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Sep 20, 2006

12th International Conference on Human-Computer Interaction

22-27 July 2007, Beijing International Convention Center, Beijing, P.R.China

 

Overview and Areas of Interest:


The HCI International 2007 jointly with the affiliated Conferences, which are held under one management and one Registration, invite you to Beijing, P.R. China to participate and contribute to the international forum for the dissemination and exchange of up-to-date scientific information on theoretical, generic and applied areas of HCI through the following modes of communication: Plenary / Keynote Presentation(s), Parallel Sessions, Poster Sessions and Tutorials. The Conference will start with three days of Tutorials. Parallel Sessions and Poster Sessions will be held during the last three days of the Conference.

Topics:

The Conference focuses on the following major thematic areas:

Human-Computer Interaction
Human Interface and the Management of Information
Universal Access in Human-Computer Interaction
Ergonomics and Health Aspects of Work with Computers
Engineering Psychology and Cognitive Ergonomics
Virtual Reality
Usability and Internationalization
Online Communities and Social Computing
Augmented Cognition
Digital Human Modeling

The topics listed under each thematic area are indicative of the broad spectrum of issues to be addressed and are not intended to limit the range of submissions
 
Visit the conference website for further information 

VR therapy vs (in Vivo) therapy in the treatment of fear of flying

Virtual Reality Exposure Therapy and Standard (in Vivo) Exposure Therapy in the Treatment of Fear of Flying.

Behav Ther. 2006 Mar;37(1):80-90

Authors: Rothbaum BO, Anderson P, Zimand E, Hodges L, Lang D, Wilson J

This controlled clinical trial tested virtual reality exposure (VRE) therapy for the fear of flying (FOF), a relatively new and innovative way to do exposure therapy, and compared it to standard (in vivo) exposure therapy (SE) and a wait list (WL) control with a 6- and 12-month follow-up. Eighty-three participants with FOF were randomly assigned to VRE, SE, or WL. Seventy-five participants, 25 per group, completed the study. Twenty-three WL participants completed randomly assigned treatment following the waiting period. Treatment consisted of 4 sessions of anxiety management training followed either by exposure to a virtual airplane (VRE) or an actual airplane at the airport (SE) conducted over 6 weeks. Results indicate that VRE was superior to WL on all measures, including willingness to fly on the posttreatment flight (76% for VRE and SE; 20% for WL). VRE and SE were essentially equivalent on standardized questionnaires, willingness to fly, anxiety ratings during the flight, self-ratings of improvement, and patient satisfaction with treatment. Follow-up assessments at 6 and 12 months indicated that treatment gains were maintained, with more than 70% of respondents from both groups reporting continued flying at follow-up. Based on these findings, the use of VRE in the treatment of FOF was supported in this controlled study, suggesting that experiences in the virtual world can change experiences in the real world.

Sep 19, 2006

Using VR to assess neglect

Pseudoneglect in back space.

Brain Cogn. 2006 Aug 23;

Authors: Cocchini G, Watling R, Sala SD, Jansari A

Successful interaction with the environment depends upon our ability to retain and update visuo-spatial information of both front and back egocentric space. Several studies have observed that healthy people tend to show a displacement of the egocentric frame of reference towards the left. However representation of space behind us (back space) has never been systematically investigated in healthy people. In this study, by means of a novel visual imagery task performed within a virtual reality environment, we found that representation of right back space is perceived as smaller than the left. These results suggest that there is a selective compression or distortion for mental representation related to the right space behind us.

Motion sickness susceptibility

Motion sickness susceptibility.

Auton Neurosci. 2006 Aug 22;

Authors: Golding JF

Motion sickness can be caused by a variety of motion environments (e.g., cars, boats, planes, tilting trains, funfair rides, space, virtual reality) and given a sufficiently provocative motion stimulus almost anyone with a functioning vestibular system can be made motion sick. Current hypotheses of the 'Why?' of motion sickness are still under investigation, the two most important being 'toxin detector' and the 'vestibular-cardiovascular reflex'. By contrast, the 'How?' of motion sickness is better understood in terms of mechanisms (e.g., 'sensory conflict' or similar) and stimulus properties (e.g., acceleration, frequency, duration, visual-vestibular time-lag). Factors governing motion sickness susceptibility may be divided broadly into two groups: (i) those related to the stimulus (motion type and provocative property of stimulus); and (ii) those related to the individual person (habituation or sensitisation, individual differences, protective behaviours, administration of anti-motion sickness drugs). The aim of this paper is to review some of the more important factors governing motion sickness susceptibility, with an emphasis on the personal rather than physical stimulus factors.

