2,400 miles from California and 3,800 miles from Japan. It spreads over 1,500 miles, making it the widest state in the U.S. While the populated areas of the state span a distance that is significantly smaller, the eight major islands are separated by water, limiting interisland travel to air and sea. The Tripler Army Medical Center (TAMC)’s area of responsibility covers 52% of the Earth’s surface. TAMC is located on the island of Oahu, and is the only Federal tertiary health care facility in the Pacific. It supports 264,000 active duty and retired military personnel, families, and VA beneficiaries based in Hawaii. It also supports forward-deployed forces in more than 40 countries. method/Tools In October 2009, TAMC conducted a quality improvement project to determine if soldiers and providers experienced interviews conducted over high-definition videoconference (VTC) or webcams (DCO – Defense Connect Online) equivalently to face-to-face (FTF) in- JCR CT16 Oral Presentations terviews. Soldiers were scheduled in groups of 45, with each group first receiving a two-minute briefing to reduce stigma and reinforce the importance of engaging the process in an honest, forthright manner. They then completed a five-minute, 42-item online questionnaire that assessed their current psychological status in a number of areas (e.g., substance use, anger, risky behavior, self-worth, depression, PTSD symptoms, quality of relationships, financial difficulties, sleep, etc.) This was followed by an interview with the behavioral health provider who had immediate access to the results of the online questionnaire. results Preliminary data suggested that patients and providers communicating via telehealth (FTF, VTC or webcam) are embracing the process. A few times, both patients and providers experienced a jerky, pixilating screen. Also, when the camera was not placed at eye level, patients would get the impression that the clinicians were not looking at them. Similarly, providers reported getting adequate visual information to do both the assessment and treatment, but did not appreciate verbal information or deviations in voice quality. There was also a concern for patients being left in a dark room if the power would go out, or having a patient verbalize suicidal/homicidal intent and then walk out of the session. Lastly, providers also found the telehealth sessions tiring. That is, those who easily managed eight sessions per day reported fatigue after three to four sessions via VTC. Conclusion Conducting clinical assessment or treatment with the help of technology requires a new set of skills. There is not only the factor of unfamiliarity/resistance by some providers about using technology, but also quality concerns. With that said, helping patients via existing technology can be a great addition to the therapeutic relationship. references [1] James, L. C. & Folen, R. A., Behavioral telehealth: Using telemedicine to expand behavioral medicine services, Journal of Healthcare Information Management, 13, 4, (1999), 15-23. [2] Folen, R. A., Jones, S. L., Stetz, M. C., Edmonds, B., & Carlson, J., The role of telehealth in treating military personnel, National Register of Health Service Providers in Psychology, 36, (2010), 8-15. JCR 221 ––––––––––––––––––––––––––––––––––––––––––––– evaluation of an internet-based intervention program for Cannabis users Peter Tossmana,1, Benjamin Jonasa, Marc-Dennan Tensila, Peter Langb and Evelin Strueberb a Delphi Corporation, Berlin Federal Centre for Health Education (BZgA), Cologne b Corresponding author: Peter Tossman Delphi Corporation Berlin, Germany E-mail: tossmann@delphi-gesellschaft.de 1 abstract The World Wide Web is increasingly being used for the prevention and treatment of addiction disorders. In 2004, the German Federal Centre for Health Education (BZgA) has developed “quit the shit” (QTS), a 50-day intervention program for young adults who want to reduce or cease using cannabis. QTS provides support by trained psychotherapists and consists of several modules like an online-diary and various types of tutorials. Recently, a randomized controlled trial (RCT) was conducted in order to scrutinize the program’s efficacy. According to intention to treat analyses (ITT) and per protocol analyses (PP), users of QTS reduced their cannabis consumption significantly more than a control group (CG) which did not receive any intervention. Furthermore, their consumption related self-efficacy at follow-up was significantly higher compared to the CG. In the PP analyses, QTS-users exhibited superior results in the development of anxiety, depression and life satisfaction, too. Keywords: Cannabis, Internet-based, Online, Intervention, Counseling, Evaluation introduction Due to the relatively high proportion of cannabis users in the population, problematic forms of cannabis consumption are of considerable relevance for the healthcare field. The World Wide Web offers new, promising ways of addressing individuals affected by addiction-related problems. At present, several web-based interventions for mental disorders have been shown to be effective [1, 2]. However, empirical evaluations of Internet-based interventions in the field of illegal drugs are still pending [3]. The present trial aims at assessing the effectiveness 222 of “quit the shit” (QTS), a web-based counseling program for cannabis users who want to reduce or cease smoking cannabis. Use frequency and quantity were the primary outcomes of the study. An increase of use-related self-efficacy and a positive impact on psychological well being was also expected. methods The study was conducted on the Web site of QTS as a two-arm-randomized controlled trial with one follow-up survey after three months. After registering with the study and filling out the baseline questionnaire, subjects were randomly assigned to either QTS or to a waiting list. Members of the waiting list could enter the program after three months. Recruitment for the follow-up-survey was done by Email, thus, all QTS-participants (regardless of the duration of program usage) and all waiting list members were invited three months after trial registration. At baseline, sociodemographic data, information on cannabis use, on use-related self-efficacy, and on psychological well-being was collected. Information on the frequency (days of consumption) and the quantity (in grams) of cannabis use during the last 30 days was gathered. The use-related self-efficacy was measured using a German adaptation of the Drug-Taking Confidence Questionnaire (DTCQ-8) [4]. Three measures of mental well-being were used: the Trait Scale of the State-Trait Anxiety Inventory (STAI-T) [5] the General Depression Scale [6] and the Satisfaction with Life Scale (SWLS) [7]. In order to examine the efficacy of the program, Analyses of Covariance (ANCOVA) were conducted. In order to deal with missing follow-up information, Multiple Imputations (MI) imputed data of all randomized participants who did not complete the follow-up. participants A total of 1,292 persons registered with the study. Of these, 429 persons were allocated to the waiting list and 863 to the treatment group. In total, 206 subjects participated in the follow-up survey (QTS: n=100; waiting list: n=106). The mean age of the 206 follow-up participants (70.5% male) was 24.7 years old (SD=6.8). On average, they had consumed cannabis for 8.9 years (SD=6.2). The CT16 Oral Presentations vast majority (92.0%) was cannabis dependent according to DSM-IV criteria. evaluation results In the Per-Protocol-analysis (PP) which only included the data of those who left valid follow-up data, the ANCOVAs yielded significant effects in every outcome variable. Users of QTS showed a significantly stronger reduction in both consumption measures than members of the waiting list. The between-group effect sizes in use frequency and quantity can be considered as moderate to large. There are moderate effects on use related to selfefficacy and weak to moderate effects on the variables representing mental well-being. The Intention-to-Treatanalysis (ITT) reveals statistically significant group differences in the use related measures (frequency, quantity and self-efficacy). Conclusions The results suggest that the Web-based counseling program QTS provides effective support for those who want to quit or significantly reduce their cannabis use. These effects are presumably not limited to cannabis use, but also become apparent in the enhanced well-being of the clients. references [1] Andersson, G, Carlbring, P, Holmström, A, Sparthan, E, Furmark, T, Nilsson-Ihrfelt, E, Buhrman, M, Ekselius, L. Internet-based self-help with therapist feedback and in vivo group exposure for social phobia: a randomized controlled trial. J Consult Clin Psychol. 2006, 74(4):677 – 86. [2] Klein, B, Richards, JC, Austin, DW. Efficacy of internet therapy for panic disorder. J Behav Ther Exp Psychiatry 2006, 37(3):213 – 38. [3] EMCDDA (2009) Internet-based drug treatment interventions: Best practice and applications in EU Member States, EMCDDA Insights No 10. Lisbon: EMCDDA. [4] Sklar SM, Turner NE: A brief measure for the assessment of coping self-efficiacy among alcohol and other drug users. Addiction 1999; 94(5):723 – 729. [5] Laux L, Glanzmann P, Schaffner P, Spielberger CD (1981) Das State-Trait-Angstinventar. Theoretische Grundlagen und Handanweisung. Weinheim: Beltz Test GmbH. JCR CT16 Oral Presentations [6] Hautzinger M, Bailer M (1993) Allgemeine Depressions Skala. Weinheim: Beltz Test GmbH. [7] Schumacher J: SWLS - Satisfaction with Life Scale. In Diagnostische Verfahren zu Lebensqualität und Wohlbefinden (Diagnostik für Klinik und Praxis, Band 2). Edited by: Schumacher J, Klaiberg A & Brähler E. Göttingen: Hogrefe; 2003: 305 – 309. ––––––––––––––––––––––––––––––––––––––––––––– using online Videoconferencing for Connecting Caregivers of people with dementia Emilie Meyersa,1, Linda Garciaa,b and Elsa Marzialic Interdisciplinary School of Health Sciences, University of Ottawa b Elisabeth Bruyère Health Institute, Bruyère Continuing Care c Kunin Lunenfeld Applied Research Unit, Baycrest a Corresponding author: Emilie Meyers University of Ottawa 43 Templeton St., Rm. 202 Ottawa K1N 6X1 Canada E-mail: emeye086@uottawa.ca 1 abstract Family members play a central role in caring for people with dementia, yet they are often in need of support themselves. Group interventions have shown great promise in supporting caregivers, yet accessibility to these face-toface support groups is challenging when one cannot leave the patient alone at home. The primary objective of this study is to explore the use of videoconferencing technology to facilitate support groups for caregivers of people with dementia. A unique password protected Web site was developed where caregivers met once a week for 20 weeks. Qualitative analyses of the content suggested that online videoconferencing offers similar support to what is reported with face-to-face interventions. Despite the technology, participants could form social bonds and discuss strategies for dealing with some of the most daunting effects of this disease. Keywords: Dementia, Caregiver, Online Support Groups, Videoconferencing, Web Based Interventions, Technology JCR 223 introduction There exists a looming epidemic of dementia in Canada that is predicted to affect 1,125,200 individuals by 2038 [1]. Informal caregivers are the primary source of care for people with dementia [2]. Although there have been many interventions that provide support for caregivers, group interventions have been shown to offer great promise in increasing overall quality of life. Many of the barriers experienced by caregivers wishing to attend face-to-face support groups, however, could be alleviated through online support. Numerous studies have demonstrated that telehealth is a method that allows for effective diagnosis and treatment in health care, including psychotherapy [3]. The primary objective of the study is to determine the feasibility of using the online videoconferencing technology to offer an effective psychotherapeutic support group for caregivers of people with dementia. method Caring for others [Cfo©] Web site Technical structure The Caring for Others (CFO©) Web site was developed by Marziali and her colleagues [4]. The video components, which required high speed Internet connections for all users, used only one outgoing stream at any one time. The outgoing stream was passed around by the facilitator to whoever was the live speaker, while the remaining participants viewed the central stream. The active window picture located in the center of the screen (160 x 120 pixels) had little to no lag in the voice component. The active window was surrounded by video snapshots of the participants and facilitator. The site also offered a threaded discussion forum, a personal message center, a conferencing scheduling application, a contact form, personal profiles, and a complete administration component. The site administrator had access to all links and user groups, the professional facilitators had access to other facilitators, but only to the members within the groups that they facilitated, and the participants had access only to the members within their group. All e-mail messages and videoconference sessions were encrypted and stored on the server. The video footage was downloaded and burned to a CD that also included functionality for “coding” the video footage. procedure The participants were recruited from multiple sites in three cities and were assigned to groups of caregivers (two English and one French group of spouses; two 224 English groups of adult children) who met online for one hour during 20 weeks. The first 10 sessions were facilitated by health professionals who followed the principles in the training manual. The group then continued to meet for an additional 10 sessions in mutual self-help mode with one of the group members manipulating the technical aspects of the videoconferencing meetings. The intervention integrated a) strategies for educating caregivers, b) self-reflective strategies for understanding the interplay between emotions and problem solving, and c) strategies for coping with depression symptoms associated with care giving. The group members had access to a Dementia Information Handbook, posted on the Web site that provided information about disease diagnosis, courses, patient care strategies and self-care strategies. Content was coded on all videos and compared to the goals and objectives of the psychotherapeutic training manual distributed to the facilitators. results The results mirrored the content of the psychotherapeutic interventions listed in the training manual and face-toface interventions. Strong social ties were formed throughout the 20 online sessions, just as they would have in a face-to-face psychotherapeutic support group. Participants discussed emotions, strategies for symptom relief and simply connected by sharing events occurring in their lives. CT16 Oral Presentations [3] V. Germain, A. Marchand, S. Bouchard, M. Drouin, & S. Guay, Effectiveness of cognitive behavioural therapy administered by videoconference for posttraumatic stress disorder, Cognitive Behavioural Therapy 38 (2009), 42-53. [4] E. Marziali, & P. Donahue, Caring for Others: Internet Video-Conferencing Group Intervention for Family Caregivers of Older Adults With Neurodegenerative Disease, The Gerontologist 48 (2005), 398-403. [5] E. Marziali, & L.J. Garcia, Dementia Caregivers’ Responses to Two Internet-based Intervention Programs, Journal of Alzheimer’s Disease & Other Dementias (In print). [6] D.L Hoffman, T.P. Novak, & A.E. Schlosser, The Evolution of the Digital Divide: How Gaps in Internet Access May Impact Electronic Commerce, Journal of Computer Mediated Communication 3 (2000). ––––––––––––––––––––––––––––––––––––––––––––– online self-disclosure and the Therapeutic relationship Melanie Nguyena,1 and Andrew Campbella a The University of Sydney, Australia Corresponding author: Melanie Nguyen Faculty of Health Sciences Cumberland Campus The University of Sydney Australia E-mail: melanie.nguyen@sydney.edu.au 1 Conclusion Dementia is becoming a large concern and few studies have looked at the feasibility of using telehealth technologies to provide support to caregivers of people with dementia. Marziali et al. [5] have shown that videoconferencing is more effective in reducing caregiver stress than online chat, and this data further supports the use of the technology to help caregivers connect. This research will be particularly significant for the next cohort of caregivers who will have wider access to the Internet and who have had significant experience with its use [6]. references [1] S. Dudgeon, Rising tide: The impact of dementia on Canadian society, Alzheimer's Society of Canada. Toronto, 2009. [2] K. Cranwick, & D. Dosman, Eldercare: What we know today, Statistics Canada, Ottawa, 2008. abstract E-Mental Health research has focused on the delivery of psychological interventions through online self-help packages. However, the Internet can be used to facilitate the therapeutic relationship. The current study systematically compared the percentage of self-disclosure in social and coaching psychology contexts conducted face-to-face (FTF), via instant messaging and via e-mail. It is the first to explore communication differences in the professional-client relationship across different media. Sixty participants were randomly allocated to one of six conditions and interacted with the experimenter as either a friend or client for one hour a week over four weeks. JCR CT16 Oral Presentations Disclosure frequency decreased over time, but was significantly greater in coaching – compared to social – conditions. Moreover, disclosure was significantly greater online and greater amongst e-mail interactions than instant messaging conversations. There was no significant interaction between media and context. While further research is required to examine the therapeutic efficacy of online communication, the current findings support online delivery of mental health services. Keywords: Self-disclosure, Synchronicity, Online Therapy, e-Mental Health introduction The Internet is an avenue for consumers to obtain mental health information, engage in self-help interventions [1] and provide peer-based support [2]. While research has supported the efficacy of this technology in improving clinical [3] and non-clinical [2] well-being, few studies have examined the online therapeutic relationship. Key to a successful therapeutic relationship is selfdisclosure. Greater online self-disclosure (compared to face-to-face [FTF]) has been largely attributed to anonymity on the Internet. It is argued that if an individual cannot immediately perceive the reactions of their conversing partner then the effect of those reactions on the individual’s behavior are diluted [4]. This argument overlooks synchronous online communication. While invisible, a person’s reactions can be immediately perceived in a real-time instant messaging (IM) conversation. An examination of self-disclosure differences between IM and e-mail would contribute to a best-practice model of online communication. Previous research examined self-disclosure amongst peers in social [5] and task-based [6] contexts. A therapeutic relationship is notably different. In particular, clients expect to disclose to mental health professionals without reciprocated self-disclosure. Moreover, psychological interventions often span multiple interactions, whereas earlier studies are based on one encounter. Therefore, a model of online self-disclosure applicable to e-Health professionals should draw from research examining disclosure differences between contexts, with expected and no expected reciprocal self-disclosure over several time points. The current study investigated the role of synchronicity, reciprocity and time on disclosure frequency. JCR 225 method A 3x2x4 factorial design was used to investigate the role of communication medium (FTF, IM, e-mail), reciprocity (social versus coaching psychology interactions) and time (four sessions) on frequency of self-disclosure (operationalized as the percentage of information units that reveal personal information about the participant). Sixty participants (41 female, median age=21 years) completed a demographics questionnaire and were randomly allocated to one of six conditions. Each communicated with the experimenter for an hour a week over four weeks. At least four e-mails were exchanged between communicants in the e-mail condition. results A mixed ANOVA investigating the effects of media, context and time on self-disclosure showed significantly greater disclosure in coaching (M=74.9%) than social (M=67.6%) contexts (F(1, 54)=11.8, p<0.001). Online self-disclosure (M=76.3%) was significantly greater than offline self-disclosure (M=61.1%; p<0.001). Moreover, disclosure was significantly greater through e-mail (M=79.1%) compared to IM (M=73.5%; p=0.03). There was no significant interaction between media and context. Time showed a significantly decreasing linear (p=0.001) and quadratic trend (p=0.03). Conclusion From a communications perspective, these findings support the delivery of psychological interventions via the Internet, particularly e-mail. The delay in response could facilitate introspection and reflective writing (hence, increased self-disclosure). However, further research is required to examine the therapeutic efficacy of online disclosure/communication. Future studies could determine whether disclosure frequency decreases as disclosure depth increases. While further research is required, the current study suggests that the Internet could be conducive to establishing – or maintaining – an effective therapeutic relationship. references [1] Mackinnon, A., Griffiths, K., Christensen, H. (2008) Twelve month outcomes for a randomised controlled trial of an internet delivered cognitive behaviour therapy program and an online depression information website. British Journal of Psychiatry, 192,130-4. [2] Valkenburg, P. M., Peter, J., & Schouten, A. P. (2006). Friend networking sites and their relationship to adoles- 226 CT16 Oral Presentations cents' well-being and social self-esteem. CyberPsychology & Behavior, 9, 584-590. [3] Sethi, S., Campbell, A. J., & Ellis, L. A. (2010). The Use of Computerized Self-Help Packages to Treat Adolescent Depression and Anxiety. Journal of Technology in Human Services, 28(3), 144-160. [4] Suler, J. (2004) The online disinhibition effect CyberPsychology & Behavior, 7(3), 321-326. [5] Antheunis, M. L., Valkenburg, P. M., & Peter, J. (2007). Computer-Mediated Communication and Interpersonal Attraction: An Experimental Test of Two Explanatory Hypotheses. Cyberpsychology & Behavior, 10(6), 831-836. [6] Coleman, L. H., Paternite, C. E., & Sherman, R. C. (1999). A reexamination of deindividuation in synchronous computer-mediated communication. [doi: DOI: 10.1016/S0747-5632(98)00032-6]. Computers in Human Behavior, 15(1), 51-65. ––––––––––––––––––––––––––––––––––––––––––––– a Comparison of Client Characteristics in Cyber and in-person Counseling Lawrence Murphya,1 and Dan Mitchella a Worldwide Therapy Online Inc., Canada Corresponding author: Lawrence Murphy Worldwide Therapy Online Inc. 18 Mont Street Guelph N1H2A4 Canada E-mail: research@sympatico.ca 1 abstract As cybertherapy diversifies into a wide variety of modalities, it is incumbent upon researchers and clinicians to determine the most suitable cybertherapy approach for clients. Suitability encompasses ethical considerations, client satisfaction and treatment outcomes. The authors, working with an Employee Assistance Program agency based in Canada, provided text-based e-mail counseling (cybercounseling) to clients across the country. Cybercounseling was accessible to clients through the same avenues as in-person counseling. Clients self-selected for either cybercounseling or in-person counseling at intake. For the purposes of this study, data from 211 clients have been collected. Client demographic data including age, gender, presenting problem and marital status were collected for each client. Additional information based on the Patient Health Questionnaire (PHQ-9), as well as drug and alcohol use statistics were also collected. Comparing the cyber and in-person client data provides insights into the similarities and differences between cyber and in-person client groups. Further analysis of the demographic and psychographic information, in context of outcome data collected, provides us with a preliminary indication of the characteristics of clients for whom cybercounseling is best suited. Keywords: Client Characteristics, Employee Assistance, Cybertherapy, Cybercounseling, Online Counseling, e-Counseling, e-Therapy introduction Given that cybercounseling is one of the newest approaches in the field of psychotherapy [1], it is incumbent upon us to distinguish clients for whom this approach is best suited, and those for whom the approach is not. In the case of in-person counseling, the client-therapist relationship is known to be important in client satisfaction and treatment outcomes. However, in the case of cybercounseling, in addition to the client-therapist relationship [2], the relationship with the technology is also an important factor and may impact both client satisfaction and treatment outcome [3]. Matching client characteristics to the most appropriate modality is of primary concern for this emerging approach. method/Tools Clients contacted PPC Worldwide Canada (formerly Interlock EAP) online or by phone and were screened by intake workers. Clients were offered counseling via secure e-mail. Those who choose it received counseling from Therapy Online’s Affiliate Counsellors. Thus, the pool of clients from which in-person and online clients were drawn was the same even though there was a selection process. Between April 2006 and May 2008, 105 online clients underwent cybercounseling. A convenience sample of 106 in-person clients, selected from that group of individuals who completed counseling between April 2006 and May 2008, was used as a comparison group. Ethical review was completed by the authors in accordance with JCR CT16 Oral Presentations the ethical requirements for research laid out by the Canadian Counselling & Psychotherapy Association [4]. A subsample of 26 cyberclients received an initial and a closing Global Assessment of Functioning (GAF) score. This group was compared to a convenience sample of 101 in-person clients who received counseling during the same period. In addition, 45 cyberclients completed a Client Satisfaction Survey (CSS). A convenience sample of 43 in-person clients was used as a comparison group. Analyses of variance (ANOVA) were conducted using PROC GLM (SAS Version 9.1, SAS Institute, Cary, NC), with α = 0.05, to examine differences between counseling modalities. results The cybercounseling and in-person client groups will be compared on demographic and psychographic data collected. In addition, this data will be explored in light of outcomes for a subsample of the clients who completed the GAF and CSS. Conclusion Conclusions will review differences between client groups and suggest hypotheses based on recent research 227 in the field. Constructs like disinhibition will be used to analyze client choice. Additional conclusions will be drawn with respect to the impact of the counseling method regarding the various psychographic and demographic factors. references [1] L.J. Murphy, P. Parnass, D.L. Mitchell, S. O'Quinn. The emerging field of cybercounselling: Personal and professional reflections. Intervention, 132 (2010), 8493. [2] L.J. Murphy, D.L. Mitchell. When writing helps to heal: E-mail as therapy, British Journal of Guidance and Counselling, 26 (1998) 21–32. [3] L.J. Murphy, P. Parnass, D.L. Mitchell, R.H. Hallett, P. Cayley & S. Seagram. Client satisfaction and outcome comparisons of online and face-to-face counselling methods. British Journal of Guidance and Counselling, 39 (2009) 627-640. [4] Code of Ethics: Canadian Counselling & Psychotherapy Association, 2007. addiCTions, urges and CraVings: ToWards beTTer undersTanding and TreaTmenTs ––––––––––––––––––––––––––––––––––––––––––––– attention to smoking and drinking Cues in Virtual environments Amy C. Traylora,1, Danielle E. Parrishb, Brian L. Carterb, Hilary L. Coppc and Patrick S. Bordnickc University of Alabama, Tuscaloosa, AL, USA b University of Houston, Houston, TX, USA c Edinboro University of Pennsylvania, Edinboro, PA, USA a Corresponding author: Amy C. Traylor University of Alabama Tuscaloosa, AL, USA E-mail: atraylor@sw.ua.edu 1 abstract Cigarette smokers and dependent drinkers confronted JCR with smoking and drinking-related cues, evidence cue reactivity reactions including increased attentional bias towards those cues. Less is known about attentional bias of persons who are both nicotine and alcohol dependent. This exploratory study using Virtual Reality (VR) investigated the effects of complex drug cue environments, devoid of proximal alcohol cues, in attention paid to nicotine and alcohol cues. Also investigated were differences in attention to nicotine and alcohol cues based on the level of alcohol dependency. Twenty-one nicotine dependent/daily alcohol consuming individuals were divided into groups (alcohol dependent/non-alcohol dependent), and exposed to two VR environments (office courtyard and party) containing complex cues including proximal smoking, but not alcohol, cues, and two VR neutral environments. Attention to smoking and alcohol cues and thoughts about smoking and drinking were recorded upon exiting each environment. Both groups showed increased attention to perceived alcohol cues in the party environment and increased attention paid to 228 smoking cues in both drug cue environments. Findings have research and treatment implications, suggesting contextual and complex cue exposure should be emphasized with proximal cue exposure to better understand and treat cue response relationships in co-occurring addictive disorders. VR is ideal for providing this complex array of cues. Keywords: Virtual Reality, Cue Reactivity, Nicotine Dependence, Alcohol Dependence, Contextual Cues, Complex Cues introduction Laboratory studies have demonstrated that cigarette smokers and dependent drinkers react with significant subjective and autonomic responses in the presence of stimuli associated with use. This laboratory method, which has been used for several decades, is the cue reactivity paradigm. Some cognitive measures of cue reactivity have been conceptualized in terms of “attentional bias,” that is, the inclination for drug dependent persons to be more highly focused on drug-related stimuli. Regardless of the dependent measure (e.g., craving, physiological arousal, attentional bias), cue reactivity responses are conceptualized by most models of addictive behavior as a reflection of the underlying psychological processes that maintain drug use and interfere with attempts to remain abstinent. As noted above, nicotine dependent and alcohol dependent persons manifest similar cue reactivity profiles. However, less is known about the cue reactivity profiles of persons who are both nicotine and alcohol dependent. Dually dependent smokers and drinkers, in their everyday lives, have to contend with both nicotine and alcohol cues presented in complex environments. Although reactivity to smoking-specific and drinking-specific cues has been well established in separate tests, because smoking and drinking often co-occur, it is also likely that a single cue could prompt both smoking and drinking behaviors. The plight of the dually-dependent smoker/drinker illustrates an inherent weakness in traditional cue reactivity methods. Typically, the types of cues presented in cue reactivity research have been direct, specific cues such as lit cigarettes, or bottles of liquor presented in a laboratory setting. More recently, to address the relatively complex nature of cue presentation as they occur in the smoker’s real world, smoking cues have been catego- CT16 Oral Presentations rized into proximal, contextual, and complex cues. Findings are fairly consistent, with reported increases in craving associated with smoking-related contextual cues, which were devoid of proximal cues. To date, however, the effect of alcohol contextual cues on alcohol dependent persons has yet to be investigated. This exploratory study used Virtual Reality (VR) to investigate the effects of a complex cue environment, which was devoid of any proximal alcohol cues, on measures of attention paid to both nicotine and alcohol cues. Also investigated were differences in attention to both types of cues based on the level of alcohol dependency. methods Twenty-one nicotine dependent individuals who consumed alcohol daily were divided into groups (alcohol dependent/non-alcohol dependent). Participants engaged in a VR session, consisting of four VR presentations (first neutral, office, party, second neutral) spending three minutes in each environment. The order of party and office scenarios was counterbalanced across participants. The office and party environments each provided complex smoking cues, including olfactory stimuli, but no overt alcohol cues were presented. After presentation of each context, participants used a game pad to rate the attention they paid to smoking and alcohol cues on a modified Alcohol Attention Scale (AAS), displayed within the VR context in order to maintain immersion. The AAS asked participants to rate their level of attention to alcohol and cigarettes on 11-point scales ranging from zero (didn’t notice at all) to 10 (completely paid attention) for the following two items: “How much did you pay attention to the sight of alcohol (cigarettes) in the room?”; and “How much did you pay attention to the smell of alcohol (cigarettes) in the room?” A third pair of questions addressed thoughts about drinking or smoking on a scale anchored by zero (didn’t think about drinking alcohol [smoking cigarettes] at all) and 10 (thought about drinking alcohol [smoking cigarettes] all the time) for the following item “How much did you think about drinking alcohol (smoking cigarettes) while you were in the room?” results A mixed ANOVA was performed on each dependent variable with drinker type (dependent/non-dependent) as a between subjects factor, and VR condition (first neutral, office, party, second neutral) as a within subjects JCR CT16 Oral Presentations factor. Following each ANOVA analysis, post hoc tests were performed to detect differences between and among conditions. Attention to perceived alcohol cues was determined by the variables seeing alcohol, smelling alcohol, and thinking about alcohol. Attention to cigarette cues was determined by the variables attention to cigarette cues, attention to the smell of cigarettes, and thoughts about cigarettes. Both groups showed increases in attention to perceived alcohol cues in the party environment and increases in attention paid to smoking cues in both of the drug cue environments. Conclusions The alcohol-related findings illustrate the complex nature of the cue/response relationship in addictive behaviors that traditional cue reactivity research, due to the methods used, has yet to be explored fully. If alcohol contextual cues are as powerful in evoking cue responses in alcohol dependent persons as proximal cues, then this finding has implications for behavioral change strategies used to treat alcohol dependence. Alcoholics may be more sensitive to contextual cues, thus these findings suggest alcohol treatment strategies may be more effective if more emphasis is placed on contextual and complex cues, in addition to proximal cues, when using models of behavior change designed to teach effective coping skills. The complex nature of how nicotine and alcohol use is expressed in dependent individuals, based on their environment, their situation, and their internal state is just now becoming appreciated. There are so many complex and subtle real world influences that contribute to smoking and excessive alcohol use. It seems clear, given the complexity of smokers’ and drinkers’ real world environments, that a more sophisticated means of testing these multiple factors and providing treatment that addresses them lies with a technology that can present them both together and in isolation. That method is VR. ––––––––––––––––––––––––––––––––––––––––––––– development of an implicit measure of an addicitive Craving in a Virtual environment Deok-Yong Kima,1 and Jang-Han Leea Chung-Ang University, Department of Psychology a Corresponding author: Deok-Yong Kim 1 JCR 229 Chung-Ang University Department of Psychology E-mail: dyongkim@gmail.com abstract A craving is likely to lead to approaching an addictionrelated stimulus. In this study, the primary method of evaluating a craving is the Approach-Avoidance Task (AAT). The AAT uses a joystick, however, it is likely to be less sensitive because individuals cannot approach the stimulus, but the stimulus comes toward them. The aim of the study is the development of the virtual ApproachAvoidance Task (V-AAT). A total of 40 male participants will be divided into two groups depending on their scores on the Alcohol Use Disorders Identification Test. The VAAT consists of two groups. In the compatible group, participants approach an alcohol-related cue by pushing the joystick. In the incompatible goup, participants move away from an alcohol-related cue by pushing the joystick. The results are expected to show that the high social drinkers (HSD) would show shorter duration in time before they reached the cue than the low social drinkers (LSD) in the compatible group. On the other hand, the HSD would show a longer duration in time than LSD in the incompatible group. The V-AAT would show a high correlation with the degree of alcohol related cravings. The expected results are expected to suggest that the VAAT could assess a craving more accurately than other implicit measures in clinical situations. Keywords: Approach-Avoidance Task, Virtual Environment, Cravings, Implicit Measure introduction A craving is the sense of the intensive desire to do something related to addictive behaviors such as drinking, smoking, and gambling, which is one of the important factors in the maintenance and relapse of addiction. A substance cue (e.g., alcohol or drinking situations) is likely to elicit cravings, and increased craving automatically affects reacting to cues and participating in addictive behaviors [1]. The degree of cravings, thus, is important to the study of addiction. The method of measuring a craving is divided into two measurements, explicit (e.g., self-report scales) and implicit measures (e.g., behavioral response tasks). However, explicit measurements have a limitation, in that participants may conceal their motivations due to social desirability. Implicit measures such as the stroop-task, the Implicit Association Test (IAT), and the Approach-Avoidance Task (AAT), in contrast, can as- 230 sess motivation using behavioral responses regardless of whether individuals are aware of assessment or not. The stroop-task and the IAT indirectly assess a craving depending on the levels of interference. The AAT, on the other hand, directly reflects the levels of “approach” or “avoid” tendencies to or from substance cues using a joystick. Recent studies have suggested that joystick responses (pulling and pushing) give individuals the visual impression that the stimulus actually moves toward or away from them. However, the AAT using a joystick has a lower sensitivity, because the stimulus comes toward the individuals, but they cannot approach the stimulus [2]. On the other hand, the virtual environment allows them to feel a greater sense of immersion as related to the stimulus. Therefore, the present study aimed to develop the Virtual Approach-Avoidance task (V-AAT) and to obtain a sense of validity compared to other implicit measures such as the stroop-task and the IAT. method A total of 40 male participants will be divided into two groups depending on their scores of the Alcohol Use Disorders Identification Test (AUDIT): high social drinkers (HSD) and low social drinkers (LSD). The V-AAT consists of two groups with eight trials in each group, such as the compatible and incompatible group. In the compatible group, participants approach the substance cues in the Virtual Environment (VE) by pushing the joystick. In the incompatible group, participants move away from the substance cues by pushing the joystick. A dependent variable is the response time between the time when the substance stimulus appears and when the participants move the joystick in either direction (i.e., up, down). The stimulus consists of four alcohol-related cues (i.e., scenes of drinking beer with friends) and four control cues (i.e., scenes of drinking juice with friends). The alcohol stroop-task, the alcohol-IAT, and self-report scale will also be used to evaluate alcohol cravings. results [Study in progress] The HSD group would show a significantly shorter duration than the LSD group in the compatible group. On the other hand, the HSD group would show a significantly longer duration than the LSD group in the incompatible group. The V-AAT would show a higher correlation with the degree of alcohol-related craving than the alcohol-stroop task and the IAT. discussion The V-AAT is expected to more sensitively classify the CT16 Oral Presentations levels of alcohol craving between high social drinkers and low social drinkers because it is more immersive, which participants perceive as prompting them to actually move towards drinking cues. Therefore, we expect that the V-AAT will help assess the craving of substance abusers and help to provide treatment using VE therapy. references [1] Thewissen, R., Havermans, R. C., Geschwind, N., van den Hout, M., & Jansen, A., Pavlovian conditioning of an approach bias in low-dependent smokers, Psychopharmacology 194(2007), 33-39. [2] Krieglmeyer, R., & Deutsch, R., Comparing measures of approach-avoidance behaviour: The manikin task vs. two versions of the joystick task, Cognition and Emotion 24(2010), 810-828. ––––––––––––––––––––––––––––––––––––––––––––– Virtual reality exposure for nicotine Cravings Pedro Gamitoa,1, Jorge Olivieraa, André Baptistaa, Edgar Pereiraa, Diogo Moraisv, Tomaz Saraivaa, Nuno Santosa, Fábio Soaresa a Faculty of Psychology. University Lusofona of Humanities and Technologies Corresponding author: Pedro Gamito ULHT, Campo Grande, 376 Lisbon, Portugal E-mail: pedro.gamito@ulusofona.pt 1 abstract Several forms of treatment for nicotine dependence that combine the classical smoking cessation strategies with new VR exposure techniques to smoking-related cues are in development. In light of this, the main goal of our study was to develop a virtual platform in order to induce craving in smokers. Sixty undergraduate students were randomly assigned to two different virtual environments (VE) (high-arousal cues and low-arousal cues). Both environments were based on a three-room apartment with commercial music playing and virtual characters interacting in a social event. The assessment was carried out before and after exposure through psychophysiological activation and self-report data for craving and nicotine dependence levels. No statistical differences were observed between smokers and non-smokers in psy- JCR CT16 Oral Presentations chophysiological activation. As far as self-report data is concerned, smokers revealed a significant increase in craving after the VR exposure to high arousal environments. Overall, results were in line with previous studies suggesting the use of VEs as a tool for the existing smoking cessation programs. Keywords: Virtual Reality, Nicotine craving introduction Smoking is a major cause of premature death and according to the World Health Organization (WHO), smoking addiction is a global health problem that affects about a third of the world population. Smoking can be related to various chronic diseases [1] and to specific forms of cancer, namely, lung cancer [2]. Within Virtual Reality exposure (VRE), studies [3, 4] have indicated a significant increase in craving for smoking cues in VRE, but in this later study the authors used a sample of casual smokers. These authors suggested that even within a non-clinical sample, craving can be elicited with VRE, allowing health promotion interventions in earlier stages of nicotine dependence. Given the social relevance of addictive behaviors, our main goal was to develop and to test the application of a new virtual platform to elicit nicotine cravings. Due to the previous findings of [3, 4] in smoking cessation, our intent was to also explore the possible relation with craving, presence and autonomic activation during the exposure to tobacco cues. method sample The sample consisted of 60 undergraduate students (16 male and 44 female) with an average age of 21.68 years (SD = 4.04). The participants were randomly collected from a university campus, in which, 32 (53.3%) were smokers and 28 (46.7%) were non-smokers. measures Presence Questionnaire (PQ); Simulator Sickness Questionnaire (SSQ); Questionnaire of Smoking Urges (QSU); Fagerstrom Test for Nicotine Dependence (FTND); CNS activation (Heart rate and Skin Conductance Level). results Data indicated that VRE to high-arousal cues can elicit JCR 231 a significant increase (Z = -2.692, p < .01) on craving level from initial (M = 3.29, SD = 1.14) to final assessment (M = 4.19, DP = 1.45). Both heart rate and Skin Conductance Level (SCL) were calculated by the difference from baseline and reflect the variation in relation to the baseline level. However, these data showed no significant differences in smokers during the exposure to high-arousal and low-arousal environments. discussion In line with previous studies, our results indicated that nicotine craving might increase with the presentation of VR environments, which are in agreement with our initial purpose suggesting that the exposure to tobacco or smoking related cues in a VE can elicit nicotine cravings in smokers. Although our study involved a new approach to the development of VR applications for health promotion or smoking cessation programs, overall results were in line with previous studies suggesting the use of VEs as a tool to complement existing smoking cessation programs, where self-control, stimulus control and improvement of strategies for coping with smoking related stimulus or situations may occur. references [1] Henley S.J et al. (1995) Two large prospective studies of mortality among men who use snuff or chewing tobacco. Department of Epidemiology and Surveillance Research, American Cancer Society, Atlanta. [2] Muscat, J.E., et al. 1997). Smoking and pancreatic cancer in men and women. Cancer Epidemiology, Biomarkers & Prevention, 6, 15-19. [3] Ferrer-Garcia et al. (2010). Efficacy of virtual reality in triggering the craving to smoke: its relation to level of presence and nicotine dependence. Annual Review of Cybertherapy and Telemedicine, 154, 123-127. [4] Carter B. et al. (2008). Location and longing: The nicotine craving experience in virtual reality. Alcohol Depend, 95, 73-80. ––––––––––––––––––––––––––––––––––––––––––––– evolution of smoking urge during exposure Through Virtual reality Irene Pericot-Valverdea,1, Olaya Garcia-Rodriguezb, Jose Gutierrez-Maldonadoa, Marta Ferrer-Garciaa and Roberto Secades-Villab 232 CT16 Oral Presentations a University of Barcelona, Spain b University of Oviedo, Spain Corresponding author: Irene Pericot-Valverde Department of Personality, Assessment and Psychological Treatments University of Barcelona Paseo Valle de Hebrón, 171 08035, Barcelona Spain E-mail: ipericot@ub.edu 1 abstract The use of Virtual Reality (VR) could be a useful tool for the improvement of Cue Exposure Therapy (CET) for smoking cessation. Nevertheless, it is necessary to know the appropriate parameters of exposure in order to develop efficacious treatment programs. This study was conducted to analyze the pattern of tobacco desire in a sample of smokers exposed to VR. Results showed that the environments were able to generate two different patterns of craving response. These results could contribute to determining exposure parameters when using VR technology in CET. Keywords: Virtual Reality, Cue Exposure Therapy, Craving Pattern, Smoking introduction Cue Exposure Therapy (CET) can be applied through several modalities of exposure. Specifically, in smoking research, various modalities including videos, imaginary procedures and in vivo presentations of cues have been used. Virtual Reality exposure therapy (VRET) provides another alternative over traditional methods of exposure [1]. In the specific field of nicotine dependence treatment, VRET has some advantages [2]: VRET can simulate several real situations related to drug use; proximal and distal cues related to cigarette use can be simultaneously presented; and the patient can re-experience the situation as many times as necessary. Thus, the use of VR for smoking cessation programs could be a good approach [3]. Nevertheless, it is necessary to know the specific parameters of exposition through well controlled investigations. The present study aimed to analyze the pattern of subjective craving in a sample of smokers exposed to VR environments. method Forty-six smokers were recruited with the snowball sampling method starting from pre- and post-graduate psychology students from the University of Barcelona. The sample comprised 26 males and 20 females who smoke from 10 to 30 cigarettes per day. Inclusion criteria were: a minimum smoking rate of 10 cigarettes per day; and aged 18 or older. Exclusion criteria were: being involved in a smoking cessation treatment; having severe health problems related to smoke; matching DSM-IV diagnosis of dependence for substances other than nicotine; and having a current severe psychiatric disorder. The virtual environments that we used reproduced two everyday life situations where people smoke: having lunch at home; and having breakfast at home. These scenes were selected based on a previous study aimed to assess the capability of eight virtual environments to elicit tobacco craving [4]. For the present study, we selected the environments that trigger the most and the least craving levels in that study. All subjects were exposed to both environments in random order. Before the experiment, participants were asked to smoke one cigarette to match nicotine levels among participants. Tobacco craving was assessed before the exposure to the environments and every minute during navigation with a visual analogical scale (VAS). Participants had to rate how strong was their desire to smoke in that moment from zero (no desire) to 100 (intense desire). results We can recognize two different patterns of evolution of craving for tobacco use. The lunch at home scene generated a quick response of desire that remained similar after the second minute. On the opposite side, the breakfast at home scene increased gradually the responses of craving during the exposure and the highest level was obtained in the last minute. Conclusions These results revealed two different patterns of craving responses when a smoker is exposed to different VR environments with smoking-related cues. The results are important in order to determine responses and fluctuations on the urge to smoke and to predict patient response as a function of the environment characteristics. Enhanced knowledge about the evolution of craving response is essential to delimit exposure parameters if our JCR CT16 Oral Presentations objective is to develop effective programs for smoking cessation under the CET paradigm. references [1] García-Rodríguez O, Pericot Valverde I, Gutiérrez Maldonado J, Ferrer García M. La Realidad Virtual como estrategia para la mejora de los tratamientos del tabaquismo [Virtual Reality as a strategy to improve smoking treatment].Health and Addictions. 