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Mar 27, 2008

Avatars can mimic us

Via KurzweilAI.net

An international team has built vision- and speech-driven avatar technology that imitates 66 facial expressions and basic hand gestures in real time.  

 

 

Mar 26, 2008

Assessing human reorientation ability inside virtual reality environments

Assessing human reorientation ability inside virtual reality environments: the effects of retention interval and landmark characteristics.

Cogn Process. 2008 Mar 20;

Authors: Bosco A, Picucci L, Caffò AO, Lancioni GE, Gyselinck V

The purpose of the present study was to assess the navigational behaviour of adult humans following a disorientation procedure that perturbed their egocentric frame of reference. The assessment was carried out in a virtual reality (VR) environment by manipulating the disorientation procedure, the retention interval, the relative positions of target and landmark. The results of experiment I demonstrated that adding a physical rotation to a virtual disorientation procedure did not yield an additional decrease in searching performance. The results of experiment II showed that shortening the delay between study and test phase decreased the errors more markedly for geometric than landmark ones. An orientation specificity effect due to the manipulation of the relative position between target and landmark was discussed across the experiments. In conclusion, VR seemed to be a valuable method for studying human reorientation. Moreover, the virtual experimental setting involved here promoted knowledge of the relationship between working memory and spatial reorientation paradigm.

Mar 25, 2008

Physicality and Interaction: A Special Journal Issue of Interacting with Computers

Planned publication date: September 2008

Following the successful Physicality 2006 and Physicality 2007 International Workshops, which demonstrated the growing multi-disciplinary interest in this area of work, we invite submissions for this special issue on Physicality and Interaction for the interdisciplinary journal Interacting with Computers.

We live in an increasingly digital world yet our bodies and minds are naturally designed to interact with the physical. The products of the 21st century are and will be a synthesis of digital and physical elements embedded in new physical and social environments. As we design more hybrid physical/digital products, the distinctions for the user become blurred. It is therefore increasingly important that we understand what we gain, lose or confuse by the added digitality.

Augmented physical artefacts can be tailored and adapted to operate within a wide range of ecological settings. However, they also become more complex and require a fairly intensive design process to make them not simply practical and functional but also engaging. As a result, the need becomes even more pressing to comprehend the underlying computational intricacies, the physical form, properties and behaviour, the physical and social contexts, and the issues of aesthetics and creativity.

The issues in this field impact many areas of study: architecture, art, cognitive science, geography, human-computer interaction, philosophy, product design, sociology, tangible interface and ubiquitous computing.

We invite contributions that address physicality at various levels, including:

- design at the physical-digital frontier
- the philosophy of physicality
- artefact-focussed social interaction
- physically-inspired interaction in virtual worlds
- creativity and materiality
- interactive art and performance
- digital emulation of the physical
- the evolving role of digital artefacts in material culture

SUBMISSION DETAILS
Length guide: 4000 - 7000 words
Paper deadline: 1st April 2008

To expedite the reviewing process prospective authors are encouraged to send an abstract at their earliest convenience. Detailed author guidelines can be found here


Mar 16, 2008

A second life for AI

Source: Eetimes 

Passing the Turing test - the holy grail of AI (a human conversing with a computer can't tell it's not human) - may now be possible in a limited way with the world's fastest supercomputer (IBM's Blue Gene) and mimicking the behavior of a human-controlled avatar in a virtual world, according to AI experts at Rensselaer Polytechnic Institute. "We are building a knowledge base that corresponds to all of the relevant background for our synthetic character--where he went to school, what his family is like, and so on," said Selmer Bringsjord, head of Rensselaer's Cognitive Science Department and leader of the research project. The researchers plan to engineer, from the start, a full-blown intelligent character and converse with him in an interactive virtual environment, like Second Life.

 

read full article here

Mar 09, 2008

The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes

The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes: A randomised controlled trial.