Sep 18, 2006

QuitKey Smoking Cessation Computer

Via Mindware

 

QuitKey is a small portable device that promises to help quit smoking:

This small device, which resembles an automobile keyless remote containing a computer that collects data on the test subject's smoking habits for one week. The computer implements a gradual rate reduction protocol targeting both the physiological dependence on nicotine and conditioned stimuli that may trigger the urge to smoke. QuitKey� cues the individual when it is time for him or her to smoke, based on their history. In reality, what it is trying to do is take away the natural instinct to smoke on impulse, instead teaching the women to smoke on a gradually diminishing schedule.

 

The device was recently tested in a small-scale pilot clinical study by tobacco-addiction researcher Monica Scheibmeir.

For the study, 10 participants were given a QuitKey, which was attached to a cigarette lighter. Every time the participant reached for the lighter, she was prompted to input data into the QuitKey. According to Scheibmeir, early results are promising. 

quitkey


 

An implantable neuroprosthesis for standing and walking in paraplegia: 5-year patient follow-up

An implantable neuroprosthesis for standing and walking in paraplegia: 5-year patient follow-up

J. Neural Eng. 3, 2006, 268-275  

David Guiraud et al.

We present the results of a 5-year patient follow-up after implantation of an original neuroprosthesis. The system is able to stimulate both epimysial and neural electrodes in such a way that the complete flexor–extensor chain of the lower limb can be activated without using the withdrawal reflex. We demonstrate that standing and assisted walking are possible, and the results have remained stable for 5 years. Nevertheless, some problems were noted, particularly regarding the muscle response on the epimysial channels. Analysis of the electrical behaviour and thresholds indicated that the surgical phase is crucial because of the sensitivity of the functional responses to electrode placement. Neural stimulation proved to be more efficient and more stable over time. This mode requires less energy and provides more selective stimulation. This FES system can be improved to enable balanced standing and less fatiguing gait, but this will require feedback on event detection to trigger transitions between stimulation sequences, as well as feedback to the patient about the state of his lower limbs.

Learning to perform a new movement with robotic assistance

Learning to perform a new movement with robotic assistance: comparison of haptic guidance and visual demonstration

By J Liu, SC Cramer and DJ Reinkensmeyer

Background: Mechanical guidance with a robotic device is a candidate technique for teaching people desired movement patterns during motor rehabilitation, surgery, and sports training, but it is unclear how effective this approach is as compared to visual demonstration alone. Further, little is known about motor learning and retention involved with either robot-mediated mechanical guidance or visual demonstration alone. Methods: Healthy subjects (n = 20) attempted to reproduce a novel three-dimensional path after practicing it with mechanical guidance from a robot. Subjects viewed their arm as the robot guided it, so this "haptic guidance" training condition provided both somatosensory and visual input. Learning was compared to reproducing the movement following only visual observation of the robot moving along the path, with the hand in the lap (the "visual demonstration" training condition). Retention was assessed periodically by instructing the subjects to reproduce the path without robotic demonstration. Results: Subjects improved in ability to reproduce the path following practice in the haptic guidance or visual demonstration training conditions, as evidenced by a 30–40% decrease in spatial error across 126 movement attempts in each condition. Performance gains were not significantly different between the two techniques, but there was a nearly significant trend for the visual demonstration condition to be better than the haptic guidance condition (p = 0.09). The 95% confidence interval of the mean difference between the techniques was at most 25% of the absolute error in the last cycle. When asked to reproduce the path repeatedly following either training condition, the subjects' performance degraded significantly over the course of a few trials. The tracing errors were not random, but instead were consistent with a systematic evolution toward another path, as if being drawn to an "attractor path". Conclusion: These results indicate that both forms of robotic demonstration can improve short-term performance of a novel desired path. The availability of both haptic and visual input during the haptic guidance condition did not significantly improve performance compared to visual input alone in the visual demonstration condition. Further, the motor system is inclined to repeat its previous mistakes following just a few movements without robotic demonstration, but these systematic errors can be reduced with periodic training.

VR experiment casts light on anxiety

Context Conditioning and Behavioral Avoidance in a Virtual Reality Environment: Effect of Predictability.

Biol Psychiatry. 2006 Aug 31;

Authors: Grillon C, Baas JM, Cornwell B, Johnson L

BACKGROUND: Sustained anxiety can be modeled using context conditioning, which can be studied in a virtual reality environment. Unpredictable stressors increase context conditioning in animals. This study examined context conditioning to predictable and unpredictable shocks in humans using behavioral avoidance, potentiated startle, and subjective reports of anxiety. METHODS: Subjects were guided through three virtual rooms (no-shock, predictable, unpredictable contexts). Eight-sec duration colored lights served as conditioned stimuli (CS). During acquisition, no shock was administered in the no-shock context. Shocks were paired with the CS in the predictable context and were administered randomly in the unpredictable context. No shock was administered during extinction. Startle stimuli were delivered during CS and between CS to assess cued and context conditioning, respectively. To assess avoidance, subjects freely navigated into two of the three contexts to retrieve money. RESULTS: Startle between CS was potentiated in the unpredictable context compared to the two other contexts. Following acquisition, subjects showed a strong preference for the no-shock context and avoidance of the unpredictable context. CONCLUSIONS: Consistent with animal data, context conditioning is increased by unpredictability. These data support virtual reality as a tool to extend research on physiological and behavioral signs of fear and anxiety in humans.