2009;9:39-55. [2] Baumann SB, Sayette MA. Smoking cues in a virtual world provoke craving in cigarette smokers. Psychology of Addictive Behaviors. 2006;20:484-9. [3] Lee J, Lim Y, Graham SJ, Kim G, Wiederhold BK, Wiederhold MD, et al. Nicotine craving and cue exposure therapy by using virtual environments. Cyberpsychology and Behavior. 2004 Dec;7(6):705-13. [4] Ferrer-García, M, García-Rodríguez, O, GutiérrezMaldonado, J, Pericot-Valverde, I Secades-Villa, R.Efficacy of virtual reality for triggering smoking craving: relation with level of presence and nicotine dependence. Studies in health technology and informatics, 2010; 154: 123-7. ––––––––––––––––––––––––––––––––––––––––––––– Validation of Two Virtual environments for the prevention and Treatment of pathological gambling Claudie Lorangera,1, Stéphane Boucharda, Julie Boulangera and Geneviève Robillarda Université du Québec en Outaouais a Corresponding author: Claudie Loranger Laboratoire de Cyberpsychologie de l’Université du Québec en Outaouais 283 Alexandre-Taché CP 1250, Succursale Hull Gatineau, QC J8X 3X7 Canada E-mail: lorc08@uqo.ca 1 abstract Pathological gambling is an increasingly common psychiatric disorder. There is a growing need for effective treatments and tools for early detection and prevention. In order to improve already existing relapse prevention programs, the use of Virtual Reality (VR) could be in- JCR 233 teresting because it provides therapists with easily accessible gambling-related cues. The objective of this study was to determine if two virtual environments (bar and casino) could induce a sufficient craving in gamblers to be used as tools in prevention and treatment. Sixty-seven participants (31 gamblers and 36 non-gamblers) had to rate their desire to gamble on the Gambling Craving Scale (GACS) after playing for seven minutes in the following four conditions: (a) a game of Scrabble (control condition); (b) a real Video Lottery Terminal (VLT – gold standard control condition); (c) playing VLT in a virtual bar (first VR condition); and (d) playing slot machines in a virtual casino (second VR condition). Results on the GACS and with skin conductance reveal that both virtual environments elicited the same desire to gamble than the real VLT, compared to the control condition, and cravings were significantly higher than non-gamblers. Skin conductance while playing the VR conditions would predict with significant accuracy which participant was a gambler or a non-gambler. Keywords: Gambling, Craving, Virtual Reality, Slot Machines introduction Pathological gambling is characterized by a loss of control over gambling, deception about the extent of one’s involvement with gambling, family and job disruption, theft, and chasing losses, or the effort to win back money lost while gambling [1]. Even if there is very little knowledge about what constitutes effective treatment for pathological gambling, scientific data suggest that combined cognitive and behavioral therapies are more effective than no treatment [6]. An important issue in treating pathological gambling is that, despite understanding the negative consequences of continued gambling, problem gamblers at times experience an overwhelming craving to gamble [8]. However, the therapeutic work carried out when patients are emotionally detached from the gambling situation, such as in the psychologist’s office, is hard to transfer to real life tempting situations. An alternative solution would be to use Virtual Reality (VR) in order to work on relapse prevention when the person feels completely immersed in an environment involving gambling-related cues. The use of VR with pathological gamblers has already been tested by two research teams [2,9] but the virtual environments used had less graphic and immersive qualities than what is proposed in the current project. Also, the addition of adequate control conditions appeared necessary. Thus, the objective of this 234 study was to measure the validity of Video Lottery Terminals (VLT) located in a virtual bar and slot machines located in a virtual casino to induce cravings. Note that the choice for VLT and a virtual casino was based on epidemiology in gamblers’ playing habits [4]. methods participants The sample consists of 31 gamblers and 36 non-gamblers. A person identified as a gambler had to use slot machines at least once a month, and a person identified as a non-gambler had to use slot machines less than twice a year. People presenting a score of nine or more on the South Oaks Gambling Screen (SOGS) [5] were excluded because they are at high risk of showing a pathological gambling problem and it was considered ethically questionable to elicit urges to gamble in that population without providing an adequate treatment. Mean score for the SOGS was 3.27 for the gamblers group and 0.08 for the non-gamblers group. measures The desire to gamble was assessed with the Gambling Craving Scale (GACS) [8] and arousal was measured by skin conductance. Participants also had to complete the Presence Questionnaire, the Simulator Sickness Questionnaire [3], and the Immersion Tendencies Questionnaire [7]. procedure The experiment was conducted in a 90-minute session. First, a training immersion in VR was performed to allow participants to learn how to navigate in VR and manipulate the equipment. Second, participants had to play Scrabble with the experimenter for a period of seven minutes (a control condition where the game is not significantly based on chance). Then, participants were randomly assigned to seven minutes of playing on: a real Video Lottery Terminal (VLT – gold standard control condition); VLT in a virtual bar (first VR condition); and slot machines in a virtual casino (second VR condition). results Results of repeated measures ANOVAs on the GACS and skin conductance show that the desire to gamble and the anticipation of positive mood while gambling are statistically higher in the gamblers group than in the nongamblers group for the real VTL and the two virtual environments. Compared to playing Scrabble, the Desire and Anticipation subscales of the GACS, and skin con- CT16 Oral Presentations ductance, were increased as significantly when playing the real VLT than the virtual VLT and the slot machines in the virtual casino. Significant correlations were found between the SOGS and GACS while immersed in VR (between 0.50 and 0.70 for the real VLT, between 0.47 and 0.50 for the VLT in the virtual bar, and between 0.50 and 0.63 in the virtual casino). A discriminant analysis could correctly classify 65% of the participants among the gambler or non-gambler groups solely based on skin conductance. discussion Results reveal that the virtual environments (bar and casino) created can provoke among gamblers the same desire to gamble as a real machine. In addition, the physiological reactions while playing in the virtual bar could allow detecting who is a risk for pathological gambling. These two VR environments could become interesting to use as part of a larger treatment program that include relapse prevention. references [1] Amercian Psychiatric Association. (1994). Diagnostic and statistical manual of mental disorders (4th ed.). Washington, DC: Author. [2] Botella, C. (2004). A virtual environment for the treatment of pathological gambling. Paper presented at 38th Annual AABT Convention. New Orleans (USA) November 18-21. [3] Kennedy, R., Lane, N., Berbaum, K., & Lilienthal, M. (1993). Profile analysis of simulator sickness symptoms- Application to virtual environment systems. Presence: Teleoperator and Virtual Environement, 1(3), 295-301. [4] Ladouceur, R., Sylvain, C., Boutin, C., & Doucet, C. (2002). Understanding and treating the pathological gambler. West Sussex, England: Wiley. [5] Lesieur, H.R., & Blume, S.B. (1987). The South Oaks Gambling Screen: A new instrument for the identification of pathological gamblers. American Journal of Psychiatry, 144, 1184-1188. [6] Toneatto, T., & Ladouceur, B. (2003). Treatment of Pathological Gambling: A Critical review of the Literature. Psychology of Addictive Behaviors, 17 (4), 284292. JCR CT16 Oral Presentations [7] Witmer, B.G., & Singer, M.J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225-240. [8] Young, M. M., & Wohl, M. J. A. (2008). The Gambling Craving Scale: Psychometric Validation and Behavioral Outcomes. Psychology of Addictive Behaviuors, 23 (3), 512-522. [9] Young, M. M., Wohl, M. J. A., Matheson, K., Baumann, S. B., & Anisman, H. (2008). The desire to gamble: The influence of outcomes on the priming effects of gambling episode. Journal of Gambling Studies, 24, 275-293. ––––––––––––––––––––––––––––––––––––––––––––– alexithymia, Coping styles and interpersonal behavior in the Context of internet addiction Francesco Contia,1 and Ivan Formicaa Department of Pedagogy and Psychology, University of Messina, Italy a Corresponding author: Francesco Conti Department of Pedagogy and Psychology University of Messina, Italy E-mail: fconti81@gmail.com 1 abstract The object of this study is to evaluate the correlation among alexithymia, a problematic use of the Internet, coping strategies and interpersonal behavior. Two-hundred students were administered the following tests: TAS20, IAT, COPE-NVI, SIB. We studied the correlation among the individual test scores and carried a differential analysis on independent groups identified on the basis of the TAS-20 test. Our results show the existence of a link between alexithymia and Internet addiction. Furthermore, we discuss the role of these behaviors in avoiding stressful situations and interpersonal discomfort. Keywords: Alexithymia, Coping, Internet Addiction introduction Firstly, Internet addiction is a complex phenomenon that is not fully understood yet [1]. The hallmark of this work is a wide spectrum approach to the study of the relationship between man and technology using heterogeneous JCR 235 psychology tools (dependence, alexithymia, coping, assertiveness). The main hypotheses of this study are: • H1- Whether there is a positive correlation between Internet abuse and alexithymic behavior • H2- Whether there is a positive correlation between Internet abuse and interpersonal behavior discomfort • H3- Whether Internet-addicted and non-addicted subjects show a substantial difference in the use of coping strategies • H4- Whether a different attitude towards the “virtual environment” correlates with the risk of Internet addiction. methods The study was carried out on a sample of 200 university and professional school students of aged between 18-34 years (mean=22.11; standard deviation= 2.99). The subjects were administered the following tests: • TAS-20 [2]; • IAT (Internet Addicion Test) [3] [4]; • COPE-NVI (Coping Orientation to Problems Experienced – Nuova Verione Italiana) [5]; • SIB short version (Scale for Interpersonal Behavior) [6]. Statistical analysis was performed with the SPSS software. Correlation among IAT, TAS-20 and SIB scores was assessed with the Pearson correlation coefficient. For the differential analyses significance was assessed with the Mann-Whitney U test and the Kruskal-Wallis H test. results Our results confirm the existence of a correlation between Internet abuse and alexithymic behavior (H1) (r=0.363, p< 0.01) [7] and between Internet abuse and interpersonal behavior discomfort (H2) (r=0.172, p< 0.05). We found a positive correlation between IAT and SIB scores in discomfort (r=0.172, p< 0.05), in particular in expressing and managing personal limits (r=0.196, p< 0.01) and in initiative assertiveness (r=0.172, p< 0.05). Comparison between Internet-addicted and non-addicted subjects confirmed the existence of characteristic coping strategies (H3) in an addictive use of the net. The subjects that showed an addictive use of the net preferentially use avoidance strategies when challenged with stressful events (U=1107.5, p< 0.01) and refrain from a problem solving approach (U=1553, p< 0.05). By grouping the subjects by their attitude towards the “virtual environment” (attraction, fear or neutral) we identified 236 CT16 Oral Presentations significant differences in Internet abuse and addiction (H4) (H=15.310, p< 0.01): those attracted by the “virtual world” show increased tendency towards Internet abuse and avoidance strategies (H=13.799, p< 0.01) and show decreased tendency towards strategies such as humor and religion (H=13.799, p< 0.01). Conclusions We find that alexithymic behavior is associated with Internet abuse. In the net, alexithymic subjects may find a means of encapsulation and neutralization of their own emotional states: techno-mediated experiences may function as an external regulator of feelings. As far as coping strategies are concerned, there is an evident correlation between addiction and avoidance strategies. This correlation is well documented in the literature about drug addiction and appears to be pertinent to addictive Internet usage as well. references [1] Mark Griffiths, Does Internet and Computer “Addiction” Exist? Some Case Study Evidence, CyberPsychology & Behavior 3 (2000), 211-218. [2] Cinzia Bressi, Graeme Taylor, James Parker, & al., Cross Validation of the Factor Structure of the 20-item Toronto Alexithymia Scale: an Italian Study, Journal of Psychosomatic Research 41 (1996), 551-559. [3] Kimberly S. Young, Internet Addiction: the Emergence of a New Clinical Disorder, CyberPsychology & Behavior 1 (1998), 237-244. [4] Giovanni Ferraro, Barbara Caci, Antonella D’Amico, Marie Di Blasi, Internet Addiction Disorder: an Italian Study, CyberPsychology & Behavior 10 (2007), 170175. Those who abuse the net show increased discomfort in managing their relationships with other people and in expressing limits, needs and wants from a verbal and a behavioral point of view. Such discomfort is shown independently of the number of daily interactions the subject actually experiences. Such discomfort is not linked to an actual failure in social interactions but rather to a systematic negative opinion of one’s own role in interpersonal relationships. [5] Claudio Sica, Cristina Magni, Marta Ghisi, & al., Coping Orientation to Problems Experienced - New Italian Version, Psicoterapia Cognitiva e Comportamentale 14 (2008), 27-53. Clinically, our evidence suggests that Internet addiction should be approached by keeping in mind both the subject’s personality and his social adaptation. Future studies will address the correlation between these two variables. [7] Domenico De Bernardis, Alessandro D’Albenzio, Francesco Gambi, & al., Alexithymia and Its Relationships with Dissociative Experiences and Internet Addiction in a Nonclinical Sample, CyberPsychology & Behavior 12 (2009), 67-69. [6] Willem Arrindel, Cristiana Bartolini, Sanavio Ezio, Italian Version of the Scale for Interpersonal Behavior, Psicoterapia Cognitiva e Comportamentale 5 (1999), 99107. human dimensions in online soCial neTWorKs ––––––––––––––––––––––––––––––––––––––––––––– online social networking amongst Teens: friend or foe? Bridianne O’Deaa,1 and Dr. Andrew Campbella The University of Sydney, Australia a Corresponding author: Bridianne O’Dea Faculty of Health Sciences Cumberland Campus, 1 The University of Sydney, Australia Email: bridianne.odea@sydney.edu.au abstract The impact of Internet communication on adolescent social development is of considerable importance to health professionals, parents and teachers. Online social networking and instant messaging programs are popular utilities amongst a generation of techno-savvy youth. Although these utilities provide varied methods of communication, their social benefits are still in question. This study examined the relationship between online social JCR CT16 Oral Presentations interaction, perceived social support, self-esteem and psychological distress amongst teens. A total of 400 participants (Mage = 14.31 years) completed an online survey consisting of parametric and nonparametric measures. No significant relationship was found between online interaction and social support. However, time spent interacting online was negatively correlated with self-esteem and psychological distress. While previous research has focused on young adults, this study examined the impact of online social networking on emerging teens, and highlighted the need for continued caution in the acceptance of these utilities. Keywords: Adolescents, Online Social Networking, Psychological Wellbeing introduction With over 500 million users connecting every day, online social networks are transforming the nature and process of human relationships. Traditional social interaction is now replicated online as a result of increased Internet access, particularly amongst youth. The Internet has come to represent not only an information tool, but a space where teens can offer and receive support [1]. Online social networking sites (SNS) such as Facebook and MySpace have vastly augmented the ability of individuals to interact regardless of demographic or geographic restrictions [2]. The popularity of these utilities, combined with their ability to bridge offline and online connections, create a unique context for exploring the changing nature of adolescent socialization and the implications for their wellbeing. Adolescent self-esteem can be affected by the tone of feedback received from online social profiles [3]. Recent studies have also demonstrated that online social networking does not lead to emotionally closer relationships offline [4]. With previous research focusing on young adults (18-25 years), little is known about the impact of online social interaction on younger teens (13-16 years). This is a crucial developmental phase where meaningful friendships begin to emerge. Teens experiment with various social behaviors and experience different emotional responses to that of older adolescents [5]. The aim of this study was to explore the effect of online interaction on social support, self-esteem and psychological distress amongst emerging adolescents. It was hypothesized that online social interaction would have no effect on social support, but would be negatively correlated with self-esteem and psychological distress. JCR 237 method A total of 400 participants (54.8% female; Mage = 14.3 years, SD: 1.2 years) completed an online survey under the supervision of a researcher. This survey consisted of the Multidimensional Scale for Perceived Social Support (MSPSS) [6], the Self-Esteem Scale [7] and the K6 for Psychological Distress [8]. It also included questions relating to Internet use and activity. results SNS were used by 83.8% of participants. Participants reported spending an overall 2.5 hours (SD: 1.8) per day on the Internet. On a typical day, participants visited their SNS 2.7 times (SD: 3.9) and spent an average of 63 minutes on their site (SD: 58.4). Users of online SNS (M: 21.39, SD: 5.63) reported significantly lower levels of social support from their family than non-users (M: 22.53, SD: 6.23) [p = .017]. There were no significant differences in other independent variables. A significant negative correlation was found between time spent on SNS and self-esteem (rs = -.146, n = 281, p <.05) as well as psychological distress (rs = .139, n = 281, p < .05). A significant negative correlation was also found between SNS visits and MSPSS for family (rs = -.129, n = 280, p <.05). Multiple regression analysis was used to assess the ability of SNS time to predict levels of self-esteem. Time spent on SNS and MSPSS were found to be significant predictors of selfesteem (R2 = .096, F (2, 278) = 14.736, p < .001). Conclusion This study highlights an important relationship between social Internet use and psychological wellbeing. Results suggest that spending time online for social purposes may increase psychological distress and have a negative impact on self-esteem. In an age where technology has become omnipresent in the social lives of young people, this study emphasizes the need for serious consideration towards the unregulated use of online social utilities amongst teens. references [1] Stjernsward, S., & ÖStman, M. (2006). Potential of e-health in relation to depression: short survey of previous research. Journal of Psychiatric and Mental Health Nursing, 13(6), 698-703. [2] Hinduja, S., & Patchin, J. W. (2008). Personal information of adolescents on the Internet: A quantitative con- 238 CT16 Oral Presentations tent analysis of MySpace. Journal of Adolescence, 31(1), 125-146. [3] Valkenburg, P. M., Peter, J., & Schouten, A. P. (2006). Friend Networking Sites and Their Relationship to Adolescents' Well-Being and Social Self-Esteem. CyberPsychology & Behavior, 9(5), 584-590. [4] Pollet, T. V., Roberts, S. G. B., & Dunbar, R. I. M. (2010). Use of Social Network Sites and Instant Messaging Does not Lead to Increased Offline Social Network Size or to Emotionally Closer Relationships with Offline Network Members. CyberPsychology, Behavior and Social Networking, (Advance Online Publication), 1-6. [5] Gerrig R.J., Zimbardo P.G., Campbell A. J., Cumming S.R., Wilkes F.J. (2009) Psychology and Life. Frenchs Forest, Australia: Pearson Education Australia. [6] Zimet, G. D., Dahlem, N., W., Zimet, S. G., & Farley, G. K. (1988). The Multidimensional Scale of Perceived Social Support. Journal of Personality Assessment, 52(1), 30-41. [7] Rosenberg, M. (1965) Society and adolescent selfimage. Princeton, NJ: Princeton University Press. [8] Kessler, R. C., Barker, P. R., Colpe, L. J., Epstein, J. F., Gfroerer, J. C., Hiripi, E., Walters, E. E., & Zaslavsky, A.M. (2003). Screening for Serious Mental Illness in the General Population. Archives of General Psychiatry, 60(2), 184-189. ––––––––––––––––––––––––––––––––––––––––––––– perceived stress and life satisfaction: sns use as a moderator Qikun Niua,1, Yihao Liua, Zitong Shenga, Yue Hea and Xiaolin Shaoa Department of Psychology, Peking University a Corresponding author: Qikun Niu Department of Psychology Peking University P.R. China E-mail: billy.nqk@gmail.com 1 abstract Social Network Service (SNS) has become a buzzword in recent media coverage with the development of second generation web-based communities. In China, SNS has played an increasingly important role in its users’ daily lives, especially among students. With a sample of 471 college students, we tested the direct relationship between perceived stress and life satisfaction using regression analysis. Moreover, we found SNS use could buffer the negative effect of perceived stress. This study has practical implications on Internet users’ SNS use. Keywords: Social Network Service, Perceived Stress, Life Satisfaction, Internet introduction Stress occurs when people face events or situations perceived as dangerous, physically and psychologically, or when the physical and psychological limit of the organism is coerced and threatened. Studies have proved that college students need to manage many stressors of college life, and many studies have proved that perceived stress can negatively predict sequent life satisfaction [1]. Therefore, based on previous research, we hypothesized that perceived stress is negatively related to students’ life satisfaction. Social Network Service (SNS) has recently become popular in many countries around the world, including China. SNS allows individuals to present themselves, articulate their social networks, and establish or maintain connections with others [2]. For those who score lower on SNS use, perceived stress might negatively predict their life satisfaction since they are not actively seeking an approach for coping. However, for those who score higher on SNS use, it’s easier for them to gain social support, which can be an effective way of coping with stress and help them release stress. For these students, perceived stress can no longer predict their life satisfaction. Therefore, we hypothesized that the negative relationship between students’ perceived stress and life satisfaction is moderated by SNS use. methods With a sample of 471 participants, we tested a moderation model following Baron and Kenny’s (1986) approach. Control variables, independent variable, moderator, and the interaction term of independent variable and moderator were subsequently entered into the JCR CT16 Oral Presentations regression equation. A simple slope analysis was made after the interaction term was found significant. results and Conclusion As predicted, life satisfaction is negatively related to students’ perceived stress, and the negative relationship between students’ perceived stress and life satisfaction is moderated by SNS use. references [1] K.B. Matheny, W.L. Curlette, F. Aysa, A. Herrington, C.A. Gfroerer, D. Thompson, & E. Hamarat, Coping resources, perceived stress, and life satisfaction among Turkish and American university students, International Journal of Stress Management 9 (2002), 81–97. [2] N.B. Ellison, C. Steinfield, & C. Lampe, The benefits of facebook “friends”: Social capital and college students’ use of online social network sites, Journal of Computer-Mediated Communication 12 (2007), 1143–1168. ––––––––––––––––––––––––––––––––––––––––––––– interweaving interactions in Virtual Worlds: a Case study Matteo Cantamessea,1, Carlo Galimbertia and Gianandra Giacoma Università Cattolica del Sacro Cuore, Centro Studi e Ricerche di Psicologia della Comunicazione, Milano, Italy a Corresponding author: Matteo Cantamesse Università Cattolica del Sacro Cuore Centro Studi e Ricerche di Psicologia della Comunicazione, Milano, Italy E-mail: matteo.cantamesse@gmail.com 1 abstract The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW) both on adolescents’ (effective) social interaction and on the competence they developed in playing it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational ex- JCR 239 changes, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship. Keywords: Videogame, Interaction, Social Network, Identity introduction The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW) both on adolescents’ (effective) social interaction and on the competence they developed in playing it. WoW is a Massive Multiplayer Online Role Playing Game (MMORPG), and involves recognizing the processes of co-construction of meanings and interactional strategies made available in such games, which can be defined as “inhabitated cyberplaces” in which the dialectic of Self, plural identity, subjectivity and inter-subjectivity unfolds in analogy to what happens in face-to-face social spaces [1]. WoW, produced by Blizzard Entertainment, is currently the MMORPG. As stated by Krzywinska and Lowood, “[It] is a complex world indeed, an extraordinary mixture of art and design, technologies, economics, the social and the cultural. It is a game, a virtual world, and an online community”[2]. We can therefore consider it as a laboratory where the social and behavioral sciences can observe and experiment socially realistic situations. method and Tools The research involved seven classes, with a overal sample of 149 students, from the first course at the Liceo Scientifico Statale Marconi (Milano, Italy). The classes were divided into three experimental groups defined as: • Group 1 (Lab): composed of two classes whose students have participated in the experience in the computer lab, accessing the game for two hours a week; • Group 2 (House): composed of three classes that received a game license (with software and manual), whose students were allowed to play at home; • Group 3 (Control group): composed of two classes. Game sessions and data gathering meeting lasted for two months (for a total of 10 game sessions). In this study we analyzed, from a psychosocial approach, the social interaction within the game environment, integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). Conversational data have been gathered by means of a modified version of the internal chat logger, set up in order to automati- 240 cally log every channel (public chat, group chat, guild chat) except for the private channel (also called “Whisper”). Social network data are based on a questionnaire administered during the first week of school and after the last, tenth game session. results A first level of analysis of the chats shows that first sessions are characterized by very short conversations, or in some cases, no use of in-game chat. This situation is understandable in light of ethnographic observations; in fact, as we noted during the first session, the students resorted almost exclusively to the out game channel, often moving away from their desk and speaking to friends or neighbors. In the subsequent sessions, although characterized by constant out game buzz, there is an increased use of in-game chat channels. The analysis revealed the emergence of a structure that gives form to the conversations. In detail, we found three stable phases: alignment, coordination, closure. Such result is coherent with recent studies on conversational dynamics in virtual worlds [3], and can be read as an evolving path towards the co-definitions of roles and meanings. CT16 Oral Presentations references [1] C. Galimberti, “Segui il coniglio bianco. Strategie identitarie e costruzione della soggettività nelle interazioni mediate.” In Identità in relazione. Le sfide odierne dell’essere adulto, edited by C. Regalia and E. Marta, Milano: McGraw Hill, (2010), 73-127. [2] T. Krzywinska, H. Lowood, Guest Editors' Introduction, Games and Culture October 1 (2006), 279-280. [3] C. Galimberti, G. Belloni, M. Cantamesse, “The development of an integrated psychosocial approach to effective usability of 3D Virtual Environments for Cybertherapy.” PsychNology Journal 4.2 (2006), 161-180. ––––––––––––––––––––––––––––––––––––––––––––– Comparing face-to-face and online Communications Maciek Lipinskil-Hartena,1 and Romin W. Tafarodia a University of Toronto, St. George Campus Corresponding author: Maciek Lipinskil-Harten University of Toronto St. George Campus Canada E-mail: mac.lipinski.harten@utoronto.ca 1 Conversely, a confirmation of the social changes aroused by the in-game interaction can be found in the social network of the classes. The SNA shows a change in terms of structural indicators, as regards the classes in Group 1, with little or nothing to show for classes of Groups 2 and 3. In particular, a substantial increase can be observed for transitivity, and reciprocity and density. The qualitative analysis of patterns shows fewer outsiders and isolated nodes in the classes of the Lab group, contrasting a tendency towards clustering of classes of the Control and Home groups. Conclusions The results showed that the group experience and the cooperation required by this video game allowed the classes to interact in a controlled environment, where users experience social ties, roles and responsibilities. As shown by conversations analysis, such dynamics don't have a priori features, but are defined within a series of incremental steps, also influencing social relationships outside the game. From a psychosocial point of view, the in-game interactions, in particular, conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties. abstract Three studies compared social outcomes of dyadic faceto-face conversations with synchronous online chat conversations. Study 1 examined free-form conversations and found that online conversations enabled social leveling for females and individuals who experience difficulties in face-to-face communications. Study 2 examined attitude-specific conversations and found that participant attitudes converged following face-to-face conversations, whereas attitudes diverged following online chat. Study 3 examined conversations pertaining to a novel stimulus, seeking to replicate the effects found in study 2 and to demonstrate these to be a product of reduced presence and accountability in online communications. Keywords: Synchronous Online Communication, Attitudes, Persuasion, Relationship Formation introduction As modern communications translate workplace negoti- JCR CT16 Oral Presentations ations, relationship development and attitude formation onto synchronous, text-based, online platforms such as Windows Live Messenger and Blackberry Messenger, the social psychological dynamics of these processes are also changed. To examine these changes, our research compares traditional face-to-face conversations against their text-based, online counterparts. Examining both conversation transcripts and psychological outcomes, our studies considered how the structure of conversation was affected by the affordances of each communication’s medium and the implications that such changes had for persuasion, attitude formation and the development of interpersonal relationships. method Participants were tested in same sex dyads and engaged in either face-to-face conversations or anonymous online chat room conversations. Those in the latter condition conversed in separate locations and did not directly encounter one another either during or after the study. In study 1, participants engaged in open-ended, “getting acquainted” conversations. In study 2, participants were pre-selected based on their level of agreement on an attitude that they were then instructed to discuss. In study 3, participants were asked to read and discuss a short story. In studies 2 and 3, participant attitudes toward the topic of discussion were measured both before and after conversations occurred. results Using the tools of conversation analysis [1, 2] in tandem with the actor-partner interdependence model of dyadic effects [3], study 1 found that online conversations leveled face-to-face differences in assertive elements between male and female conversations. Online conversations also allowed more frequent users of this medium to compensate for communicative deficiencies experienced in faceto-face conversation. Online conversations were also found to be significantly more disjointed in structure. Study 2 found that conversation partners’ attitudes toward the subject of conversation became less similar following online conversations, but more similar following face-toface conversation. Data from study 3, currently in progress, thus far support the results of study 2 and further suggest that the disjointed structures of online conversations contribute to this difference in outcomes. discussion Thus far, results suggest that communicative outcomes of online conversation significantly differ from tradi- JCR 241 tional, face-to-face conversation. Particularly, online conversations emphasize differentiation of the individual over mutual understanding and affect. Understanding this difference is crucial to the effective use of online technologies in the numerous institutions for which these have become a key communications resource. references [1] E.A. Schegloff, Sequence organization in interaction: A primer in conversation analysis, New York, Cambridge University Press, 2007. [2] R. Wooffitt, Conversation Analysis and Discourse Analysis, London, Sage Publications, 2005. [3] D.A. Kenny, D.A. Kashy & W.L. Cook, Dyadic data analysis, New York, Guilford, 2006. ––––––––––––––––––––––––––––––––––––––––––––– gender stereotyping of emotion presentation in Computer-mediated Communication Shu-Cheng Choua, Yi-Ting Wanga and Chih-Chien Wangb,1 National Taiwan University National Taipei University a b 1 Corresponding author: Chih-Chien Wang PO. Box 4-1 Sansia Township New Taipei City 23799 Taiwan E-mail: wangson@mail.ntpu.edu.tw abstract The study conducted an experiment to investigate the gender stereotyping of emotion presentation in e-mail and face-to-face communication. The empirical studies results revealed that the gender stereotype of emotion still exist in e-mail communication, although no facial communication is available in e-mail communication context. Based on this study, we can conclude that the gender stereotype of emotion is a popular phenomenon existing in our culture, rather than being dependent on facial communication. Keywords: Gender, Stereotype, E-mail, Computer-Mediated Communication 242 introduction People usually believe males and females differ in emotion expression [1-3]. This gender stereotyping of emotion is relative with facial expression [3]. Nevertheless, in Computer-Mediated Communication (CMC), information is mainly sent as text. From the point of media richness theory, Face-to-Face (F2F) communication is a very rich medium while e-mail is the leanest medium [4]. This study aims to investigate if the gender stereotyping of emotions exists in CMC. This study focuses on the gender stereotype of emotion presentation in CMC. Receivers’ perception to senders’ emotion presentation in e-mail and in F2F communication are investigated. Today, CMC is now one popular alternative to communicate with others. This study is useful in understanding if gender stereotyping of emotion presentation is worsened or mitigated in CMC. CT16 Oral Presentations senders than male ones in e-mail (t=-2.86; p<.01) and face-to-face communication (t=-2.29; p<.05). Nevertheless, if subjects held a low gender stereotype subjects’ did not perceive higher levels of anger from female senders in both e-mail and face-to-face communication. Thus, gender stereotypes moderate individuals’ perception to senders’ presentation of emotion. Conclusion Previous studies revealed that gender stereotype is relative with facial communication. However, this study revealed that gender stereotyping of emotional presentation still exists in CMC, although no facial communication is available in it. The message sender’s gender will moderate individuals’ emotional perception in CMC communication. Participants with a high gender stereotype perceive higher levels of angry from a female sender than from a male one. method This study recruited 104 (35 male) voluntary participants from one university. Before the experiment, subjects were asked to fill the gender stereotype scale developed by Plant, Hyde, Keltner, and Devine (2000). Afterwards, participants were randomly assigned to one of four scenarios. A 2 (media type: email and face-to-face) × 2 (gender of message sender: male, and female) between subjects design was employed to test the gender stereotyping of emotion presentation in e-mail and face-to-face communication. In the face-to-face communication scenario, subjects were asked to view a video of an angry (female/male) customer complaining about service in a restaurant service. In the e-mail communication scenario, subjects were asked to view a complaint e-mail from an angry (female/male) customer. Then, subjects’ emotional perceptions were measured. The study adopted the perception of anger emotion scale, which was proposed by Diener, Smith, and Fujita [5]. This scale included four items. All items of gender stereotype and perceived of emotion were based on a seven point Likert-type. references [1] D. W. Birnbaum, T. A. Nosanchuk, & W. L. Croll. Children's stereotypes about sex dfferences in emotionality. Sex Roles, 29 (1980), 435-443. data analysis This study found that subjects perceived higher levels of the emotion of anger from female senders than from male ones (t=-2.31; p<.05). Therefore, this study found that people perceive higher levels of emotion from female senders than male senders. ––––––––––––––––––––––––––––––––––––––––––––– The Therapeutic lan: a group intervention method involving network Video game as social simulator Also, subjects holding a gender stereotype concerning emotion perceived a higher amount of anger from female [2] R. A, Fabes, & C. L. Martin, Gender and age stereotypes of emotionality. Personality and Social Psychology Bulletin, 17(1991), 532-540. [3] E. A. Plant, J. S. Hyde, D. Keltner, & P. G. Devine. The gender stereotyping of emotions. Psychology of Women Quarterly, 24(2000), 81-92. [4] V. Lee, & H. Wagner. The effect of social presence on the facial and verbal expression of emotion and the interrelationships among emotion components. Journal of Nonverbal Behavior, 26(2002), 3-25. [5] E. Diener, H. Smith, & F. Fujita, The personality structure of affect. Journal of Personality and Social Psychology, 69(1995), 130-141. Samuelle Ducrocq-Henrya,1 a Département de création et nouveaux médias, UQAT, (Canada) JCR CT16 Oral Presentations Corresponding author: Samuelle Ducrocq-Henry Département de création et nouveaux médias UQAT (Canada) E-mail: Samuelle.Ducrocq-Henry@uqat.ca 1 abstract The Therapeutic LAN (TL) is a group intervention method, a product of 10 years of research involving teenagers that are video gamers (LAN party). It uses the strengths of Virtual Reality (VR), networks, and serious gaming with a social, fun and interactive immersion of the patients. Serious games represent a promising market for video games by promoting education, therapy, etc. On interconnected computers that are part of a network (LAN), the TL puts participants in contact through a video game transformed into a collective or individual simulator. The TL uses popular games that are turned into "mods" at lowcost, by adapting the original script to the needs of the speaker. It promotes learning and socialization through interaction, introspection and communication around issues about identity and social roles. It connects patients to their self and to others, according to a cathartic and reflexive process specific to the virtual space, but reinforced by the group's presence and a therapeutic monitoring of behavioral analysis (via group therapy, impact techniques, etc.) Its educational and therapeutic perspectives in education and psychosocial interventions, especially, intend to fight against dropping out of school, video game addiction, attention deficit disorder, and the inhibition or disengagement of boys in class. Keywords: Serious Game, Simulation, Network Video Games, Group Therapy, Socialization introduction This presentation is based on a long case study about network video gamers in the context of competition, which examines the communicational and educational potential of a new type of social and technical event: the LAN party [1]. The LAN party is a competition of video games based on a local network system which can gather many hundreds of players divided into teams, for several days, at the same place. A computer network is connected to local servers with computers provided by all players, in order to hold a tournament in which the players compete using strategy and shooting in multiplayer games. Since 2001 some surprising observations have been documented: hundreds of players specify that their knowledge of English and data processing, their tactical JCR 243 and sporting attitude, and their proximity with team members and close opponents, is due to the practice of local network video game competitions. By means of the social proximity that it offers, the LAN reveals an opportunity of passing rite, based on tribal organization [2], in which the competitive circumstances favor socialization, initiation and expansion of new abilities [3-4], which is a stunning parallel against various social movements such as Baden-Powel’s scouting movement. Exploratory and ethnographic, at first raised from intuition, this multi case study has been conducted between 2001 and 2009, and was supported by the interactionist current, centered on the relationships between players. So, its main theme was that interaction is seen as a “field of mutual influence” [5]. The study revealed that social networking based on video game competitions favor elements of learning and socialization. But can the model of LAN party be used in others contexts such as therapeutic and professional intervention? The study confirms this point and offers a theoretical model applied as a group intervention method for therapy, called “Therapeutic LAN” (TL). A TL is a method using network video games that lets people engage in role-playing and social interactions within a therapeutic context. For this, the TL favors human interactions analysis of the network users, their social attitudes and self-perception, to reveal support and hopefully, solve socialization and addiction issues or maladjusted behaviors. They can guide and support systemic approaches [6], like family and group therapies [7], or the use of impact techniques [8], through the reenactment of daily social situations. method The research used ethnographic tools of a field investigation such as pictures, a log book, hundreds of completed forms and interviews of hundreds of casual gamers chosen randomly from main LAN parties in Quebec in 2003 and 2007 (LAN ETS, ATI, etc.). As an exploratory study of an emergent cultural practice, no theoretical framework was used to initially support the research, but the concepts of socialization, learning, motivation and identity, emerged later from the analysis of the first collections of data. Taking the inductive form of a method inspired from the Grounded Theory [9] that allows exploration, as the investigated field of LAN parties was a new social event without direct documentation in 2001, the new conceptual model of the “Pedagogical and Therapeutic LAN” (PL and TL) synthesized our conclusions. 