
Virtual environments (VEs) are presently being used to treat military personnel suffering from posttraumatic stress disorder (PTSD). In an attempt to reduce the risk of PTSD, VEs may also be useful for stress management training (SMT) to practice skills under stress, but such use necessitates the development of relevant stress-inducing scenarios and storyboards. This article describes the procedures followed to select which VEs could be built for the Canadian Forces. A review and analysis of the available literature and of data collected postdeployment from 1,319 respondents on the frequency of stressors and their association with psychological injuries were pulled together to propose eight potential virtual stressors that can be used to practice SMT: seeing dead bodies or uncovering human remains; knowing someone being seriously injured or killed; receiving artillery fire; being unable to help ill or wounded civilians because of the rules of engagement; seeing destroyed homes and villages; clearing and searching homes, caves, or bunkers; receiving small-arms fire; and participating in demining operations. Information reported in this article could also be useful to document traumatic stressors experienced in theater of operations and their potential impact on psychological injuries.
Cyberpsychology, Behavior, and Social NetworkingVol. 13, No. 1 Special Issue on Posttraumatic Stress DisorderExpert Panel: Future Directions of Technological Advances in Prevention, Assessment, and Treatment for Military Deployment Mental HealthJames L. Spira, Scott Johnston, Robert McLay, Siniša Popović, Carmen Russoniello, and Dennis WoodJames L. SpiraRTI International, San Diego, California.Search for more papers by this author, Scott JohnstonDepartment of Mental Health, Naval Medical Center–San Diego, California.Search for more papers by this author, Robert McLayDepartment of Mental Health, Naval Medical Center–San Diego, California.Search for more papers by this author, Siniša PopovićFaculty of Electrical Engineering and Computing, University of Zagreb, Croatia.Search for more papers by this author, Carmen RussonielloEast Carolina University, Greenville, North Carolina.Search for more papers by this author, and Dennis WoodVirtual Reality Medical Center, San Diego, California.Search for more papers by this authorPublished Online:11 Feb 2010https://doi.org/10.1089/cyber.2009.0370AboutSectionsView articleView Full TextPDF/EPUB ToolsPermissionsDownload CitationsTrack CitationsAdd to favorites Back To Publication ShareShare onFacebookTwitterLinked InRedditEmail View articleFiguresReferencesRelatedDetailsCited ByPhysiological reactivity to nonideographic virtual reality stimuli in veterans with and without PTSD23 December 2014 | Brain and Behavior, Vol. 5, No. 2Wearable sensors can assist in PTSD diagnosisSoldiers' Personal Technologies on Deployment and at Home7 May 2012 | Telemedicine and e-Health, Vol. 18, No. 4 Volume 13Issue 1Feb 2010 InformationCopyright 2010, Mary Ann Liebert, Inc.To cite this article:James L. Spira, Scott Johnston, Robert McLay, Siniša Popović, Carmen Russoniello, and Dennis Wood.Expert Panel: Future Directions of Technological Advances in Prevention, Assessment, and Treatment for Military Deployment Mental Health.Cyberpsychology, Behavior, and Social Networking.Feb 2010.109-117.http://doi.org/10.1089/cyber.2009.0370Published in Volume: 13 Issue 1: February 11, 2010PDF download
This study compared the performance of 8 children who have sustained a traumatic brain injury on the traditional VIGIL Continuous Performance Test and the Continuous Performance Test included in the Virtual Classroom. Results supported the hypothesis, showing that the Continuous Performance Test from the Virtual Classroom showed more sensitivity concerning inhibition deficits. More precisely, children showed more commission errors and longer reaction time. These results can be explained by the ecological character of the Virtual Classroom, meaning that this instrument is close to real-life experiences and requires more attention and inhibition resources.
This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game playing shape psychological experiences in multiplayer online games.
The aim of the present study was to evaluate alexithymia, dissociative experiences, and Internet addiction (IA) in a nonclinical sample of 312 undergraduate students, identifying predictive factors associated with the possible risk of developing IA. We found that alexithymics had more consistent dissociative experiences, lower self-esteem, and higher obsessive-compulsive symptoms than nonalexithymics. In addition, alexithymics reported a higher potential risk for IA when compared to nonalexithymics. Difficulty in identifying feelings, higher dissociative experiences, lower self-esteem, and higher impulse dysregulation were associated with higher IA. Thus, a combination of alexithymia, dissociative experiences, low self-esteem, and impulse dysregulation may be a risk factor for IA, at least in a nonclinical sample.
Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75% in boys and 59% in girls. Twenty-two percent of boys and 8.7% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71%), followed by at their own home (70%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95% CI 0.25-0.80, p = 0.004) and 0.49 (95% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.
The study objectives were to evaluate the prevalence, predictors, and implications of pornographic Internet site (PIS) use among Greek adolescents. A cross-sectional study was conducted among 529 randomly selected Greek high school students. The prevalence of overall PIS use was 19.47% (n=96). Among PIS users, 55 (57.29%) reported infrequent and 41 (42.71%) reported frequent PIS use. The predictors of infrequent PIS use included male gender (adjusted odds ratio [AOR] = 8.33; 95% confidence interval [CI] = 3.52-19.61), Internet use for sexual education (AOR = 5.26; 95% CI = 1.78-15.55), chat rooms (AOR = 2.95; 95% CI = 1.48-5.91), and purchases (AOR = 3.06; 95% CI = 1.22-7.67). The predictors of frequent PIS use were male gender (AOR = 19.61; 95% CI = 4.46-83.33), Internet use for sexual education (AOR = 7.39; 95% CI = 2.37-23.00), and less than 10 hours per week Internet use (AOR = 1.32; 95% CI = 1.10-1.59). Compared to non-PIS users, infrequent PIS users were twice as likely to have abnormal conduct problems (odds ratio [OR] = 2.74; 95% CI = 1.19-6.28); frequent PIS users were significantly more likely to have abnormal conduct problems (OR = 4.05; 95% CI = 1.57-10.46) and borderline prosocial score (OR = 4.22; 95% CI = 1.64-10.85). Thus, both infrequent and frequent PIS use are prevalent and significantly associated with social maladjustment among Greek adolescents.
The success of many virtual environment (VE) applications relies on their ability to induce in their users a sense of presence. In immersive VE, presence is a sense of being and acting inside a virtual place, whereas in a nonimmersive haptic VE, it is a sense of being able to touch and manipulate a virtual object. This latter sense of object-presence is typically measured by questionnaires, and the current study aimed to find objective behavioral indications for it. Participants moved a stylus along the blades of a virtual razor and along identical virtual lines with haptic feedback but without the context of a razor. Our measurements show that participants' movements were slower and they exerted less force on the stylus in the razor condition than in the simple lines condition. This behavioral pattern suggests that some degree of object-presence illusion was formed, which caused participants to act more cautiously in order to avoid any harm from the virtual razor.
NeuroVR 1.5 is a cost-free virtual reality platform based on open-source components, allowing professionals to easily modify a virtual world, to best suit the needs of the clinical setting. The goal of the present project is to extend the functionalities of this platform by allowing users to interact with the virtual environment by using gestures detected by a webcam. To this end, we used CamSpace Beta 7, a cost-free and user-friendly computer vision technology. We describe how this integrated approach can be used to implement cognitive and motor training programs, involving partial or full-body movements.
This study assessed motives for social network site (SNS) use, group belonging, collective self-esteem, and gender effects among older adolescents. Communication with peer group members was the most important motivation for SNS use. Participants high in positive collective self-esteem were strongly motivated to communicate with peer group via SNS. Females were more likely to report high positive collective self-esteem, greater overall use, and SNS use to communicate with peers. Females also posted higher means for group-in-self, passing time, and entertainment. Negative collective self-esteem correlated with social compensation, suggesting that those who felt negatively about their social group used SNS as an alternative to communicating with other group members. Males were more likely than females to report negative collective self-esteem and SNS use for social compensation and social identity gratifications.
This exploratory study aimed to develop and test a quick, easily administered instrument, the Index of Problematic Online Experiences (I-POE). The goal of the I-POE extends beyond assessing for Internet overuse to broadly assess problematic Internet use across several domains and activities. Data was collected from 563 college students from a Northern New England university using an online survey methodology. Results indicated the I-POE has adequate construct validity and is highly correlated with a variety of relevant constructs: depression, anger/irritability, tension-reduction behavior, sexual concerns, and dysfunctional sexual behavior as measured by the Trauma Symptom Inventory; as well as amount of Internet use and permissive attitudes toward engaging in a variety of sexual activities. Early flagging of online experiences could mitigate the negative effects associated with problematic use. The I-POE, as an easy-to-administer, short screening index, holds promise in this regard. Initial testing of the instrument points to its utility in identifying persons who are experiencing a broad range of Internet-related problems.