Robots for ageing society

Via Pink Tentacle
 

Maid robot

The CIRT consortium, composed by Tokyo University and a group of 7 companies (Toyota, Olympus, Sega, Toppan Printing, Fujitsu, Matsushita, and Mitsubishi), has started a project to develop robotic assistants for Japan’s aging population.

The robots envisioned by the project should support the elderly with housework and serve as personal transportation capable of replacing the automobile.

The Ministry of Education, Culture, Sports, Science and Technology (MEXT) will be the major sponsor of the research, whose total cost is expected to be about 1 billion yen (US$9 million) per year.

Relevant psychology journals in new media/communication technology

The website of University of Twente (faculty of Behavioral Sciences) has a list of relevant journals in HC/ergonomics; ISI impact factors is also provided for most of them.

The complete list can be accessed here

 

Sep 17, 2006

How computer gamers experience the game situation

Delwin Clarke, P. Robert Duimering.

Computers in Entertainment (CIE), Volume 4 ,  Issue 3  (July 2006)

Very little is known about computer gamers' playing experience. Most social scientific research has treated gaming as an undifferentiated activity associated with various factors outside the gaming context. This article considers computer games as behavior settings worthy of social scientific investigation in their own right and contributes to a better understanding of computer gaming as a complex, context-dependent, goal-directed activity. The results of an exploratory interview-based study of computer gaming within the "first-person shooter" (FPS) game genre are reported. FPS gaming is a fast-paced form of goal-directed activity that takes place in complex, dynamic behavioral environments where players must quickly make sense of changes in their immediate situation and respond with appropriate actions. Gamers' perceptions and evaluations of various aspects of the FPS gaming situation are documented, including positive and negative aspects of game interfaces, map environments, weapons, computer-generated game characters (bots), multiplayer gaming on local area networks (LANs) or the internet, and single player gaming. The results provide insights into the structure of gamers' mental models of the FPS genre by identifying salient categories of their FPS gaming experience. It is proposed that aspects of FPS games most salient to gamers were those perceived to be most behaviorally relevant to goal attainment, and that the evaluation of various situational stimuli depended on the extent to which they were perceived either to support or to hinder goal attainment. Implications for the design of FPS games that players experience as challenging, interesting, and fun are discussed.

Brain-training software

Via Videogame workout 

The latest BusinessWeek has an interesting report on brain training software. Although there is poor scientific evidence of the effectiveness of this approach in improving brain function, preliminary findings are encouraging:

This summer Posit released two studies [of their $395 Brain Fitness program] that Merzenich says prove its worth. One, involving 182 healthy people 60 and over, assigned half the group to Posit's brain exercises for eight weeks. The rest were asked only to watch educational DVDs. The researchers found that 93% of the Brain Fitness group significantly improved their memory function, while the control group did not.

In a second study released this summer, Posit's program was tried on 45 people diagnosed with MCI. PET scans of the brains of 15 participants were taken before and after the study. There was some evidence of memory gains in the Brain Fitness group, and the PET scans revealed a decline in brain activity in those who did not use the brain exercises. Brain activity held steady for the rest. "We've seen 80-year-old people improve from being sluggish and slow to having the mental performance level of a 35-year-old," says Merzenich.

VR & fear of flying: Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Using VR as an assessment tool in schizofrenia

A Virtual Reality Apartment as a Measure of Medication Management Skills in Patients With Schizophrenia: A Pilot Study.

Schizophr Bull. 2006 Sep 6;

Authors: Kurtz MM, Baker E, Pearlson GD, Astur RS

Performance on a novel, virtual reality (VR) assessment of medication management skills, the Virtual Reality Apartment Medication Management Assessment (VRAMMA), was investigated in 25 patients with schizophrenia and 18 matched healthy controls. The VRAMMA is a virtual 4-room apartment consisting of a living room with an interactive clock and TV, a bedroom, a kitchen, and a bathroom with an interactive medicine cabinet. After an exploratory phase, participants were given a mock prescription regimen to be taken 15 minutes later from pill bottles located in the medicine cabinet in the bathroom of the virtual environment. The VRAMMA was administered with a validated measure of medication management skills, several neurocognitive tests, and a symptom scale. Results revealed that (1) schizophrenic patients made significantly more quantitative errors in the number of pills taken, were less accurate at taking the prescribed medications at the designated time, and checked the interactive clock less frequently than healthy controls; (2) in patients with schizophrenia, there was significant agreement in classification of adherence vs nonadherence between a validated measure of medication management skills and the VRAMMA; and (3) in patients with schizophrenia, years of education and a measure of verbal learning and memory were linked to quantitative errors on the VRAMMA, while positive symptoms, specifically delusional symptoms, were inversely linked to distance traveled within the VRAMMA. This is the first study, to our knowledge, to provide evidence for the utility of VR technology in the assessment of instrumental role functioning in patients with schizophrenia.