244 results By joining the initiation to an experience in which motivation operates as a fundamental function [10] and taking inspiration from the theory of activity according to Engeström [11], the systematic modeling of the LAN reveals that the player’s identity thrives on an introspective and progressive socialization through levels (the four ages of players) inspired from Piaget [12]. It is reinforced through the experience of “Flow” [13], supplied by the practice of multiplayer video games through a local network. With a background composed of optimized initiation through the typical interactions in LAN, introspection is favored in the virtual mode and the social feedback in a present mode. The conceptual model of PL or TL proposes the simultaneous superposition of a unifying communicational device taking place in two worlds at the same time. This device is transposable to any other discipline having a computing class. Through systemic approaches like family or group therapy, the immersive power of the LAN stimulates the senses of users: it allows the mobilization of sensory memory and the analysis of their “self” [14] through introspection and thoughts on the way they act in the game, and through social retroaction and roles they play with other users of the TL in a present mode. Conclusion To conclude, this type of LAN process, transposed in a therapeutic context, allows the application of the immersive experience on the collective behavior and advocates the creation of pedagogic or therapeutic scenarios applicable to existing games while adapting them as “mods.” By diverting the practice of popular multiplayer video games, the LAN is able to mobilize, for other means, the interests of generations whose games are also part of their culture and language. references [1] S. Ducrocq-Henry, Les tribus ludiques du « LAN party » : perspectives d’apprentissage et de socialisation en contexte de compétition de jeux vidéo en réseau local, Phd The- CT16 Oral Presentations sis, UQAM, Montréal, 2011. [2] M. Maffesoli, Le temps des tribus : le déclin de l'individualisme dans les sociétés de masse. Coll. Le livre de poche, Paris, Librairie générale française, 2000. [3] G. Brougère, Jouer et apprendre, Economica, Paris, 2005. [4] J. P. Gee, What video games have to teach us about learning and literacy, Palgrave MacMillian, New-York (USA), 2007. [5] D. Le Breton, L’interactionnisme symbolique, Presses universitaires de France, Paris, 2004. [6] G. Bateson, Vers une écologie de l’esprit, T.1, Seuil, Paris, 1977. [7] V. Satir, Conjoint family therapy, Sciences and behavior books, Palo Alto, 1967. [8] E.E. Jacob, Impact therapy, Par, Florida, 1994. [9] B. Glaser, G. Barney G. and A. L. Strauss. Discovery of Grounded Theory: Strategies for Qualitative Research. Reed. 1999, AldineTransaction, Piscataway (NJ, USA), 1967. [10] R. J. Vallerand and E. Thill (dir.), Introduction à la psychologie de la motivation, Editions études vivantes, Laval, 1997. [11] Y. Engeström, M. Reijo and P. Raija-Leena, Perspectives on Activity Theory, Cambridge University Press, 1999. [12] J. Piaget and I. Bärbel, La psychologie de l'enfant, PUF, Quadrige, 2004. [13] M. Csikszentmihali, Vivre, la psychologie du bonheur, Robert Laffont, Paris, 2005. [14] D. Beaulieu, Techniques d’impact, Quebecor, Montreal, 2010. JCR CT16 Oral Presentations 245 3-d enVironmenTs for eaTing disorders and sChizophrenia male body dissatisfaction and attentional bias on 3-d body images Ara Choa,1 and Jang-Han Leeb Department of Psychology, Chung-Ang University, Seoul, Korea a Corresponding author: Ara Cho Department of Psychology, Chung-Ang University Seoul, Korea E-mail: eoqkdghk@hanmail.net 1 abstract This study aimed to identify the relationships between male body dissatisfaction and exposure to muscular ideal body images through examination of attentional bias. Twenty-eight male university students (13 for high body dissatisfaction group; 15 for low body dissatisfaction group) underwent an eye-tracking task consisting of 3D images of four body types (i.e., thin, normal, fat, and muscular body of a male). Results showed that both of groups gave more attention to the muscular body than other body stimuli. This finding suggests that both men of high and low body dissatisfaction choose the ideal muscular body as a comparison target when exposed to bodies, but the process and effect of comparison might be different in the level of body satisfaction. Keywords: Male Body Image, Attentional Bias, Body Dissatisfaction, Eye-Tracking introduction Many researchers have found that exposure to media images of ultra-thin female models was associated with increased body dissatisfaction, body size distortion, mood disturbance and decreased self-esteem in females [1]. Similarly, males exposed to muscular media ideal have shown profound negative influences on young male’s body images [2]. Exposure to mass media images depicting muscular males is associated with poor body images [3]. When exposed to a muscular ideal body, males who were dissatisfied with their own body showed more increased body dissatisfaction than before, possibly lead- JCR ing to muscle dysmorphia, steroid uses, and cosmetic surgery [4]. Females with body image disturbance are more likely to show attentional bias toward body-related stimuli. Many studies have shown the relationships between attentional bias toward appearance-related images and body dissatisfaction of females. Since body dissatisfaction of males is increasing these days, it appears to be necessary to identify the effects of muscular ideal image through measuring attentional bias. Therefore, the aim of this study is to identify the relationships between male body dissatisfaction and exposure to muscular ideal images through the examination of attentional bias. We hypothesized that high body dissatisfaction group would give more attention to idealized muscular male body stimuli, compared to low dissatisfaction group. method Twenty-eight male university students (mean age=23.00, SD=1.61) were divided into two groups (13 for high body dissatisfaction group: high BD; 15 for low body dissatisfaction group: low BD) based on the Body Esteem Test (BET; Franzoi & Shields, 1984) and Body Cathexis Scale (BCS; Sorcord & Jourad, 1953). 3D program, Poser v 7.0.1.97 SRI was used to construct images of four types which are thin, normal, fat and muscular body of male. Thirteen sets of four images (total of 72 image) were used for an eye-tracking task. Participants sat in front of the 19” computer monitor for measuring eye movements (EMs) using iView XTM Red - IV Eye Tracking System (Sensomotoric Instruments). The eye-tracking equipment was calibrated for each participant. In the EM task, each trial started with a central cross fixation for 1,000ms, which was replaced by a set of 3-D images shown side by side for 4,000ms. Two practice trials and 72 critical trials were conducted. Before starting the trials, the following instructions were displayed: "From now on, the trials start. A pair of pictures will appear for 4 seconds after the ‘+’ sign. Do not talk or move your head during the experiment." After the eye-tracking task, participants reported their height, weight, and how often they exercised. The procedures took about 15minutes. results A 2(group: high BD, low BD) × 4(stimuli types; thin, 246 CT16 Oral Presentations normal, muscular and fat stimuli) repeated-measures ANOVA for dwell time indicated a significant main effect of stimuli type (F(3,28) =10.97, p < 0.01), but there was no significant main effect of group and interaction of group × stimuli type. Independent t-test did not show a significant single main effect in any stimulus, and high BD group was significantly higher than low BD group in the frequency of exercise (t(26) = -3.03, p <0.05). discussion From this study, it was showed that the high BD group gave more attention to muscular ideal body than other body stimuli. From this finding, it could be possible to provide the evidence of relationship between social comparison theory and increased body dissatisfaction of males. references [1] H. A. Hausenblas, C. M. Janelle, R. E. Gardner, & A. L. Hagan, Effects of exposure to physique slides on the emotional responses of men and women, Sex Roles 47(2002), 569-575. [2] R. A. Leit, J. L. Gray & H. G. Jr. Pope, The media’s representation of the ideal male body: A cause for muscle dysmorphia? International Journal of Eating Disorders 31(2002), 34-338. [3] S. Grabe, L. M, Ward, & J. S. Hyde, The role of the media in body image concerns among women: A metaanalysis of experimental and correlational studies. Psychological Bulletin 134(2008), 483-491. [4] A. Blond, Impacts of exposure to images of ideal bodies on male body dissatisfaction: A review, Body Image 5(2008), 244-250. ––––––––––––––––––––––––––––––––––––––––––––– Virtual reality exposure in patients with eating disorders: influence of symptom severity and presence Marta Ferrer-Garciaa,1 and Jose Gutierrez-Maldonadoa University of Barcelona, Spain a Corresponding author: Marta Ferrer-Garcia University of Barcelona Barcelona, Spain E-mail: martaferrerg@ub.edu 1 abstract The aim of this study was examining the influence of several modulating variables on subjective discomfort experienced by patients with eating disorders while exposed to virtual environments that were emotionally significant for them. Severity of symptoms and sense of presence were analyzed. Both variables influenced the level of subjective discomfort experienced in the virtual environments. Keywords: Virtual Reality, Eating Disorders, Subjective Discomfort introduction Virtual Reality (VR) is a useful technology for body image disturbance assessment and treatment [1, 2]. Nevertheless, a necessary condition for the successful use of VR in therapeutic intervention is that the virtual environment (VE) should elicit the same degree of anxiety as the real-life situation [3, 4]. Previous studies assessed the capability of VR environments to provoke responses of anxiety and depression in participants with eating disorders [5, 6]. High-calorie environments and social situations produced the highest levels of anxiety and depression. Given the capability of VR environments to produce emotional responses in ED patients, the aim of this study was exploring possible modulating variables such as symptoms severity and sense of presence that may influence the results. method participants Seventy-one patients with eating disorders (49 women with anorexia nervosa and 22 women with bulimia nervosa) participated in the study. All of them were undergoing treatment. assessment • Subjective discomfort: Measured with a visual analogical scale from 0 to 100 • Sense of presence: Measured with the Spanish translation of the Presence Questionnaire (PQ) [7] • ED symptoms: Measured with the Eating Attitudes Test-26 (EAT-26) [8] procedure Tests were administered in two stages. In the first stage, participants were requested to fill in the EAT-26 and were measured and weighed in order to obtain their Body Mass Index. In the second stage, participants were ex- JCR CT16 Oral Presentations posed to six VEs: Neutral room, kitchen with low-calorie food, kitchen with high-calorie food, restaurant with low-calorie food, restaurant with high-calorie food, and swimming pool. First, they visited the neutral virtual environment and subjective discomfort (SUD) and sense of presence were assessed. Then, the five experimental VEs were randomly administered. In the interval between the presentations of each environment, experienced subjective discomfort and sense of presence were again assessed. results As expected, ED patients showed significantly higher levels of subjective discomfort in the kitchen with lowcalorie food (F[5, 71]= 25.79, p< .001, η2= 0.27), the kitchen with high-calorie food (F[5, 71]= 200.40, p< .001, η2= 0.74), the restaurant with low-calorie food (F[5, 71]= 54.12, p< .001, η2= 0.44), the restaurant with high-calorie food (F[5, 71]= 148.30, p< .001, η2= 0.68), and the swimming-pool (F[5, 71]= 101.07, p< .001, η2= 0.60) than in the neutral room. High-calorie environments and social situations produced the highest levels of subjective discomfort. We also explored whether the presence of possible modulating variables influenced the results. Symptoms severity and sense of presence were analyzed. The sample was divided into three groups depending on EAT-26 scores: Mild, moderate, and severe symptomatology. A repeated measures analysis of variance 3 x 6 was conducted. The simple effect of symptoms severity (F[2, 71]= 22.77, p< .001, η2= 0.40) was significant. The interaction between the VE and the severity of symptoms was significant in the high-calorie kitchen, the low-calorie restaurant, the high-calorie restaurant, and the swimming pool. The group with severe symptoms showed the greatest disparity between discomfort experienced in these situations and the neutral room. Similar results were found when analyzing sense of presence. ED patients with a high sense of presence (25% with highest scores in the PQ) showed higher levels of discomfort in all situations (F [2, 71]= 7.57, p= .01, η2= 0.19) than the low presence group (25% with lowest scores in the PQ). Furthermore, the interaction between presence and VE was significant in the kitchen with low-calorie food, the restaurant with low-calorie food, and the restaurant with high-calorie food (Table 1). The high presence group showed the greatest disparity between discomfort experienced in these situations and the neutral room. JCR 247 Conclusions As previously found in different studies [4, 5], exposure to VEs produced changes in ED patients’ mood. Highcalorie environments and social situations elicitated the highest levels of subjective discomfort among subjects. Moreover, emotional reactions to VEs differed depending on the severity of the ED symptomatology and the sense of presence experienced during the VR exposure. Patients with severe symptoms reacted more strongly than patients with mild and moderate symptoms. This difference was stronger in situations where participants had to eat highcalorie food and in social situations. Also, higher levels of presence were related with higher subjective discomfort. references [1] C. Perpiñá, C. Botella, & R.M. Baños, Virtual reality in eating disorders, European Eating Disorders Review 11 (2003), 261-278. [2] G. Riva, M. Bacchetta, M. Baruffi, & E. Molinari. Virtual reality-based multidimensional therapy for the treatment of body image disturbances in obesity: a controlled study, CyberPsychology & Behavior 4 (2001), 577-526. [3] A. Gorini, E. Griez, A. Petrova, & G. Riva, Assessment of emotional responses produced to real food, virtual food and photographs of food in patients affected by eating disorders, Annals of General Psychiatry 9 (2010), doi:10.1186/1744-859X-9-30. [4] M. Slater, D.P. Pertaub, C. Barker, D.M. Clark, An experimental study on fear of public speaking using a virtual environment, CyberPsychology & Behavior 9 (2006), 627-633. [5] J. Gutiérrez-Maldonado, M. Ferrer-García, A. Caqueo-Urízar, A. Letosa-Porta, Assessment of emotional reactivity produced by exposure to virtual environments in patients with eating disorders, CyberPsychology & Behavior 9 (2006), 507-513. [6] M. Ferrer-García, J. Gutiérrez-Maldonado, A. Caqueo-Urízar, E. Moreno, The validity of virtual environments for eliciting emotional responses in patients with eating disorders and in controls, Behavior Modification 3 (2009), 830-854. [7] M. Slater, A. Steed, J. McCarthy, F. Maringelli, The influence of body movement on subjective presence in 248 CT16 Oral Presentations virtual environments, Human Factors 40 (1998), 469477. groups, although the difference will be larger for the overweight group of children. [8] D.M. Garner & P.E. Garfinkel, The Eating Attitudes Test: An index of symptoms of anorexia nervosa, Psychological Medicine 9 (1979), 273-279. Keywords: Exergaming, Childhood Obesity, Game Design, Acceptability ––––––––––––––––––––––––––––––––––––––––––––– Comparison between an exergaming platform and Traditional physical activity: acceptability and use preferences in overweight and normal Weight Children samples Ausiàs Cebollaa,c, Rosa María Bañosb,c,1, Jaime Guixeresd, Julio Álvarezc,e, MªIsabel Torrosc,e, Cristina Botellaa,c and Mariano Alcañizc,d a Universitat Jaume I Universitat de València c CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) d I3BH Innovation & Research Institute on Bioengineering for Humans- Universidad Politécnica de Valencia e Child & Adolescent Cardiovascular Risk Unit, Pediatric Service, University General Hospital, Valencia b Corresponding author: Rosa María Baños Universitat de València c CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) Spain E-mail: banos@uv.es 1 abstract Physical Activity is a fundamental component in the prevention and treatment of childhood obesity. Problems are posed by low motivation and adherence to guidelines proposed by clinicians. The use of new technologies like videogames (Exergaming) in the treatment of childhood obesity can be useful to facilitate the adherence to physical activity tasks. Exergaming refers to the use of videogames to improve health and the fitness. The objective of this study is to compare the acceptability and use preferences of an Exergaming platform in two samples of children, overweight and a normal weight in a laboratory setting. This study is in progress. It is expected to find better acceptance and use preferences of this platform compared to a traditional system in both introduction Obesity is a chronic, complex and multifactor disease which usually appears in childhood and adolescence; currently, it is an important and increasingly common public health problem. Excess body weight is the most common childhood disorder in Europe according to the European Association for the Study of Obesity [1]. Physical activity is a basic component of childhood obesity treatment aided by dietary modification patterns. Traditionally, the clinician provides guidelines of physical activity and sport to children, but the problem is low motivation and adherence to these guidelines. In recent years, new “active video games” have been developed, whose objective is the involvement of the body in the game. “Exergaming” refers to the use of videogames to improve health and the fitness [2]. These platforms have been growing in popularity in recent years (Nintendo WII, Microsoft Xbox Kinect, Sony Playstation 3 Move, etc.) Similarly to the emergence of these platforms, an increasing interest has emerged in the study on their effectiveness in the promotion of physical activity. The results of several studies shows that the energy expended by children playing active video games in short periods of time is comparable with energy expended in traditional vigorous activities like brisk walking, climbing stairs or running [3]. Thus, the new Exergaming Platforms can be a suitable tool to promote physical activity at home in childhood overweight groups. They have also shown high acceptance levels in normal weight children [4]. So far, there has not been a study conducted to address use preferences and acceptability in a clinical overweight group. objective The objective of this study is to compare the acceptability and use preferences of an Exergaming platform in two children samples (overweight and a normal weight) in a laboratory setting. method A total sample of 50 children was recruited from a summer school (Control group) and a Hospital unit specialized in the treatment of overweight children (Overweight group) in Valencia, Spain. The age of the participants ranged from 10-13 years old. The children had to per- JCR CT16 Oral Presentations 249 form traditional physical activity on a treadmill and an Exergaming exercise. All the children used both systems in a counterbalanced design. They were asked to fulfill a questionnaire before and after the exercise to measure self-efficacy and use preferences. [4] Graves L, Stratton G, Ridgers ND, Cable NT. (2007) Comparison of energy expenditure in adolescents playing new generation and sedentary computer games: cross sectional study. British Medical Journal,335, 1282 – 1284. results The study is currently in progress. ––––––––––––––––––––––––––––––––––––––––––––– using Virtual reality to study paranoia in individuals With and Without psychosis Conclusion It is expected to find better acceptability and higher use preferences for the Exergaming Platforms in both groups, but the overweight group will show more preferences and a higher rate of acceptability as compared to the traditional group. The Exergaming platforms are an interesting tool to promote physical activity and change habits in a clinical context, specifically in childhood obesity treatment, a population that is traditionally less active. These platforms can be an extra reinforcement for children use to be active, mixing video games with the sport. It is also expected to facilitate motivation to practice physical activity. In just a few years there have been a growing number of Exergaming platforms (Sony Playstation, Wii, Kinect), and it is a suitable moment to study if they are an effective clinical tools. Acknowledgements CIBERobn is an initiative of ISCIII. This research it has been realized ,in part, supported by Ministerio de Ciencia e Innovación (Plan Nacional de Investigación Científica, Desarrollo e Innovación Tecnológica 20082011), in the project (PSI2008-04392/PSIC), and the Excelence Research Program PROMETEO (Generalitat Valenciana. Conselleria de Educación; 2008/157). references [1] European Association for the study of Obesity (2003). Obesity in Europe: The case for Action (on line). Accessed 5 April 2008. Avalaible in: wwwiotf.org. [2] Maddison R, Mhurchu CN, Jull A, Jiang Y, Prapavessis H, Rodgers A. (2007) Energy expended playing video console games: an opportunity to increase children’s physical activity? Pediatric Exercise Science, 19,334 –343. [3] Daley, A. (2009) Can Exergaming Contribute to Improving Physical Activity Levels and Health Outcomes in Children?. Pediatrics, 124, 763-771. JCR Willem-Paul Brinkmana,1, Wim Velingb, Emily Dorrestijnb, Guntur Sandinoc, Vanessa Vakilia and Mark van der Gaagb,d Delft University of Technology, The Netherlands b Parnassia Psychiatric Insitute, The Hague, The Netherlands c CleVR, The Netherlands d VU University, Amsterdam, The Netherlands a Corresponding author: Willem-Paul Brinkman Delft University of Technology Mekelweg 4, 2628 CD Delft, The Netherlands E-mail: w.p.brinkman@tudelft.nl 1 abstract A Virtual Reality (VR) environment was created to study psychotic symptoms of patients that experience psychosis. In the environment people could navigate through a bar with a gamepad while wearing a head mounted display. Their task was to find five virtual characters that have a small label number on their chest. The density and ethnic appearance of the virtual characters in the bar was controlled. To study the effect of these two factors a 2 by 2 experiment was conducted with a group of 24 non-patients, and two patients. For the nonpatient group results showed a significant main effect for density on participant’s physiological response, their behavior, reported level of discomfort, and their ability to remember place and location of the numbered avatars. The avatars’ ethnicity had a significant effect on nonpatients’ physiological responses. Comparison between the two patients and non-patient group shows a difference in physiological responses, behavior and reported level of discomfort. Keywords: Virtual Reality, Psychosis, Social Scene, Psychotic, Paranoia, Exposure 250 introduction Psychosis is a mental condition whereby people have delusions or prominent hallucinations. For example, individuals in a state of paranoid psychosis can experience fear as they believe that others intend to harm them. One key variable of understanding psychosis is the social environment. Epidemiological studies have shown high rates of psychotic disorders in densely populated urban environments and among immigrants who live in neighbourhoods with a low proportion of ethnic minorities, likely reflecting the causal influence of environmental risk factors [3]. Recreating the social environment in virtual reality (VR) has been put forward as a means to study psychotic symptoms [2]. A VR system was therefore developed including the control of two potential environmental stressors: population density and ethnic appearance of an avatar group in a bar. A study is reported into the effect of these factors on a group of nonpatients and two patients. method Individuals could freely navigate through the bar consisting of an indoor and outdoor setting. Potential stressors that could be set were: (1) ethnic appearances of an avatar group, either mainly white-European or mainly North-African; and (2) the density of the avatars in the bar either between 7-9 or between 34-38 avatars. To engage the people with these avatars the system randomly gave five of these avatars a number, visible on their clothing, which participants had to find. During this task the navigation behavior with Logitech Chillstream Gamepad was automatically recorded. Participants wore an Emagin Z800 3D Visor with a resolution of SVGA 800x600 24 bit, with 40 degrees diagonal Field of View, and build in 3DOF tracker. Participants were a white Dutch non-patient group consisting of university staff and students, including four females and 20 males, with average age of 29 years (SD = 9.2); and two male Dutch patients, 36 and 25 years old, who completed technical and vocational training for 1216 year-olds and for 16-18 year-olds. The experiment was set up with a 2 by 2 within-subjects design for the two factors of the avatar group (ethnicity and density). As a baseline measurement for galvanic skin response, a three-minute neutral physiological measurement was taken, where participants sat in a chair. After this, participants had a training session in which they navigated through the VR world and looked for the numbered avatars. Once this was completed participants were ex- CT16 Oral Presentations posed to the four experimental conditions, with a maximum of three minutes each for the non-patients group and four minutes for the patients. The experiment of the non-patient group was conducted in a university lab, while the two patients participated at the mental health clinic. results To study the effects for ethnicity and density a series of MANOVAs with repeated measures were conducted. Compared to low density conditions, in the high density conditions: fewer locations (F(1,23) = 7.07, p. = 0.014) and numbers (F(1,23) = 10.47, p. = 0.004) were correctly remembered of the labelled avatars; self-reported level of discomfort was higher (F(1,23) = 5.24, p. = 0.032); standard deviation of the heart rate was larger (F(1,23) = 10.09, p. = 0.004); average distance towards an avatar was smaller (F(1,23) = 4.86, p. = 0.038) in a two meter radius of a visible avatar. Compared to white-European avatars, in the conditions with a majority of NorthAfrican avatars, the standard deviation of heart rate was larger (F(1,23) = 4.70, p. = 0.041) and standard deviation of galvanic skin response was larger (F(1,22) = 4.40, p. = 0.048). The data obtained from the two patients were compared with a series of One-sample t-tests with means of the non-patient group. Compared to the non-patient group the overall trends across the conditions for these two patients was that they positioned themselves more closely to the avatars in the two meter radius of the avatar. Furthermore, their heart rate was higher, they sweated more, and their self reported level of discomfort was higher. Conclusion and discussion Results seem to indicate that density and ethnicity had an effect on the non-patients group. The latter seems to support earlier reports on physiological responses towards the ethnicity of avatars [1]. The collected data from the non-patient groups forms a baseline to compare patients with, as was done for two patients that showed differences in their physiological responses, their behavior and their reported level of discomfort. Besides a baseline comparison, future work could also consider in-depth analysis of a specific patient behavior towards various types of avatars, e.g., gender, and ethnicity. references [1] R. Dotsch, Wigboldus, D.H.J., Virtual prejudice. Journal of experimental social psychology 44 (2008), 1194-1198. JCR CT16 Oral Presentations [2] D. Freeman, Studying and treating schizophrenia using virtual reality: a new paradigm, Schizophrenia Bulletin 34 (2008), 605-610. 251 [3] van Os, J., Kenis, G., Rutten, B.P.F. The environment and schizophrenia. Nature 468 (2010), 203212. VirTual humans: The nexT generaTion of personal CoaChes mindfulness Training and Coaching via a Virtual synthetic Character tablish a regular practice. Below we briefly describe the virtual mindfulness coach and an evaluation study of its effectiveness, and discuss the findings. Eva Hudlickaa,1 Psychometrix Associates, Blacksburg, VA, US a Corresponding author: Eva Hudlicka Psychometrix Associates Blacksburg, VA, US E-mail: hudlicka@ieee.org 1 abstract The past decade has witnessed an increasing interest in the use of virtual coaches in healthcare. We describe a virtual coach that provides mindfulness meditation training, and the coaching support necessary to begin a regular practice. The coach is implemented as an embodied conversational agent, capable of multi-modal interaction with the user (via natural language and non-verbal facial expressions). The coach adapts both its facial expressions and the dialogue content to the user’s learning needs and motivational state. Findings from a pilot evaluation study indicate that the coach-based training is more effective in helping users establish a regular practice than self-administered training via written and audio materials. Keywords: Virtual Coaches, Mindfulness, Adaptive Training, Embodied Conversational Agents introduction In spite of the demonstrated benefits of mindfulness meditation [1-3], access to mindfulness training remains limited, due in part to a lack of adequately trained providers, and a lack of access to training programs. To address this problem, we developed a virtual computer coach that provides customized, adaptive training in mindfulness meditation, and the coaching required to es- JCR method The virtual mindfulness coach is an embodied conversational agent [4], capable of conducting mixed-initiative, natural-language dialogue with the user. The coach is represented by an image of a face, capable of showing a range of facial expressions. The coach guides the student through the didactic material, including recorded guided meditations, and provides customized advice about meditation practice, based on the student’s expressed concerns. The coach’s effectiveness was evaluated in a 7-week study, to assess its ability to provide mindfulness training (weeks 1-4), and support students in establishing a regular practice (weeks 5-7). An experimental group used the coach, and a control group used written and audio materials. Participants (N=32; 75% female) were asked to meditate 5x/week, for 20 minutes each time. results The results indicate that the coach provides more effective training and coaching than a self-administered program, using written and audio materials. Specifically, the coach group participants practiced more frequently (4.5 days/week vs. 3.2), and for longer time (19’ vs. 16’), than the controls. This effect was particularly evident during the 3-week follow-up period (frequency: 4.3 days/week coach vs. 2.7 control; length: 18.5’ coach vs. 13.6’ control). The coach group participants found the experience more rewarding, enjoyable, beneficial, and engaging than the controls. The coached participants appeared to be in more advanced stages of change, in terms of the transtheoretical model of behavior change, and felt more confident in their ability to maintain a regular practice. All 252 CT16 Oral Presentations of these findings were statistically significant (p < .05). The conceptual and practical knowledge about mindfulness meditation was equal for both groups. Conclusions The findings from a pilot evaluation study indicate that the coach-based training is more effective in helping users establish a regular practice than self-administered training via written and audio materials. These results demonstrate the feasibility of using a virtual computer coach to provide mindfulness meditation training, and warrant further coach development, to enhance its adaptive capabilities, and a further study, focusing on the specific elements of the coach features, and the user-coach interaction, that contribute to its effectiveness. references [1] J. Kabat-Zinn. Mindfulness-based interventions in context. Clinical Psychology: Science & Practice 10(2), (2003) 144-156. [2] J.D. Teasdale, Z.V. Segal, J.M.G.Williams, V.A.Ridgeway, J.M.Soulsby, M.A.Lau. Prevention and relapse/recurrenct in Major Depression by MBCT. Jnl. of Consulting & Clinical Psychology 68(4), (2000), 615-623. [3] C. Germer. Mindfulness. In Mindfulness & Psychotherapy. C.K.Germer, R.D.Siegel, P.R.Fulton, Eds. NY: Guilford. (2005) 3-27. [4] J. Cassell,, J. Sullivan, S. Prevost & E. Churchill. Embodied Conversational Agents. Cambridge, MA: MIT Press. (2000). ––––––––––––––––––––––––––––––––––––––––––––– people like Virtual Counselors That highly-disclose about Themselves abstract In this paper, we describe our findings from research designed to explore the effect of self-disclosure between virtual human counselors (interviewers) and real human users (interviewees) on users’ social responses in counseling sessions. To investigate this subject, we designed an experiment involving three conditions of self-disclosure: high-disclosure, low-disclosure, and non-disclosure. We measured users’ sense of copresence – feelings of connection and togetherness with interaction partners – and social attraction to virtual counselors. The results demonstrated that users reported more copresence and social attraction to virtual humans who disclosed highly intimate information about themselves than when compared to other virtual humans who disclosed less intimate or no information about themselves. Keywords: Virtual Counselors, Virtual Humans, Virtual Agents, Self-disclosure, Copresence, Social Attraction, Rapport, Anonymity, Affective Behavior, Contingency, Nonverbal Feedback, Psychotherapy introduction The goal of our ongoing studies is to investigate the potential use of virtual humans as counselors in psychotherapeutic situations. Researchers in clinical psychology argue that people like their counselors more when the counselors disclose highly intimate information about themselves as compared to when they disclose lowly intimate information in face-to-face counseling interactions. The literature suggests that self-disclosure is a pre-requisite for verbal psychotherapy, and that this is enhanced when social connections between the client and therapist are strengthened by mutual self-disclosure. However, we do not know yet whether we can consistently achieve similar outcomes in interactions between virtual humans and real human users. Sin-Hwa Kanga,1 and Jonathan Gratcha Institute for Creative Technologies, University of Southern California a Corresponding author: Sin-Hwa Kang USC Institute for Creative Technologies 12015 Waterfront Drive Playa Vista, CA 90094 USA E-mail: sinhwa.kang@gmail.com 1 Although studies have found users’ engagement by perceiving copresence and social attraction to partners when interacting with virtual humans, few studies have investigated whether users like virtual human counselors who talk about themselves in counseling situations. No other study has explored whether a counselor’s level of self-disclosure affects a person’s social responses, including feelings of copresence and social attraction, when he interacts with a virtual human as a counselor. Therefore, we explored this subject through designing an experiment involving different levels of JCR CT16 Oral Presentations self-disclosure from virtual counselors in interaction during an interview. method The experimental design was a between-subjects experiment involving three conditions of self-disclosure: High-Disclosure, Low-Disclosure, and Non-Disclosure. In the Disclosure (Hi- and Low-) conditions, virtual humans preceded each interview question with some information about themselves. We measured users’ feelings of copresence and social attraction. We used the Rapport Agents [Gratch et al., 2006] that presented timely nonverbal feedback as virtual counselors. Fifty-seven people (53% women, 47% men) from the general Los Angeles area participated in this study. The participants were randomly assigned to one of three experimental conditions. Participants were given instruction describing the counseling interview interaction. The interview questions were designed to gradually increase levels of intimate self-disclosure from the participants. Participants in all conditions saw the virtual humans displayed on a 30-inch computer monitor. The typical interaction was allowed to last about thirty minutes, but participants were not informed of any specific time limitation. results Copresence was composed of fourteen items in two categories: perceived copresence and self-reported copresence (Cronbach’s alpha = .87). Social Attraction was composed of the six items (Cronbach’s alpha = .88). The between-subjects MANOVA analysis showed that users reported feelings of copresence and being attracted to their partners more when they were interviewed by the virtual humans that preceded each interview question with high-disclosure information about themselves than interaction with other virtual humans with low- or nondisclosure about themselves. Conclusion We found that virtual counselors’ level of self-disclosure, specifically a high level of self-disclosure, positively affected users’ sense of copresence and social attraction to virtual counselors. Based on the outcomes, we argue that people are more likely to like virtual humans who precede interview questions with highly intimate information about themselves in a counseling interview interaction. This has been found in face-to-face counseling interactions with real human counselors. Therefore, the findings of this study suggest a possibility of using virtual humans as counselors in psychotherapeutic situations. JCR 253 ––––––––––––––––––––––––––––––––––––––––––––– Virtual reality and fitness: effects of a Virtual Coach on enjoyment, attentional focus and behavior Daniel R. Mestrea,1, Marine Ewalda and Christophe Maianoa a Institute of Movement Sciences, CNRS & Aix-Marseille University, France Corresponding author: Daniel R. Mestre Institute of Movement Sciences, CNRS & Aix-Marseille University France E-mail: daniel.mestre@univmed.fr 1 abstract We herein report an experimental study testing the potential positive effects of Virtual Reality (VR) feedback during an indoor bicycling exercise. Using a regular bike coupled with a VR system, we observed an increased level of enjoyment of physical activity, when compared to a regular exercise situation and VR conditions. We also observed a shift in the subjects’ attentional focus, from association without feedback to dissociation in the VR conditions. Moreover, the presence of a virtual coach in the virtual environment triggered a systematic regulation of the (virtual) displacement speed, whose relationship with perceived enjoyment and exertion require further work. Keywords: Virtual Reality, Physical Exercise, Virtual Coach, Affective State introduction The general idea behind coupling a traditional indoor cycling device with a Virtual Reality (VR) system is that the latter, through sensorial feedback, will increase users’ involvement and adherence to the exercise, a major issue in sports fitness [1]. Indeed, very few studies have tested the effect of a VR setup on affective states and performance [2,3]. From these studies, it is not clear whether VR exercise systems truly enhance mood states and, more specifically, physical activity enjoyment. Furthermore, the relationship between psychological and performance effects of VR are not straightforward. Annesi and Mazas [4] suggested that VR might enhance performance, by diverting the participants’ attention from unpleasant bodily sensations. Thus, VR effects on exercise might be re- 254 lated to a shift from an association attentional focus, in which participants focus their attention on internal sensations, to a dissociation focus in which attention is directed to external distracting stimuli [5]. The present experiment was designed to investigate the relationship between performance, attentional focus and physical activity enjoyment, while participants carried out a physical exercise at moderate intensity levels (usual fitness condition). experimental design The experimental setup consisted of a stationary bike, installed in front of a display screen and connected to a computer on which the Tacx Trainer VR software controlled a virtual cyclist on an indoor racing circuit. During the exercise, the software controlled the effort feedback sent to participants through a pad fixed on the rear wheel. The software also recorded participants’ pedalling speed, via an optical detector placed on the same device. Finally, the software used the participants’ pedalling speed to control his/her displacement speed in the virtual environment. The participants’ performance (instantaneous speed, power, pedalling frequency, heart rate – via a Polar® monitor) was recorded by the system for off-line analysis. During a preliminary session, six healthy participants (between 19 and 25 years of age) were tested (without VR feedback). They were asked to maintain a moderate exercise intensity level for an average duration of 15 minutes. Heart rate was monitored and had to be at least 110 bpm throughout the exercise. Each participant's average speed was used as a reference in later sessions. Subsequently, on a weekly basis, three conditions were tested, in random order across participants. In the first condition (condition 1), no feedback (except the effort feedback) was provided. In the second condition (condition 2), participants were immersed in the virtual environment (visual and auditory [crowd] feedback). In the third condition (condition 3), they had to follow a virtual coach, acting as a pacer, whose speed was calibrated to each participant's performance (average speed) during the initial session. Finally, at the end of each session, participants had to fill out questionnaires (using visual analog scales), measuring perceived exertion (Borg scale), physical activity enjoyment (PACES scale) and attentional focus (association-dissociation scale). results All participants were easily able to achieve the task (at a CT16 Oral Presentations moderate intensity level). Statistical analysis of individual data failed to reveal any significant difference in average speed between the three sessions, suggesting that participants were able to maintain regular exercise intensity. Each session consisted of 25 laps on the indoor track. We analyzed average speed for each lap and speed variation between laps. We found that average speed was roughly constant for the first two conditions (no feedback and VR feedback). However, for the third condition (virtual coach providing direct access to the target speed in the virtual environment) we observed a systematic speed regulation. In this condition, it appeared that participants were able to slow down for a while, accelerating afterwards to hold on to the “pacer.” At the same time, we observed that the participants’ attentional focus was significantly more dissociative in VR conditions (conditions 2 and 3). Finally, physical activity enjoyment was significantly increased from condition 1 (no feedback) to condition 2 (VR feedback), as well as between condition 2 and 3 (virtual coach). Conclusions In line with previous work [6], this study suggests that VR promotes a dissociative attentional focus (acting as a distractor from the exercise intensity). It also suggests that having a virtual coach present in the virtual environment, acting as a pacer delivering contextual information about the target intensity level, increases exercise enjoyment and also enables the participant to regulate his/her displacement speed around an average target speed. The correlation and causality links between these behavioral and psychological aspects of physical activity require further investigations, in relation with VR effects on long term commitment to physical activity, in a fitness context. references [1] R.K. Dishman, Exercise adherence, In R. N. Singer, M. Murphey, & L.K. Tennant (Eds.), Handbook of Research on Sport Psychology (pp. 779-798). New York, Macmillan, 1993. [2] W.A. Ijsselsteijn, Y.A. De Kort, J. Westerink, M. De Jaggerand, R. Bonants, Virtual Fitness: Stimulating exercise behavior through media technology, Presence 15 (2006), 688-698. [3] S. Huang, P. Tsai, W. Sung, C. Lin, T. Chuang, The comparisons of heart rate variability and perceived exertion during simulated cycling with various viewing devices, Presence 17 (2008), 575-583. JCR CT16 Oral Presentations [4] J.J. Annesi, J. Mazas, Effects of virtual reality-enhanced exercise equipment on adherence and exerciseinduced feeling states, Perceptual Motor Skills 85 (1997), 835-844. [5] J.C. Hutchinson, G. Tenenbaum, Attention focus during physical effort: The mediating role of task intensity, Psychology of Sport and Exercise 8 (2007), 233-245. [6] D. Mestre, C. Maïano, V. Dagonneau, C.