Burns. 2008 Mar 4;

Authors: Mott J, Bucolo S, Cuttle L, Mill J, Hilder M, Miller K, Kimble RM

In children, the pain and anxiety associated with acute burn dressing changes can be severe, with drug treatment alone frequently proving to be inadequate. Virtual reality (VR) systems have been successfully trialled in limited numbers of adult and paediatric burn patients. Augmented reality (AR) differs from VR in that it overlays virtual images onto the physical world, instead of creating a complete virtual world. This prospective randomised controlled trial investigated the use of AR as an adjunct to analgesia and sedation in children with acute burns. Forty-two children (30 male and 12 female), with an age range of 3-14 years (median age 9 years) and a total burn surface area ranging from 1 to 16% were randomised into a treatment (AR) arm and a control (basic cognitive therapy) arm after administration of analgesia and/or sedation. Pain scores, pulse rates (PR), respiratory rates (RR) and oxygen saturations (SaO(2)) were recorded pre-procedurally, at 10min intervals and post-procedurally. Parents were also asked to grade their child's overall pain score for the dressing change. Mean pain scores were significantly lower (p=0.0060) in the AR group compared to the control group, as were parental pain assessment scores (p=0.015). Respiratory and pulse rates showed significant changes over time within groups, however, these were not significantly different between the two study groups. Oxygen saturation did not differ significantly over time or between the two study groups. This trial shows that augmented reality is a useful adjunct to pharmacological analgesia.

22:38 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality

Mar 03, 2008

Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis

Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis.

Br J Psychiatry Suppl. 2007 Dec;51:s63-8

Authors: Valmaggia LR, Freeman D, Green C, Garety P, Swapp D, Antley A, Prescott C, Fowler D, Kuipers E, Bebbington P, Slater M, Broome M, McGuire PK

BACKGROUND: Virtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical group. AIMS: To establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this group. METHOD: Twenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground train. RESULTS: Virtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivity. CONCLUSIONS: Virtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions.

Processing of peripersonal and extrapersonal space using tools

Processing of peripersonal and extrapersonal space using tools: Evidence from visual line bisection in real and virtual environments.

Neuropsychologia. 2007 Dec 27;

Authors: Gamberini L, Seraglia B, Priftis K

The dissociation between peripersonal space (within reaching) and extrapersonal space (beyond reaching) has been reported in studies using the line bisection task in left neglect patients and in healthy participants. Furthermore, this dissociation can be modulated by tool use. We conducted two experiments to compare line bisection in peripersonal (i.e., 30, 60cm) and extrapersonal space (i.e., 90, 120cm). Healthy participants bisected visual lines using sticks and a laser pointer, according to the experimental paradigm of Longo and Lourenco [On the nature of near space: Effects of tool use and the transition to far space. Neuropsychologia, 44, 977-981, 2006]. In Experiment 1 participants performed line bisection in a real environment, whereas in Experiment 2 participants performed line bisection in a virtual environment. Results from both experiments revealed an abrupt midpoint shift from the peripersonal to the extrapersonal space but only when a laser pointer was used. In addition, we confirmed that peripersonal space can be extended to extrapersonal space when participants used a stick. Notably, virtual reality can be a useful technique for studying the dissociation between peripersonal and extrapersonal space and their interaction by means of tool use.

The nicotine craving experience in virtual reality

Location and longing: The nicotine craving experience in virtual reality.

Drug Alcohol Depend. 2008 Feb 1;

Authors: Carter BL, Bordnick P, Traylor A, Day SX, Paris M

Considerable research suggests that cigarette craving is complex, with psychological, emotional, cognitive, and behavioral aspects that are inadequately captured by typical craving assessments that focus on level of severity. That is, the experience of craving, for cigarette smokers, remains poorly understood. This study immersed smokers in different virtual reality (VR) scenarios (with and without cigarette cues present), collected detailed craving assessments, and analyzed the data using a multidimensional analytic approach. Non-treatment-seeking, nicotine dependent smokers (N=22) experienced two different virtual reality scenarios, one with cigarette cues and one without, and rated 24 descriptors related to craving. Multidimensional scaling (MDS) models demonstrate that smokers' experience of craving is qualitatively, structurally different under VR smoking cue conditions versus neutral conditions. This finding sheds new light on the complexity of craving as well as implications for its measurement.

Allocentric memory impaired and egocentric memory intact as assessed by virtual reality in recent-onset schizophrenia

Allocentric memory impaired and egocentric memory intact as assessed by virtual reality in recent-onset schizophrenia.