Transformation of flow in rehabilitation

Transformation of flow in rehabilitation: the role of advanced communication technologies.

Behav Res Methods. 2006 May;38(2):237-44

Authors: Riva G, Castelnuovo G, Mantovani F

Authentic rehabilitation requires the active participation of patients and their involvement with opportunities for action and development. Within this framework, in this article we outline the possibility of using two emerging computing and communication technologies-ambient intelligence (AmI) and virtual reality (VR)--for a new breed of rehabilitative and clinical applications based on a strategy defined as transformation of flow. Transformation of flow is a person's ability to exploit an optimal (flow) experience to identify and use new and unexpected psychological resources as sources of involvement. We identify the feeling of presence--the feeling of being in a world that exists outside oneself--as the theoretical link between the technology and rehabilitation. AmI and VR are used to trigger broad empowerment processes induced by a strong sense of presence, leading to greater agency and control over one's actions and environment.

Sep 16, 2006

TelePresence World 2007

 
TelePresence World 2007, will be held June 4-6, 2007 at the University of San Diego.

University of San Diego.jpg

The TelePresence World event series seeks to introduce telepresence technologies and explore their use in industry, government, education, medical and other fields.

Event delegates will have the opportunity to debate and discuss the revolutionary technological developments that have brought telepresence from the realm of science fiction to the reality of everyday business.

To demonstrate the power of telepresence and unified communications to bridge distance and bring people together, TelePresence World 2007 will include a concurrent exhibition to be held in the university's 25,000-square-foot, state-of-the-art pavilion.

Download the entire press release as a .pdf

Download the event "one-pager" as a .pdf

 

Video game-based exercises for balance rehabilitation

Video game-based exercises for balance rehabilitation: a single-subject design.

Arch Phys Med Rehabil. 2006 Aug;87(8):1141-9

Authors: Betker AL, Szturm T, Moussavi ZK, Nett C

OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. DESIGN: Case study, pre- and postexercise. SETTING: University hospital outpatient clinic. PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury. INTERVENTION: A COP-controlled, video game-based exercise system. MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.

Sep 10, 2006

Meditation fosters awareness of subtle emotional feelings

Awareness of subtle emotional feelings: a comparison of long-term meditators and nonmeditators.

Emotion. 2006 Aug;6(3):392-405

Authors: Nielsen L, Kaszniak AW

The authors explored whether meditation training to enhance emotional awareness improves discrimination of subtle emotional feelings hypothesized to guide decision-making. Long-term meditators and nonmeditators were compared on measures of self-reported valence and arousal, skin conductance response (SCR), and facial electromyography (EMG) to masked and nonmasked emotional pictures, and on measures of heartbeat detection and self-reported emotional awareness. Groups responded similarly to nonmasked pictures. In the masked condition, only controls showed discrimination in valence self-reports. However, meditators reported greater emotional clarity than controls, and meditators with higher clarity had reduced arousal and improved valence discrimination in the masked condition. These findings provide qualified support for the somatic marker hypothesis and suggest that meditation may influence how emotionally ambiguous information is processed, regulated, and represented in conscious awareness.

Neuroimaging of meditation's effect on brain reactivity to pain

Neuroimaging of meditation's effect on brain reactivity to pain.

Neuroreport. 2006 Aug 21;17(12):1359-63

Authors: Orme-Johnson DW, Schneider RH, Son YD, Nidich S, Cho ZH

Some meditation techniques reduce pain, but there have been no studies on how meditation affects the brain's response to pain. Functional magnetic resonance imaging of the response to thermally induced pain applied outside the meditation period found that long-term practitioners of the Transcendental Meditation technique showed 40-50% fewer voxels responding to pain in the thalamus and total brain than in healthy matched controls interested in learning the technique. After the controls learned the technique and practiced it for 5 months, their response decreased by 40-50% in the thalamus, prefrontal cortex, total brain, and marginally in the anterior cingulate cortex. The results suggest that the Transcendental Meditation technique longitudinally reduces the affective/motivational dimension of the brain's response to pain.