-S. Mercier, Does Virtual Reality Enhance Exercise Performance, Enjoyment and Dissociation? An Exploratory Study on a Stationary Bike Apparatus, Presence 20 (2011). ––––––––––––––––––––––––––––––––––––––––––––– simulated interviews 3.0: Virtual humans to Train abilities of diagnosis – usability assessment Claudia Peñaloza-Salazara,1, Jose Gutierrez-Maldonadoa, Marta Ferrer-Garciaa, Azucena Garcia-Palaciosb, Antonio Andres-Pueyoa and Angel Aguilar-Alonsoa University of Barcelona, Spain b University Jaume I, Spain 255 problems to be solved, facilitating learning by bringing students progressively closer to the best performance. Diagnostic interviews in psychology require the mastery of several skills and abilities that have to be trained. Nevertheless, interaction with real patients should be avoided during the initial stages of training. Instead, training should be provided under guidance from a professor, in controlled settings that mimic real life situations as closely as possible. The objective of this study was to develop a virtual environment that simulates a situation where the trainees interact with virtual patients. These simulated patients are realistic objects constructed using a series of parameters that define their verbal, emotional and motor responses. The high level of interactivity achieved increases the trainees’ sensation of participating in the simulated situation, and thus improves the learning of required skills. Simulated Interviews 3.0 includes several virtual interviews to patients with different disorders. The purpose of the interviews is to obtain enough data to formulate a diagnosis. a Corresponding author: Claudia Peñaloza Salazar Paseo de la Vall d’ Hebrón, 171 08035, Barcelona, Spain E-mail: claudia_penaloza@hotmail.com 1 abstract Diagnostic interviews in psychology require the mastery of several skills and abilities that have to be trained. The purpose of this study was to develop a virtual environment that simulates a situation where the trainees interact with virtual patients. The usability of the application was assessed. Results suggested that the simulated interviews are friendly and motivating for psychology students’ training. Keywords: Virtual Humans, Diagnostic Interview, Training, Psychology, Usability introduction Virtual Reality (VR) is widely used for health care professionals’ training [1]. This technology provides trainees with simulations of real life situations where they can learn-by-doing in a safe educational context. Furthermore, VR allows graduating the difficulty of the JCR method participants and procedure Sixty seven undergraduate students participated in the study. Mean age was 24.70 (SD= 3.25) and most of them were female (77.6%). assessment The usability of Simulated Interviews 3.0 was assessed with the Software Usability Measurement Inventory (SUMI) [2]. procedure Simulated Interviews 3.0 was included as a task for undergraduate students to perform during the academic year at the University of Barcelona and the University Jaume I. Once finished, participants assessed the usability of the application. results Participants showed a good level of general satisfaction with the application and found it easy to use. More specifically, 92.5% of participants agreed that the way the information was presented was clear and understandable, and 88% agreed that instructions and prompts were helpful. Furthermore, 85.1% of participants agreed that working with this software was satisfying, 85.1% considered that the software had a very 256 attractive presentation, 85.1% enjoyed the sessions, and 88% would recommend it to their colleagues. Conclusions Simulated Interviews 3.0 is a VR application for psychopathological diagnostic skills training. The software provides trainees a motivating and friendly training context that allows them to develop diagnostic interview skills, according to their needs and at their own pace. CT16 Oral Presentations references [1] F. Mantovani, G. Castelnuovo, A. Gsggioli, & G. Riva, Virtual reality training for health-care professionals, CyberPsychology & Behavior 6 (2003), 389395. [2] J. Kirakowski & M. Corbett, SUMI: The software measurement inventory, British Journal of Educational Technology 24 (1993), 210-212. JCR New IOS Press Publication! Annual Review of Cybertherapy and Telemedicine 2011 Advanced Technologies in the Behavioral, Social and Neurosciences Cybertherapy – the provision of healthcare services using advanced technologies – can help improve the lives of many of us, both patients and health professionals, while tackling the challenges to healthcare systems. INFORMATICS 167 benefits and the technical Despite the potential of cybertherapy, its ma turity of the applications, the use of cybertherapy services is still limited, and the market remains highly countries – fragmented. Although many including USA, Europe, Korea and Japan – have expressed their com mitment to wider deployment of cybertherapy, most cybertherapy ini tiatives are no more than one-off, small-scale projects that are not in tegrated into healthcare systems. TECHNOLOGY AND Annual Review of Cybertherapy and Telemedicine 2011 Advanced Technologies in Behavioral, Social and Neurosciences these new types of services It is recognized that integrating in healthcare systems is a challenging task. The aim of this book is to support and en courage all the interested countries by identifying and in this endeavor, helping to address the main barriers hindering the wider use of cy bertherapy and by providing evidence to build trust and acceptance. Healthcare systems focus on meeting the needs of patients. Achieving cybertherapy’s potential, therefore, depends on patients being convinced of its ability to satisfy their healthcare needs. Acceptance by patients depends crucially on acceptance by the health professionals treating them, given the high degree of trust the former place in the latter. An important factor for ensuring the confidence and acceptance of health professionals is enhanced dissemination of the evidence base regarding the effective ness of cybertherapy services, their safety features and user-friendliness. Editors: Brenda K. Wiederhold Stéphane Bouchard Giuseppe Riva Contents: • Critical Reviews summarize and evaluate emerging cybertherapy topics, including Interreality, CyberAddiction and Telemedicine; • Evaluation Studies are generally undertaken to solve some specific practical problems and yield decisions about the value of cybertherapy interventions; • Original Research presents research studies addressing new cybertherapy methods or approaches; • Clinical Observations include case studies or research protocols with a long-term potential. Volume 167 Studies in Health Technology and Informatics Editors: B.K. Wiederhold, S. Bouchard, and G. Riva June 2011, 224 pp., hardcover ISBN: 978-1-60750-765-9 Price: US $167 / Euro 115 / £104 Visit our Web site for more information or order online at www.iospress.nl or www.booksonline.iospress.nl 259 posTer presenTaTions –––––––––––––––––––––––––––––––––––––––––––––– investigations of executive functions using Virtual multiple errands Test and psychophysiological measures Pietro Cipressoa,c,1, Simona Raspellia, Federica Pallavicinia, Alessandra Grassia,b, Anna Balgerac, Andrea Gaggiolia,b, Marco Villamirac, Giovanni Alabanid, Alessandro Maurod and Giuseppe Rivaa,b Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy b Department of Psychology, Catholic University of Milan , Milan, Italy c IULM University, Milan, Italy d Division of Neurology and Neurorehabilitation, San Giuseppe Hospital, IRCCS-Istituto Auxologico Italiano, Piancavallo (VB), Italy a Corresponding author: Pietro Cipresso Applied Technology for Neuropsychology Lab IRCCS Istituto Auxologico Italiano Milan, Italy E-mail: p.cipresso@auxologico.it 1 abstract In this work we investigate both electroencephalographic and cardio-respiratory activity during the use of a tool for the assessment of executive functions in patients with different aetiologies by customizing a virtual reality (VR) version of the Multiple Errands Test (VMET). An approach based on combined use of psychophysiological and neurophysiological measures and psychological tests such as VMET, together with the aetiology of the disease represents a better chance to classify diseases and differentiate from other diagnosis. ferent aetiologies by customizing a virtual reality (VR) version of the Multiple Errands Test (VMET). This task is supported by the use of advanced technologies capable of providing an ecologically valid context for the patient while he/she is involved in a complex planning task [1]. Cardiovascular indexes can give us a large amount of information about sympathovagal interaction [2]. Electroencephalographic and cardio-respiratory indexes also need to assess measures of both global cognitive function and attention/executive function [3]. One of the most widely used instruments to analyze these aspects is the EEG. In particular, the frontal EEG activation asymmetry has been generally used, providing evidence that greater left frontal activity seems to be higher related to positive mood, whereas greater right frontal activity seems to be more involved in stress, anxiety and depression, and this factor affect the related diseases in many aspects. There are indications, even if more studies are required, that greater right hemisphere activity is due to increased levels of stress and decreased levels of immune functioning. Furthermore, according to other interesting studies (e.g., Schmidt et al., 1999; Tops et al., 2005; Lewis et al., 2007), there is evidence of higher cortisol levels in individuals with greater right frontal activity and according to many authors cortisol is more likely to be released from the right hemisphere than the left. Keywords: Psychophysiology, Biosensors, Virtual Reality, Executive Functions, Multiple Errands Test introduction and methods In this work we investigate both electroencephalographic and cardio-respiratory activity during the use of a tool for the assessment of executive functions in patients with dif- An approach based on combined use of psychophysiological and neurophysiological measures and psychological tests such as VMET, together with the aetiology of the diseases, represents a better chance to classify and differentiate from other diagnosis. JCR 260 We propose to test the responses of the central and peripheral nervous system by means of BVP (Blood Volume Pulse), GSR (Galvanic Skin Response) and RSP (chest respiration). For also explore the use of an Epoc, a neurosignal acquisition and processing wireless neuroheadset device for the acquisition of 14 EEG (electroencephalogram) channels (plus CMS/DRL references, P3/P4 locations). Channel names based on the International 10-20 locations are: AF3, F7, F3, FC5, T7, P7, O1, O2, P8, T8, FC6, F4, F8, AF4. We expect that patients and controls have distinct patterns of abnormality in heart rate variability and EEG spectra during VMET. references [1] Raspelli et Al. A neuro VR-based version of the multiple errands test for the Assessment of executive functions: A possible Approach Journal of CyberTherapy & Rehabilitation. [2] Magagnin V, Mauri M, Cipresso P, Mainardi L, Brown E N, Cerutti S, Villamira M, Barbieri R (2010) Heart Rate Variability and Respiratory Sinus Arrhythmia Assessment of Affective States by Bivariate Autoregressive Spectral Analysis. Computing in Cardiology 37: S32. [3] Mauri M, Magagnin V, Cipresso P, Mainardi L, Brown E N, Cerutti S, Villamira M, Barbieri R (2010) Psychophysiological signals associated with affective states In: Conf Proc IEEE Eng Med Biol Soc. (EMBC) 3563-3566. –––––––––––––––––––––––––––––––––––––––––––––– standardized scoring of the Virtual multitasking Test Kim Héberta, Hélène Forgeta,1, Pierre Nolinb, Geneviève Foresta, Frédéric Banvilleb and Stéphane Boucharda Université du Québec en Outaouais, Gatineau, Canada b Université du Québec à Trois-Rivières, Trois-Rivières, Canada a Corresponding author: Hélène Forget Université du Québec en Outaouais Gatineau, Canada E-mail: helene.forget@uqo.ca 1 abstract The purpose of this study is to present the development of standardized scoring for the Virtual Multitasking Test CT16 Poster Presentations (V-MT). V-MT is a virtual reality (VR) system inspired by the Multiple Errands Test [1] with the principal objective of evaluating multitask and prospective memory problems frequently seen in dysexecutive syndrome. Keywords: Virtual Reality, Multitasking Test, Executive Functions, Neuropsychological Assessment introduction The term “executive functions” describes a set of highorder cognitive abilities that are needed for complex or non-routine tasks. They include the ability to initiate and stop actions and to monitor and change behavior as needed. Executive functions allow us to anticipate outcomes and adapt to changing situations. Their change in aging or after brain damage can compromise successful adaptation and performance in real-life situations. Usually, standardized neuropsychological assessment uses highly unusual stimuli and paradigms, which are non-ecologic and non-representative. Moreover, a normal performance on standardized tests can be compatible with impaired behavior in everyday life situations. In response to these problems, virtual reality (VR) offers several benefits and advantages for assessment and treatment. The main goal of this poster is to present the development of standardized scoring for our Virtual Multitasking Test (V-MT) [2] inspired by the Multiple Errand Test [1], where the principal objective is an assessment of prospective memory and executive functions in daily life. methods participants Two groups of people will participate in the study. The first consist of healthy young subjects (aged from 18-30 years old). The second is composed of older subjects between 65-80 years old without motor and cognitive impairment. measures A functional V-MT was created by Banville et al. [2]. This environment includes a virtual apartment which consists of an entryway, a kitchen, a living room, a bathroom, two bedrooms, and an office (see Fig.1). One measure is used to assess the ecological validity of the V-MT: the DEX [3]. The self-rating DEX is a 20-item questionnaire that asks participants to rate the frequency with which particular behavioral difficulties associated with executive functioning, such as inhibition control and planning, occurs in their JCR CT16 Poster Presentations day-to-day lives. The MoCA is used to evaluate cognitive functioning [4]. scoring method We are interested in developing a standardized scoring method for V-MT. The score sheet will allow identification of specific task errors or omissions, other inefficiencies, rule breaks, time to completion, and strategy use. For each task and rule specified in the V-MT, as inclusive a list as possible of performance errors will be developed to allow judges to specify errors accurately. Moreover, we will evaluate qualitative aspects such as flexibility, perseverance, etc. planned analyses Initial data collection and analysis is intended to commence in January 2011. Descriptive analyses will be conducted for all measures by group. Ecological validity will be determined by comparing V-MT scores with scores on the DEX questionnaire. perspective and Conclusion In the future, we will establish the psychometric properties of the V-MT with a aim to its potential clinical utility. For example, the concurrent validity of V-MT will be evaluated by correlations between V-MT performance and standard neuropsychological tests. After the experiments with control subjects (young and older), a clinical trial among patients with brain damage is envisaged. references [1] T. Shallice, P.W. Burgess. Deficits in strategy application following frontal damage in man. Brain 114 (1991), 727-741 [2] F. Banville, P. Nolin, J. Cloutier, S. Bouchard. The development of the virtual multitasking (V-MT) for the identification of dysexecutive functioning in everyday living. Virtual Rehabilitation: From Vision to Reality, Canada, 2007. [3] B.A.Wilson, N. Alderman, N. Burgess, H. Emslie, J.J. Evans. BADS:Behavioural Assessment of the Dysexecutive Syndrome. Bury St. Edmunds, UK, 1996. [4] Z.S. Nasreddine, N.A. Phillips, V. Bédirian, S. Charbonneau, V. Whitehead, I. Collin, J.L. Cummings, H. Chertkow. The Montreal Cognitive Assessment (MoCA): A brief screening tool for mild cognitive impairment. J.Am.Geriatr. Soc. 53, (2005), 695-699. JCR 261 –––––––––––––––––––––––––––––––––––––––––––––– Validation of a narrative as an emotional-induction Technique through different non-invasive psychophysiological monitoring devices: preliminary results Simona Raspellia, Federica Pallavicinia, Alessandra Grassia,b, Pietro Cipressoa,c, Anna Balgeraa, Daniela Meazzia, Andrea Gaggiolia,b, Marco Villamirac and Giuseppe Rivaa,b Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy b Department of Psychology, Catholic University of Milan, Milan, Italy c IULM University Via Carlo Bo 8, 20143 Milan, Italy a Corresponding author: Simona Raspelli Applied Technology for Neuro-Psychology Lab Istituto Auxologico Italiano Milan, Italy E-mail: s.raspelli@gmail.com 1 abstract The purpose of this study was to investigate the capability of an emotional narrative to induce a congruent emotional response. For this purpose, different psychophysiological indexes, including cardio-respiratory activity, physiological arousal, and neurophysiological indexes were monitored. Two audio narratives were presented to 20 participants. The first narrative was assumed to be neutral and was adapted from Sinha [1]. The second narrative was assumed to induce a negative emotional response. The narrative depicted an oral academic examination and was derived from the imagery-based technique suggested by Lang [2]. Keywords: Emotional Induction, Emotional Narrative, Imagery, Biosensors introduction and methods The goal of the present study was to examine the capability of an emotional narrative to induce a congruent emotional response. Two audio narratives were presented to 20 participants. The first narrative was assumed to be neutral and was adapted from Sinha [1]. The second one, assumed to induce a negative emotional response, depicted an oral academic examination and was derived from the imagery-based technique suggested by Lang [2]. More 262 specifically, it was based on specific units such as those connected with stimulus (auditory, visual, olfactory, etc.) and those connected with answer (verbal, visceral, etc.). Both narratives were audio recorded in order to standardize the exposure time (at least one minute) and to minimize variables able to influence physiological parameters detection. The study included a sample of 20 right-handed undergraduate students from an introductory psychology class at IULM University. Participants were requested to close their eyes and visualize, as vividly as possible, the presented situations as they were directly happening to them. As psychological measures, the study involved the qualitative subjective measures of the Visual Analogue Scale for Anxiety (VAS-A) [3] before and after the stimuli presentation and after a baseline period. As physiological measures, facial electromyography Zygomatic (EMG-Z), Blood Volume Pulse (BVP), Thoracic (chest) Respiration (RSP), and Skin Conductance (SC/GSR) were used. Before beginning the experiment, a three-minute baseline of physiological parameters was recorded. Following this procedure, subjects were asked to complete the VAS-A. Then, the experimental session began and physiological parameters were recorded until the end of the task. During this phase, two audio narratives were presented to the subjects (in counterbalanced order) and physiological parameters were recorded. A five-minute break was planned between the exposures to the two narratives. Following the presentation, participants completed the VAS-A. expected results Once extracted, all biosignals are worked in Matlab and branched into three categories: Baseline; Neutral; and Emotive. Each category contains all the psychophysiological signals of that session and can be computed for signal processing procedures in order to extract a series of indexes for the statistical analysis. From ongoing data analysis, we expect an increased level of negative emotions (anxiety), measured both through psychological and physiological indexes during the emotional narrative, compared to during the neutral one. Acknowledgments The work in preparing this paper was partially supported by the European funded project "Interstress: Interreality in the Management and Treatment of Stress-Related Disorders,” FP7-247685. CT16 Poster Presentations references [1] R. Sinha, Multivariate Response Patterning of Fear and Anger, Cognition & Emotion, (1996), 173- 198. [2] P.J. Lang, A bio-informational theory of emotional imagery, Psychophysiology, 16 (1979), 496-512. [3] D.D. Price, P.A. McGrath, & A. Rafii, The validation of visual analogue scales as ratio scale measures for chronic and experimental pain, Pain 17 (1983), 45-56. –––––––––––––––––––––––––––––––––––––––––––––– neuroVr 2 - a free Virtual reality platform for Cyberpsychology and CyberTherapy Giuseppe Rivaa,b,1, Andrea Gaggiolia,b, Alessandra Grassia,b, Simona Raspellia, Pietro Cipressoa, Federica Pallavicinia, Cinzia Vignaa, Andrea Gagliatic, Stefano Gascoc and Giuseppe Donvitoc Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy b Psychology Department, Catholic University of Milan, Italy c Virtual Reality & Multimedia Park, Turin, Italy a Corresponding author: Giuseppe Riva Istituto Auxologico Italiano Via Pelizza da Volpedo 41 Milan 20149, Italy E-mail: giuseppe.riva@unicatt.it 1 abstract The data of the two leading clinical databases — MEDLINE and PsycINFO — underline an increase in the health applications of Virtual Reality (VR): under the "virtual reality" keyword, there are 3,033 papers listed in MEDLINE and 3,838 in PsycINFO (accessed 11 January 2011). Much of this growth, however, has been in the form of feasibility studies and pilot trials: many researchers are trying to use VR, but only a few are able to deepen their initial results in controlled and/or multicentric trials. A critical issue is the lack of standardization in VR hardware and software, and the limited possibility of tailoring the virtual environments (VEs). To overcome these issues we developed a new version – NeuroVR 2 (http://www.neurovr2.org) – of the NeuroVR software: a free VR platform based on open-source software, that allows non-expert users to adapt the content of different JCR CT16 Poster Presentations pre-designed VEs to meet the specific needs of the clinical or experimental setting. The new features include advanced action triggering based on both user behavior (proximity and collision) and on therapist choice (keyboard), realistic walk-style motion, advanced lighting techniques for enhanced image quality, and streaming of videos using alpha channel for transparency. Keywords: Virtual Reality, Assessment, Therapy, NeuroVR, Open Source introduction The use of Virtual Reality (VR) in medicine and behavioral neurosciences has become more widespread. This growing interest is also highlighted by the increasing number of scientific articles published each year on this topic: searching PsycINFO with the keyword “virtual reality,” we found that the total number of publications has increased from five in 1991, 144 in 1996 and 758 in 2001, to 3,838 in 2011, showing an average annual growth rate of nearly 55%. Although it is undisputable that VR has come of age for clinical and research applications [1-3] much of this growth, however, has been in the form of feasibility studies and pilot trials. A critical issue is the lack of standardization in VR hardware and software, and the limited possibility of tailoring the virtual environments (VEs). To help researchers in developing cybertherapy VR applications and in sharing their concepts, we presented NeuroVR (http://www.neurovr.org), a free VR platform based on open-source software [4], at MMVR 2007. The software allows non-expert users to adapt the content of 14 pre-designed VEs to the specific needs of the clinical or experimental setting. Following the feedback from 1,000 users who downloaded the first version, we developed a new version – NeuroVR 2 (http://www.neurovr2.org) – that improves the possibility for the therapist to enhance the patient’s feeling of familiarity and intimacy with the virtual scene by using external sounds, photos or videos. neuroVr 2 Using NeuroVR 2, the user can choose the appropriate psychological stimuli/stressors from a database of objects (both 2-D and 3-D) and videos, and easily place them into the VE. The edited scene can then be visualized in the Player using either immersive or non-immersive displays. Currently, the NeuroVR library includes 18 different vir- JCR 263 tual scenes (apartment, office, square, supermarket, park, classroom, etc.), covering some of the most studied clinical applications of VR: specific phobias, cognitive rehabilitation, panic disorders and eating disorders. The VR suite leverages two major open-source projects in the VR field: Delta3D (http://www.delta3d.org) and OpenSceneGraph (http:// www.openscenegraph.org). Both are building components that integrate with ad-hoc code to handle the editing and the simulation. The NeuroVR2 Editor's GUI is now based on the QT cross-platform application and UI framework from Nokia (http://qt.nokia.com/) that allows for a greater level of editing and customization over the editor functionalities, while the graphical rendering is done using OpenSceneGraph, an open source high performance 3-D graphics toolkit (http://www.openscenegraph.org/projects/osg). The new features include advanced action triggering based on both user behavior (proximity and collision) and on therapist choice (keyboard), realistic walk-style motion, advanced lighting techniques for enhanced image quality, and streaming of videos using alpha channel for transparency. The NeuroVR2 Player has also been largely rewritten to grant a more efficient workflow for the scenes playback and has a brand new startup interface written in QT. The whole suite is developed in C++ language, targeted for the Microsoft Windows platform, but fully portable to other systems if needed. references [1] A. Gorini and G. Riva, Virtual reality in anxiety disorders: the past and the future, Expert Review of Neurotherapeutics 8 (2008), 215-233. [2] T.D. Parsons and A.A. Rizzo, Affective outcomes of virtual reality exposure therapy for anxiety and specific phobias: A meta-analysis, Journal of Behavior Therapy and Experimental Psychiatry 39 (2008), 250-261. [3] G. Riva and A. Gaggioli, Virtual clinical therapy, Lecture Notes in Computer Sciences 4650 (2008), 90-107. [4] G. Riva, A. Gaggioli, D. Villani, A. Preziosa, F. Morganti, R. Corsi, G. Faletti, and L. Vezzadini, NeuroVR: an open source virtual reality platform for clinical psychology and behavioral neurosciences, Studies in Health Technology and Informatics 125 (2007), 394-399. 264 CT16 Poster Presentations –––––––––––––––––––––––––––––––––––––––––––––– a hapto-Visual Virtual reality Tool for Visual-motor skills Testing of people with learning disabilities Paul Bazineta, Brahim Chebbia,1, Line Tremblaya, Elizabeth Emptagea and Stephane Bouchardb a Laurentian University Université de Québec à Gatineau b Corresponding author: Brahim Chebbi Laurentian University 935 Ramsey Lake Road Sudbury ON P3E 2C6 Canada E-mail: bchebbi@laurentian.ca 1 abstract It has been demonstrated that learning disabilities (LDs) negatively impact visual-motor skills. The present investigation explores the use of Virtual Reality (VR) for visual-motor skills testing of adults with LDs. A tool using 3-D computer graphics and a haptic device for the visual and the tactile feedbacks, respectively, has been developed. Male and female student participants will be recruited for testing of their visual-motor skills using this tool. Half of these participants will be selected such that they have been diagnosed with LDs and the other half not. Different difficulty levels necessary for the testing have been implemented. The proposed research will address the relationships between adults’ visual-motor skills and LDs. These experiments permit the assessment of the value of using VR technology, in healthcare and in educational environments to support adults with LDs. Keywords: Virtual Reality, Haptics, Learning Disability, Visual-motor Skills introduction According to the American Psychological Association [1], a learning disability (LD) is a disorder that interferes with the skills of learning. While 1.61% of undergraduate students have been identified with an LD [2], it is a chronic and lifelong condition that can remain undetected. Regardless of their education level, adults with LDs often experience underlying deficits in self-confidence, difficulties in coordinating multiple tasks, reading, and in visual-spatial and visual-motor functioning. Research has demonstrated that LDs tend to negatively impact children’s visual-motor skills which can be described as hand-to-eye coordination. Little research exists that have explored the early visual-motor and motor coordination of children with LDs and even fewer exist that have explored this question in adulthood [3]. Typically, childhood visualmotor abilities are measured through the use of general paper-and-pencil methods; however, very few methods exist for the measurement of visual-motor skills in adults with LDs. The advances of new Virtual Reality (VR) technologies, such as haptics, offer promising solutions in this regard. Finally, little research has been conducted on: 1) the effect of LDs on the visual-motor functioning of adults; and 2) the effect of LDs on motor performance in interactive VR measures. description of Tools, experiments and methodology To better understand the visual-motor performance in adults with LDs, the current research uses a VR system that allows for precise and direct feedback, in order to investigate the impact of LDs on the motor functioning of adults. This system was modified from an earlier version [4] in order to be used for the present work. It makes use of 3-D computer graphics and simulates the sensation of touch through the use of a haptic device. It is a VR version of the game “Operation,” where the user lifts organs from enclosures in a human body. The challenge is to lift the organs without touching the enclosure’s walls, which necessitates coordination of the lifting movement and controlling the instability due to the weight of the organs. This tool was selected since it requires visual-motor skills. In addition, since it is computer controlled, it facilitates repetition, monitoring, and recording [5]. The degree of difficulty can be increased by narrowing the enclosures or increasing the weight of the organs. Four difficulty levels were implemented. A sensory feedback consisting of vibration and noise is generated when the organs touch the enclosure. The proposed research will address the relationships between adults’ visual-motor skills and LDs, the impact of various individual factors on visual-motor abilities, and the benefits of using VR technology, in healthcare and in educational environments to support adults with LDs. One hundred twenty university students (60 males and 60 females) will be recruited to participate in this project. In both male and female groups, only 30 participants will have been pre-diagnosed with an LD. The participants will be administered pre-screening tests of: 1) general intelligence; 2) motor ability; 3) stress level; and 4) experience, motivation, and other potential influencing factors. After JCR CT16 Poster Presentations completing these tests and getting practice on the tool, the participant will start the testing procedures one-by-one by increasing difficulty level. The participant will then complete the Post-Mood Questionnaire. A second trial will be conducted after approximately one week. The participant will repeat the tests with increasing levels of difficulty. From the obtained results we will try to gain more understanding of the relationship between adults’ visual-motor skills and LDs. If found to be effective, the tool could be used to support visual-motor development in individuals with LDs, and as a visual-motor training or assessment tool in areas requiring fine visual-motor skills. references [1] American Psychiatric Association (APA) (2000), Diagnostic and statistical manual of mental disorders (DSMIV-TR) (4th ed.). Washington, DC. [2] Voytecki, K., Anderson, P., Semon, P., Seok, S. (2009). Assistive Technology Supports for Postsecondary Students with Disabilities. In Gibson et al. (Eds.) Proceedings of Society for Information Technology and Teacher Education International Conference 2009, p. 3990-3995. [3] Getchell, N., McMenamin, S., Whitall, J. (2005). Dual motor task coordination in children with and without learning disabilities. Adapted Physical Activity Quarterly, 22, p.21-38. [4] Chebbi, B., Heijdens, C., Boisvert, S., Riches, I., Saracino, R., Sweeney, T., and Vollebek, E. (2009). Virtual reality hapto-visual systems for remote training and motor rehabilitation. (S. Pennacchio, Ed.) Recent Advances in Control Systems, Robotics and Automation , 1 (3). [5] H. Sveistrup, “Motor rehabilitation using virtual reality,” J. Neuroengineering Rehabil., 1(1):10. December 10, 2004. –––––––––––––––––––––––––––––––––––––––––––––– perceptual strategies to avoid obstacle Collision in a Virtual environment Gayatri Aravinda,b, Anuja Darekara,b, Anouk Lamontagnea,b,1 and Joyce Funga,b School of Physical and Occupational Therapy, McGill University b Feil and Oberfeld Research Center of the Jewish Rehabilitation Hospital (Research cite of CRIR) a JCR 265 Corresponding author: Anouk Lamontagne School of Physical and Occupational Therapy McGill University 3654 promenade Sir William-Osler Montreal H3G 1Y5 Canada E-mail: anouk.lamontagne@mcgill.ca 1 abstract The estimated distance to collision with a moving object might be an important perceptual determinant in shaping the strategy of obstacle circumvention in daily life. Any deficits in the perception or avoidance of obstacle collision would lead to barriers in community ambulation. We have devised a virtual environment (VE) coupled with a joystick in a sitting task to investigate the perceptual and navigational ability to detect and avoid obstacle collision. In a pilot study conducted with six healthy subjects, we have observed that all subjects under-estimated the distance to collision, regardless of the moving direction of the obstacle. Nevertheless, all subjects estimated a remarkably larger distance needed or perceived safe distance for clearance when circumventing an obstacle when approaching diagonally instead of straight ahead. How this behavior compares to a real locomotor circumvention task is yet to be investigated to devise novel rehabilitation interventions with VE. Keywords: Virtual Reality, Visuo-spatial Perception, Navigation, Locomotion introduction Community ambulation is a complex task often involving negotiation of one’s course around stationary as well as mobile obstacles [1]. The ability to correctly judge the distance and time to collision is an important visuo-spatial perceptual determinant for the initial planning of an obstacle circumvention strategy, while online adjustments in body speed or trajectory must be made during any functional locomotor task. Understanding the perceptual and biomechanical factors involved in shaping locomotor or navigational strategies is essential in devising efficacious rehabilitation interventions to facilitate independence in community ambulation. method Participants included six healthy subjects (age: 31.57 ± 10.07 years, gait speed: 1.27 ± 0.14 m/s). Individual subject’s preferred overground speed was used to program the joystick movement in space during the sitting exper- 266 iments (A and B). The virtual environment consisted of a rich textured room scaled to the physical dimension of the laboratory area in which subjects could walk (11m x 7m). Three obstacles in the form of red cylinders of a diameter of 1m and height corresponding to the participant, located along three positions (straight ahead and 30° left/right) at an arc of 3.5m-radius were visible at the initiation of the trial, along with a circular blue target placed at eye-level. The VE was viewed with a helmet–mounted display (NVisor, field-of-view of 60°, 1280x1084 pixels). In experiment A, one of the three obstacles, randomly selected, approached the subjects in the same speed as they virtually advanced in the VE, but disappeared at a distance of 2m before reaching the pre-determined potential point of collision (TPC). Subjects were instructed to click at a spatial point where they thought that the collision would have occurred. The error in distance estimation (relative to TPC) was acquired. In experiment B, the moving obstacle did not disappear and subjects were instructed to move the joystick sideways (in the ML direction) to avoid a collision, or to accelerate/decelerate the self motion by moving the joystick forward/backward, respectively. The outcome acquired was the AP distance from the obstacle at which the ML deviation was initiated. results and discussion The perceived distance at which a collision would have occurred was similar between subjects and regardless of approach direction (experiment A). All subjects under-estimated the collision at an average distance of 0.78±0.02m before reaching the TPC. This could be interpreted as a perceived safe distance for obstacle clearance that a subject would prefer to maintain as they circumvent obstacles in physical or virtual environments [2,3]. Such safe margins were also observed in the joystick navigation task (experiment B) but subjects initiated substantially larger ML deviations from the obstacle as it approached diagonally from the left (6.04±0.49 m) or right (5.9±0.56m), as compared to straight ahead (0.99 ± 0.31m). Conclusion VR can be used to test perceptual and navigational strategies involved in obstacle circumvention. Subjects underestimate the distance to collision in a VE regardless of obstacle approach in order to keep a safe distance for clearance, but they demonstrate an estimate of a substantially larger distance from the obstacle approaching diagonally in the navigation task to avoid collision. This pilot study prepares for future research to examine locomotor CT16 Poster Presentations strategies of dynamic obstacle circumvention in VE and physical environments, in order to devise effective rehabilitation intervention with VR. references [1] S.E Lord, M Weatherall, L Rochester, Community ambulation in older adults: which internal characteristics are important?, Arch Phy Med Rehab 91 (2010), 378–383. [2] M. Gerin-Lajoie, C.L.Richards, J.Fung, B.J.McFadyen, Characteristics of personal space during obstacle circumvention in physical and virtual environments, Gait Pos 27 (2008), 239-247. [3] P.W.Fink, P.S.Woo, W.H.Warren, Obstacle avoidance during walking in real and virtual environments, ACM Trans Appl Percpt 4 (2007), 1-18. –––––––––––––––––––––––––––––––––––––––––––––– a Virtual reality-based Task to investigate locomotor steering strategies Anouk Lamontagnea,b,1 and Andrei Garcia Popovb School of Physical and Occupational Therapy, McGill University, Montreal, Canada. b Feil and Oberfeld Research Centre of the Jewish Rehabilitation Hospital (CRIR), Laval, Canada a Corresponding author: Anouk Lamontagne School of Physical and Occupational Therapy McGill University 3654 promenade Sir William-Osler Montreal H3G 1Y5 Canada E-mail: anouk.lamontagne@mcgill.ca 1 abstract Steering strategies were examined while progressing toward virtual targets and being exposed to optic flows having foci of expansion (FOE) in different locations. Young (n=10) and older (n=2) adults steered toward the targets using mouse displacements while sitting or while changing body position and orientation during walking. Heading errors were larger with eccentric target and FOE locations. Older adults showed larger heading errors than the younger adults in the mouse task but not the walking task. Results support the feasibility of a virtual realitybased paradigm to assess steering strategies in young and older adults. JCR CT16 Poster Presentations Keywords: Gait, Heading, Aging, Visual Motion introduction Locomotor steering is important for community ambulation and is affected by aging [1] and stroke [2]. To date, experimental paradigms that allow for the investigation of the effects of perceived self-motion and target location on steering strategies are still lacking. methods Ten healthy, young subjects (19-29 years old) and two older subjects (66 and 68 years old) were evaluated in a seated position while performing a mouse-driven steering task with their dominant hand in a virtual environment (VE) rearprojected onto a large screen (Experiment A) and during an overground walking task in which the same VE was displayed in a helmet-mounted display (NVisor) (Experiment B). Body coordinates were acquired with reflective markers placed on body landmarks and a 12-camera Vicon™ system. Subjects’ camera view was updated in real time based on mouse position (Exp. A) or head coordinates (Exp. B). The VE represented a room with a centrally located target at eye level 7m away. Target and FOE locations, initially at 0°, remained unchanged or shifted to ±20° at 1.5m of forward displacement. Subjects were instructed to “head or walk toward the target” and trials ended at 5m of forward displacement. results Subjects used lateral mouse displacements (Exp. A) or changed body location and orientation (Exp. B) to align themselves with the targets. Net heading errors (NHEs), calculated as the difference between the subjects’ camera view and the target, were within 2.5° and 6°, for the sitting and walking tasks, respectively. NHEs were larger with eccentric targets and FOEs, causing subjects to over and undershoot their heading, when FOEs and targets were located ipsi- and contralaterally, respectively. Older subjects exhibited a larger variable and larger NHE than younger subjects in the mouse task, but not in the walking task. discussion and Conclusion Results support the feasibility of a virtual reality-based paradigm to assess steering strategies in healthy individuals. The altered performance of the older adults in the mouse steering task may be due to a difficulty integrating rule-based information [3] to scale and transforming small mouse movements into large displacements in a VE. JCR 267 references [1] M.R. Paquette, J.R. Fuller, A.L. Adkin, L.A. Vallis. Age-related modifications in steering behaviour: effects of base-of-support constraints at the turn point. Exp Brain Res. 190 (2008), 1-9. [2] A. Lamontagne, J. Fung. Gaze and postural reorientation in the control of locomotor steering after stroke. Neurorehabil Neural Repair. 23 (2009), 256-266. [3] W.J. Tippett, L.E. Sergio. Visuomotor integration is impaired in early stage Alzheimer's disease. Brain Res. 1102 (2006), 92-102. –––––––––––––––––––––––––––––––––––––––––––––– body ownership illusion Through the use of a Virtual arm Yohan Sona, Jinsick Parka, Hyeongrae Leea, Jeonghun Kua, In Young Kima and Sun I. Kima,1 Department of Biomedical Engineering, Hanyang University, Seoul, Korea a 1 Corresponding author: Sun I. Kim Department of Biomedical Engineering Hanyang University Seoul,Korea E-mail: sunkim@hanyang.ac.kr abstract Body ownership illusion is the phenomenon that causes confusing an artificial body and one's own. Recently, there have been many ongoing studies regarding body ownership illusion. In previous studies, body ownership can be produced by visual and tactile stimulations on an artificial body [1, 2]. The aim of this study is to induce body ownership illusion using Agency, and we used objective and subjective methods to prove the aim of this study. Through the objective method, we observed significant differences between the position corresponding to where the participant felt their right hand was and the actual position of their right hand when the virtual arm and participant’s arm move congruently. However, we did not observe significant differences when the virtual arm and participant’s arm moved inversely. Also, in the subjective method using a questionnaire, participants in the congruent condition recorded a higher score than in the inverse condition for responses about body ownership. 268 These results showed that body ownership illusion can be induced through Agency. Keywords: Body Illusion, Agency, Virtual Reality introduction Body ownership is the feeling that your body belongs to you. It is necessary in order to realize our body is a part of ourselves. In previous studies, body ownership can be produced by afferent factors such as visual and tactile stimulations on an artificial body [1, 2]. But, in order to perfectly realize our body, we need an efferent factor such as Agency, as well as an afferent factor. Thus, in this study, we used Agency – the sense that “I am the initiator or source of the action” – to induce body ownership illusion to the artificial body in the absence of tactile stimulation. Furthermore, we provide subjective and objective evidence for this. methods Nine healthy, right-handed male participants were recruited. A Head Mounted Display (HMD) was used to provide an immersive virtual environment (VE). In this experiment, a virtual arm was used as the artificial body in order to incur body ownership illusion. The experimental tasks were composed of two conditions. In the first task, the virtual arm and participant’s arm moved congruently. In the second task, the virtual arm and participant’s arm moved inversely. In each condition, the images from the HMD were presented as follows: (a) blank screen (b) virtual arm, located center (c) virtual arm, located to the side. These images were presented randomly. In order to observe proprioceptive drift indicating intensity of body ownership illusion, sensors were attached to the participant’s left index finger and right hand. The order of the experiment was as follows: experimenter recorded value of the sensor attached to the participant’s right hand before the participant moved his arm, then the participant began to move his right arm. After 75 seconds, participants were instructed to stop moving their arm at the starting point. Participants were then instructed to close their eyes and place their left index finger three times over the shelf in a position corresponding to where the participant felt their right hand was. To calculate proprioceptive drift we calculated the difference between the average value of the left sensor and right sensor value that was recorded before the participant moved their arm. After the experiment, participants filled out a questionnaire on responses about body ownership. CT16 Poster Presentations results In the experiment, we measured the difference between the average value of the left sensor and right sensor value when the virtual arm was located in the center and when the virtual arm was located to the side. As a result, we observed a significant difference of 3.8975cm (p < 0.005) between when the virtual arm was located in the center and when the virtual arm was located to the side in the congruent condition. But, we did not observe a significant difference in the inverse condition. Also, participants in the congruent condition recorded a higher score than the inverse condition in the questionnaire about body ownership illusion. Conclusion In this study, we try to induce body ownership illusion through Agency to the virtual arm and proved this concept through proprioceptive drift and questionnaire responses. As a result, in the congruent condition, the virtual arm induced body ownership illusion. This study opens up a variety of possibilities in that the whole virtual body could be felt as one’s own. These findings could be useful in the fields of Virtual Reality and Rehabilitation Engineering. references [1] Petkova, V. and H. Ehrsson, If I were you: perceptual illusion of body swapping. PLoS One, 2008. 