Schizophr Res. 2008 Feb 12;

Authors: Weniger G, Irle E

Present evidence suggests that schizophrenia is associated with explicit memory deficits, whereas implicit memory seems to be largely preserved. Virtual reality studies on declarative allocentric memory in schizophrenia are rare, and studies on implicit egocentric memory in schizophrenia are lacking. However, virtual realities have a major advantage for the assessment of spatial navigation and memory formation, as computer-simulated first-person environments can simulate navigation in a large-scale space. Twenty-five subjects with recent-onset schizophrenia were compared with 25 healthy matched control subjects on two virtual reality tasks affording the navigation and learning of a virtual park (allocentric memory) and a virtual maze (egocentric memory). Compared with control subjects, schizophrenia subjects were significantly impaired in learning the virtual park. However, schizophrenia subjects were as able as control subjects to learn the virtual maze. Stronger disorganized symptoms of schizophrenia subjects were significantly related to more errors on the virtual maze. It is concluded that egocentric spatial learning adds to the many other implicit cognitive skills being largely preserved in schizophrenia. Possibly, the more global neural network supporting egocentric spatial learning is less affected than the declarative hippocampal memory system in early stages of schizophrenia and may offer opportunities for compensation in the presence of focal deficits.

Assessing reactivity to virtual reality alcohol based cues

Assessing reactivity to virtual reality alcohol based cues.

Addict Behav. 2008 Jan 2

Authors: Bordnick PS, Traylor A, Copp HL, Graap KM, Carter B, Ferrer M, Walton AP

The use of virtual reality (VR) programs in behavioral science research has been gaining prominence over the past several years. In the field of substance abuse, VR cue reactivity programs have been successfully tested for feasibility in nicotine and cocaine dependent samples. Seeking to expand VR applications in alcohol cue research, a novel VR alcohol cue reactivity assessment system incorporating visual, auditory, and olfactory stimuli was developed and tested. In a controlled trial, 40 non-treatment-seeking drinkers with alcohol use disorders were exposed to VR alcohol cue environments. Subjective craving, attention to alcohol cues, and level of presence (realism of experience) in VR were assessed across the environments. Overall, subjective craving for alcohol increased across the VR alcohol-related cue environments versus VR neutral cue environments. Participants reported high levels of presence in VR, indicating that the environments were perceived as realistic and compelling. These initial findings support the use of VR based cue reactivity environments for use in alcohol cue-based treatment and research.

23:11 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality

Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders

Development of symbolic play through the use of virtual reality tools in children with autistic spectrum disorders: Two case studies.

Autism. 2008 Mar;12(2):143-57

Authors: Herrera G, Alcantud F, Jordan R, Blanquer A, Labajo G, De Pablo C

Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being possible to show these imaginary transformations explicitly. This article reports two case studies of children with autism (aged 8:6 and 15:7, both male), examining the effectiveness of using a VR tool specifically designed to work on teaching understanding of pretend play. The results, confirmed by independent observers, showed a significant advance in pretend play abilities after the intervention period in both participants, and a high degree of generalization of the acquired teaching in one of them.

23:10 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality

Jan 23, 2008

Using brain-computer communication to navigate virtual environments

Brain-computer communication: motivation, aim, and impact of exploring a virtual apartment.

IEEE Trans Neural Syst Rehabil Eng. 2007 Dec;15(4):473-82

Authors: 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.

Jan 17, 2008

Postdoctoral Researcher in Multi User Virtual Environments for Learning

Description
The Centre for Research in IT in Education at Trinity College, Dublin has received funding for a 3 year research project exploring the potential of Multi User Virtual Environments in Education, specifically Development Education. The project is funded by Irish Aid, Department of Foreign Affairs. Using Second Life initially, this project will design and construct virtual spaces consisting of interactive learning experiences and collaborative activities for learners and teachers/tutors to engage with the issues within Development Education. In addition to the construction, this project will devise training for both learners and tutors as well as conducting a wide ranging evaluation of the learning potential of such environments.

Position: Post-Doctoral Position
Location: Trinity College, Dublin University, Dublin, Ireland
Contract: Three year duration

(http://www. tcd.ie)

Deadline for applications: 1st February, 2008

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.

