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Jan 23, 2006

Fifth International Workshop on Virtual Rehabilitation (IWVR2006)

The Fifth International Workshop on Virtual Rehabilitation (IWVR2006) will take place August 29 and 30, 2006 at Marriott Marquis Hotel, New York City, USA, in conjunction with the 28th Annual International Conference of the IEEE Engineering in Medicine and Biology Society

Deadline for ALL submissions is April 1, 2006

Call for Papers

Full papers are solicited related to the use of Virtual Reality in

  • Musculo-skeletal virtual rehabilitation,
  • Motor rehabilitation post-stroke,
  • Assessment/rehabilitation of patients with cognitive deficits,
  • Telerehabilitation and Haptics,
  • Autism, ADHD and Developmental Disabilities,
  • VR Exposure Therapy for Anxiety Disorders,
  • VR for Pain Distraction,
  • Cue Exposure methods for treating addictive behaviors,
  • Integration of VR with psycho-physiological and brain imaging studies,
  • Virtual Reality treatment of PTSD,
  • Novel VR techniques in rehabilitation and Bio-feedback devices,
  • Sociological, demographic and legal aspects of Virtual Rehabilitation

Best Paper Award (500 USD) sponsored by Hocoma AG

A Special Issue on IWVR06 will appear in the IEEE Transactions on Neural Systems and Rehabilitation Engineering. Authors who want to also be considered for this Special Issue should indicate so when submitting to IWVR06. Selected papers presented at IWVR06 will undergo a second review for the Special Issue.


Telepresence as flow

Via the Presence L-Listserve

This newspaper article from ContractorUK reports on results of a study by Steve Pace, who has found a link between flow state and the sense of "being there" that gamers experience when immersed in a virtual world.

The study is very interesting, though the idea that flow and presence share a common ground is not new. For example Draper and coll. (1996) have speculated that presence could be a specific kind of flow experience occurring during teleoperations. Jacobson (2002) has argued that when a virtual world is viewed as a locus of activity, flow explains presence. I have expressed a similar idea in this book chapter.

References:

Draper, J. V., & Blair, L. M. (1996). Workload, flow, and telepresence during teleoperation. Paper presented at the IEEE International Conference on Robotics and Automation, Minneapolis, MN.

 

Gamers 'flow' into the zone

Square-eyed computer gamers occupy the same mental ‘zone’ as athletes preparing to run a race, new research reveals. Regardless of format, gamers lose track of time and temporarily forget about their physical surroundings and usual concerns, such as eating and going to the toilet. In this state – technically known as ‘flow,’ they occupy the same mental zone as athletes or others whose, “attention is intently focused on an activity that is challenging yet enjoyable.” Such is the verdict of Dr Steve Pace of the Central Queensland University, who has been awarded a $10,000 grant to probe into the minds of computer game players. His seminal study has uncovered not just ‘flow,’ but also that gamers experience a sense of ‘telepresence’ - serving to cocoon PC or console enthusiasts in a virtual world. According to the study, telepresence is the technical term for when players feel present in an environment by means of a communication medium. The environment may be a real place such as a distant space viewed through a video camera, or an artificial place such as an animated world as in World of Warcraft and Grand Theft Auto Vice City.

Users often experience a combination of flow and telepresence when playing computer games that involve simulated 3D environments. “I think flow holds the key to telling us what makes engaging experiences on the computer,” Dr Pace said, speaking to Australia’s The Age. “If you try talking to someone experiencing flow while playing on a computer game, you'll just get a grunt," he said. The main beneficiaries of Dr Pace’s research will be multi- media software developers who will gain fresh guidelines on how to maximise opportunities for experiencing flow and telepresence in 3D games, learning tools and websites. Other software developers are expected to benefit from unprecedented insights into design factors that influence a computer user’s state of mind and behaviour toward new technologies. Reflecting on the study, academics pointed out advances in multi media development often have significant flow-on effects for the wider software industry, particularly in education and health sectors. Meanwhile, the eminent psychologist Professor Mihaly Csikszentmihalyi has explored ‘flow’ in artists, musicians, and people immediately after they have read a novel or watched a film. His research found around 15 per cent of people never experience flow – but concluded that the feeling is unconnected with intelligence. However, optimal flow is reached the more skills are gained; meaning the subject typically ‘knows what needs doing, and how well it is going’ with a timeless sense of serenity, neither anxious nor bored.

World of Health IT 2006 Conference

October 10-13, 2006 in Geneva, Switzerland

The conference aims to connect leading health information and communication technology experts from Europe and beyond in educational sessions, vendor exhibitions, interoperability demonstrations, exchange of experiences and networking sessions, and other professional development opportunities.

The focus of the conference is on the role and impact Health IT has on the health sector in Europe and other parts of the world, including the Middle East and Africa. The educational sessions will address experiences from deployed services, and focus on proven benefits in quality and efficiency.

Visit the conference website for further information about the event and related call for papers