3(12)p. 3832. [2] Botvinick, M. and J. Cohen, Rubber hands' feel'touch that eyes see. Nature, 1998. 391(6669): p. 756-756. –––––––––––––––––––––––––––––––––––––––––––––– social aggregation in Virtual settings depends on avatars’ Visual aspect Catherine L. Lortiea,b,1 and Matthieu J. Guittona,b Faculty of Pharmacy, Laval University, Quebec City, QC, Canada b Centre de recherche Université Laval Robert-Giffard (CRULRG), Quebec City, QC, Canada a Corresponding author: Catherine L. Lortie Faculty of Pharmacy Laval University Quebec City, QC, Canada E-mail: catherine.lortie.2@ulaval.ca 1 JCR CT16 Poster Presentations abstract Humans interact and form social groups in virtual environments through avatars. However, the parameters which favor interindividual social structuring in those settings are still far from understood. Particularly, the putative influence of anthropomorphic similarity of visual aspect on social organization of avatars is a key issue in understanding the cognitive processes used to form social interactions in virtual worlds. Using the highly popular, massively multiplayer online role-playing game World of Warcraft as a model of a socially active virtual setting, we analyzed the social behavior of 11,649 avatars as a function of their visual aspect. We show here that social structuring in virtual settings clearly depends on proximity to human visual aspect. Social groups formed by human-like avatars displayed more homogeneity than what the optimal use of the interface would predict, while this effect was not observed for social groups formed by non-human avatars. Thus, immersion in virtual environments depends more on visually triggered social dynamics than on strictly game-related factors. Furthermore, the interrelations between visual aspect and social dimension may represent a major factor of immersion in virtual environments. Keywords: Anthropomorphism, Avatar, Group Dynamics, Social Interactions, Virtual Setting, Visual Representation 269 zard Entertainment) [3,7]. Groups were collected using the searchable database of the “World of Warcraft Armory” website (www.wowarmory.com), which provides information regarding avatars, their server and group affiliation [7]. Eighty Guilds were chosen equally from the two allegiances of the virtual setting (40 human-like Alliance Guilds, and 40 non-human Horde Guilds). results Eighty groups, gathering a total of 11,649 avatars, were chosen equally from the two allegiances of the virtual setting. Social groups formed by human-like avatars displayed more homogeneity than what the optimal use of the interface would predict, while this effect was not observed for social groups formed by non-human avatars [6]. Conclusion Our results showed different group structuring strategies depending on the visual aspect (human-like/not human) of the avatars. Our results clearly demonstrate that visual aspect strongly impacts the formation of social groups in the virtual setting of World of Warcraft [6]. Thus, social structuring in virtual settings depends on proximity to human visual aspect, suggesting that the choice of a given appearance during the creation process may be a critical element [6]. Furthermore, our results clearly add emphasis to the multimodal integration between sensory and cognitive factors [6]. introduction One of the main characteristics of virtual environments is the fact that they are social spaces [1,2]. However, the parameters which favor social structuring in virtual settings are still far from understood [3]. Visual aspect is clearly one of the central sensory parameters of virtual worlds [1,4]. Some studies have suggested that proximity to human standard visual aspect (anthropomorphic similarity) could play a role in the social aggregation of people in virtual settings [5]. Although, it is unclear whether this putative effect of proximity to human standard visual aspect on social aggregation can be generalized to long-lasting cyber-environments. More importantly, it is unknown whether the visual aspect is a consequence or a trigger of social structuring. Using the highly popular, massively multiplayer online role-playing game World of Warcraft as a model, we attempted to solve this question [6]. [4] F.Giard, & M.J. Guitton, Beauty or realism: The dimensions of skin from cognitive sciences to computer graphics, Computers in Human Behavior 26 (2010), 17481752. methods We selected as a model the highly popular, massively multiplayer online role-playing game World of Warcraft (Bliz- [5] J. Kim, I want to be different from others in cyberspace: The role of visual similarity in virtual group identity, Computers in Human Behavior 25 (2009), 88-95. JCR references [1] T.L. Taylor, The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments, Springer-Verlag, London, 2002. [2] N. Yee, Motivations for play in online games, Cyberpsychology & Behavior 9 (2006), 772-775. [3] C.H. Chen, C.T. Sun, & J. Hsieh, Player guild dynamics and evolution in massively multiplayer online games, CyberPsychology & Behavior 11 (2008), 293-301. 270 CT16 Poster Presentations [6] C.L. Lortie, & M.J. Guitton, Social organisation in virtual settings depends on proximity to human visual aspect, Computers in Human Behavior, In press. [7] M.J. Guitton, Cross-modal compensation between name and visual aspect in socially active avatars, Computers in Human Behavior 26 (2010), 1772-1776. –––––––––––––––––––––––––––––––––––––––––––––– occupational Therapists’ expectations of a Virtual World program for Client education Rashid Kashania,1, Ray Jonesa, Anne Robertsa and Maged N.K. Boulosa University of Plymouth, Edmonton, Canada a Corresponding author: Rashid Kashani University of Plymouth Edmonton, Canada E-mail: rashid.kashani@plymouth.ac.uk 1 abstract Preliminary stages of developing a virtual world (VW) program as a rehabilitation teaching tool are presently being undertaken by the authors. The overall objective is to create a VW program aimed at teaching joint protection principles to clients living with rheumatoid arthritis and then perform a pilot randomized control trial (RCT) to determine feasibility of a full RCT. Clinicians involved in teaching arthritis self-management programs participated in the initial stages of development. Occupational therapists, who were involved in patient education on joint protection to manage RA, were interviewed qualitatively. As a result of this stage of the study, there have been a few surprising results. One of these was the role strain and scope of an occupational therapist working with clients living with RA. Another was the limited use of measures to determine clinical efficacy of interventions presently in use. A third was the scarcity of concern regarding online safety in this type of eHealth initiative. These findings are perhaps indicative of the need to continue to educate occupational therapists about issues arising around the new social web and may need to be included as a preamble or introductory module in learning to use a VW program for client teaching. The aim of this part of the larger study in progress is to develop a VW program based on therapist input and receive feedback. Keywords: Virtual World, Occupational Therapist, Rheumatoid Arthritis, Joint Protection, Client Education introduction A significant benefit to be realized by Canadians is the use of a virtual world (VW) platform to deliver self management programs to clients. Given the large geographic area and concentration of health professionals in urban areas, self-management programs offered on a regional basis may be difficult to access or unavailable for long periods of time. In this study, preliminary work has been completed to determine what occupational therapists expectations are for essential content in a joint protection program aimed at clients living with rheumatoid arthritis (RA) and their impressions of using a VW as the media to deliver the content. This study is being done in three stages to culminate in a pilot randomized control trial (RCT) for partial fulfilment of a Ph.D. study at the University of Plymouth. What is described here are the results of preliminary stages of this study involving qualitative interviewing and thematic analysis of clinician interviews about this technology. method Ethics approval was obtained and invitation letters were sent to six occupational therapists with specialized training in delivering an Arthritis Self Management Program (ASMP) and/or had experience delivering a similar type of program while working on a dedicated Rheumatic Disease Service. Of the six therapists, five expressed interest in participation with no response being received from the sixth. Respondents all met the inclusion criteria, as an occupational therapist with experience in delivering a form of ASMP. Experience as an occupational therapist varied from 4-24 years in the field. The primary place of employment included acute care, community care, home care and a rehabilitation hospital. Of the five participants, three were actively involved with present delivery of an ASMP program aimed at all types of arthritis; two were involved in delivering an ASMP dedicated to management of RA. One of the subjects was also an occupational therapist who had been living with RA for 20 years. Once the subjects had agreed to participate and had an opportunity to ask questions, informed consent was obtained via an approved form. Interviews were recorded using a predetermined set of open-ended questions primarily centered on the subject’s experiences in delivering an ASMP and their expectations of the content of such a program. Other information about how the therapist presently measured knowledge transfer of concepts and how much time JCR CT16 Poster Presentations was spent dedicated to teaching joint protection during an ASMP was also gathered. Perceptions about the proposed method of delivery, via a VW platform, were also gathered in the interviews. These interviews were audio recorded and then transcribed by a transcriptionist. The transcript was reviewed for accuracy and tapes were played back while the transcript was reviewed. Each interview was reread several times to get an overall impression of the primary concerns and points that each subject was making. When some broadly scattered information was found throughout several transcripts, copies were made of the transcripts and this information was highlighted and saved as a working theme within the data. For example, basic daily living activities were found throughout the interviews. Some informants discussed the difficulty in discussing these in groups, while other identified specific activities that ought to be included in a joint protection program for clients living with RA. Once saturation of working themes was reached, the data was reviewed again to determine if any of the statements made would fit into another theme. No further themes could be derived, so it was concluded that no new information was arising from the data collected and that further thematic analysis using software to better organize the themes should occur. From these initial working themes, data was entered into a student version of nVivo and these were then sought out in the transcribed interviews. Becoming immersed in the transcriptions revealed there was overlap between themes as some content was coded in more than one theme. These themes were then reviewed first by going over the transcripts in their original form to determine if any statements did not fit within one – usually more than one – theme after data analysis using the nVivo software. Upon finding no new themes again, member checks were employed with all of the original five informants. Other than three who agreed with the thematic analysis, two had inquiries about specific content which were captured in the themes. For example, one subject asked if driving was covered, which was captured in several places within the daily living activity and work themes derived from thematic analysis. results One main theme was the how challenged the subjects felt in meeting the broad scope of practice required of an occupational therapist working with clients living with RA. The limited use of measures to determine knowledge transfer was also a common theme with few tangible ex- JCR 271 amples of how it was determined if joint protection information had been retained or applied by clients. A general lack of concern regarding online safety using this type of media for eHealth was evident, even with prompting subjects about potential concerns about online safety for themselves or clients. In general, informants also felt that the development of a VW based means of delivering this information was not a threat to their position, but that it would be a useful tool or adjunct to the interventions presently used. Themes which provided information about the proposed content for the VW program included a theme regarding daily living activities such as activities at home including bathing, transfers, housework, childcare, dressing, personal hygiene, and basic mobility /hand function issues. Another theme was leisure and RA. Though this topic was not brought up by everyone, it included specific activities such as golf, driving, community mobility, and it was felt that it should include overall fitness. Content themed around work included activities concerning body mechanics in lifting and computer use. Less concrete features around content included the ability to problem solve, practice and to have aspects of realism. Across all themes there was a recommendation to emphasize avoidance of deforming positions during activities. discussion As a result of the themes derived and suggestions for specific content, there are presently 15 “stations” planned in a building with modular construction using the Second Life® (SL) platform. At the time of writing, eight of these stations are nearing completion. There is also an already completed separate house that will serve as a meeting place and potential place for group sessions. Prior to having the informants test out the program, themes and activities will again be checked against the content. Use of this technology may be a cost effective means of delivering interventions to clients with limited access to clinicians, limited community mobility and limited access to programs. As no such program exists, what must first occur is the development of a VW program with input from clinician experts who deliver classes on this topic using traditional in person methods. This stage will determine that the content is valid from an expert clinician perspective. What would then follow is a subsequent pilot study with a small group of clients to gather qualitative data regarding the lived experiences of client users with this program. The qualitative information gathered will 272 CT16 Poster Presentations determine that it is valid based on the perceived needs of client users. The qualitative themes derived from this stage of the study will then determine what measures would be most valid in a pilot RCT. To date, reviews of the literature reveal that this is a novel means of delivering educational information to this population of clients. Conclusion These findings are perhaps indicative of the need to continue to educate occupational therapists about issues arising around the new social web and may need to be included as a preamble or introductory module in learning to use a VW program for client teaching. Guidelines and recommendations for more commonly used forms of the new social web are being developed to better educate occupational therapists given publicized issues with online privacy and safety [1]. references [1] R. Kashani, S. Burwash, and A. Hamilton, To be or not to be on Facebook: That is the question, Occupational Therapy Now 12(6) (2010), 19-22. –––––––––––––––––––––––––––––––––––––––––––––– effect of bilateral Cerebral motor Cortex stimulation in amyotrophic lateral sclerosis model Yong-Il Shina,1, Hyojoon Kimb, Hyoung-Ihl Kimc, Wan Kima, Yong-Beom Shina and Hyun-Yoon Koa Department of Rehabilitation Medicine, Pusan National University School of Medicine b Department of Neurosurgery, Presbyterian Medical Center c Graduate-Program of Medical System Engineering, Gwangju Institute of Science and Technology objective The aim of the study was to evaluate the effects of bilateral epidural cortical stimulation on the progress of disease in an ALS mouse model. methods We studied 19 SOD1-G93A mice of ALS. The animals were randomly divided into three groups: sham control group (n=6); unilateral cortical stimulation group (n=7); and bilateral cortical stimulation group (n=6). Epidural motor cortex stimulation was delivered via programmable stimulator from the second day after the onset of disease symptoms. Stimulation amplitude was set to half of the movement threshold for individual animals, while 50 Hz frequency, 220 ㎲ pulse duration, and 24 hours anodal stimulation were uniformly used. We checked the onset of disease symptom and the survival time. results The survival time of the bilateral epidural cortical stimulation group was significantly prolonged compared to the sham control group (p<0.05). However, the onset of disease symptoms and the mean of the duration of the disease showed no significant difference between the three groups. Conclusions Bilateral epidural cortical stimulation is considered to be one of the possible trial treatment neurorehabilitation methods in ALS models. a Corresponding author: Yong-Il Shin Department of Rehabilitation Medicine, Pusan National University School of Medicine Yangsan-city Republic of Korea E-mail: rmshin01@gmail.com 1 abstract background Epidural cortical stimulation has been applied to amyotrophic lateral sclerosis (ALS) and has some effect on delaying the progress of disease. Keywords: Amyotrophic Lateral Sclerosis, Epidural, Motor Cortex Stimulation, Survival Time, Neurorehabilitation –––––––––––––––––––––––––––––––––––––––––––––– The effects of the menstrual Cycle on sexual preferences and the feeling of presence: The biological notion of intentionnality Marie-Eve Turpina,1, Marie-Ève Paquette-Birona and Patrice Renauda Université du Québec en Outaouais a Corresponding author: Marie-Eve Turpin Université du Québec en Outaouais Canada E-mail: marie.eve.turpin@gmail.com 1 JCR CT16 Poster Presentations abstract Linked to the notions of biological preparation of intentionality, the present study aims at verifying if the menstrual cycle and its variations in fertility have effects on the expression of sexual preferences, such as expressed through the feeling of sexual presence, or through the effect of illusion engendered by synthetic sexual stimuli. By using a program allowing the personalization of the genitalia of a virtual man, and by asking participants to evaluate the level of realism and attraction of a sequence of virtual and real images of naked men and women, it will be possible to see the relationship between these various concepts. In fact, the period of the menstrual cycle should influence the results. Therefore, it is possible to suppose that the menstrual cycle has an effect on the sexual preferences and the feeling of presence (determined by the level of realism perceived and attractiveness felt). Hormonal measures will be used in order to support the reported measures by the participants. Keywords: Menstrual Cycle, Sexual Preferences, Presence, Intentionality introduction Links have been well established between the follicular phase of the menstrual cycle (fertility phase) and the choice of partners. In fact, women prefer men with the most masculine secondary sexual features (e.g. voice and face shape) [2-4, 6, 9]. With Virtual Reality (VR) it seems now possible to estimate the sexual preferences [7] in connection with the development of the feeling of presence: "the perceptual illusion of non-mediation" [8]. The concept of intentionality allows for linking the influence of the menstrual cycle on sexual preferences to the feeling of presence. In fact, bio-psychological states, among those of hormonal nature, can create a predisposition to be attracted by certain stimuli (in this case, sexual stimuli) and favor the feeling of presence by offering a combination of shape and content supporting the intentions. The purpose of this project will be to estimate the influence of the menstrual cycle on the personalization of the genitalia of a virtual man, as well as to determine the influence of hormones produced during the fertile period. The whole will be made possible by the means of software allowing for the conception of virtual characters. It will also allow estimating the influence of the menstrual cycle, according to the implication of hormones, on the feeling of presence and the perception of realism and attraction. The main hypothesis is that the menstrual JCR 273 cycle will have an influence on the various observed variables. methods and Tools The participants for this study are heterosexual women aged between 20 and 30 years old. They must have a regular menstrual cycle and not use oral contraception or any other kind of hormonal contraception. Participants were recruited in the Outaouais region and they were all volunteers. The participants were invited to complete three different tasks. The first task was a control task. The participants had to adjust the length of a line so that it concurs with the control line. This task was developed to verify the absence of influence from the visual perception. The second task was the personalization task. The participants had to customize the genitalia of a virtual man with different parameters, so that he has the characteristics that they would want to see if they were about to have a sexual relation with him. After the customization, they were asked to complete a questionnaire based on the realism and attractiveness. The third task was the evaluation of the realism and the attractiveness of a sequence of pictures. Two different sequences were developed, with virtual and real men and women. The participants met twice: once during her fertility phase; and once when she was not in her fertility phase. The results obtained during the two meetings have been compared. The first time, they had to first complete three questionnaires in order to obtain an overview of each of them (Eysenck Personality Questionnaire [1], MAACL [5] and Immersive Tendency Questionnaire [10]). The participants were also asked to give salivary samples to measure the levels of testosterone (hormone related to mating) and of estradiol (hormone produced in the fertility phase of the menstrual cycle). Estradiol was tested at the beginning of each session in order to make sure that the woman was really in her fertility phase (or not). Testosterone was tested twice; at the beginning and after the personalization task. By comparing of the values obtained, it is possible to see if the participant was attracted to the virtual man for which she had customized the genitalia. results This research is still in progress, making it impossible at the moment to give any results. On the other hand, it is possible to suppose that the results will be influenced by the time in the menstrual cycle. Participants should design 274 bigger genitalia (different proportion to) when they are in their fertility phase. It is also possible to suppose that the production of testosterone should be higher in that phase. discussion This research is different from any other research on the topic by its use of VR. Indeed, while permitting the personalization of genitalia on a virtual model, it allows seeing subtle differences in the level of sexual preferences. By using VR and hormonal measures, it also makes it possible to assess the relationship between the menstrual cycle and the feeling of presence. CT16 Poster Presentations [9] K. Wallen and H.A. Rupp, Women's interest in visual sexual stimuli varies with menstrual cycle phase at first exposure and predicts later interest, Hormones and Behavior 57 (2010), 263-268. [10] B.G. Witmer and M.J. Singer, Measuring Presence in Virtual Environments: A Presence Questionnaire, Presence: Teleoperators & Virtual Environments 7 (1998), 225-240. –––––––––––––––––––––––––––––––––––––––––––––– identifying men Who sexually abused Children with Virtual immersion and penile plethysmography references [1] S.B. Eysenck, H.J. Eysenck, and P. Barrett, A revised version of the Psychoticism scale, Personality and Individual Differences 6 (1985), 21-29. [2] S.W. Gangestad, R. Thornhill, and C.E. Garver-Apgar, Fertility in the cycle predicts women's interest in sexual opportunism, Evolution and Human Behavior 31 (2010), 400-411. [3] A.C. Little, B.C. Jones, and R.P. Burriss, Preferences for masculinity in male bodies change across the menstrual cycle, Hormones and Behavior 51 (2007), 633-639. [4] A.C. Little, B.C. Jones, and L.M. DeBruine, Preferences for variation in masculinity in real male faces change across the menstrual cycle: Women prefer more masculine faces when they are more fertile, Personality and Individual Differences 45 (2008), 478-482. [5] B. Lubin, M. Zuckerman, P.G. Hanson, T. Armstrong, and et al., Reliability and validity of the Multiple Affect Adjective Check List—Revised, Journal of Psychopathology and Behavioral Assessment 8 (1986), 103-117. [6] I.S. Penton-Voak, D.I. Perrett, D.L. Castles, T. Kobayashi, D.M. Burt, L.K. Murray, and R. Minamisawa, Menstrual cycle alters face preference, Nature 399 (1999), 741-742. [7] P. Renaud, J.L. Rouleau, L. Granger, I. Barsetti, and S. Bouchard, Measuring sexual preferences in virtual reality: A pilot study, Cyberpsychology and Behavior 5 (2002), 1-9. [8] G. Riva, Virtual reality and telepresence, Science 318 (2007), 1240-1242. Sarah Michelle Neveua,1, Dominique Trottiera, Mathieu Goyettea, Joanne-L. Rouleaua and Patrice Renaudb a Université de Montréal Université du Québec en Outaouais (UQO) b Corresponding author: Sarah Michelle Neveu Université de Montréal C.P. 6128, Station Centre-ville Montréal (Québec) H3C 3J7 Canada E-mail: sarah.michelle.neveu@umontreal.ca 1 abstract Knowing that deviant sexual preference is a factor of recidivism for sexual offenders, the precision of methods of evaluation is of great importance. Penile plethysmography (PPG) is traditionally used to assess sexual arousal, but the possible falsification by participants is an issue that needs to be taken care of. A combined use of virtual immersion and PPG were tested for their utility in discriminating men who sexually abused children and a control group. A 3-D helmet, eye-tracking device and a PPG were used in this study. We compared the sexual responses of sexual offenders towards children (n=29) with those of a control group (n=27). The virtual immersion comprises three conditions: neutral; adults; and children. We expected that penile response would be linked to the group of the participants. Some promising results were found. There is an interaction between the group and the condition: men who sexually abused children responded more to the “children” condition compared to the control group; and the control group responded more to the “adult” condition compared to the group of men who sexually abused children. As expected, there was no differ- JCR CT16 Poster Presentations ence between groups in the neutral condition. Our findings suggest that combining virtual immersion with PPG is a valid technique to discriminate men who sexually abused children and men without any known sexual deviance. Keywords: Penile Plethysmography, Sexual Arousal Towards Children, Sexual Offenders, Virtual Immersion, Eye-tracking Device introduction The combined use of virtual immersion and penile plethysmography (PPG) is a promising approach in evaluating sexual arousal towards children. Virtual immersion assesses some of PPG’s issues, because PPG alone is subject to falsification by participants with overt visual avoidance and cognitive distractions strategies. At the same time, virtual immersion is also a technique on its own, providing oculomotor and perceptual-motor indicators with the eye-tracking device and making the setting of the experiment much closer to reality than with PPG alone. The goal of this study was to compare two groups of men (one group of men who sexually abused children and one control group) on their response to three different conditions (neutral, adult and children). We expected that men who sexually abused children would have a significantly greater response to the “children” condition and a significantly lower response to the “adult” condition, when compared with the control group. We expected that both groups would have no difference on the neutral condition. method In this study, we compared two groups of men: 29 FrenchCanadian men who abused children; and 27 French-Canadian men without any known sexual deviance. Participants wore a helmet which allowed them to see the previously validated computer-generated stimuli in 3-D. There was one image in the neutral condition and two images for each of the remaining conditions (adult and children). An eye-tracking device was used to obtain oculomotor and perceptual-motor indicators, and PPG was used to evaluate their sexual arousal. results We found promising results; no difference was found in the neutral condition. For the “adult” condition, the group of men who sexually abused children had a lower penile response than the control group. For the “children” condition, the opposite can be found: the group of men who JCR 275 sexually abused children showed a greater penile response than the control group. results Our results give empirical support for the combined use of PPG and virtual immersion with sexual abusers. The results show that it is possible to discriminate men who sexually abused children and a control group with this technique. Moreover, adding virtual immersion to PPG makes is more difficult for the participants to try to modify their penile response, since overt avoidance strategy can be detected. –––––––––––––––––––––––––––––––––––––––––––––– electronic pda dietary and physical activity register in a Weight loss Treatment program for Children: a study on acceptability and satisfaction Elia Oliverc, Rosa Maria Bañosa,c,1, Ausias Cebollaa,b, Cristina Botellaa,b, Irene Zaragozáa,d, MarianoAlcañiza,d and Azucena García-Palaciosa,b CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) b Universidad Jaume I c Universidad de Valencia d 4I3BH Innovation & Research Institute on Bioengineering for Humans- Universidad Politécnica de Valencia a Corresponding author: Rosa Baños CIBER de Fisiopatología de la Obesidad y Nutrición Spain E-mail: banos@uv.es 1 abstract Obesity is one of the greatest public health challenges of the 21st century and the most prevalent health problem among children in Europe. The use of dietary and physical activity registers is considered to be central to cognitive-behavioral weight control programs. Traditionally, these self-registers are made with paper and pencil mode, but this has some problems including the inconvenience and the difficulties associated with recording information in real time and poor rates of adherence to treatment. New mobile technologies such as PDA can solve these limitations. The aim of this study is to study the levels of acceptability and satisfaction with a PDA self-register method specifically designed for recording food and physical activity for the treatment of childhood obesity. 276 The sample was composed of 30 children recruited from a Paediatric Service. Subjects randomly completed the two experimental conditions – an electronic system (PDA) and traditional method (pencil and paper) in a counterbalanced design. The study is in progress. It is expected that self-registers through the PDA method will show higher levels of acceptance and satisfaction than traditional self-registers. Keywords: Electronic Diary, Personal Digital Assistant, Obesity, Ecological Momentary Assessment, Self-report introduction Cognitive-Behavioral Treatment (CBT) programs for obesity include components designed to promote changes in behavior and cognitive and emotional patterns that contribute to obesity [1]. The guidelines that have proven to be the most useful are the use of self-registers for self-evaluation and self-control (recording information about eating and physical activity), stimulus control, psychoeducation, cognitive techniques for changing thoughts and dysfunctional attitudes, interpersonal relationships and relapse prevention. Self-register techniques are considered necessary for both the assessment and treatment phases. It is important to record the behavior immediately in order to minimize memory bias. This permits the examination of events and experiences in their natural, spontaneous context. Traditionally, the use of these conventional dietary and physical activity registers have been created using pen and paper methods; however, they have several limitations, including the inconvenience and the difficulties of recording information in real time [2] and it has poor rates of adherence to treatment [3]. In recent years, personal digital assistants (PDAs) and mobile phones have become more readily available, thus generating new interest in developing systems adapted for these tools. Research has indicated that the use of PDAs improves dietary self-monitoring frequency and adherence to treatments [4] over paper diary methods. The aim of this study is to study the levels of acceptability and satisfaction with the PDA self-register methods specifically designed to record food and physical activity for the treatment of childhood obesity. method The sample was composed of 30 subjects recruited from a Paediatric Service located in a public hospital specializing in childhood obesity treatments. All of the subjects were receiving weight loss treatment based on nutritional and behavioral modification. It was a counterbalanced CT16 Poster Presentations study in which the subjects randomly completed two experimental conditions (PDA and pencil and paper). The electronic method was a PDA with software specifically designed for recording the type and amount of food eaten, emotions before eating, and thoughts before intake. Participants also recorded the type and duration of physical activity. The degree of acceptance and satisfaction was evaluated with scales specifically designed for this study at the end of the recording time. results Work in progress. Regarding the degree of acceptance and satisfaction, it is expected that participants prefer the PDA to register food and physical activity and they assess the PDA as easier to transport and to use, as well as more entertaining. Conclusion New mobile technologies such a PDA diaries are useful tools for both the assessment and treatment of childhood obesity, because they may support self-regulation and enhance patient motivation and readiness for change. Additionally, these mobile devices enable direct communication between therapists and patients through the Internet, which facilitates real time monitoring. In recent years, the use of new technologies by clinicians is increasing, generating interest in the development of new software programs adapted for specific populations and needs. references [1] Sarwer, D.B., Foster, G.D. & Wadden, T.A. (2004). Treatment of obesity I: Adult obesity. En J.K. Thompson (Ed.) Handbook of eating disorders and obesity. New York. Wiley and Sons. [2] Burke, L.E., Choo, J., Music, E., Warziski, M., Styn, M.A., Kim, Y. & Sevick, M.A. (2005). PREFER study: A randomized clinical trial testing treatment preference and two dietary options in behavioral weight management: rational, design and baseline characteristics. Contemporary Clinical Trials, 27, 34-48. [3] Baker R., & Kirschenbaum D. (1993) Self-monitoring may be necessary for successful weight control. Behavioral Therapy, 24, 377–394. [4] Boutelle, K.N. & Kirschenbaum, D.S. (1998). Further support for consistent self-monitoring as a vital component for successful weight control. Obesity Research, 6, 219-224. JCR CT16 Poster Presentations –––––––––––––––––––––––––––––––––––––––––––––– development and evaluation of an online guided self-help intervention aimed at problematic game behavior among dutch adolescents Maria Haagsmaa,1, Marcel Pietersea and Oscar Petersa University of Twente, Faculty of Behavioral Sciences, Department of Psychology & Communication of Health & Risk a Corresponding author: Maria Haagsma University of Twente Faculty of Behavioral Sciences Department of Psychology & Communication of Health & Risk Citadel H425, P.O. Box 217 7500AE, Enschede, The Netherlands E-mail: m.c.haagsma@utwente.nl 1 abstract The aim of this study was to develop and evaluate an online guided self-help intervention, to prevent and reduce problematic game behavior and its negative consequences for adolescents’ wellbeing. An online program is able to reach a hidden population of problem gamers, because it is anonymous and easily accessible. In cooperation with the Brijder Addiction Care Group, an innovative online program was developed, which is partly based on an existing online intervention for adolescent alcohol and cannabis abuse. The objectives of this program are to increase awareness and readiness to change, and reinforce self-control of game behavior. Ultimately, this intervention aims to contribute to a reduction of psychosocial problems caused by excessive game behavior. To evaluate the effects of the intervention, a randomized controlled trial with baseline, post-program, and three month follow-up measurements is planned in April 2011. The planned trial will include two parallel groups, an experimental condition (N = 145); the online training “Gaming under Control,” and a control condition (N = 145); and a “'waitinglist” comparison group where the participants are offered the online training after three months (from baseline). Keywords: Videogame Addiction, Problematic Game Behavior, Online Intervention, Prevention introduction Playing videogames is one of the most popular activities JCR 277 among adolescents. Recent studies have showed that most Dutch adolescents play videogames every week [1]. Although several studies show that playing games may have beneficial effects, there is some evidence that playing videogames may have serious negative effects, including the risk for some people to develop addictive patterns of gaming [2,3]. Lemmens concluded in a recent study that 2% of Dutch adolescents are addicted to games [4]. The purpose of the study is to conduct a randomized controlled trial with the online training “Gaming under Control” as an intervention to: 1) develop an online guided self-help intervention to prevent and reduce problematic game behavior and its negative consequences for adolescents’ wellbeing; 2) evaluate the effects of the intervention with post-program and three month follow-up measurements; 3) determine how many adolescents are willing to participate in an online intervention; and 4) reach a hidden population of problem gamers by offering a training that is anonymous and easily accessible. method In cooperation with the Brijder Addiction Care Group, an innovative online program was developed, which is partly based on an existing online intervention for adolescent alcohol and cannabis abuse. The objectives of this program are to increase awareness and readiness to change, and reinforce self-control of game behavior. Ultimately, this intervention aims to contribute to a reduction of psychosocial problems caused by excessive game behavior. This two week program consists of four assignments which are derived from evidence-based methods, like motivational interviewing and self-regulation techniques. In the first assignment, participants report their current wellbeing and game-related problems by completing a “mood board” of their life. The second assignment involves selfmonitoring of their gaming behavior by keeping a “gaming diary.” In the third assignment, the participants are motivated to make a decisional balance by analyzing positive and negative consequences of gaming. In the last assignment, they examine personal “risk situations” leading to excessive gaming, and exercise avoiding and altering those situations. During the program, the participants are guided by a coach via online chat. The usability of the intervention was determined in a pilot study. To evaluate the effects of the intervention, a randomized controlled trial with baseline, post-program, and three month follow-up measurements is planned in April 278 2011. The planned trial will include two parallel groups, an experimental condition (N = 145); the online training “Gaming under Control,” and a control condition (N = 145); and a “waitinglist” comparison group where the participants are offered the online training after three months (from baseline). To obtain an indication of effectiveness, we will monitor the effects of following the program on game behavior, self-control, and game cognitions such as intention, attitude and motives. This online program is innovative and unique, because it is the first online intervention to prevent problematic game behavior and its negative consequences. Furthermore, a hidden population can be reached by offering an anonymous and easily accessible training. references [1] Van Rooij, A., Schoenmakers, T. M., Meerkerk, G. J., & Van de Mheen, D.,Videogames en Nederlandse jongeren. Rotterdam: IVO, 2008. [2] Griffiths, M. D., Davies, M. N. O., & Chappell, D., Breaking the Stereotype: The Case of Online Gaming, CyberPsychology & Behavior, 6 (2003), 81-91. [3] Griffiths, M. D., Video Game Addiction: Further Thoughts and Observations. International Journal of Mental Health and Addiction, 6 (2008), 182-185. [4] Lemmens, J., Valkenburg, P., & Peter, J., Development and validation of a game addiction scale for adolescents. Media Psychology, 12 (2009), 77-95. –––––––––––––––––––––––––––––––––––––––––––––– ClinicaVR: Classroom as a screening Tool for sport Concussions in adolescents Pierre Nolina,1, Annie Stipanicica, Yves Lachapellea, Dany Lussier-Desrochersa, Mylène Henrya and Philippe Allainb Laboratoire de Recherche Interdisciplinaire en Réalité Virtuelle (LARI-RV). Université du Québec à Trois-Rivières, Québec, Canada b Laboratoire de Psychologie «Processus de pensée et interventions» (PPI-EA 2646), Angers, France a Corresponding author: Pierre Nolin Laboratoire de recherche Interdisciplinaire en réalité virtuelle 1 CT16 Poster Presentations Département de psychologie C.P. 500, Université du Québec à Trois-Rivières Trois-Rivières, Québec G9A 5H7 Canada E-mail: Pierre.Nolin@uqtr.ca abstract There is a controversy about the cognitive effects of sport concussions. This study aimed to verify if Virtual Reality (VR) could contribute to a better comprehension of this population. Fifteen adolescents, enrolled in a Sport and Education Programme, were compared to 15 control adolescents, whether or not they had experienced a sport concussion during the previous years. Participants were evaluated using the ClinicaVR: Classroom Vigil-CPT. The results confirmed that sport concussions were associated with subtle deficits in attention. The results also demonstrated that VR could detect these deficits. These results are interesting for clinicians who work in this area. However, further studies are needed to replicate these results. Keywords: Sport Concussion, Adolescents, ClinicaVR: Classroom, Attention, Virtual Classroom introduction/problem Two meta-analyses [1,2] revealed a controversy regarding the evolution of symptoms, days and months following a sport concussion. Since one of the sources of controversy is certainly the relationship between symptoms and the sensitivity of the tools that were used to assess participants, we believe that Virtual Reality (VR) will allow a significant advance in this area. method/Tools Group 1 (sport concussion) was composed of 15 adolescents enrolled in a Sport and Education Programme (SEP) at l’Académie les Estacades de Trois-Rivières (Québec, Canada). They suffered a concussion during previous years by practicing their sport (mainly hockey, basketball and soccer). Average age was 13.73 years (SD = 1.22 year). Group 2 (controls) consisted of 15 adolescents who did not undergo a sport concussion and who were also enrolled in the SEP. Average age was 13.87 years (SD = 0.92 year). They had no history of neurological, psychological or learning disabilities. The Virtual Classroom was developed by Rizzo [6] and was revised by Digital MediaWorks (http://www.dmw.ca/) under the name ClinicaVR: Classroom. Participants had to complete a six-minute CPTVIGIL test, presented on the classroom blackboard. While JCR CT16 Poster Presentations performing this task, participants had to resist visual and auditory distractors (students moving, bell ringing, etc.). results T-tests showed that there was no significant difference between the two groups for total omissions [t (28) = 1.53, p = .14], total commissions [t (17.46) = 1.44, p = .16], and average reaction time [t (28) = 0.71, p = .48]. However, the results showed significant differences between the two groups for head movements: right/left [t (15.71) = 2.80, p = .01]; up/down [t (21.18) = 2.96, p =. 