Metaplace builds a different architecture for virtual worlds

Via Technology Review

Metaplace is building a system that's designed to treat virtual worlds like other content on the Web. With Metaplace, designers can build worlds using a markup language, style sheets, modules, and a scripting language. Every world acts like a Web server, and every object in a world has a URL. What this means for users of these worlds is that they can move seamlessly from the rest of the Web into the virtual world and back again. A user can browse to any object in a Metaplace world from outside, and every object can be linked to the rest of the Web and exchange information with Web services. 
 

Read full article on Technology Review 

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.

Jan 09, 2008

Ars Virtua “World of Warcraft Residence”

Via Networked Performance

suffragist.jpg

 

Ars Virtua Artist-in-Residence (AVAIR): World of Warcraft Residence :: Call for Proposals :: Deadline:Jurors: Eddo Stern, James Morgan, Amy Wilson, and Jay Van Buran January 15, 2008 ::

Ars Virtua Gallery and New Media Center in Second Life is soliciting proposals for its artist-in-residence program. Established and emerging artists will work within the massively multiplayer online environment of World of Warcraft. The residency will culminate in an exhibition of documentation in Second Life and/or on the web. Residents will also receive a $400 stipend, training and mentorship as necessary. Ars Virtua Artist-in-Residence (AVAIR) is an extended performance that examines what it means to reside in a place that has no physical location. The purpose of the residency is to reflect on the nature of the game environment and terrestrial world in the context of contemporary art.

Ars Virtua is keenly aware of the growing power of synthetic worlds in terrestrial existence. The arts have already begun to infiltrate and influence the environment, development and understanding of these “places.” It is the purpose of this residency to give direct attention to the interrogation of the space, place, and metaphor. Residents will be encouraged to explore, experiment with and challenge traditional conventions of art making and distribution, value and the art market, artist and audience, space and place.

Application Process: Artists are encouraged to log in to World of Warcraft BEFORE applying. Be aware that Blizzard offers a 10 day Free trial, and that finalists will be contacted for an in world interview. Applications will be judged based on ideas presented and work previously executed. We are looking for an artist who is willing to work within what may be a new environment for them and be prepared to evolve in response to the synthetic world and Massively Multiplayer Online Role-Playing Game that is WoW.

To apply send the following information to avair-at-arsvirtua.com:

1) Name, address, phone number, email, Warcraft Character/Realm/Faction.
2) Link to an online portfolio (expect a 5 minute visit) and one page proposal. If you do not have an online portfolio please briefly discuss your work.

Timetable:

Jan 7 - official call
Jan 15 - applications/letters of interest due
Jan 16-20 - interviews (or equivalent in WoW)
Jan 21/22 Announcement

“AVAIR” is a 2006-2008 commission of New Radio and Performing Arts, Inc., (aka Ether-Ore) for its Turbulence web site. It was made possible with funding from the Jerome Foundation.

Ars Virtua is sponsored by the CADRE Laboratory for New Media.

 

Brain–Computer Communication: Motivation, Aim, and Impact of Exploring a Virtual Apartment

Neural Systems and Rehabilitation Engineering, IEEE Transactions on [see also IEEE Trans. on Rehabilitation Engineering]

Leeb, R.   Lee, F.   Keinrath, C.   Scherer, R.   Bischof, H.   Pfurtscheller, G.  

Publication Date: Dec. 2007
Volume: 15,  Issue: 4
On page(s): 473-482
ISSN: 1534-4320

 
 

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.

Jan 05, 2008

Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment

Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment.

ACM Trans Appl Percept. 2007 Jan;4(1):nihms21521

Authors: Apfelbaum H, Pelah A, Peli E

Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten "tunnel vision" patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients' accuracy increased when walking, while controls' accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators.

17:30 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality

Dec 19, 2007

Newest Video Eyewear Helps Dental Patient to Relax

Via Medgadget

Dutch company relaxView B.V. is marketing a heads up display that purports to be effective at distracting the patient during dentistry intervention.

 

Press release: Newest Video Eyewear Helps Dental Patient to Relax