Jan 13, 2008
Validity of virtual reality as a method of exposure in the treatment of test anxiety.
Validity of virtual reality as a method of exposure in the treatment of test anxiety.
Behav Res Methods. 2007 Nov;39(4):844-51
Authors: Alsina-Jurnet I, Carvallo-Beciu C, Gutiérez-Maldonado J
This is a validation study, aiming to explore the effectiveness of a set of virtual environments forproducing emotionally significant responses in students with high levels of test anxiety in order to be able to implement them later in treatment. Twenty-one students agreed to take part, 11 with high test anxiety and 10 with low test anxiety. The virtual environments were prepared in chronological order: the student's home, then the metro, and finally the corridor and lecture hall where the examination takes place. The results showed that the high-test-anxiety group presented higher levels of anxiety and depression than the low-test-anxiety group during exposure to the virtual environments. This study shows that virtual reality is able to provoke emotional responses in students with high test anxiety. This validation study should be followed up with treatment studies to evaluate the efficacy of virtual reality therapy for treating test anxiety.
22:09 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality
Metaplace builds a different architecture for virtual worlds

Read full article on Technology Review
21:55 Posted in Virtual worlds | Permalink | Comments (0) | Tags: virtual reality
Centrally controlled heart rate changes during mental practice in immersive virtual environment
Centrally controlled heart rate changes during mental practice in immersive virtual environment: A case study with a tetraplegic.
Int J Psychophysiol. 2007 Nov 29;
Authors: Pfurtscheller G, Leeb R, Friedman D, Slater M
A tetraplegic patient was able to induce midcentral localized beta oscillations in the electroencephalogram (EEG) after extensive mental practice of foot motor imagery. This beta oscillation was used to simulate a wheel chair movement in a virtual environment (VE). The analysis of electrocardiogram (ECG) data revealed that the induced beta oscillations were accompanied by a characteristic heart rate (HR) change in form of a preparatory HR acceleration followed by a short-lasting deceleration in the order of 10-20 bpm (beats-per-minute). This provides evidence that mental practice of motor performance is accompanied not only by activation of cortical structures but also by central commands into the cardiovascular system with its nuclei in the brain stem.
21:43 Posted in Mental practice & mental simulation, Virtual worlds | Permalink | Comments (0) | Tags: motor imagery, virtual reality
Jan 09, 2008
Convergence: The International Journal of Research into New Media Technologies:
Submission Deadline: February 29, 2009 :: All research articles are refereed and should be between 7000 - 10000 words in length :: We also welcome submission of debates (1500 - 3000 words) or Feature Reports (3000 - 4000 words). This call invites submissions for a special issue related to Digital Cultures of California. Internationally, California is a phenomenon in terms of its relationship to creating, consuming and reflecting upon the era of digital technologies. From the legendary garage entrepreneurs, to the multi-billion dollar culture of venture capital, to stock back-dating scandals, to the epic exodus of California’s IT teams during the Burning Man Festival, this state plays an important role in the cultures of digital technologies.
The Bay Area of California (often referred to somewhat incorrectly as Northern California) is often perceived as a hot-bed of technology activity. Silicon Valley serves as a marker for the massive funding of enterprises that shape many aspects of digital culture. The new interaction rituals that have come to define what social life has become in many parts of the world can often be traced back to this part of the state. New forms of presence awareness and digital communication such as Twitter and Flickr have found a comfortable home in the Bay Area. Complimenting the Bay Area s activities in social software is Southern California - Los Angeles in particular - where Hollywood sensibilities bring together entertainment with technology through such things as video games and 3D cinema.
California is also the home of several colleges and universities where digital technologies are developed in engineering departments and reflected upon from social science and humanities departments. This curious relationship between production and analysis creates the promise of insightful interdisciplinary approaches to making culture. Many institutions have made efforts to combine engineering and social science practices to bolster technology design. Xerox PARC probably stands as the canonical example of interdisciplinary approaches to digital technology design. Similarly, combining arts practices with technology as a kind of exploratory research and development has important precedent at places like PARC and at the practice-based events such as the San Jose California-based Zero One Festival and Symposium.
In this special issue we welcome submissions which investigate, provoke and explicate the California digital cultures from a variety of perspectives. We are interested in papers that approach this phenomenon in scholarly and practice-based ways.
* What are the ways that social networks have been shaped by digital techniques?
* How has the phenomenon of the digital entrepreneur evolved in the age of DIY sensibilities?
* What are the ways that new ideas succeed or fail based on their dissemination amongst the elite, connected digerati, as opposed to their dissemination amongst less more quotidian communities?
* What is the nature of the matrix of relationships between Hollywood entertainment, the military and digital technology?
* Can the DIY culture explored in the pages of Make magazine produce its own markets?
* How does the Apple Inc. culture of product design and development shape and inform popular culture?
* How have the various interdisciplinary approaches undertaken at corporate research centers connected to universities such as Intel Berkeley Labs shaped digital cultures?
Contact for further information: Julian Bleecker - julian [at] nearfuturelaboratory.com
23:12 Posted in Call for papers | Permalink | Comments (0) | Tags: call for papers
Ars Virtua “World of Warcraft Residence”
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23:07 Posted in Cyberart, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality
HCI Expert - Cambridge, UK
Position for 1-year, based in Cambridge, UK
Salary: Competitive
RESPONSIBILITIES
- Lead the HCI phases of development projects in coordination with researchers, graphic designers and software engineers
- Design and conduct usability studies, analyze the results of usability studies, and make design recommendations
- Carry out fieldwork, analyze the findings, perform the statistical analysis of data logs, and identify potential design solutions
- Design and create user interface designs
- Represent and interpret usability data and HCI research during the research and design process
- Write academic papers for publication at international conferences
EXPERIENCE
- A minimum of 2 years of demonstrated experience conducting user-centered design projects
- A higher degree in the area of human-computer interaction
- International publications in ACM conferences
- Research design skills in experimental design and observational methods
- The ability to communicate and argue for results, methods, approaches both orally and in writing
- The ability to make group presentations
- The ability to work in an explorative R&D environment where the objectives are responsive to research findings
Please send a copy of your CV to jobs@instrata.co.uk
22:59 Posted in Research institutions & funding opportunities | Permalink | Comments (0) | Tags: human-computer interaction
Brain–Computer Communication: Motivation, Aim, and Impact of Exploring a Virtual Apartment
| Leeb, R. Lee, F. Keinrath, C. Scherer, R. Bischof, H. Pfurtscheller, G. |
| The step away from a synchronized or cue-based brain–computer interface (BCI) and from laboratory conditions towards real world applications is very important and crucial in BCI research. This work shows that ten naive subjects can be trained in a synchronous paradigm within three sessions to navigate freely through a virtual apartment, whereby at every junction the subjects could decide by their own, how they wanted to explore the virtual environment (VE). This virtual apartment was designed similar to a real world application, with a goal-oriented task, a high mental workload, and a variable decision period for the subject. All subjects were able to perform long and stable motor imagery over a minimum time of 2 s. Using only three electroencephalogram (EEG) channels to analyze these imaginations, we were able to convert them into navigation commands. Additionally, it could be demonstrated that motivation is a very crucial factor in BCI research; motivated subjects perform much better than unmotivated ones. |
22:45 Posted in Brain-computer interface, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, brain-computer interface