01]; and tilt right/left [t (28) = 2.07, p = .05]. Conclusion Results showed, as in previous studies, that the deficits resulting from a sport concussion are subtle, since the scores on standard variables of attention (omissions, commissions, and recation time) revealed no difference between the two groups. However, new variables that were derived from VR (different types of head movements) were able to detect significant differences between the two groups. These results therefore support the idea that VR is a tool sensitive to subtle effects of sport concussions and encourage its use in this area. Further studies are needed to better support these observations. –––––––––––––––––––––––––––––––––––––––––––––– how Virtual reality helps us understand attentionnal processes among healthy Children Annie Stipanicica,1, Mylène Henrya, Emilie Cyra, Yves Lachapellea, Danny Lussier-Desrochersa and Pierre Nolina Laboratoire de Recherche Interdisciplinaire en Réalité Virtuelle (LARI-RV). Université du Québec à TroisRivières, Québec, Canada a Corresponding author: Annie Stipanicic Laboratoire de recherche Interdisciplinaire en réalité virtuelle Département de psychologie C.P. 500, Université du Québec à Trois-Rivières Trois-Rivières, Québec G9A 5H7 Canada E-mail: Annie.Stipanicic@uqtr.ca 1 abstract The ClinicaVR: Classroom Vigil-CPT is an ecological tool which gives a picture of attentional components. Sixty-one healthy children, divided in three age groups, JCR 279 were evaluated using the traditional and virtual version of the CPT Vigil. The results confirmed the heterogeinity of maturation of specific attention components. The Virtual Reality (VR) showed the same developmental trajectories for sustained/selective attention and for inhibition responses. However, the VR seemed to be more accurate in evaluating processing speed (reaction time). These results are interesting for clinicians who work with a clinical children population, since we know that the majority of neurodevelopmental or acquired disorders present a cognitive slow down. More studies are needed to explore this question. Keywords: Attention, Processing Speed, Children, ClinicaVR: Classroom, Virtual Classroom introduction/problem Developmental research has identified different developmental trajectories for specific attentional components. Until now, studies document relatively early development of basic selective attention indicating rapid maturation in infancy and early childhood. Complex attention, including shifting and inhibition responses, has been found to progress slowly in early childhood with a more dramatic development into adolescence. One criticism of these results is the use of tasks with low ecological validity. method/Tools The target group was composed of 61 children (34 boys, 29 girls) of Trois-Rivières (Québec, Canada). The boys’ average age was 8.38 years (SD = 1.74 year), and the girls’ average age was 8.34 years (SD = 1.78 year). The participants were divided into three age groups: gr1 6-7 years old; gr2 8-9 years old; gr3 10-12 years old. They had no history of neurological, psychological or learning disabilities. Each participant had to perform two different tasks: the traditional CPT Vigil; and the CPT Vigil in a virtual environment (a classroom). In this version (ClinicaVR: Classroom) CPT VIGIL is presented on the classroom blackboard for six minutes. While performing this task, the participants had to resist auditory and visual stimulations like in a real classroom. In the traditionnal CPT, the task is exactly the same, but without any other environment stimulations. results ANOVAs showed significant differences between the ages groups (1<2; 1<3) for the omission errors at the traditional [F(2,58)=5.72 p=.005] and the virtual [F(2,59)=7.26 p=.002] CPT Vigil. No difference between the ages was JCR 280 CT16 Poster Presentations found for the commission errors. For reaction time, the results showed differences between the age groups for the traditionnal [F(2,58)=6.31 p=.003] CPT (1<2; 1<3) and virtual [F(2,59)=3.09 p=.053] CPT (1<3; 2<3). On paired t-tests for all age groups, only the results of reaction time were different depending on the version used (traditional vs. virtual) [gr1: t(24)=4.47, p=.000; gr2: t(19)=12.17, p=.000; gr3: t(15)=21.46, p=.000]. Conclusion As in previous studies, the development of the sustained/selective attention follows a relatively constant evolution after the end of childhood, while the inhibition responses develop more dramaticaly into adolescence. The trajectories seem the same using the traditional or virtual version. However, the speed processing results suggest a different development across the ages depending on the CPT version. Globally, the children are faster in the virtual CPT and show more subtle progressions across the age. –––––––––––––––––––––––––––––––––––––––––––––– The Value of a Virtual Kitchen to assess the activities of daily life in alzheimer’s disease Philippe Allaina,1, Paul Richardb, Mickael Naudb, Jeremy Besnarda, Lisa Massenota, Pierre Nolinc and Didier Le Galla a Laboratory of Psychology, University of Angers, France b LISA, University of Angers, France c LARI-RV, University of Québec in Trois Rivières, Canada Corresponding author: Philippe Allain Faculté des Lettres Langues et Sciences Humaines 11 boulevard Lavoisier 49045 Angers Cedex 01 France E-mail : philippe.allain@univ-angers.fr 1 abstract Patients with Alzheimer’s disease (AD patients) experience difficulties in everyday life activities that effect independence. These difficulties can be tested using virtual reality (VR) environments that simulate real life situations. The purpose of this study was to examine the value of a virtual kitchen as an assessment tool of everyday life activities in AD patients. We focus on the assessment results obtained in a group of AD patients on a virtual kitchen designed to assess their ability to prepare a virtual cup of coffee using a virtual coffee machine. An identical real daily living task was tested. Twenty-four AD patients were matched to 32 healthy elderly controls. Significant differences in performance between research and control groups were detected on the virtual and the real tasks, with the research group performing worse. In addition, regression analyses revealed that the number of errors in the virtual test was the best predictor for the real assessment and the Instrumental Activities of Daily Living score. This provides initial support for the sensitivity and the ecological validity of the virtual kitchen as an assessment tool of everyday life activities in AD patients. Keywords: Alzheimer’s Disease, Everyday Activities, Virtual Kitchen, Assessment introduction/problem Most traditional neuropsychological tests were developed within a diagnostic tradition. Hence, they often lack ecological validity and may not be suitable to provide answers to questions with respect to daily life problems. In order to bridge the gap between diagnostic measurement tools and ability to function in natural environments, virtual reality (VR) techniques could be used. The benefits of VR evaluations include the ability to objectively measure behavior in ecologically-valid environments, while maintaining strict experimental control over stimulus delivery and measurement [1]. With all these arguments in mind, we developed the virtual kitchen project to evaluate brain-damaged patients’ abilities during the execution of everyday activities. These activities require serial ordering of task steps and object selection to achieve practical goals. These activities are routinely performed with subjective ease by healthy subjects. However, among individuals with brain damage, errors are frequent and may preclude achievement of the task goal. Our virtual kitchen was developed in order to assess the sensitivity and ecological validity of this test for the assessment of everyday life activities of patients with brain lesions. Here, we focus on the assessment results obtained in AD patients on a virtual situation designed to assess their ability to prepare a virtual cup of coffee using a virtual coffee machine. method/Tools The user is seated in front of a screen monitor and first re- JCR CT16 Poster Presentations ceives general verbal information about the assessment task and the virtual kitchen usage. A training session is available to enable him to get acquainted with the virtual environment. Then, he has to select and move virtual objects placed on a virtual table via the computer mouse to execute 14 steps (open the coffee machine drawer, put the filter inside the machine, etc.). User’s actions are recorded in real-time and saved. Some outcome measures are calculated by the computer from data recorded while he completes the task (total time to complete the task, total number of errors, accomplishment score). An identical real daily living task is tested and scored following the same procedure. The participants were 24 AD patients (14 females; mean age: 76.9 years; average education level 9.3 years since first grade; Mean MMSE score: 21.8; Mean Instrumental Activities of Daily Living score: 2.6) and 32 matched healthy elderly (HE controls; 25 females; mean age: 74.1 years; average education level 9.6 years; Mean MMSE score: 29.1). results In the virtual condition, AD patients took longer (647.3sec) than HE controls (374.1sec) to perform the virtual task (p<.0001). The average number of errors was significantly higher (p<.0001) for AD patients (3.1) than HE controls (0.5). The accomplishment score was significantly lower (p=.0002) for AD patients (86.1%) than HE controls (97.8%). The same pattern of performance was observed in the real condition. Multiple regression analyses revealed that the number of errors in the virtual kitchen test was the best predictor for the real assessment kitchen (r2 =.20, p<.03 for the number of errors) and the IADL score (r2=.55, p<.005) in AD patients. Conclusion Our work confirms that a simple virtual kitchen allows detecting disturbances in AD patients’ activities of daily living and that this test has a predictive value for AD patients’ functioning in daily life situations [2, 3]. references [1] A.A. Rizzo, M.T. Schultheis, K.A. Kerns, C. Mateer, Analysis of assets for virtual reality applications in neuropsychology, Neuropsychological Rehabilitation 14 ( 2004), 207–239. [2] C. Christiansen, B. Abreu, K. Ottenbacher, K. Huffman, B. Masel, R. Culpepper. Task performance in virtual JCR 281 environments used for cognitive rehabilitation after traumatic brain injury, Archives of Physical Medicine and Rehabilitation 79 (1998), 888–892. [3] J.H. Lee, J.H. Ku, W. Cho, W.Y. Hahn, I.Y. Kim, S. Lee, Y. Kang, Y.K. Deog, T. Yu, B.K. Wiederhold, M.D. Wiederhold, S.I. Kim. A virtual reality system for the assessment and rehabilitation of the activities of daily living, CyberPsychology & Behavior 6 (2003), 383–888. –––––––––––––––––––––––––––––––––––––––––––––– Virtual simulator of deep brain stimulation in parkinson’s disease Giovanni Albania,1, Angelo Franzinib, Cinzia Vignac, Pietro Cipressoc,d, Alessandro Mauroa and Giuseppe Rivac,e a Department of Neurosciences, IRCCS Istituto Auxologico Italiano, Piancavallo-Verbania, Italy b Department of Neurosurgery, Neurological Institute “Carlo Besta,” Milan, Italy c Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy d IULM University, Milan, Italy e Department of Psychology, Catholic University of Milan, Milan, Italy 1 Corresponding author: Gianni Albani Department of Neurosciences IRCCS Istituto Auxologico Italiano Piancavallo-Verbania Italy E-mail: giannialbani@libero.it abstract Deep brain stimulation (DBS) in Parkinson’s disease (PD) is a widely used surgical approach which includes two steps: the identification of the neuronal population of the target to be stimulated, and the implant of the stimulating electrode in the region of the interest of the target. The clinical aim of this surgical approach is to ameliorate motor symptoms in PD patients with motor fluctuations of their performances (on-off periods), so that a continuous “on” is maintained for the entire day. We have set up a virtual methodology which reproduces all the real stages of the intervention in 3-D by the exact view of the patient. Sounds, voices and times of the operating room are recreated in an immersive three-hour session in a dedicated 282 CT16 Poster Presentations space simulating the operating bed position. We believe that this tool will significantly reduce the intraoperatory stress of the patient, improving his collaboration and thus, the outcome of the intervention. point of view of the patient. Sounds, voices and times of the operating room are experience in an immersive threehour session in a dedicated space simulating the operating bed position. Keywords: Virtual Reality, Simulator, Parkinson’s Disease, Deep Brain Stimulation, Surgery The simulating session includes the same stress conditions of the real one, so that the patient will perform it in the early morning, after an overnight fasting without consuming breakfast, and experience a drug withdrawal of 12 hours. introduction and methods Deep brain stimulation (DBS) is a surgical procedure used to treat a variety of disabling neurological symptoms – most commonly, the debilitating symptoms of PD, such as tremor, rigidity, stiffness, slowed movement, and walking problems. The procedure is also used to treat essential tremor, a common neurological movement disorder. At present, the procedure is only used for patients whose symptoms cannot be adequately controlled with medications. DBS uses a surgically implanted, battery-operated medical device called a neurostimulator – similar to a heart pacemaker – to deliver electrical stimulation to targeted areas in the brain that control movement, blocking the abnormal nerve signals that cause tremor and PD symptoms. The intervention includes two steps: the identification of the neuronal population of the target to be stimulated, and the implant of the stimulating electrodes in the region of the interest of the target. The first step of surgery is performed with local anaesthesia because it requires the collaboration of the conscious patient. Indeed, when the microelectrode reaches the region of interest by stereotaxis, the most accurate identification of the neuronal network to recovery is needed. For this reason, the patient is asked to perform standardized tasks (for instance finger tapping, or counting), so that when the stimulating electrode is working, these performances will improve simultaneously, and this will confirm that the region of interest has been reached successfully. At this point, the second part of the intervention (with the patient under total anaesthesia) will begin, which includes the definitive implant of the electrode. During the simulation some clinical parameters are noted, such as blood pressure, heartrate, glucose blood level, skin temperature, and oxygen saturation, which are continuously updated in a dedicated display. This, by means of a biofeedback approach, may affect the control of the stress of the virtual surgery scene. We believe that this tool will significantly reduce intraoperatory stress of the patient by improving his collaboration and thus, the outcome of the intervention. references [1] Anthony E. Lang, M.D., and Andres M. Lozano, M.D. Parkinson's Disease. N Engl J Med 1998; 339:1130-1143 October 15, 1998. [2] Appleby BS, Duggan PS, Regenberg A, Rabins PV (2007). "Psychiatric and neuropsychiatric adverse events associated with deep brain stimulation: A meta-analysis of ten years' experience". Movement Disorders 22:1722– 1728. [3] Ferroli P, Tringali G, Acerbi F, Aquino D, Franzini A, Broggi G. Brain surgery in a stereoscopic virtual reality environment: a single institution's experience with 100 cases.Neurosurgery. 2010 Sep; 67. –––––––––––––––––––––––––––––––––––––––––––––– interactive Television to facilitate social inclusion of elderly people Luciano Gamberinia,1, Tijana Debelica, Anna Spagnollia and Francisco Ibanezb The clinical aim of this surgical approach is to ameliorate motor symptoms in PD patients with motor fluctuations of their performances (on-off periods), so that a continuous “on” is maintained for the entire day. We have set up a virtual methodology, which reproduces all the real stages of the intervention in 3-D by the exact Università degli Studi di Padova, Italy b Brainstorm, Spain a Corresponding author: Luciano Gamberini 1 JCR CT16 Poster Presentations University of Padova Department of Psychology Padova, Italy Tel.: +39 0498276605 Fax: +39 0498276600 E-mail: luciano.gamberini@unipd.it abstract SeniorChannel is a European project that aims to develop an Interactive Digital Television channel to offer entertainment and improve the social interaction of elderly people. The final prototype will be an integrated TV studio and production center that will enable communitydriven broadcasting, and will be designed and developed with a user-centric approach to meet the specificity of its target users. The main usability recommendations and the specific solutions to elicit users' requirements are described here. Keywords: Elderly People, Usability, Social Inclusion, Interactive Television introduction Although is been proven that older adults are less likely than younger adults to use technology, a television is owned by almost all households in Europe [1]. Also, research shows that TV viewing increases after 55 years of age [2]. Its potentiality, though, is much greater than mere entertainment. SeniorChannel (a European project within the Ambient Assisted Living program, AAL-2009-2-090) plans to use a Digital Interactive Television (DITV) as a communication and information-retrieving device to empower older people. Through this device, users will familiarize themselves with a new technology, and interact with their community by broadcasting their own content. Pursuing these goals involves two challenges: (a) the DITV interface must suit the limitations in perception, cognition and motor abilities that are associated with aging; and (b) the involvement of the users in the design process should take into account their lack of familiarity with the features of a digital interface. The way in which these challenges are approached is briefly described in the next paragraphs. usability guidelines The design of the SeniorChannel IDTV interface is informed by a set of usability guidelines based on state-ofthe-art knowledge of age-related changes in cognition and motor abilities (e.g. [3,4,5,6,7]). Emphasis was placed on: (a) presence of tutoring/help functions, since elderly people process information more slowly, are less familiar with JCR 283 new technologies and require one and a half times more time to acquire new knowledge; (b) good color contrasts and limited recourse to scrolldown functions, since vision declines in most seniors; (c) large error tolerance, allowing users to make errors and providing immediate corrective feedback; (d) information positioning on the screen, avoiding areas that are not as noticeable, such as the bottom left corner of the screen. An expert evaluation has been carried out based on the usability guidelines, and a prototype is undergoing its first refinement phase. strategies for Collecting requirements Similarly to the expert evaluation, information is currently gathered from primary and secondary users (i.e. elderly people and the caregivers). They are asked for an opinion about the nature of the functionalities to be implemented in the IDTV, and the type of content to broadcast. Their possible lack of familiarity with the service was taken into account in the interview protocol by relying on “product probes” and on a variety of the card sorting technique. In the former group, users are exposed to short video fragments extracted from a number of TV programs belonging to different genres. This will remind them of the familiar experience of watching TV, and, through a subsequent structured interview and focus group, will provide a starting point from which to express opinions and recommendations on existing and desired functionalities. The illustrated card sorting is used to discuss and rank possible content to broadcast, using pictorial evidence to remind elderly people of the different content options while judging their relative importance. Conclusions The requirement collection in Spain and Sweden takes place in February 2011 after a series of pilots for the refinement of the protocol. Results will be included in the final version of this paper. references [1] European SeniorWatch Observatory and Inventory- a market study about the specific ICT needs of older people to guide industry, RTD and policy. IST-1999-29086. [2] K. Reid, Lifeline or Leisure?: TV's Role in the Lives of the Elderly. Retrieved on October 11, 2010 on http://www.medialit.org/reading-room/lifeline-or-leisuretvs-role-lives-elderly. 284 CT16 Poster Presentations [3] M. Gill, A. Perera, Accessible Universal Design of Interactive Digital Television, In Proceedings of First European Interactive Television Conference (2003), 83-89. [4] M. Rice, N. Alm, Designing New Interfaces for Digital Interactive Television Usable by Older Adults, Computers in Entertainment 6, (2008), 1-20. [5] K. Chorianopoulos, User Interface Design Principles for Interactive Television Applications, International Journal of Human-Computer Interaction 24, (2008), 556 – 573. [6] A.D. Fisk, W. A. Rogers, N. Charness, S.J. Czaja, J. Stuart, Designing for older adults, Principles and Creative Human Factors Approaches, CRC Press, Boca Raton (FL), 2004. [7] N. Charness, C.W. Schaie, Impact of Technology on Successful Aging, Springer, New York, 2003. –––––––––––––––––––––––––––––––––––––––––––––– usability of Virtual reality environments to Treat posttraumatic stress disorder for Criminal Violence Victims Georgina Cárdenasa,1 and Anabel De La Rosaa National Autonomous University of Mexico a Corresponding author: Georgina Cárdenas López Universidad Nacional Autónoma de México Facultad de Psicología Laboratorio de Enseñanza Virtual y Ciberpsicología Ciudad de México E-mail: mgcl@servidor.unam.mx 1 abstract The problem of criminal violence is impacted by mental health problems such as depression and substance use and abuse. However, one of the most important psychological problems linked with the victims of violence is posttraumatic stress disorder (PSTD). In Mexico, according to the ENSI-5 in 2008, 11% (6,800/for each 100 thousands of habitants) of the population over 18 years, old experienced a crime. One in four of victims of violence develop PSTD symptoms. Due to this socially relevant problem and to support the efficacy of treatments, it is important to design treatments involving the use of Virtual Reality (VR), because it can help overcome some of the limitations of traditional therapy using exposure. The present paper presents data of usability of five VR environments to treat PTSD in a non-clinical sample. Keywords: Virtual Reality, Usability, Posttraumatic Stress Disorder Treatment, Criminal Violence, Assault introduction Violence is an issue of great importance for the general population because of the health and economic implications. Assaults in the public streets create an atmosphere of danger and vulnerability. According to the World Health Organization[1], violence has important implications, both psychologically and physically; among the consequences of violence are depression, alcohol use and substance abuse. The most important psychological difficulty experienced by victims is posttraumatic stress disorder (PTSD). In Mexico, according to data reported by the National Survey on Insecurity (2007) [2] reported that 11% (6,800/per 100 thousand inhabitants) of the population over 18 years old was a victim of a crime. Over these cases, one in four had PTSD symptoms. Contemplating this background, it is important to note the great impact of violence on mental health. It is remarkable that PTSD requires attention because those who suffer from this disorder have elevated degrees of anxiety, fear and avoidance, which could be presented in different ways, that interfere in the personal development and everyday lives of these people. For this reason, this paper contemplates a treatment using Virtual Reality (VR), because it can help overcome some of the limitations of traditional therapy using exposure. It could simulate the traumatic event with a high degree of realism and thus, help patients, regardless of their ability to imagine. This innovative treatment implies high benefits; such procedures and recent studies reported effectiveness in treating anxiety disorders, eating disorders, addictions, pain management, palliative care and rehabilitation [3]. In particular, the use of VR for combat-related PTSD has a growing literature reporting successful outcomes for clinical applications [4]. The present paper presents the virtual environments developed for the treatment of PTSD for victims of criminal violence and presents the results from the usability evaluation and the role of Presence and Reality Judgment [5], an initial evaluation made prior to clinical application. pTsd scenario settings The current study is arranged in two phases. In the first phase, two virtual environments related to traumatic JCR CT16 Poster Presentations 285 events for exposure treatment of PTSD, such as streets of Ciudad Juarez scenario, which includes a pedestrian bridge, a gunfire scene, an assault/robbery scene, a lock (police checkpoint) and a kidnapping room, are developed with the aim of exposing the patient to the memories of the trauma. The second phase will address the clinical validity of virtual reality exposure treatment (VRET) for patients with PTSD who have been victims of criminal violence. [5] Baños, R., Quero, S., Salvador, S., & Botella, C. (2005). The Role of Presence and Reality Judgement in Virtual Environments in Clinical Psychology. Paper presented at the Cybertherapy 2005, Basel, Switzerland. In order to achieve immersion of the participant, each scenario is navigable and interactive. Note that virtual environments are designed taking into account the social and cultural context appropriate for the target users of the system. Alessandra Grassia,b,1, Federica Pallavicinia,c, Simona Raspellia, Silvia Serinoa, Giulia Spagnolia, Pietro Cipressoa,d, Marco Villamirad, Andrea Gaggiolia and Giuseppe Rivaa,b –––––––––––––––––––––––––––––––––––––––––––––– using Video Clips to induce negative emotional responses Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milano , Italy b Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milano, Italy c Università degli studi Milano Bicocca, Milano, Italy d IULM, Università di Milano, Italy The VR models contain flexible variables such as: 1) the number of people or policeman, 2) physical characteristics of virtual characters (type of clothing, gestures), and 3) environmental sounds (sound of beating or shooting a firearm, activation of car alarms, etc.), that are controlled by the therapist, thus exposing the patient to their own symptoms, teaching him to confront and manage them. preliminary Conclusions The incorporation of new technologies into psychological treatment seems to be a promising alternative for the care of PTSD in victims of criminal violence, a problem which has a great impact on our country. Having an effective treatment program to help people overcome stressful traumatic events that are disturbing might positively impact society and support the spread of empirically validated treatments in the Mexican mental health field. references [1] World Health Organization. Composite International Diagnostic Interview (CIDI) version 15. Ginebra, Suiza: WHO, 2002. [2] Instituto Ciudadano de Estudios sobre la Inseguridad, A.C. (ICESI). La percepción de inseguridad en las principales regiones urbanas de México. Gaceta Informativa. (2007). Disponible en: www.icesi.org.mx. [3] Rizzo, A. State of the Art in Virtual Rehabilitation. CyberPsychology & Behavior; (2006). 9 (2). 113. [4] Norrholm, S.; Jovanovic, T.; Rothbaum, B.; Davis, M.; Braddley, R.; Crowe, C; Skelton, K. & Duncan, E. Optimization of reseach and clinical applications for combatrelated posttraumatic stress disorder. (2010). Ed. Nova. JCR a Corresponding author: Alessandra Grassi Applied Technology for Neuro-Psychology Lab Istituto Auxologico Italiano Milano, Italy E-mail: a.grassi@auxologico.it 1 abstract Each individual’s event evaluation modifies the subjective emotional state and the personal event adaptation. This process generates an emotional change and helps the subject to select his feedback and to regulate his emotional response. Each emotion, both positive and negative, is influenced by the subjective appraisal. In the last decades the interest on the roles of cognitive appraisal and emotions, and specifically on the emotion induction process using clip video as stimuli, has been growing. The general aim of the present study is to explore the individual emotional reactions after the presentation of video clips showing stressful situations that occur in everyday life. The goal of this research is to assess the efficacy of selected “stressful scenarios” in eliciting negative emotional responses (anxiety). Keywords: Emotions, Emotion Induction Procedure, Video Clip, Anxiety 286 introduction and methods In the last decades one of the main aims of research on the emotion induction process has been to study the relation between emotion and facial expression [1], the relation between emotions and the Automatic and Central Nervous System, and to check individual differences in emotional answers [2, 3]. Different studies have been carried out to explore the emotion induction process using new media, specifically video clips [4, 5]. The main aim of these studies was to investigate if video clips are useful to induce an emotional change (positive or negative). Gross and Levenson [2] studied the emotion induction process using video clips in order to induce discrete emotions in subjects. In this study, the definition of emotion is related to the Appraisal theory [6]. According to Scherer, emotions are answers following an individual evaluation of the situation: each event has a specific individual meaning that influences the subjective emotional state. The Appraisal theory [6] postulated that each different emotion is a result of a sequence of stimulus events and stimulus’s evaluation that determine subjective emotional answers. According to the Multicomponential Model of emotion proposed by Scherer [6], the research carried out by Gross and Levenson [2] confirmed that an individual’s evaluation of an event could trigger personal behaviors and subjective emotional and psychological answers. Building on Gross and Levenson’s study [2], the aim of this study is to explore the effectiveness of video clips in inducing discrete emotions. A review of literature focused on exploring stressful situations in everyday life [7, 8, 9]; twelve situations were selected. The goal of this research to assess the efficacy of the selected stressful video clips in eliciting negative emotional responses (anxiety) and to rank the emotional valence of 12 scenarios, presented as video-clips. These newly selected scenarios will be compared with two emotion-inducing stimuli that have already been tested [2]. The emotion-inducing video clips will be tested in a non-stressed sample (undergraduate students). The study has a within subjects design. The dependent variable is the emotional valence, assessed by Facial Expression Database questionnaire [10], administered pre- and post-intervention, and the Post Vision Questionnaire [2] administered post-intervention. The sample is composed of 90 university students (45 male and 45 female) aged between 20-25 years old. expected results At the moment the study is in progress. Expected results were identified: the 12 video-clips and the two additional control video-clips are able to modify the emo- CT16 Poster Presentations tional state in participants, specifically, the videos selected are able to elicit discrete negative emotions. According to these results, it will be possible to create a ranking of the selected stressful videos according to their emotional impact. Final results will be presented during the 16th CyberPsychology and CyberTherapy Conference. Acknowledgments The work in preparing this paper was partially supported by the European funded project "INTERSTRESS-Interreality in the management and treatment of stress-related disorders,” FP7-247685. references [1] P. Ekman, R. J. Davidson, The Nature of Emotion: Fundamental Questions. NYC: Oxford University Press, 1994. [2] J. Gross, R. W. Levenson, Emotion elicitation using films. Cognition and emotion. 9(1), 87-108, 1995. [3] B. L. Fredrickson, The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. American Psychologist, 56, 218-226, 2001. [4] B. L. Fredrickson, R. A. Mancuso, C. Branigan, & M. M. Tugade, The undoing effect of positive emotions. Motivation and Emotion. 24, 23, 2000. [5] A. Lang, J. Newhagen, B Reeves, Negative video as structure: Emotion, attention, capacity, and memory. Journal of Broadcasting & Electronic Media, 40, 460-477, 1996. [6] K. R. Scherer, On the nature and function of emotion: A component process approach. In K.R. Scherer e P.Ekman (eds) Approaches to emotion, Hillsadle, N.J., Erlbaum, 1984. [7] M. Zeidner, N. S. Endler, Handbook of coping: theory, research, applications, John Wiley & sons Inc, 1994. [8] A. V. Ravindran, K. Matheson, J. Griffiths, Z. Merali, H. Anisman, Stress, coping, uplifts, and quality of life in subtypes of depression: a conceptual frame and emerging data, Journal of Affective Disorders, Volume 71, Issue 1, Pages 121-130, 2002. JCR CT16 Poster Presentations [9] P. Dewe, T. Cox, E. Ferguson, Individual strategies for coping with stress at work: A review, in Work and Stress, Vol. 7, no. 1, pp. 5-15. 1993. [10] P. Ekman, W. V. Friesen, Facial Action Coding System: A method for the measurement of facial movement. Palo Alto, Calif, Consulting Psychologist Press, 1978. –––––––––––––––––––––––––––––––––––––––––––––– influence of Computer-anxiety on the new forms of digital divide Filippo La Pagliaa,1, Rosalinda Rizzob and Daniele La Barberaa Dipartimento di Biomedicina Sperimentale e Neuroscienze Cliniche, Università degli Studi d Palermo, Italy b Dipartimento di Scienze Pedagogiche e Psicologiche, Università degli Studi di Messina, Italy a Corresponding author: Filippo La Paglia Dipartimento di Biomedicina Sperimentale e Neuroscienze Cliniche Università di Palermo Palermo, Italy E-mail: filippolapaglia@gmail.com 1 abstract This study analyzes perceived levels of computer-expertise, computer self-efficacy, Internet attitudes and computer-anxiety in a population of 77 Italian teachers (29 male, 48 female; mean age=43 years, SD= 9 years). A multiple regression analysis showed that low computer self-efficacy predicts anxiety toward computers, whereas this is not the case of low computer-expertise or low Internet attitude. Such outcomes suggest the possibility to design training or psychological treatments aimed at modifying negative perceptions toward computers of techno-stressed people more than increasing their effective computer expertise or feelings toward the Internet. Keywords: Computer Anxiety, Computer Self Efficacy, Digital Divide introduction The central role of information and communication technologies (ICT) for our society creates new forms of exclusion for those people who are unable to discover and JCR 287 to use the potentialities of these technologies. Such a phenomenon, labeled as digital divide or digital inequality, refers to the difference between individuals who own and properly use a computer and those who don’t [1-3]. The phenomenon is also influenced by different factors, such as the physical resources or the technical means available to people for managing a personal computer, and individual levels of computer expertise and computer self-efficacy. Also, authors evidenced that some demographic variables such as gender, age or occupation influence the individual differences in the digital divide. Specifically, females tend to deal less with technology, and they own and use computers to a lesser degree than males. Moreover, females attend a fewer number of computer-science training classes and are less enthusiastic than males in interacting with computers [4], also, showing higher levels of techno-stress or computer-anxiety [5]. The present research is specifically aimed at studying the gender differences related to digital inequality and to techno-stress in a population of Italian Teachers. methods participants The research was carried out on a group of 77 teachers (29 males and 48 women) aged from 28-61 years old (mean age = 43 years old; SD= 9). Participants were randomly selected from different schools in Palermo. All the participants were asked to complete four self-report questionnaires: - Computer-Expertise Questionnaire [6] – an 11-item scale measuring the individuals’ computer and Internet expertise - Computer Self-efficacy Scale [6] – a 30-item scale exploring the individuals’ computer self-efficacy expectations - Internet Attitudes Scale [7] –a 28-item scale measuring positive and negative attitudes toward the Internet - Computer Anxiety Rating Scale [8] – a 19-item scale that investigates the perceptions of stressors associated with computer usage statistical analyses In order to examine the Italian teachers' levels of computer-expertise, computer-self-efficacy, Internet attitudes and computer-anxiety as a function of Gender, a multivariate analysis of variance (MANOVA) was performed using each of the questionnaire scores as dependent variables and Gender (Male versus Female) as a between-subject factor. After calculating the correlations among the scales, a multiple regression analysis was performed to determine the predictability of the effect of computer ex- 288 CT16 Poster Presentations Table 1 Participants’ Mean Averaged Scores and Standard Deviations at Computer- Expertise Questionnaire, Computer Self-efficacy Scale, Computer Anxiety Rating Scale and Internet Attitude Scale (N=77). perience, computer self-efficacy and Internet attitude on computer anxiety. cover the potentialities of these technologies and to decrease their higher levels of computer anxiety. results Participants’ scores on each questionnaire were averaged and standards deviations were calculated (see Table 1). references [1] P. Norris, Digital Divide, Civic Engagement, Information Poverty and the Internet Worldwide, Cambridge University Press, Cambridge, 2001. As reported in Table 1, participants scored lower on Computer-Expertise and Computer-Anxiety and scored higher on Computer Self-Efficacy and Internet Attitudes. Hence, Italian Teachers exhibit moderate levels of computer-expertise, but perceive themselves as highly effective in computer usage. Results at MANOVA evidenced a multivariate effect of Gender (F1-75=3.512, p<.01). The successive univariate tests showed that male Italian teachers scored higher than females on the Computer Self-efficacy Scale (F1-75=12.5, p<.01) and Internet Attitude Scale (F1-75=8.3, p<.01). Conversely, female Italian teachers scored higher than males on the Computer Anxiety Rating Scale (F1-75=9.9, p<.01). Conclusions The present paper investigates some interesting aspects of digital inequality, as well as techno-stress, in an Italian educational context. Consistent with the international panorama as related to the digital divide, our data show a sort of gender gap concerning the perceived competence of efficacy in using technologies, as well as concerning the perceived levels of technostress. Specifically, male Italian teachers revealed both higher levels of computerself-efficacy and more positive attitudes toward the Internet than females, whereas female Italian teachers exhibited higher levels of computer-anxiety than males. We present our data within a social-cognitive framework, discussing further research which could be performed in order to modify the female Italian teachers’ negative attitudes toward computers, and to allow them both to dis- [2] M. Warschauer, Reconceptualizing the digital divide, First Monday 7 (2002). [3] P. Di Maggio, E. Hargittai, From the Digital Divide to digital inequality: studying the Internet as penetration increase, Princeton University Center for Arts and Cultural Policy Studies, Working Paper 15, summer. 2001. [4] Pinkard, N. How the perceived masculinity and/or femininity of software applications influences students’ software preferences. Journal of Educational, Computing Research, Vol. 32, 1, 57-78. 2005. [5] Rosen, L.D., Sears, D.C. and Weil, M.M. Computerphobia, Behavior Research Methods, Instrumentation & Computers, 19, 2, 167-79. 1987. [6] Chifari, A., Ottaviano, S., D’Amico, A., and Cardaci, M. Studying The Teachers’ Self Efficacy Beliefs Towards Computers. Proceedings Of Istas 2000. Roma, 8-10 Settembre. 2000. [7] Sam, H.K., Othman, A.E.A., and Nordin Z.S. Computer Self-Efficacy, Computer Anxiety And Attitudes Toward The Internet: A Study Among Undergraduates In Unimas. Educational Technology And Society, 8 (4), 205219. 2005. [8] Rosen, L.D., and Weil, M.M. Computer Anxiety: A Cross-Cultural Comparison Of University Students In Ten Countries. Computers In Human Behavior, 11 (1), 45-64. 1995. JCR CT16 Poster Presentations –––––––––––––––––––––––––––––––––––––––––––––– The effectiveness of self-help Virtual reality for arachnophobia C. Darren Pierceya,1, Kate Charltona and Carl Callewaertb University of New Brunswick b Fundi3D 289 VRCBT is effective and acceptable by patients. However, it comes and a high cost. Virtual Reality (VR) typically uses real-time computer graphics, body tracking devices, visual displays, and other sensory input devices that expose participants to a virtual environment [2]. VR systems range in price from $5,000 to $10,000 depending on the equipment used. a Corresponding author: C. Darren Piercey Psychology Department University of New Brunswick, PO Box 4400, Fredericton, N.B. Canada, E3B 5A3 E-mail: piercey@unb.ca 1 abstract Virtual Reality cognitive behavioral therapy (VRCBT) has been shown to be effective for the treatment of specific phobias. However, the equipment and software used to present the 3-D environments is very expensive. Also, the costs associated with having a therapist present during exposure therapy prevent many individuals from benefiting from VRCBT. The purpose of this study is to determine the effectiveness of inexpensive self-help software for the treatment of arachnophobia. Participants practiced exposure therapy on their own. They performed relaxation techniques and exposed themselves to the VR scenario using a standard PC and 3-D anaglyph glasses. The software consisted of five levels that progressively increased in the amount of fear they evoked. Skin conductance and heart rate were measured before and after each session to determine if the software was producing a fear response. Participants completed five self-report questionnaires before and after four VR sessions. A comparison between the VR group and a control group was made. The results of this work in progress will be presented at the CyberTherapy and CyberPsychology Conference in June 2011. Keywords: Virtual Reality, Arachnophobia, Exposure Therapy, Cognitive Behvioral Therapy, Self-help introduction Virtual Reality cognitive behavioral therapy (VRCBT) has been proven as an effective alternative to CBT [1]. VRCBT exposes participants to virtual counterparts of the feared stimuli. This tends to be more attractive than CBT for many participants [2]. JCR Attempts have been made to determine the effectiveness of more cost effective VR software [3] and delivery methods [4]. The purpose of the present study is to determine the effectiveness of VR exposure for the treatment of arachnophobia using cost effective equipment and cost effective software [5]. The 3-D software is presented to participants on a desktop display using anaglyph glasses with no intervention from the researchers. Participants used the software in the same manner they would if they had their own copy to use at home on their own computers. methods Four hundred undergraduates from introductory psychology at UNB completed the Fear of Spiders Questionnaire (FSQ) [6] and received course credit for participating. Fourteen students that scored 80 or above on the FSQ, and were willing to take part in the second component of the study were randomly assigned to either the wait group (WG) or the VR group (VRG). Participants in the WG and the VRG completed five selfreport questionnaires during the first and last sessions: 1) State-Trait Anxiety Inventory; 2) Spider Beliefs Questionnaire; 3) Presence Questionnaire; 4) Preference Questionnaire; and 5) Fear of Spiders Questionnaire. VRG participants took part in four VR sessions. Heart rate and skin conductance were measured before and after each VR session using a NN310 Wrist-Ox oximeter and a UFI model 2701 Bioderm Skin Conductance meter. Participants donned red-blue anaglyph glasses. The NN310 Wrist-Ox oximeter and the 2701 Bioderm Skin Conductance meter were attached to their hand. Their heart rate, and skin conductance were recorded prior to and after each VR exposure session. The participants were asked to work through as many levels as they felt comfortable for approximately 25 minutes. Instructions were displayed on the monitor at the beginning of every session, explaining the process of exposure therapy and progressive muscle relaxation (PMR). They were instructed to use the pause button when anxiety reached an uncomfortable level and practice PMR. 290 CT16 Poster Presentations results and discussion The results of this work in progress will be presented at the CyberTherapy and CyberPsychology Conference in June 2011. Future research will include determining the effectiveness of the software without the use of any form of 3-D glasses. Also, a study determining the preference for 3-D, 3-D with anaglyph glasses and 3-D with shutter glasses will be performed. The results of this experiment and future experiments will have an impact on clinicians and patients by making this technology available at a reasonable price. This software can be used by a clinician in their private practice and then given to patients to help them practice the techniques learned in the therapist’s office (i.e. used as homework). references [1] Wallach, H.S., Safir, M.P., & Bar-Zvi, M. (2009). Virtual reality cognitive behavior therapy for public speaking anxiety: A randomized clinical trial. Behavior Modification 33, 314-338. [2] Powers, M. B., & Emmelkamp, P. (2008). Virtual reality exposure therapy for anxiety disorders: A meta-analysis. Journal of Anxiety Disorders, 22, 561–569. [3] Bouchard, S., Cote, S., St-Jacques, J., Robillard, G., & Renaud, P. (2006). Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3d games. Technology and Health Care 14, 19–27. [4] Lister, H., Piercey, C., & Joordens, C. (2010). The effectiveness of 3-D Video Virtual Reality for the Treatment of Fear of Public Speaking. Journal of Cybertherapy & Rehabilitation. 3, 4, 375-382. [5] Fear of Spiders Treatment (1.0) [Software]. (2011). CyberPsyc Software Solutions Inc. http:www.cyberpsyc .com. [6] Szymanski, J. & O'Donohue, W., (1995). Fear of Spiders Questionnaire. Journal of Behavior Therapy and Experimental Psychiatry 26, 31–34. –––––––––––––––––––––––––––––––––––––––––––––– inducing anxiety using a “Contaminated” Virtual environment: first steps in the Validation of a Treatment Tool for obsessive-compulsive disorder Mylène Laforesta and Stéphane Bouchardb University of Ottawa Université du Québec en Outaouais a b Corresponding author: Mylène Laforest University of Ottawa 3-308 Nelson, Ottawa Canada, K1N 7S4 E-mail: mlafo012@uottawa.ca 1 abstract Obsessive-compulsive disorder (OCD) is characterized by the presence of obsessions and compulsions. Its treatment includes exposure to feared stimuli and prevention of rituals performed to reduce anxiety. The aim of the present study is to examine the effectiveness of a contaminated virtual environment (VE) to provoke anxiety in 20 healthy adults. Results will be discussed. This is the first of a series of studies aiming to validate a VE in order to determine its possible use in the treatment of OCD with contamination subtype. Keywords: Anxiety, Obsessive-compulsive Disorder, Virtual Environment, Contamination, Disgust introduction Obsessive-compulsive disorder (OCD) is characterized by recurrent and intrusive thoughts, impulsions, or doubts that provoke marked anxiety, and by repetitive behavioral or mental rituals that are performed in response to an obsession in order to reduce associated distress [1]. In the case of the contamination subtype of OCD, examples of obsessions are fear of dirt or germs, excessive preoccupation with cleaning, fear of disease or of spreading germs, somatic obsessions, and disgust related to bodily fluids or feces. According to the literature, cognitive-behavioral therapy (CBT) has proven to be the most effective treatment for OCD, this being mostly linked to a therapy technique called exposure and response prevention (EX/PR). OCD sufferers are usually treated by in vivo exposure, that is, they are exposed to contaminated stimuli and are prevented from conducting their rituals. This treatment has its limitations, such as availability of stimuli, breach of confidentiality, and risk of disease. Studies have shown the efficacy of virtual environments (VEs) to elicit a fear reaction in participants [2], as well as to be an exposure tool in the treatment of different anxiety disorders. To our knowledge, only one study by Kim et al. [3] has shown in virtuo exposure to be an anxiety-provoking tool in the checking subtype of OCD. The objective of the present JCR CT16 Poster Presentations study is to examine the effectiveness of a “contaminated” VE in anxiety provocation in healthy adults. This is the first study in a series of studies aiming to validate a VE and to determine its effectiveness in the treatment of OCD with contamination subtype. method The present study used a pretest posttest protocol in order to test the efficacy of a VE in anxiety provocation in healthy adults. In order to be effective, results need to show a significant increase in anxiety induced by the immersion in a dirty virtual public toilet. participants Twenty healthy adults (n=20) between the ages of 18 and 65 were recruited throughout the population at-large. Exclusion criteria were respected. procedure After an evaluation, participants were immersed in a “neutral” control VE followed by an immersion in a VE with various degrees of contamination. Self-report questionnaires were completed following both immersions. Physiological parameters were recorded wirelessly during baseline and immersions to provide objective measures of anxiety. material The virtual reality (VR) equipment consisted of a six-wall Cave-like immersive system, 3-D glasses, and an Intersense Wand. Psychological measures included the Structured Clinical Interview for DSM Disorders (SCID), the Yale-Brown Obsessive-Compulsive Scale (YBOCS), the State-Trait Anxiety Inventory (STAI), the Immersive Tendencies Questionnaire, the Presence Questionnaire, and the Cybersickness Questionnaire. As for physiological measures, heart rate and skin conductance were obtained. results Repeated measures ANOVAs revealed a significant effect of the immersion on participants. discussion Interpretation of results will be discussed, as well as clinical implications for the treatment of OCD sufferers. references [1] American Psychiatric Association, Diagnostic and statistical manual of mental disorders (4thed., text revised). Washington, DC, 2000. JCR 291 [2] G. Robillard, S. Bouchard, T. Fournier, & P. Renaud, Anxiety and presence during VR immersion: A comparative study of the reactions of phobic and non-phobic participants in therapeutic virtual environments derived from computer games, Cyberpsychology and Behavior 6 (2003), 467-476. [3] K. Kim, C.-H. Kim, K. R. Cha, J. Park, K. Han, Y. K. Kim, et al, Anxiety provocation and measurement using virtual reality in patients with obsessive-compulsive disorder. Cyberpsychology and Behavior 11 (2008), 637-641. –––––––––––––––––––––––––––––––––––––––––––––– how does the feeling of presence impact analgesic properties of Virtual reality on pain during a Cold-pressor Test? Véronique Gougeona,1, Stéphanie Dumoulina, Stéphane Boucharda and Claudie Lorangera Université du Québec en Outaouais a Corresponding author: Veronica Gougeon Cyberpsychology lab of UQO 47 de Bazin Gatineau, Canada E-mail: Veronique_gougeon@live.ca 1 abstract The present study aims to document the impact of the feeling of presence on the analgesic effect of Virtual Realty (VR) during a cold-pressor test. While performing a cold-pressor test and immersed in a virtual environment, 30 participants (15 women and 15 men) were asked to evaluate their feeling of presence, as well as their level of pain, to explore the correlation between these concepts. Keywords: Presence, Virtual Reality, Cold-pressor Test introduction Defined as a complex phenomenon, pain cannot be completely understood according to a reductionist point of view. Pain can only be understood by taking into account both the psychological and the physiological elements [1]. According to the International Institute for the study of pain, pain can be defined as an unpleasant feeling and an emotional response to an attack on tissue, real or potential, or described in these terms [2]. Virtual reality (VR) could be a tool worth considering for reducing the 292 unpleasant effects of pain. Distraction has an analgesic effect and is defined as “an intentional means that the individual adopts in order to divert his attention of the pain or other harmful feelings towards more pleasant stimuli or emotionally neutral stimuli” [4,5]. The analgesic effect of distraction in VR may involve both an increased cognitive load and act of drawing the focus of attention away from painful cues. VR, as an application which makes it possible for the user to navigate and to interact in real-time with a 3-D environment generated by computers [6], may require the use of sophisticated equipment. Can VR have an analgesic effect when used with less immersive technologies? Actually, immersion fosters presence, or the illusion of being in the virtual environment [7,8]. Therefore, the objective of this study is to determine the impact of the feeling of presence on the analgesic capacity of VR during a coldpressor task. The hypothesis is that a stronger feeling of presence will be significantly correlated with tolerance to pain, as measured by the time the participant can leave their hand in cold water. methods and Tools The participants are 30 adults (15 women and 15 men) aged 18 years old and above. The following exclusion criteria were used, based on participants’ answers to a prescreening interview: suffering from epilepsy, diseases contributing to cybersickness (e.g., vestibular dysfunctions,), cardiovascular circulatory diseases (e.g., Reynaud’s Syndrome), blood pressure problems or diabetes. Participants taking medication inducing an important physiological or psychological effects were excluded. The experiment was carried out during one session lasting approximately 60 minutes for each participant. Participants were randomly assigned to one of the following four conditions: (1) low distraction and high attention; (2) high distraction and high attention; (3) low distraction and low attention and (4) low distraction and low attention. Each participant was asked to put his non-dominant forearm 30 cm deep in the cooler for up to five minutes. A baseline measure was taken to determine participant’s threshold for pain. The relationship between pain and presence was assessed with a self-report. Participants were asked to rate their level of pain with a Visual Analogue Scale and complete the McGill Pain Questionnaire [9], the Fear of Pain Questionnaire III [10], the Pain Catastrophizing Scale [10] and CT16 Poster Presentations their self-efficacy to cope with pain. Presence was assessed with the Gatineau Presence Questionnaire. The Immersive Tendencies Questionnaire [12] and the Simulator Sickness Questionnaire [13] were also administered. results The sample for the analyses was composed, after all exclusions, of nine women and 12 men (N=21). Firstly, a correlation was done to quantify the link between the level of pain felt during the first immersion and the sense of presence. The results showed a moderated and negative correlation [r= -0.41, p= 0.04]. A hierarchical regression was used to determinate the link between the ratio of flies killed in function of the duration of the immersion, the pain catastrophizing and the sense of presence at the first immersion. Results obtained show showed that the addition of presence contribute significantly to regression [F (3,19) = 4.92, p< 0.05; R2 change = 0.19; Adj R2 = 0.38]. The respective contribution of each variable is: pain catastrophizing (sr= 0.49, p< 0.05), ratio of killed flies (sr = 0.19, ns) and presence (sr = 0.43, p< 0.05). Conclusion In conclusion, results confirm the hypothesis which posed that the higher the sense of presence, the lower the pain would be rated during the first immersion. This also confirms the importance of presence as a variable in the analgesic capacity of VR. Furthermore, results are consistent with multiples studies showing that VR can be used as a possible non-pharmacological way to reduce pain. However, more studies have to be done to support these assumptions. Finally, results are promising concerning the implication of the cognitive load of a virtual task in order to reduce pain. Due to the exclusion of some participants for the analysis, it will be interesting to recreate this study with a larger sample. references [1] Marchand, S. (2009). Le phénomène de la douleur. (2e éd.). Montréal, Québec : Chenelière Éducation. [2] Calvino, B. (2006). Les bases neurales de la douleur. Psychol NeuroPsychiatr Vieil, 4(1), 7-20. [3] Calvino,B., & Grilo, R.M. (2006). Le contrôle central de la douleur. Revue du rhumatisme, 10-18. [4] Dumoulin, S., Bouchard, S., & Rivard, V. (2007). La réalité virtuelle est-elle un moyen de gérer la douleur aiguë? Revue québécoise de psychologie, 28(2), 65-91. JCR CT16 Poster Presentations [5] Jaanist, T.,Hayes, B., & von Baeyer, C.L. (2007). Effects of preparatory information and distraction on children’s cold-pressor pain outcomes: Randomized controlled trial. Behaviour Research and Therapy, 45, 2789-2799. [6] Pratt, D.R., Zyda, M., & Kelleher, K. (1995). Virtual reality: In the mind of the beholder. IEEE Computer, 28 (7), 17-19. [7] Hoffman, H.G., Sharar, S.R., Coda, B., Everett, J.J., Ciol, M., Richard,T., et al. (2004). Manipulating presence influences the magnitude of virtual reality analgesia. Pain, 111, 162-168. [8] Barfield, W., & Hendrix, C. (1995). The Effect of Update Rate on Sense of Presence within Virtual Environment. Virtual Reality, 1 (1), 3-16. [9] Melzack, R. (1987). The short-form McGill Pain Questionnaire. Pain, 30, 191-197. [10] McNeil, D.W., & Rainwater, A.J. (1998). Development of the Fear of Pain Questionnaire III. Journal of Behavioral Medecine, 21(4), 389-410. [11] French, D.J., Noël, M., Vigneau, F., French, J.A., Cyr, C.P. & Evans, R.T. (2005). L’échelle de dramatisation face à la douleur PCS-CF. Adaptation canadienne en langue française de l’échelle «Pain catastrophizing scale». Revue canadienne des science du comportement, 37(3), 181-192. [12] Witmer, B.G., & Singer, M.J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225-240. [13] Kennedy, R., Lane, N., Berbaum, K., & Lilienthal, M. (1993). Profile analysis of simulator sickness symptoms- Application to virtual environment systems. Presence: Teleoperator and Virtual Environement, 1(3), 295-301. –––––––––––––––––––––––––––––––––––––––––––––– The influence of pain Catastrophizing on distraction Through immersion in Virtual reality Claudie Lorangera,1, Stéphanie Dumoulinb, Stéphane Boucharda and Véronique Gougeona JCR 293 Université du Québec en Outaouais, Québec, Canada b Université du Québec à Montréal, Québec, Canada a Corresponding author: Claudie Loranger Laboratoire de Cyberpsychologie de l’Université du Québec en Outaouais 283 Alexandre-Taché CP 1250, Succursale Hull Gatineau, QC J8X 3X7 Canada E-mail: lorc08@uqo.ca 1 abstract Pain catastrophizing (PC) is one of the best predictors of the subjective experience of pain. PC is described as an exaggerated negative orientation toward current or anticipated pain, which involves a feeling of helplessness and leads the person to communicate his or her pain. In order to reduce the impact of PC in the life of people in pain, various strategies have been tested. Distraction seems to be a promising non-pharmacological solution. It allows for diverting the cognitive resources of a person towards something different than the painful stimulus. Virtual reality (VR), i.e. three-dimensional universes generated by computers with which the subject can interact, affords very effective distraction. Thirty participants were subjected to a cold pressor test while being distracted in VR. Participants were randomly assigned to four experimental conditions with various distracting potentials. Repeated measures of pain level were taken in order to determine if PC has an impact on the analgesic effect of VR. The results show that a higher level of PC is related to a less pronounced analgesic effect. Keywords: Virtual Reality, Pain Catastrophizing, Distraction, Acute Pain, Cold Pressor Test introduction Pain is a highly subjective phenomenon which can be influenced by many psychological and physiological variables [3]. According to Leventhal and colleagues’ model (1979), distraction is an effective method to cope with pain. It directs attention elsewhere than on the emotional or sensory components of a painful perception [6]. However, distraction from painful stimulation is difficult for certain people. This would be case for people presenting high rates of pain catastrophizing (PC), because this phenomenon is associated with a difficulty of diverting attention from thoughts, feelings and sensations related to pain 294 [7]. Very few studies [1, 6] have yet attempted to establish a relation between distraction and PC. Moreover, distraction tasks employed in these studies do not offer an optimal distraction potential. The current study will test the impact of virtual reality (VR), a promising method to facilitate pain management [2]. The objective of this study will be to determine the influence of PC on distraction induced in VR when participants are submitted to an experimental acute pain. methods participants The sample consists of 30 healthy adults (15 men and 15 women). Subjects presenting predispositions to cybersickness or Reynaud’s Syndrome were excluded. Unfortunately, nine participants had to be excluded because they did not comply adequately with the study’s procedures. Virtual environment A virtual environment (VE) was used under four experimental conditions, with two levels manipulating attention (with more or less cognitive load involvement) and two levels manipulating distraction (with or without visual recall of the hand immersed in cold water), which were created. The cognitive load was manipulated by having to aim and shoot at flies in an environment with either a low or high number of flies. Focusing attention away from pain was manipulated by displaying a live video stream of either the participant’s hand immersed in cold water, or their feet, in the participant’s center field of view, while shooting at flies. Participants were randomly assigned to the different conditions of this 2 X 2 repeated factorial design. measures The Pain Catastrophizing Scale [5], the McGill Pain Questionnaire [4] and visual analogue scales were administered after baseline and post-immersion. The pain intensity assessed by the visual analogue scale was defined as the dependent variable. procedure The experiment was conducted in a 60-minute session. First, a baseline duration time on the cold pressor test (5°C) was taken without a task recruiting attention or allowing distraction. Second, an initial training immersion in VR was performed without inducing pain to allow participants to learn how to navigate in VR and manipulate the equipment. Then, four immersions were conducted while participants had their forearm immersed in cold water while attention and distraction were manipulated. CT16 Poster Presentations Participants were told they could take their arm out of the water at any time, although they should try to tolerate the pain as long as possible. results Results show that PC’s level during first immersion is associated with baseline [r=0.39, p<.05] and first immersion’s [r=0.54, p<.01] pain levels. PC’s level at first immersion is also associated with the reduction in pain (residualized change score) from baseline and first immersion in VR. A standard multiple regression was performed between pain intensity at first immersion as the dependent variable and PC, participant’s age, and pain intensity at baseline as independent variables. The analysis reveals that R2 (83%) and R2 adjusted (80%) were significant [F(3,19)=26.11, p<.001]. Conclusion According to the results, high catastrophizers benefit less from distraction in VR in order to reduce their pain than low catastrophizers. In a future study, it could be interesting to measure the effect of time on the capacity of high catastrophizers to be distracted. references [1] Campbell, C. M., Witmer, K., Simango, M. , Carteret, A., Loggia, M. L., Campbell, J. N., Haythornthwaite, J. A., & Edwards, R. R. (2010). Catastrophizing delays the analgesic effects of distraction. Pain, 149 (2), 202-207. [2] Gold, J.I., Kant, A.J., Kim, S.H., & Rizzo, A. (2005). Virtual anesthesia: The use of virtual reality for pain distraction during acute medical interventions. Perioperative Medicine and Pain, 24, 203-210. [3] Janssen, S. A. (2002). Negative affect and sensitization to pain. Scandinavian Journal of Psychology, 43, 131-137. [4] Melzack, R. (1987). The short-form McGill Pain Questionnaire. Pain, 30, 191-197. [5] Sullivan, M. J. L., Bishop, S. R., & Pivik, J. (1995). The Pain Catastrophizing Scale: Development and Validation. Psychological Assessment, 7 (4), 524-532. [6] Quartana, P. J., Burns, J. W., & Lofland, K. R. (2007). Attentional Strategy Moderates Effects of Pain Catastrophizing on Symptom-Specific Physiological Responses in Chronic Low Back Pain Patients. Journal of Behavioural Medicine, 30, 221-231. JCR CT16 Poster Presentations [7] Van Damme, S., Crombez, G., & Eccleston, C. (2004). Disengagement from pain: the role of catastrophic thinking about pain. Pain, 70, 70-76. –––––––––––––––––––––––––––––––––––––––––––––– body dissatisfaction: eliciting emotions by social Comparison in a Virtual bar Tanya Guitarda,1, Annie Aiméb, Stéphane Bouchardb, Claudie Lorangerb and Karine Cottonb a Université du Québec à Montréal, Québec, Canada Université du Québec en Outaouais, Québec, Canada b Corresponding author: Olga Gutiérrez-Martínez Department of Personality, Assessment and Psychological Treatments University of Barcelona Paseo Valle de Hebrón, 171 08035, Barcelona Spain E-mail: olgagutierrez@ub.edu 1 abstract Body image disturbances are viewed as a key risk factor in the development of eating disorders. It has been proposed that social comparison may play an important role in maintaining such body dissatisfaction. Since then, many treatment programs now include social comparison. We therefore set out to evaluate the potential of virtual reality (VR) to elicit social comparison tendencies in a sample of weight-preoccupied subjects. In order to do so, we assessed the emotional impact of exposure to avatars with different body shapes in a virtual bar. The sample consists of 17 shape-concerned participants. Their reactions were assessed using physiological and self-reported measures during two experimental immersions. Preliminary results support the hypothesis that exposure to both stimuli generates emotional reactions, a reaction which is even more significant when confronted to a thin-ideal stimulus. Keywords: Body Image, Emotion Enduction, Virtual Reality, Avatars, Social Comparison introduction The internalization of the thin-ideal that is conveyed by numerous stereotypes associated with beauty represents an important risk factor in the development of serious JCR 295 body image and weight concerns [1]. Moreover, these preoccupations are frequently present in people, especially women [2] and are associated with the development of cognitive distortions towards body image that, in time, can lead to a greater risk of developing problematic eating behaviors [3]. Social comparison plays an important role in the structure of body image and, in some cases, can contribute to maintaining the concerns over one’s body [4]. Festinger [5] first proposed two types of social comparison, either downward or upward comparison. This theory suggests that, in the case of downward comparison, one will compare himor herself to a person seen as being “worse off” based on physical appearance, whereas upward comparison is to compare one’s self to someone perceived as “better off.” Festinger proposes that upward comparison would lead to negative affect whereas downward comparison would lead to positive affect. Numerous studies were conducted on the subject and findings support the theory [6, 7]. In fact, social comparison is now included in various treatment options for body-dissatisfied women [4]. The objective of the present study was to assess whether adults preoccupied with their body image would react more negatively when confronted to situations in a virtual bar where judgmental comments were made towards: (a) an overweight avatar or (b) a thin avatar. We proposed that both avatars would provoke a negative reaction on the subjects but that the impact would be greater when exposed to the person representing a thin-ideal, thus activating upward social comparison and therefore exacerbating anxiety and feelings of inadequacy. method participants A sample of 17 weight-preoccupied subjects was recruited. All but one participant was female. The following inclusion criteria were applied: normal body mass index (BMI; 18.5 to 24.9), at least a mild body image concern without meeting the criteria for an eating disorder (ED). This criterion was assessed with the Eating Attitudes Test (EAT-26), where a cutoff score of 15 was selected. Virtual environments A virtual environment (VE) created for another study was modified to fit the requirements of the present project. The VE represents a bar where a waitress is the main focus of attention. The waitress is either thin or overweight, depending on the condition. 296 measures The following self-reported measures were administered throughout the experimentation: Eating Attitudes Test (EAT-26), State-Trait Anxiety Inventory (STAI-Y1), Positive and Negative Affect Schedule (PANAS), Beck Depression Inventory (BDI-II), Eating Disorder Inventory (EDI) and the Body Esteem Scale (BES). Heart rate and skin conductance were also measured during the experimentation in order to assess the level of stress in each immersion. procedure Experimentation was conducted in a 90-minute session with three virtual immersions. First, subjects were immersed in a neutral VE in order to familiarize themselves with navigation in the CAVE-Like system. Then, they were randomly assigned to one of the two conditions and immersed in VR. Between each immersion, questionnaires were completed in order to assess the subjects’ reactions towards the stimuli. At the end of the study, a short debriefing session was held. CT16 Poster Presentations [5] L. Festinger, A theory of social comparison processes, Human Relations 7 (1954), 117-140. [6] L. Lemyre, P.M. Smith, Intergroup discrimination and self-esteem in the minimal group paradigm, Journal of Personality and Social Psychology 49 (1985), 660-670. [7] M. Testa, B. Major, The impact of social comparisons after failure: The moderating effects of perceived control, Basic and Applied Social Psychology 11 (1990), 205-218. –––––––––––––––––––––––––––––––––––––––––––––– evaluation of the usability of Virtual scenarios as auxiliaries for obesity Treatment Gonzalo Torres-Villalobosa, Georgina Cárdenasb, Giuseppe Rivac, Andrea Gaggiolic and Perla Martínezb a Medica Sur Foundation National Autonomous University of Mexico c Milan Axiology Institute b Corresponding author: Georgina Cárdenas National Autonomous University of Mexico Avenue Universidad Copilco-Coyoacan Mexico E-mail: cardenas.georgina@gmail.com 1 results Preliminary results show that exposure to the avatars does in fact elicit negative affect as reported on the Body Esteem Scale and supported by a significant peak in heart rate when immersed in the experimental VEs. Further results will be discussed including the implications of such findings on additional research on body image and VR. references [1] C. Jacobi, C. Hayward, M. de Zwann, H.C. Kraemer, W.S. Agras, Coming to terms with risk factors for eating disorders: Application of risk terminology and suggestions for a general taxonomy, Psychological Bulletin 130 (2004), 19-65. [2] H.W. Hoek, D. Van Hoeken, Review of the prevalence and incidence of eating disorders, International Journal of Eating Disorders 34 (2003), 383-396. [3] R.H. Striegel-Moore, D.L. Franko, D. Thompson, B. Barton, G.B. Schreiber, S.R. Daniels, Changes in weight and body image over time in women with eating disorders, International Journal of Eating Disorders 36 (2004), 315327. [4] C.G. Fairburn, Cognitive behavior therapy and eating disorders, The Guilford Press, New York, NY, 2008. abstract In the world, approximately one billion adults are currently overweight (BMI 25-29.9 Kg/m²), and a further 475 million are obese. In Mexico, the prevalence of being overweight and obese in children is around 26%, 26.8% in females and 25.9% for males. In those older than 20 years, the prevalence of being overweight and obese is 71.9% for females and 66.7% for males (ENSANU2006). Due to poor results obtained with traditional obesity therapies, new treatments are required for this epidemic. A collaborative study between Medica Sur Foundation and the Virtual Education and Cyberpsychology Laboratory of the National Autonomous University of Mexico, has been developed. The main objective was to evaluate the efficacy of a Virtual Reality (VR) treatment program for obesity. Five virtual scenarios will be used for the treatment of obesity. This project will present the results obtained with 30 patients having previously signed informed consent. The study exposed the participants, with a VR head-tracker, a Vuzyx ear® JCR CT16 Poster Presentations VR920 and a joystick, to five different virtual scenarios. These VR scenarios were adapted for the Mexican population. The evaluation instruments measured the variables using anxiety indicators like the galvanic response of the skin, temperature and heart rate. Also, judgment and reality questionnaires were used. Keywords: Virtual Reality, Obesity, Mexican Population, Weight Loss introduction Obesity represents one of the most important problems in public health, and according to recent publications, it is dramatically increasing around the world. Approximately one billion adults are currently overweight (BMI 25-29.9 Kg/m²), and a further 475 million are obese (2010 International Obesity Taskforce). The WHO also projects that if this tendency continues, by the year 2015, 2.3 billion people will be overweight and 700 million will be obese. In Mexico, the National Health Survey indicates that the prevalence of being overweight and obesity in children between five to 11 years old is around 26%, 26.8% in females and 25.9% for males. Furthermore, one in every three teenagers, men or women between 12 and 19 years old, are overweight or obese. In those older than 20 years, the prevalence of being overweight and obese was of 71.9% for females and 66.7% for males (ENSANU2006). 297 of alimentary disorders, specifically for patients with anorexia nervosa and bulimia. Nowadays, obesity is becoming an overwhelming problem for many countries like Mexico, and obesity related diseases are the main causes of mortality in the Mexican population. Due to poor results obtained with traditional obesity therapies, new treatments are required for this epidemic. method/Tools A collaborative study between Medica Sur Foundation and the Virtual Education and Cyberpsychology Laboratory of the National Autonomous University of Mexico, has been developed. The main objective was to evaluate the efficacy of a VR treatment program for obesity. This was developed by Riva (2006) for the Mexican population. In the first step of this project, five virtual scenarios will be used for the treatment of obesity at the Medica Sur Foundation Hospital. The VR scenarios will expose the patients to difficulties they may confront in the real world. The exposure would help the patient to improve his behavioral and cognitive abilities to confront the situations that can trigger inadequate behaviors for weight loss or weight maintenance. This project will present the results obtained with 30 patients having previously signed informed consent. The study will expose the participants, with a VR head-tracker, a Vuzyx ear® VR920 and a joystick, to five different virtual scenarios. These VR scenarios were adapted for the Mexican population and they evaluate the presence and preferences usability index of the participants. The evaluation instruments informed about the measured variables using anxiety indicators like the galvanic response of the skin, temperature and heart rate. Also, judgment and reality questionnaires were used (Baños et al. 2006). Currently, the results of different treatments for patients with obesity and who are overweight are disappointing. Crawford, Jeffery, and French (2000), performed a study with 804 patients which evaluated the success of keeping the same weight for three years. Of those patients, 53.7% regained their weight in the first 12 months and only one of every 20 patients maintained their weight loss successfully. In patients with morbid obesity, the only successful treatment is bariatric surgery (Korenkov, Sauerland, & Junginger, 2005); regardless of this success, in some cases patients regain weight in the long term. Riva reported that treatment failures (2006) are because treatments are focused on the ratio between ingested and burned calories, and behavioral changes and social factors are underestimated. results VR software was adapted for the Mexican population including five different scenarios that expose the patient to different levels of anxiety. This software will be helpful to develop more effective treatments for obesity. Virtual Reality (VR) has effective results for the treatment of anxiety disorders. In such treatments the patient is exposed gradually to computer generated 3-D anxiety triggering stimulus, which allows real-time interactions. In addition, VR has been used successfully in the treatment Conclusion VR simulation scenarios are novel therapeutic options that will be helpful to maintain weight loss, and also to lose more weight in obese patients and in patients with previous bariatric surgery. JCR 298 CT16 Poster Presentations –––––––––––––––––––––––––––––––––––––––––––––– The impact of Virtual Covert sensitization on reducing alcohol Cravings of heavy social drinkers Yoon-Jeong Choia and Jang-Han Leea,1 the client’s imagination. However, the effectiveness of CS relies heavily on an individual’s ability to imagine. In the present study, we utilized a virtual reality (VR) program that we designed in 2008 to overcome the limitation of CS, by providing stimulation to be able to imagine vivid experiences, as well as a sense of realism. Chung-Ang University, Department of Psychology a Corresponding author: Jang-Han Lee Chung-Ang University Department of Psychology South Korea Tel:+82 2 820 5751 Fax: +82 2 816 5124 E-mail: clipsy@cau.ac.kr 1 abstract Covert sensitization (CS) is an aversive treatment aiming to decrease cravings and induce aversion towards abused substances. In the present study, we used virtual reality (VR) to increase the effects of CS. Our aims were to verify virtual covert sensitization (VCS) treatment effectiveness on alcohol cravings of heavy social drinkers through self-report questionnaires, the Alcohol-Stroop task, and the Alcohol-IAT. Participants were Heavy Social Drinkers (HSD, N=20) and Light Drinkers (LD, N=20). Self-report questionnaire results indicated that in the HSDs’ cravings significantly decreased after VCS treatment. The Alcohol-IAT also showed a marginally significant decrease in a positive association between alcohol and pleasant words for HSDs. Finally, in the Stroop task, there was an attentional bias for both alcohol groups, and these biases decreased after VCS treatment. VCS could positively influence many addictive treatment programs, as well as supplement current methods of treatment. Keywords: Virtual Reality, Alcohol Cravings, Covert Sensitization, Alcohol-IAT introduction In many cultures, alcohol abuse is a serious and continuing public-health issue. Despite the harmful influences of excessive drinking, cessation of risky drinking is very difficult. One of the main reasons why abusive drinkers show difficulty in controlling their drinking is associated with alcohol cravings, which is a predictor of automatic alcohol seeking and drinking behaviors in abusers. Therefore, we aim to reduce alcohol cravings using covert sensitization (CS), which is verbal aversion therapy through the use of In order to assess decreases in alcohol cravings, we used explicit and implicit measurements, such as self-report questionnaires, the Alcohol Stroop task, and the AlcoholIAT. Many substance abusers, such as alcoholics and heavy drinkers, tend to have an unconscious attentional bias for alcohol stimuli and automatic cognitive associations towards substance using behaviors, which is known to be caused by cravings. Therefore, we focused on implicit measurements which participants cannot consciously control. method A total of 40 male participants were selected based on their Alcohol Use Disorders Identification Test (AUDIT) scores. A score of 18 points or higher was assigned to the HSD condition (N=20) and a score of less than seven points was assigned to the LD condition (N=20). Based on a previous study, a Virtual Covert Sensitization (VCS) scenario was used to reduce alcohol cravings using the NeuroVR software. The Alcohol Urge Questionnaire (AUQ), the Alcohol-IAT, and the Alcohol-Stroop task were used to evaluate a baseline of alcohol cravings, followed by VCS treatment. After VCS treatment, baseline measurements were taken again, in an identical fashion as the first measurement procedure. results There was a main effect of AUQ scores. Both groups showed a significant decrease after receiving VCS treatment, F(1,34)=20.90, p<0.01. On the Alcohol-IAT, a marginally significant interaction emerged, F(1,38)=3.88, p=0.06. HSDs tended to show a weaker positive association to alcohol after VCS compared to the LDs. Stroop task results indicated a decrease in attentional bias after VCS treatment in both groups, F(1,35)=4.31, p<0.05. discussion Although the fact that only one VCS session was conducted could be a limitation, our results indicated that VCS treatment was effective in reducing cravings in heavy social drinkers. The administration of CS within a VR environment seems to be an effective treatment method in reducing cravings by offering a vivid aversive experience. JCR CT16 Poster Presentations This treatment, therefore, could positively influence many addictive treatment programs, as well as supplement current methods of treatment. references [1] Kearney, A. J. (2006). A Primer of Covert Sensitization. Cognitive and Behavioral Practice 13, 167–175. [2] Rosenberg, H. (2009). Clinical and laboratory assessment of the subjective experience of drug craving. Clinical Psychology Review, 29, 519-534. –––––––––––––––––––––––––––––––––––––––––––––– T3 european project: advanced new Technology to improve the learning process Juana Bretón-Lopeza,1, Soledad Queroa,c, Cristina Botellaa,c, Rosa María Bañosb,c, Yolanda Vizcaínoa, Luis Farfallinia and Rocío Herroroa Universidad Jaume I Universidad de Valencia c CIBER de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) a b Corresponding author: Juana Bretón-Lopez Universidad Jaume I Facultad de Ciencias Humanas y Sociales Departamento de Psicología Básica Clínica y Psicobiología. Av. Vicente Sos Baynat s/n12071 Castellón de la Plana, Spain E-mail: breton@psb.uji.es 1 abstract In recent years, research has generated a wide range of tools for the application of technology in learning. Despite major investment, the majority of modern e-learning continues to be based either on video-lessons or on pageturning Web sites. The strategic goal of T3 is to develop an innovative teaching program to promote the use of advanced learning technology in three countries (Spain, United Kingdom and Italy) by university teaching staff, secondary school teachers and trainers involved in enterprise. Key features of the program will include practical workshops in which learners simulate learning sessions and gain familiarization with technologies. A previous classification of available learning technologies was carried out within the T3 project in order to provide each country selected with more adequate tools according to JCR 299 the participants. Then, the technologies will be validated in a six-day workshop carried out to teach the selected technologies to a maximum of 20 participants per group. The aim of this work is to describe the technologies used in Spanish trials: E-Adventure, Eutopia and Palma systems. The final output will be a set of freely available tools designed to encourage uptake of new learning technologies for use in universities. Keywords: Information and Communication Technologies, University Training, e-learning, Serious Games introduction In recent years, Communication and Information New Technologies has generated a wide range of methodologies and tools for the application of technology in learning. Some of the techniques that have been validated for elearning include virtual environments, simulations of inter-social processes, serious gaming, the use of Web 2.0 technology, and the use of robots. Outside the laboratory, however, the use of these technologies is scarce. Teaching to Teach with Technology (T3) project is a research project funded by the Lifelong Learning Programme, 505169LLP-1-2009-1-IT-KA3-KA3MP. The strategic goal of this project is to develop an innovative teaching program to promote the use of advanced learning technology by: (i) university teaching staff; (ii) secondary school teachers; (ii) trainers involved in enterprise. The consortium is composed by five groups from Italy, the United Kingdom and Spain: University Jaume I (UJI), University from Napoli Federico II, University of London Goldsmiths, Institute of Science and Technology of the Cognition and a Small and Medium Enterprise, ENTROPY. The aim of the present work is to describe the technologies used by UJI partner for university teachers and the procedure during the six-day workshop. method A classification of the learning technologies was carried out within the T3 project. The resulting categories were based on the new trends of educational psychology and took two variables into account: type of the technology (based on instructions or the more constructivist one) and type of teaching (experimenting, soft skills or exploring). UJI partner selected the three most adequate technologies to teach soft skills: E-Adventure [1], Eutopia [2] and Palma [3] systems. These tools are designed to support distance learning and let users write scripts for on-line role-playing games where users can choose the roles and goals of individual avatars. A common workshop consist- 300 CT16 Poster Presentations ing of six days has been prepared by the three partners to teach the selected technologies to 20 participants per country. This workshop has the following structure: 1) a theoretical introduction; 2) a practical application of the tool; and 3) a post-evaluation about the experience of the participants. The assessment protocol includes closed questions about the satisfaction of the participants [4] and an open focus group about their experience [5]. The professors will be encouraged to use new learning technologies. The staff will offer technical support and a set of paper and electronic learning materials. results Work in progress. Conclusions The main aim of this project is to promote the use of innovative teaching for the learning process. The first impact will thus be on the participants in the T3 course, university teachers. The ultimate beneficiaries will be students and pupils. In addition, the exchange of experience and know-how among the partners will make a significant contribution to improving their respective know-how and teaching practices. references [1] Complutense University of Madrid. http://e-adventure.e-ucm.es/ (2010). [2] Unina. http://www.nac.unina.it/eutopia/download.htm (2010). [3] Entropy. http://www.entropykn.net/edugames/Pagine/ Palma.htm (2010). [4] LabPsitec. Game Satisfaction Scales (2008). [5] Teaching to Teach with Technology. Focus group: General Goals Questionnaire (2010). –––––––––––––––––––––––––––––––––––––––––––––– synchronous group Cybersupervision Cass Dykemana,1 Oregon State University a Corresponding author: Cass Dykeman Oregon State University 1 460 Waldo Hall, Corvallis Oregon, 97331, USA E-mail: dykemanc@onid.orst.edu abstract The professional literature on the use of synchronous group cybersupervision is almost nonexistent. This poster presentation aimed to partially address this dearth by examining the use of a full-spectrum version of synchronous group cybersupervision. Full-spectrum was defined as the use of a real-time combination of (1) text-chat, (2) VoIP audio, (3) webcam video streaming, and (4) psychotherapy session video and audio playback. Adobe Connect® 7.5 was the online environment employed. Supervisee assessment of the usefulness, telepresence, and barriers of full-spectrum synchronous group cybersupervision was conducted and results were presented. Keywords: Clinical Supervision, Cybersupervision, Synchronous Web, Telepresence, Group Supervision introduction Watson [1] defined cybersupervision as a supervisor interacting over the Internet with supervisees at multiple sites utilizing real-time video and audio processes. Little appears in the professional literature about the use of any form of synchronous group cybersupervision [2]. Vaccaro and Lambie [3] speculated that the absence of certain sensory and contextual cues could limit the usefulness of cybersupervision. A number of authors posited potential training (e.g., use of ViOP) and logistical (e.g., bandwidth limitations) issues that could hinder the impact of cybersupervision [3-5]. However, the two studies that have been published on the impact of cybersupervision suggest these issues didn’t hinder the usefulness of this form of supervision. Coker et al. [6] examined supervisee assessment of text-chat versus text-chat plus webcam video streaming synchronous individual cybersupervision. They found both modalities rated equally high with supervisees in reference to supervisory working alliance. Nelson et al. [7] found similar results using a real-time combination of textchat, electronic whiteboard, and VoIP (i.e., Skype ®) for synchronous group cybersupervision. problem No studies exist about the usefulness of a full-spectrum synchronous group cybersupervision approach to clinical supervision. For the purpose of this study, full-spectrum is defined as the use of a real-time combination of (1) text JCR CT16 Poster Presentations chat, (2) VoIP audio, (3) webcam video streaming, and (4) psychotherapy session video and audio playback. The research question for the study is: What is the supervisee’s assessment of full-spectrum synchronous group cybersupervision in terms of usefulness, telepresence, and barriers? method Pre-service mental health and school counselors will be surveyed at the end of their first graduate practicum course as to their assessment of the usefulness, telepresence, and barriers of a full-spectrum synchronous group cybersupervision. This cybersupervision will be delivered via an Adobe Connect ® 7.5 online environment. Usefulness will be assessed by the Group Supervision Impact Scale [8-9]. Telespresence will be assessed by the Igroup Presence Questionnaire [10] modified for use with full-spectrum synchronous group cybersupervision. Barriers will be assessed by the Group Supervision Hindering Phenomena Survey [11] also modified for use with full-spectrum synchronous group cybersupervision. results Supervisee assessment of the usefulness of full-spectrum synchronous group cybersupervision delivered via an Adobe Connect ® 7.5 online environment will be reported. Conclusion This poster will present the outcomes of a research project on the use of a full-spectrum synchronous group cybersupervision modality. novelty/discussion The results presented in the poster presentation will help fill a present research gap in cyberpsychology. references [1] Watson, J. C. Computer-based supervision: implementing computer technology into the delivery of counseling supervision. Journal of Technology in Counseling 3 (2003), 7. [2] Chapman, R. A. Cybersupervision of entry-level practicum supervisees: the effect on acquisition of counselor competence and confidence. Journal of Technology in Counseling 5 (2008), 3. [3] Vaccaro, N., & Lambie, G. W. Computer-based counselor-in-training supervision: ethical and practical implications for counselor educators and supervisors. Counselor Education & Supervision 47 (2007), 46-57. JCR 301 [4] Miller, K. L., Sanders, S. A., & Miller, S. M. Requisite computer technologies and infrastructures for providing live, remote, clinical cybersupervision. In G. R. Walz, J. C. Bleuer, & R. K. Yep (Eds.) Compelling perspectives on counseling VISTAS 2009 (pp. 317-328). ACA, Alexandria, VA, 2009. [5] Miller, K. L., & Miller, S. M. Challenges and solutions in the delivery of clinical cybersupervision. In S. P. Ferris & R. Zheng (Eds.), Understanding online instructional modeling; theories and practices (pp. 223-241), Idea Group, Inc, Hershey, PA, 2007. [6] Coker, J., Jones, W., Staples, P. A., & Harbach, R. L. Cybersupervision in the first practicum: implications for research and practice. Guidance & Counseling 18 (2002), 33-39. [7] Nelson, J. A., Nichter, M., & Henriksen, R. (2010). On-line supervision and face-to-face supervision in the counseling internship: An exploratory study of similarities and differences. In G. R. Walz, J. C. Bleuer, & R. K. Yep (Eds.) Ideas and research you can use: VISTAS 2010 (n.p.). ACA, Alexandria, VA, 2010. [8] Getzelman, M. A. Development and validation of the Group Supervision Impact Scale. PhD diss., University of Southern California, 2003. [9] Kellum, K. E. H. Structured reflecting teams in group supervision: a qualitative study with school counseling interns. PhD diss., University of Iowa, 2009. [10] Enyedy, K. C., Arcinue, F., Puri, N. N., Carter, J. W., Goodyear, R. K., & Getzelman, M. A. Hindering Phenomena in Group Supervision: Implications for Practice. Professional Psychology: Research and Practice 34 (2003), 312-317. [11] Schubert, T., Friedmann, F., & Regenbrecht, H. The experience of presence: factor analytic insights. Presence: Teleoperators and Virtual Environments 10 (2001), 266281. –––––––––––––––––––––––––––––––––––––––––––––– building Collective memories on the Web: The nostalgia bits project Andrea Gaggiolia,1, Luca Morgantia and Silvio Bonfigliob 302 ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy b FIMI S.r.l, Saronno, Italy a Corresponding author: Andrea Gaggioli ATN-P Lab, Istituto Auxologico Italiano Milan, Italy E-mail: andrea.gaggioli@auxologico.it 1 CT16 Poster Presentations newspapers, postcards, photos and other documents. A web-based platform will be developed where tangible artifacts of an elderly person’s life experience can be uploaded and become a significant resource for use by other generations, and a means for connecting the elderly users with members of their own generation. In particular, the NoBits system will allow users to connect with at least three interaction context groups: abstract In recent years, there has been growing interest towards the development of digital systems that support reminiscing for older people. The Nostalgia Bits (NoBits) project aims at fostering social interaction between the elderly and their family, through capturing their memories, personal, family and local history embodied by letters, newspapers, postcards, photos and other documents. A web-based platform will be developed where tangible artifacts of an elderly person’s life experience can be uploaded and become a significant resource for use by other generations, and a means for connecting the elderly users with members of their own generation. Here, we describe the main results of a user needs analysis carried out to define the expectations for the NoBits system. The investigation was conducted by means of in-depth interviews and focus groups with prospect end-users. The sample was composed of 23 elderly participants (mean age = 65,83 sd = 6,32) and 310 children (mean age = 11,29, sd. = 2,28) from different classes and educational institutions in the urban Milan area. Findings from this preliminary user needs analysis showed that the NoBits service concept was well-accepted by both samples and that supporting collaborative reminiscing with social media is a promising approach to increase cross-generational interactions and mentoring. • Network throughout their lifetime (work, interests, education etc.): allowing seniors to reconnect with lost or unknown acquaintances • Family and friends: facilitating Internet-based connection with the user’s own family and friends • Community and society: Elderly users could provide valuable experiential knowledge and insight to learners not only in terms of modern history, but also in terms of the experience gained during their working life Keywords: Reminiscing System, Ambient Assisted Living, Cross-generational Communication, Social Networks, Autobiography results Findings from the interviews showed seniors' deep awareness about the importance of sharing memories. Participants regarded the sharing of memories as an important condition for the unfolding of culture. Most seniors reported that sharing memories is a pleasurable activity that they enjoy doing with both peers and younger generations. Reminiscing with peers can improve the quality and richness of memories, because they can integrate new information and details. At the same time, reminiscing with younger generations can create a bridge between generations and enhance the sense of respect towards older people. Sharing memories is a participatory activity that stimulates interesting discussions and leverages each other’s knowledge. Quite interestingly, most seniors introduction Reminiscing is a pleasurable activity for seniors and can improve their wellbeing by providing rich opportunities for communication with peers and family. In recent years, there has been growing interest towards the development of digital systems that support reminiscing for older people [1]. Nostalgia Bits (NoBits) is a project funded under the EU "Ambient Assisted Living" research program, which aims at fostering social interaction between the elderly and their family, through capturing their memories, personal, family and local history embodied by letters, The collective memories shared on the Nostalgia Bits platform supplies a valuable historical resource as well. Here, we describe the main results of a user needs analysis carried out to define the expectations for the NoBits system. methods and results user needs analysis Here, we describe the main results of a user needs analysis carried out to define the expectations for the NoBits system. The investigation was conducted by means of indepth interviews and focus groups with prospect end-users. The sample was composed of 23 elderly participants (mean age = 65,83 sd = 6,32) and 310 children (mean age = 11,29, sd. = 2,28) from different classes and educational institutions in the urban Milan area. JCR CT16 Poster Presentations pointed out that even negative memories have a positive value, by helping to avoid pitfalls in the future. Preferred reminiscences are “memories of travels,” several participants indicated “youth and own childhood events,” whereas few female participants suggested “romantic moments and events” (i.e. marriage). In general, reminiscence preferences by gender quite closely reflect the classification proposed by McCarthy and colleagues in their seminal work on computer-supported reminiscing [1]. Although almost all participants felt that the best way to share reminiscences is through spoken, face-to-face storytelling, they perceived the importance and usefulness of creating a digital repository for sharing memories with others. However, about half of respondents said they would not share memories that contain personal information with strangers. As concerns the sample of children, findings from focus groups showed that children like the idea of collaborating with their grandparents in creating digital reminiscences. Children are very much interested in what life was like before they were born and want to learn more about it. Most of the children reported a preference for old photos documenting how life was in the past (i.e. places, foods, clothes etc). In particular, children liked the idea of collaborating with their grandparents for creating a digital version of their reminiscences. In sum, findings from this preliminary user needs analysis suggest that the NoBits service concept was well-accepted by both samples and that supporting collaborative reminiscing with social media is a promising approach to increase cross-generational interactions and mentoring. references [1] Mc Carthy, S. et al (2004) MemoryLane: Reminiscence for Older Adults, Proceedings of the Reminiscence Systems Workshop at the 23rd British Human Computer Interaction (HCI), full paper available at: ceur-ws.org/Vol499/paper05-McCarthy.pdf. –––––––––––––––––––––––––––––––––––––––––––––– iphone g3 for Telemedicine 303 Corresponding author: José Luis Mosso School of Medicine, Universidad Panamericana HGR 25 IMSS Mexico E-mail: jmosso@up.edu.mx 1 abstract objective Three cases were remotely diagnosed using the iPhone G3, successfully implementing telemedicine. methodology One iPhone G3 was used to transmit clinical cases: medical images of four rurally located patients were sent to three physicians located in Mexico City, a 12-hour drive away. results Three medical diagnoses were made by one surgeon, one dermatologist and two psychiatrics using text format, images of each patient and X-rays. A problem that we experienced was a delay in image transmission. Furthermore, videos were impossible due to the length of the delay. Conclusions People who live without medical services, for example, residents in remote mountain ranges, will have the possibility of receiving telemedicine services using the iPhone G3, while Internet reception is available. Dermatology lesions could be the first diagnosis to utilize telemedicine. It is mandatory to use video to increase the range of medical areas telemedicine can be applied to, such as neurology and orthopedics, where clinicians need to observe patient’s motions in order to evaluate their movements and behavior and make a diagnosis. The technology of the iPhone G4 is an alternative to improve telemedicine. Keywords: iPhone G3, Telemedicine, Remote Patients, University, Indigenous José Luis Mossoa,1, Gregorio Tomás Obradora, Fernando Macouzeta, Gonzalo Torresa and Timothy Lacyb –––––––––––––––––––––––––––––––––––––––––––––– Client satisfaction and outcome Comparisons of Cyber and face-to-face Counseling methods School of Medicine, Universidad Panamericana, HGR 25 IMSS b U.S. Air Force Lawrence J. Murphya,1, Paul Parnassa, Dan L. Mitchella, Rebecca H. Halleta, Paula Cayleyb and Samantha Seagramb a JCR 304 CT16 Poster Presentations Worldwide Therapy Online Inc., Canada b PPC Worldwide Canada (formerly Interlock EAP), Canada a Corresponding author: Lawrence J. Murphy Worldwide Therapy Online Inc. 18 Mont Street, Guelph ON N1H2A4 Canada E-mail: research@sympatico.ca 1 abstract This paper compares Global Assessment of Function (GAF) and Client Satisfaction Survey (CSS) scores for clients receiving either face-to-face (FTF) counseling or text-based e-mail counseling (cybercounseling). Clients were screened and assigned to one of the two modalities. Analyses of variance were conducted with a 1⁄4 0.05, to examine differences between counseling modalities. No significant differences were found for degree of change in GAF between assessment and closing between the two modalities. Some differences were found in CSS scores. Implications for screening and cybercounseling practice are discussed. Keywords: Social Work and IT, Evidence-based Practice, Research and Evaluation, Cybercounseling, E-mail Therapy introduction Given that cybercounseling is one of the newest approaches in the field of psychotherapy, it is incumbent upon us to determine its effectiveness. There are limited studies comparing the effectiveness of face-to-face (FTF) and cybercounseling. Most of these studies are limited by one or more factors, including sample size and comparison of cyberclients with FTF clients from different studies [1]. It stands to reason that the client-counselor relationship is as important online as in FTF counseling [2]. This study included an extensive course of cybercounselor training [3] that’s primary goal was to train counselors how to establish and maintain a strong therapeutic relationship through cybercounseling. method/Tools Clients contacted PPC Worldwide Canada (formerly Interlock EAP) online or by phone and were screened by intake workers. Clients were offered counseling via secure e-mail. Those who choose it received counseling from Therapy Online’s Affiliate Counsellors. Thus, the pool of clients from which FTF and online clients were drawn was the same even though there was a selection process. Between April 2006 and May 2008, 105 online clients underwent cybercounseling. A convenience sample of 106 FTF clients, selected from that group of individuals who completed counseling between April 2006 and May 2008, was used as a comparison group. Ethical review was completed by the authors in accordance with the ethical requirements for research laid out by the Canadian Counselling & Psychotherapy Association [4]. A subsample of 26 cyberclients received an initial and a closing Global Assessment of Functioning (GAF) score. This group was compared to a convenience sample of 101 FTF clients who received counseling during the same period. In addition, 45 cyberclients completed a Client Satisfaction Survey (CSS). A convenience sample of 43 FTF clients was used as a comparison group. Analyses of variance (ANOVA) were conducted using PROC GLM (SAS Version 9.1, SAS Institute, Cary, NC), with α = 0.05, to examine differences between counseling modalities. results The cybercounseling and FTF client groups were compared on GAF and CSS data collected. No significant differences were evident on these measures between clients who received FTF counseling and cybercounseling. Conclusion The results suggest that cybercounseling can be as satisfying and impactful for clients as FTF counseling. Counselors can establish a comfortable environment, help clients develop plans and effectively communicate their skills to help their clients. The assistance that cybercounselors provide improves clients’ work and home lives. All of this can be done as well as in FTF. references [1] A. Barak, L. Hen, M. Boniel-Nissim and N. Shapira. A comprehensive review and a meta-analysis of the effectiveness of internet-based psychotherapeutic interventions, Journal of Technology in Human Services, 26, (2008) 109–60. [2] L.J. Murphy, D.L. Mitchell. When writing helps to heal: E-mail as therapy, British Journal of Guidance and Counselling, 26 (1998) 21–32. JCR CT16 Poster Presentations [3] L.J. Murphy, R.J. MacFadden and D.L. Mitchell. Cybercounseling online: The development of a universitybased training program for e-mail counselling, Journal of Technology in Human Services, 26 (2008) 447–69. [4] Code of Ethics: Canadian Counselling & Psychotherapy Association, 2007. –––––––––––––––––––––––––––––––––––––––––––––– designing a serious game to assess real life decision making under stress Federica Pallavicinia,1, Fabrizia Mantovania and Luigi Anollia Università degli studi Milano-Bicocca, Milano, Italy a Corresponding author: Federica Pallavicini Università degli studi Milano-Bicocca Milano, Italy E-mail: pallavicini.federica@gmail.com 1 abstract The effect of stress on decision making is of special interest because many decisions have to be made under stress in daily life. The main problem in decision making under stress research is that it is missing a tool that both assesses this process in a scientific and naturalistic way. To overcome this limitation, we want to develop and test a serious game designed to simulate a virtual interactive experience of real-context stressful decisions. Keywords: Decision Making, Stress, Emotions, Serious Game introduction The impact of stress on decision making is being recognized increasingly by decision research in recent years. Making a decision in a stressful context, in fact, has significant effects in people’s daily lives, both in their personal and professional contexts. Some studies have demonstrated that stress has significant effects on decision making, such as anticipating the effects of decisions functioning as a somatic state or being present incidentally during this cognitive process [1,2]. To better understand the relationship between stress and decision making, it seems critical to develop instruments JCR 305 that, at the same time, allow a scientific and realistic assessment of this process. What do We Know about decision making under stress? Despite the fact that stress and decision making are two fields of research that have been deeply investigated individually, the relationship between them is still a part of human behavior that remains unexplored. The literature in this area, in fact, is extremely complex and inconclusive. The results of studies are quite heterogeneous, depending on the specific methods used to induce and to assess stress, and on the different decision making tasks. Within this research field, neuropsychology and naturalistic decision making approaches are more interesting than others for two different causes. On one hand, neuropsychological studies have the advantage of using standardized tools and assess decision making in a laboratory setting. However, they are limited to using decision tasks unrelated to real life problems (as gamble tasks) and induce stress in an artificial way. On the other hand, naturalistic decision making, even if less rigorousness than neuropsychology, has more ecological validity due to the fact that it describes how people actually make decisions in real world settings [3,4]. serious game to assess decisions under stress To overcome the limits of both neuropsychological and naturalistic decision making studies, we want to develop and test a serious game designed to simulate a real life context in which subjects will be asked to make a stressful decision. Well developed serious games, which leverage the proprieties of games and simulation, appear to present exciting opportunities for creating immersive experiential environments for the assessment of decision making under stress [5]. We believe that the use of a serious game for this purpose represents a promising approach, since it enhances the ecological validity of the decision assessment through the use of a realistic setting, preserving the possibility to monitor subjects in a laboratory context. references [1] S. D. Preston, T. W. Buchanan, R. B. Stansfield, A. Bechara, Effects of Anticipatory Stress on Decision Making in Gambling Task, Behavioral Neuroscience, 121(2) (2007), 257-263. 306 CT16 Poster Presentations [2] A. J. Porcelli, M. R. Delgado, Acute Stress Modulates Risk Taking in Financial Decision Making, Psychological Science, 20(3) (2009), 278-283. [3] G. Klein, Naturalistic Decision Making, Human Factors: The Journal of the Human Factors and Ergonomics Society, 50 (2008), 456-460. [4] G. Klein, Applied Decision Making, Human performance and ergonomics, (1999), 87-107. [5] E. M. Raybourn, Applying simulation experience design methods to creating serious game-based adaptive training systems, Interacting with Computers, 19 (2007), 206-214. –––––––––––––––––––––––––––––––––––––––––––––– Teo: an online emotional Therapy system to apply homework assignments in the Treatment of adjustment disorders Soledad Queroa,c,1, Cristina Botellaa,c, Mª Angeles PérezAraa, Sabrina Andreu-Mateua, Rosa María Bañosb,c and Diana Castillaa a Universidad Jaume I Universidad de Valencia c de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) b Corresponding author: Soledad Quero Universidad Jaume I Facultad de Ciencias Humanas y Sociales Departamento de Psicología Básica Clínica y Psicobiología Av. Vicente Sos Baynat s/n 12071 Castellón de la Plana Spain E-mail: squero@psb.uji.es 1 abstract Adjustment Disorders (AD) are a very important public health problem. Regarding its treatment, only a series of general guidelines are available. Our research team has developed a cognitive-behavioral treatment (CBT) supported by Virtual Reality (VR) that has shown its utility in the treatment of AD. A CBT approach gives a crucial role to homework assignments. So far, studies that use Information and Communication Technologies (ICT) for psychological treatments have been centered on how to use the technologies to deliver treatment within the therapeutic context. No study is available in the literature that uses ICT to apply homework assignments. Therefore, in the present work we pretend to go one step beyond and join the use of the VR EMMA system within the therapy sessions, with the use of other ICT to apply homework assignments between sessions in the treatment of AD. TEO is a completely open Online Emotional Therapy system based on Web technology that allows, in a simple and effective way, to create personalized therapeutic material to present to the patient over the Internet. The aim of the present work is to describe the TEO system and the study that is being conducted to test its efficacy and efficiency. Keywords: Cognitive-behavioral Treatment, Online Therapy, Internet, Homework Assignments, Adjustment Disorder introduction The diagnosis of Adjustment Disorders (AD) is very popular among clinicians [1] and is an important public health problem [2]. However, regarding its treatment, only a series of general guidelines are available [3]. Our research team has developed a cognitive-behavioral treatment (CBT) which is supported by Virtual Reality (VR) and also includes positive psychology strategies [4]. Preliminary data about its utility is already available [5]. A CBT approach gives a crucial role to homework assignments from the very beginning. However, studies so far that use Information and Communication Technologies (ICT) for psychological treatments have been centered on how to use the technologies to deliver treatment within the therapeutic context. This is the case for EMMA, the VR system used in the aforementioned studies. EMMA is a VR adaptive display that adapts its presentation to the patient’s therapeutic needs, with the main objective of reflecting and evoking emotional responses in them to allow emotional processing to occur. As far as we know, there is no study that uses ICT to apply homework assignments. Therefore, in the present work we pretend to go one step beyond, and combine the use of the VR EMMA system within the therapy sessions in the consulting room (which has already showed its utility), with the use of other ICT to apply homework assignments in the treatment of AD. It implies the transfer of ICT to the patient’s home – the homework the patient has to do between JCR CT16 Poster Presentations sessions is also important. TEO is a completely open Online Emotional Therapy system base on Web technology that allows, in a simple and effective way, to create personalized therapeutic material to present to the patient over the Internet (http://www.psicologiaytecnologia.es /teo). The aim of the present work is to describe the TEO system and the study that is being conducted to test its efficacy. method In order to compare the differential efficacy and efficiency of two different ways of applying homework assignments in the treatment of AD, a between group study with two experimental conductions will be use: 1) Homework assignments using the TEO system and; 2) Homework assignments in the traditional way (material reading and writing tasks). Participants will be randomly assigned to each of the experimental conditions. The assessment protocol will include different efficacy outcome measures (therapeutic goals, AD specific questionnaires, interference measures) and satisfaction with the treatment measures. 307 [4] C. Botella, R.M. Baños & V. Guillén. Creciendo en la adversidad. Una propuesta de tratamiento para los trastornos adaptativos (pp. 129-154). In C. Vázquez & G. Hervás (Eds.), Psicología Positiva aplicada. Bilbao: DDB, 2008. [5] R.M. Baños, V. Guillén, C. Botella, A. García-Palacios, M. Jorquera & S. Quero. Un programa de tratamiento para los trastornos adaptativos: un estudio de caso. Apuntes de Psicología 26 (2008) 303-316. –––––––––––––––––––––––––––––––––––––––––––––– l2l european project: a serious game for leadership Training Mª Angeles Pérez-Araa, Soledad Queroa,c,1, Cristina Botellaa,c, Juana Bretón-Lópeza and Rosa María Bañosb,c a Universidad Jaume I Universidad de Valencia c de Fisiopatología de la Obesidad y Nutrición (CIBEROBN) b results Work in progress. Conclusion This is the first time that a homework assignments component that can be completely self-administered over the Internet has been developed. TEO will permit the creation and administration of assessment and treatment protocols to be completely personalized; each session will be adapted to the patient’s needs. Furthermore, because it is based on the Web it will increase the possibilities for therapy – it can be used in blended mode (complementing the therapy), or in tele-assistance mode (being the own selfadministered therapy). references [1] J.N. Despland, L. Monod & F. Ferrero. Clinical relevance of adjustment disorder in DSM-III-R and DSM-IV. Comprehensive Psychiatry 36 (1995) 454-460. [2] J.L. Van der klink, R.W. Blonk,A.H. Schene & F.J. van Dijk. Reducing long term sickness absence by an activating intervention in adjustment disorders. Occupational and Environmental Medicine 60 (2003) 429-437. [3] J.J. Strain & A. Diefenbacher. The adjustment disorders: The conundrums of the diagnoses. Comprehensive psychiatry 49 (2008) 121-130. JCR Corresponding author: Soledad Quero Universidad Jaume I Facultad de Ciencias Humanas y Sociales Departamento de Psicología Básica Clínica y Psicobiología Av. Vicente Sos Baynat s/n 12071 Castellón de la Plana, Spain E-mail: squero@psb.uji.es 1 abstract Effective leaders manage the underlying group dynamics in ways that help the team meet its objectives. Leaders need people management skills, resource management and organization. Despite the offer of leadership skills training programs, effective and valid training in these areas is scarce and it is usually available only in master programs of high quality or large corporations. The Learn 2 Lead (L2L) Project consortium has designed and developed a leadership skills training online game that aims to increase the availability of these programs as well as give people a more active role in the learning process. The aim of this work is to describe both the serious game and the research design to be user in order to test the efficacy of the game in leadership training. The training is going to be applied in two different modes: 1) online self-administered mode; and 2) blended mode. A 308 pilot study and a large scale trial will be carried out to test this game and to compare the differential efficacy between these two training modes. Future results from these studies will provide empirical evidence about the validity and utility of new technologies, specifically serious games, in leadership skills training. Keywords: Information and Communication Technologies, E-learning, Serious Game, Leadership Training introduction In recent years, a wide range of methodologies, tools and resources have been developed for the implementation of technology in learning in any discipline. However, its use remains low in practice; this is the case of leadership skills training. Effective leaders manage the underlying group dynamics in ways that help the team meet its objectives. In addition to technical knowledge related to their area of business, leaders need people management skills, resource management and organization. Despite the offer of leadership skills training programs, effective and valid training in these areas is scarce and usually tends to be available only in master programs of high quality or large corporations. In that sense, it is necessary to increase the availability of these programs as well as giving people a more active role in the learning process. By using new technologies, it is pretended to boost the acquisition of these skills by making learning much more interactive, flexible and attractive, leaving the user him/herself to be the one who marks his/her pace, and facilitates access to these programs regardless of the geographical area where the person lives. This allows for an important cost reduction as well as contact trainee/tutor reduction. In spite of the advantages that online courses may have, we have not found empirical evidence of these programs. Therefore, testing this kind of training is needed. Learn to Lead (L2L) is a research project funded by the Lifelong Learning Program (502903-LLP-1-IT-LEONARDO-LMP) of the European Agency for Audiovisual, Culture and Education. Different European countries participate in the project (Italy, France, United Kingdom and Spain) with the main aim of designing and developing a serious game for training CT16 Poster Presentations leadership skills. The aim of this work is to describe both the serious game and the leadership skills training program that is going to be used to test the efficacy of the game. method The training is going to be applied in two different modes: 1) online self-administered training mode; and 2) blended training mode where the game is also self-administered but supported by a tutor. A pilot study and a large scale trial are going to be conducted in three different countries (Italy, France and Spain). The pilot study will be aimed at identifying the methodological and technical problems that could potentially reduce the effectiveness of the learning experience. The main objective of the large-scale trial is to assess the learning outcomes to compare the differential efficacy between the two training modes. In both trials, participants will be randomly assigned to each training mode. The assessment protocol will include leadership efficacy measures (self-report measures and objective data regarding performance and gain of knowledge registered through the game) and satisfaction measures (Game Satisfaction Scales [1], Game Assessment Questionnaire [2] and Satisfaction evaluation of the L2L learning path). results Work in progress. Conclusions The implementation of this project involves the development of new tools based on information technologies and communication. These tools are intended to facilitate the learning of leadership skills and improve the availability of such training. The data obtained in the future from these studies could provide empirical evidence about the validity and utility of the new technologies in leadership skills training programs. references [1] LabPsitec. Game Satisfaction Scales (2008). [2] Van der Heiden. User acceptance of hedonic information systems. Mis Quarterly 28 (4) (2004), 695-704. JCR 309 CyberproJeCTs IN THIS FEATURE, we will try to describe the characteristics of current cyberpsychology and rehabilitation research. In particular, CyberProjects aims at describing the leading research groups and projects, actually running around the world, with a special focus on European research. - The system will provide the means to assess patient adherence to therapy through a multimodal BNCI. - The proposed BNCI will combine multiple levels of neural information with the resulting motion (biomechanical) data. beTTer: brain-neural CompuTer inTeraCTion driVen roboTiC physiCal Therapies in sTroKe rehabiliTaTion of gaiT disorders - It will determine if training the activation of signals that control lower limb tasks in combination with robotics devices is beneficial for restoring lower limb function. proJeCT obJeCTiVes: Cerebral vascular accident (CVA, or stroke) is the most prevalent neurological condition leading to physical impairment in Western society. About 4.7 million stroke survivors are alive today. Impaired walking ability contributes to post-stroke walking disability; walking incorrectly creates a stigma and makes patients more susceptible to injury, affecting their quality of life. The most promising interventions to restore walking function are based on robotic systems that intend to restore function by focusing on actions at the periphery of the body (a BOTTOM-UP approach). It is not clear how effective these treatments are and a major problem is noncompliance or non-adherence to the therapy. - BETTER will provide means for objective evaluation of the BNCI-based physical rehabilitation therapy and its usability and acceptability. The main objective of the project is to improve physical rehabilitation therapies of gait disorders in stroke patients based on Brain-Neural Computer Interaction (BNCI) assistive technologies, improving systems, providing guidelines for further improvements, and developing benchmarking tools. The project will validate, technically, functionally and clinically, the concept of improving stroke rehabilitation with robotic exoskeletons based on a TOP-DOWN approach: motor patterns of the limbs are represented in the cortex, transmitted to the limbs and fed back to the cortex: JCR BETTER proposes a multimodal BNCI with the main goal to explore the representations in the cortex, characterize user involvement and modify the intervention at the periphery using ambulatory and non-ambulatory means. ConTaCT informaTion ABAD RUIZ Carlos Manuel AGENCIA ESTATAL CONSEJO SUPERIOR DE INVESTIGACIONES CIENTIFICAS Pinar 25 E-28006 SPAIN Tel: +34915668852 Fax: +34915668913 http://www.iai.csic.es/better/ Compiled by Giuseppe Riva, Ph.D., and Simona Raspelli, Ph.D. Istituto Auxologico Italiano Data provided by ICT Results (http://cordis.europa.eu/ictresults) 310 CyberfoCus New technologies are developing at a rapid pace. To help you stay abreast of the latest trends in advanced technologies and healthcare, this feature showcases upcoming 2011 events which will provide you with the opportunity to connect with leading experts worldwide and remain on the cutting edge of the most recent developments. The CyberFocus column welcomes your contributions. To supply relevant information for this feature, please send an e-mail to: office@vrphobia.eu. Cyberpsychology & CyberTherapy 17 September 12-15, 2012 Brussels, Belgium www.interactivemediainstitute.com The Journal of CyberTherapy & Rehabilitation is the official journal of the CyberPsychology & CyberTherapy Conference (CT17). CT17 brings together researchers, clinicians, policy makers and funding agents to share and discuss advancements in the growing discipline of CyberTherapy & Rehabilitation, which includes training, education, prevention, rehabilitation, and therapy. The focus of next year’s conference is two-fold–first, “Technologies as Enabling Tools” will explore the use of advanced technologies in diagnosis, assessment and prevention of mental and physical disorders. In addition, attention will be drawn to the role of interactive media in training, education, rehabilitation and therapeutic interventions. Second, CT17 will investigate how new technologies are influencing behavior and society, for example, through healthy aging initiatives, positive and negative effects of social networking tools, and online gaming. Technologies featured at the conference include VR simulations, videogames, telehealth, the Internet, robotics, brain-computer interfaces, and non-invasive physiological monitoring devices. Conference attendees have the opportunity to explore interactive exhibits at the Cyberarium as well. ----------------------------------------------------------------------------------------------------------------------------------------7th international Congress of Cognitive psychotherapy June 2-5, 2011 http://www.iccp2011.com/ Istanbul, Turkey ----------------------------------------------------------------------------------------------------------------------------------------international Conference on Virtual rehabilitation 2011 June 27-29, 2011 http://www.virtual-rehab.org/2011/ Zurich, Switzerland ----------------------------------------------------------------------------------------------------------------------------------------international Conference on iCT for health (iCiCTh) July 14-16, 2011 http://www.ineag.gr/ICICTH/index.php Samos Island, Greece JCR 311 ----------------------------------------------------------------------------------------------------------------------------------------4th international Conference on interactive mobile and Computer aided learning July 20-22, 2011 http://iimss-11.kesinternational.org/ University of Piraeus, Greece ----------------------------------------------------------------------------------------------------------------------------------------american psychological association Conference 2011 August 4-7, 2011 http://www.apa.org/convention/ Washington D.C. ----------------------------------------------------------------------------------------------------------------------------------------siggraph 2011 August 7-11, 2011 http://www.siggraph.org/s2011/ Vancouver, Canada ----------------------------------------------------------------------------------------------------------------------------------------11th international Conference on intelligent Virtual agents (iVa 2011) September 15-17, 2011 http://iva2011.ru.is/ Reykjavik, Iceland ----------------------------------------------------------------------------------------------------------------------------------------Joint Virtual reality Conference 2011 September 20-21, 2011 http://www.nottingham.ac.uk/jvrc2011/ Nottingham UK ----------------------------------------------------------------------------------------------------------------------------------------aal forum – september September 26-28, 2011 http://www.aalforum.eu/ Lecce, Italy ----------------------------------------------------------------------------------------------------------------------------------------association for behavioral and Cognitive Therapies (abCT 2011) November 10-13, 2011 http://www.abct.org/Conv2011/ Toronto, Canada JCR 312 for auThors To submiT Please submit electronic copies of your manuscript by visiting www.vrphobia.eu and clicking on the “Submit Paper” link on the right. manusCripT sTyle. 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Also, authors should disguise identifying information when discussing patients’ characteristics and personal history. 315 general informaTion Journal of CyberTherapy & Rehabilitation ISSN: 1784-9934 GTIN-13 (EAN): 9771784993017 Journal of CyberTherapy & Rehabilitation is published quarterly by the Virtual Reality Medical Institute, 64 Rue de l'Eglise, Bte. 3, 1150 Woluwe Saint Pierre, Brussels, Belgium and the Interactive Media Institute, 9565 Waples Street, Suite 200, San Diego, CA 92121, U.S.A.. The journal explores the uses of advanced technologies for therapy, training, education, prevention, and rehabilitation. Areas of interest include, but are not limited to, psychiatry, psychology, physical medicine and rehabilitation, neurology, occupational therapy, physical therapy, cognitive rehabilitation, neurorehabilitation, oncology, obesity, eating disorders, and autism, among many others. publishing house Virtual Reality Medical Institute 64 Rue de l'Eglise, Bte. 3 1150 Woluwe-Saint-Pierre, Belgium Telephone: +32 2 770 93 33 Fax: +32 2 762 93 33 E-mail: office@vrphobia.eu Website: www.vrphobia.eu Interactive Media Institute 9565 Waples Street, Suite 200 San Diego, CA 92121, U.S.A. Telephone: +1 858 642 0267 Fax: +1 858 642 0285 E-mail: office@vrphobia.com Website: www.interactivemediainstitute.com publisher Brenda K. Wiederhold, Ph.D., MBA, BCIA JCR subsCripTion informaTion Rates for subscription are for a volume of four issues. Online & Print Individual - Europe: €115 Individual - International: €145 Organization - Europe: €245 Organization - International: €295 Online Only Individual - International: €60 Organization - Europe: €100 Subscriptions begin with the first issue of the current volume. No cancellations or refunds are available after the volume’s first issue is published. There are also no refunds on single issue purchases. adVerTising For advertising information, rates, and specifications please contact Virtual Reality Medical Institute, 64 Rue de l'Eglise, Bte. 3, 1150 Woluwe-Saint-Pierre, Belgium, Telephone: +32 2 770 93 33; Fax: +32 2 762 93 33; Email: office@vrphobia.eu. reprinTs Individual article reprints are available from corresponding authors. Please contact the publisher for rates on special orders of 100 or more. manusCripTs Please submit electronic copies of your manuscript by visiting www.vrphobia.eu and clicking on the “Submit Paper” link on the right. Information about manuscript submission requirements and formatting can be found at the back of each issue or on the Web site. 316 CopyrighT Copyright © 2011 by Virtual Reality Medical Institute. All rights reserved. Journal of CyberTherapy & Rehabilitation is owned by Virtual Reality Medical Institute BVBA and published by the Virtual Reality Medical Institute BVBA. Printed in Hungary. With the exception of fair dealing for the purposes of research or private study, or criticism or review, no part of this publication may be reproduced, stored, or transmitted in any form or by any means without prior permission in writing from the copyright holder. For permission to photocopy an article for internal purposes, please request permission and pay the appropriate fee by contacting office@vrphobia.eu. The accuracy of contents in Journal of CyberTherapy & Rehabilitation are the responsibility of the author(s) and do not constitute opinions, findings, conclusions, or recommendations of the Publisher or editorial staff. In addition, the Publisher is not responsible for the accuracy of claims or information presented in advertising portions of this publication. The Journal of CyberTherapy & Rehabilitation is indexed in PsycINFO, Gale, EBSCO, Cabell’s and Scopus, and is currently under review with Medline. JCR IBE R C S B S U DAY ! TO CyberTherapy & Rehabilitation magazine | t h e o f f i c i a l v o i c e o f i A C To R T h e q u a r t e r l y C y b e rT h e r a p y & Re h a b i l i t a t i o n M a g a z i n e (C & R ) c o v e r s c l i n i c a l l y - f o c u s e d a n d p r ac tice - dr i v en ar tic l e s , co n gr e s s r ep o r t s , ne w s a n d o t h e r relev ant topic s appealing t o a w i d e r r e a d e r s h i p i n c l u d i n g i n d u s t r y p r o f e s s i o n a l s , p o l ic y m aker s , c l inician s , an d in di v i dual ci tizen s . P l e a s e v i ssii t w w w.v w . v r p hob h o b ia i a .eu . e u ffo o r m o r e info i n f o r m atio ation. subsCribe To The Journal of CyberTherapy & rehabiliTaTion The Journal of CyberTherapy & Rehabilitation (JCR) is the official journal of the International Association of CyberPsychology, Training & Rehabilitation (iACToR.) Its mission is to explore the uses of advanced technologies for education, training, prevention, therapy, and rehabilitation. Why Subscribe to JCR? JCR offers unique benefits, including unrivaled access to a specialized and widespread audience as well as a tailored marketing platform in the advanced technologies and healthcare industry. The journal offers the potential to achieve extensive exposure to the innovative, constantly evolving, and cost-aware heatlthcare market subsCripTion raTes individual online & print online only organization Europe International Europe International Euro 115 Euro 145 Euro 245 Euro 295 Euro 60 Euro 100 Subscriptions begin with the next issue of the current volume. No cancellations or refunds are available after the volume’s first issue is published. Publisher is to be notified of cancellations six weeks before end of subscription. Members of iACToR receive a 20 percent discount. Wire aCCounT informaTion: iban: be86 0016 4184 6450 – biC Code: gebabebb Registrants paying via wire transfer (bank transfer) are responsible for wire transfer costs, you must put “chargeto the principal” on your wire transfer. please visit www.vrphobia.eu for more information. Wounds of War III: Coping with Blast-related Traumatic Brain Injury in Returning Troops EDITED BY: Professor Dr. Brenda K. Wiederhold, Ph.D., MBA, BCIA WOUNDS OF WAR III: COPING WITH BLAST-RELATED TRAUMATIC BRAIN INJURY IN RETURNING TROOPS On February 20-22, 2011 the NATO Advanced Research “Wounds of War III: Coping with Blast-related Traumatic Brain Injury in Returning Troops” drew over 30 eminent experts from 11 countries to discuss the topic of increased Traumatic Brain Injury (TBI) in our service men and women. Held in Vienna, Austria at the Hotel Regina, discussion topics included increased TBI as a result of missions, as well as how TBI may be prevented. Research has shown that those who have served in both combat missions and peacekeeping operations are at an increased risk for TBI. The ultimate aim of the workshop was critical assessment of existing knowledge and identification of directions for future actions. The co-organizers of the workshop alongside Professor Brenda K. Wiederhold included Professor Kresimir Cosic, Professor Mark D. Wiederhold and Colonel Carl Castro. Full papers were published with IOS Press TO ORDER: cybertherapy@vrphobia.com The post-conference book reflects the key topics discussed in the four sections at the workshop: First Session - Characterization of TBI Second Session - Diagnostic and Assessment Issues Surrounding TBI Third Session - Treatment of TBI Fourth Session - Quality of Life The Interactive Media Institute 9565 Waples Street, Suite 200 – San Diego, CA 92121 phone: (858) 642-0267 – fax: (858) 642-0285 – www.interactivemediainstitute.com True North Logistics Headquarters 3000 Woodcreek Drive, Ste. 300 Downers Grove, IL 60505 True North Logistics (TNL) is a small business providing complete warehouse management services either in one of our existing warehouses or in the warehouses of our clients. We are positioned to acquire an existing warehouse or build a new facility to meet our client’s specific needs. Types of services we offer our clients include warehouse operations and kitting; inventory management and tracking; inventory optimization; and warehouse management system (WMS) implementation and support. While TNL is a new company, in name only, individuals on the TNL team have over 100 years of industry experience in distribution management and commercial real estate development. • Tom Glisson – Lieutenant General (Ret.) US Army. Former Director of the Defense Logistics Agency, and independent consultant. • Dennis Gilhooley – Former Associate Partner at IBM Consulting and Logistics Director at Zenith Electronics. • Steve Kozarits –Commercial Real Estate Investment/Development Executive with a focus on industrial properties. Our parent company, True North Investments, is a Chicago area based real estate acquisition and development company. The principal's of the company have been partners for over twenty-six years. Together they have acquired over 18,000,000 square feet of commercial product valued in excess of $800,000,000. To get more information on TNL please feel free to reach out to us. Tom Glisson – tom.glisson@truenorthlogistics.com, 877-319-3504, Ext 740 Steve Kozarits – steve.kozarits@truenorthlogistics.com, 877-319-3504, Ext 742 Dennis Gilhooley – dennis.gilhooley@truenorthlogistics.com, 877-319 3504, Ext 744 TNL is an active member of International Warehouse Logistics Association (IWLA). APPROVED CE CREDIT PROVIDER 9565 Waples Street, Suite 200 San Diego, CA 92121 1-866-822-8762 frontoffice@vrphobia.com www.interactivemediainstitute.com 322 CT16 Abstracts firsT auThor index 281 Albani, G. 280 Allain, P. 265 Aravind, G. 171 Baus, O. 264 Bazinet, P. 209 Bernier, F. 197 Bouchard, S. 299 Bretón-Lopez, J. 249 Brinkman, W.P. 239 Cantamesse, M. 284 Cárdenas, G. 159 Cardullo, S. 248 Cebolla, A. 245 Cho, A. 298 Choi, Y.J. 241 Chou, S.C. 259 Cipresso, P. 235 Conti, F. 176 Drummond, J. 242 Ducrocq-Henry, S. 149 Dumoulin, S. 169 Dünser, A. 300 Dykeman, C. 179 Emmelkamp, P. 179 Faubert, J. 246 Ferrer-Garcia, M. 220 Folen, R.A. 187, 301 Gaggioli, A. 205 Galimberti, C. 282 Gamberini, L. 230 Gamito, P. 203 Georgieva, I. 167 Geslin, E. 218, 291 Gougeon, V. 194, 285 Grassi, A. 295 Guitard, T. 147 Gutiérrez-Maldonado, J. 145 Gutiérrez-Martínez, O. 277 Haagsma, M. 260 Hébert, K. 175 Henry, M. 188 Hill, E. 251 Hudlicka, E. 252 Kang, S.H. 270 Kashani, R. 229 Kim, D.Y. 155 Klinger, E. 207 Kozarić-Kovačić, D. 178 Krausz, G. 190, 287 La Paglia, F. 290 Laforest, M. 266 Lamontagne, A. 162 Lamoth, C. 240 Lipinski-Harten, M. 233, 293 Loranger, C. 268 Lortie, C.L. 199 Malbos, E. 212 Mert, A. 253 Mestre, D.R. 181 Meyerbröker, K. 223 Meyers, E. 160 Moliner, R. 152 Monthuy-Blanc, J. 154, 303 Mosso, J.L. 184 Mühlberger, A. 226, 303 Murphy, L. 274 Neveu, S.M. 238 Niu, Q. 224 Nguyen, M. 278 Nolin, P. 182 O’Connor, K. 236 O’Dea, B. 275 Oliver, E. 305 Pallavicini, F. 255 Peñaloza-Salazar, C. 307 Pérez-Ara, M.A. 231 Pericot-Valverde, I. 289 Piercey, C.D. 157 Power, K. 192 Pusch, A. 306 Quero, S. 174, 261 Raspelli, S. 204, 262 Riva, G. 163 Robillard, G. 193 Rodríguez, A. 165 Roucaut, F.X. 185 Ruwaard, J. 211 Sears, K.C. 272 Shin, Y.I. 200 Silva, C. 267 Son, Y. 151 Stetz, M.C. 279 Stipanicic, A. 214 Tarnanas, I. 296 Torres-Villalobos, G. 227 Traylor, A. 272 Turpin, M.E. 221 Tossman, P. 202 Voiskounsky, A. 196 Walshe, D. 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Wiederhold, M.D., Ph.D. FACP The Virtual Reality Medical Center 858.642.0267 mwiederhold@vrphobia.com www.vrphobia.com The Official Conference of the International Association of CyberPsychology, Training & Rehabilitation (iACToR) This year's conference focus is two fold: First, Technologies as Enabling Tools CT17 will explore the uses of advanced technologies such as Virtual Reality simulations, videogames, telehealth, video-conferencing, the internet, robotics, brain computer interfaces, wearable computing, and noninvasive physiological monitoring devices, in the diagnosis, assessment, and prevention of mental and physical disorders. In 2012 CALL FOR PAPERS addition, we will look at interactive media in training, education, SUBMISSION/REGISTRATION rehabilitation, and therapeutic interventions. DEADLINES: Second, The Impact of New Technologies CT17 will investigate how new technologies are influencing behavior and society, for example, through healthy aging initiatives, positive and negative effects of social networking tools, and online gaming. For more information please visit http://www.interactivemediainstitute.com/conferences.html or e-mail cybertherapy@vrphobia.com Abstract Deadline Submission: March 1, 2012 Notification of Acceptance/Rejection of Abstract: April 1, 2012 Full Paper/Presenter Requirements Deadline: June 1, 2012 Early Registration Deadline: July 1, 2012