Facebook, the popular social network site, is changing the nature of privacy and the consequences of information disclosure. Despite recent media reports regarding the negative consequences of disclosing information on social network sites such as Facebook, students are generally thought to be unconcerned about the potential costs of this disclosure. The current study explored undergraduate students' information disclosure and information control on Facebook and the personality factors that influence levels of disclosure and control. Participants in this online survey were 343 undergraduate students who were current users of Facebook. Results indicated that participants perceived that they disclosed more information about themselves on Facebook than in general, but participants also reported that information control and privacy were important to them. Participants were very likely to have posted information such as their birthday and e-mail address, and almost all had joined an online network. They were also very likely to post pictures such as a profile picture, pictures with friends, and even pictures at parties and drinking with friends. Contrary to expectations, information disclosure and information control were not significantly negatively correlated, and multiple regression analyses revealed that while disclosure was significantly predicted by the need for popularity, levels of trust and self-esteem predicted information control. Therefore, disclosure and control on Facebook are not as closely related as expected but rather are different processes that are affected by different aspects of personality. Implications of these findings and suggestions for future research are discussed.
Many studies have assessed virtual reality exposures efficacy, but very few examined its treatment processes. The addition of objective measures of arousal and information processing mechanisms would be a valuable contribution in order to provide a more complete and detailed picture. The goal of this study was to better document the cognitive mechanisms associated with therapeutic change after an in virtuo exposure treatment. Twenty-eight adults suffering from arachnophobia were assessed and received an exposure-based treatment using virtual reality. General outcome and specific processes measures included a battery of standardized questionnaires, a pictorial emotional Stroop task, a Behavioral Avoidance Test, and a measure of participants' cardiac response while they looked at a live tarantula. The analyses showed that changes in perceived self-efficacy and dysfunctional beliefs were the best predictors of change in general outcome and cardiac response; change in dysfunctional beliefs were the best predictor of change in behavioral avoidance. These innovative results provide a very detailed and organized picture of the complex cognitive mechanisms involved in therapeutic change following in virtuo exposure for arachnophobia.
Recent work in psychology has leveraged the power of Virtual Reality (VR) to study the deterioration of navigation abilities in the elderly. Much of this research has focused on determining the behavioral measurements and paradigms appropriate for such diagnoses. We present a system, the Spatial Navigation Paradigm (SNaP) framework, which can be used to implement a battery of spatial navigation paradigms. This framework integrates a popular VR environment development platform with an extensible representation medium to allow for the precise control of paradigms, the switching between input and output devices, and the recording of accurate behavioral measurements. A preliminary study of the framework indicates that novice and expert VR users are able to quickly and easily specify and deploy experiments and that expert VR users can easily modify and extend existing paradigm implementations.
Those who have served in recent conflicts face many challenges as they reintegrate into society. In addition to recovering from physical wounds, traumatic brain injury, and post-traumatic stress disorders, many soldiers also face basic psychological issues about who they are and how to find their place in a society that has not shared their experiences. To address these challenges, we have created a space that provides ongoing opportunities for healing activities, personal exploration and social camaraderie in an online virtual world, Second Life. In such worlds, where each avatar is controlled by a live individual, experiences can be unintuitive, uninviting, considered boring, or difficult to control. To counter this, we are implementing autonomous intelligent agent avatars that can be "on duty" 24/7, serving as guides and information repositories, making the space and activities easy to find and even personalized to the visitor's needs. We report the results of usability testing with an in-world veterans' group. Tests comparing soldiers who use this space as part of their reintegration regimen compared to those who do not are being scheduled as part of the Army's Warriors in Transition program.
Online social network users may leave creative, subtle cues on their public profiles to communicate their motivations and interests to other network participants. This paper explores whether psychological predictions can be made about the motivations of social network users by identifying and analyzing these cues. Focusing on the domain of relationship seeking, we predicted that people using social networks for dating would reveal that they have a single relationship status as a method of eliciting contact from potential romantic others. Based on results from a pilot study (n=20) supporting this hypothesis, we predicted that people attempting to attract users of the same religious background would report a religious affiliation along with a single relationship status. Using observational data from 150 Facebook profiles, results from a multivariate logistic regression suggest that people providing a religious affiliation were more likely to list themselves as single (a proxy for their interest in using the network to find romantic partners) than people who do not provide religious information. We discuss the implications for extracting psychological information from Facebook profiles. To our knowledge, this is the first study to suggest that information from publicly available online social networking profiles can be used to predict people's motivations for using social networks.
Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content's effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2 x 2 (console: portable or television-based x medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.
Mobile commerce (M-commerce) has been acknowledged as one of the most representative transaction types driving e-commerce worldwide; however, the potential security threats that keep consumers from M-commerce still confound the M-commerce industry. This research attempts to explore two questions: What are the dimensions of transaction trust that may significantly affect consumers' intentions to adopt M-commerce, and what are the cultural dimensions that may significantly moderate the impact of transaction trust on consumers' intentions to adopt M-commerce? A research framework based on the BATE model and Hofstede's cultural dimensions was established to identify how transaction trust and cultural value affect consumers' intentions to adopt M-commerce. Results revealed that transaction trust significantly affects consumers' intentions to adopt M-commerce. However, while uncertainty avoidance moderates the impacts of business trust and security on consumers' intentions of M-commerce adoption, both individualism/collectivism and long-term/short-term orientation moderate the relationship between security trust and consumers' intentions of M-commerce adoption.
Some clinicians have suggested using virtual reality environments to deliver psychological interventions to treat anxiety disorders. However, given a significant body of work on cybersickness symptoms which may arise in virtual environments - especially those involving simulated motion - we tested (a) whether being exposed to a virtual reality environment alone causes anxiety to increase, and (b) whether exposure to simulated motion in a virtual reality environment increases anxiety. Using a repeated measures design, we used Kim's Anxiety Scale questionnaire to compare baseline anxiety, anxiety after virtual environment exposure, and anxiety after simulated motion. While there was no significant effect on anxiety for being in a virtual environment with no simulated motion, the introduction of simulated motion caused anxiety to significantly increase, but not to a severe or extreme level. The implications of this work for virtual reality exposure therapy (VRET) are discussed.
Event Abstract Back to Event An e-health system for the elderly: Efficacy of Emotional “Virtual Worlds”. Cristina Botella1, 2*, E. Etchemendy1, D. Castilla1, 2, Rosa Baños1, 3, García Palacios1, 2 and S. Quero1, 2 1 CIBER de Fisiopatología de la Obesidad y Nutrición, Spain 2 Universidad Jaume , Spain 3 Universidad de Valencia, Spain Our team designed an e-health system (Butler) to improve the quality of life in the elderly population. The system has three applications, diagnostic, therapeutic and playful. Inside the therapeutic application of the system, there is a “Virtual Worlds to generate positive emotions”, this tool includes two 3D virtual environments that present various visual and auditory stimuli to produce changes in users’ moods (happiness and relax). These environments simulate natural settings and include several procedures for mood induction often used in psychology (narrative, autobiographical memories, relaxation procedures). The objective of this paper is to offer data about the efficacy of this mood induction tool in a sample of 23 elderly. This work is in progress, but is expected to find a positive influence on the emotion worked by the system, a reduction of negative emotions and improvement of the general mood state. Conference: Annual CyberTherapy and CyberPsychology 2009 conference, Villa Caramora, Italy, 21 Jun - 23 Jun, 2009. Presentation Type: Poster Presentation Topic: Abstracts Citation: Botella C, Etchemendy E, Castilla D, Baños R, Palacios G and Quero S (2009). An e-health system for the elderly: Efficacy of Emotional “Virtual Worlds”.. Front. Neuroeng. Conference Abstract: Annual CyberTherapy and CyberPsychology 2009 conference. doi: 10.3389/conf.neuro.14.2009.06.010 Copyright: The abstracts in this collection have not been subject to any Frontiers peer review or checks, and are not endorsed by Frontiers. They are made available through the Frontiers publishing platform as a service to conference organizers and presenters. The copyright in the individual abstracts is owned by the author of each abstract or his/her employer unless otherwise stated. Each abstract, as well as the collection of abstracts, are published under a Creative Commons CC-BY 4.0 (attribution) licence (https://creativecommons.org/licenses/by/4.0/) and may thus be reproduced, translated, adapted and be the subject of derivative works provided the authors and Frontiers are attributed. For Frontiers’ terms and conditions please see https://www.frontiersin.org/legal/terms-and-conditions. Received: 18 Mar 2009; Published Online: 18 Mar 2009. * Correspondence: Cristina Botella, CIBER de Fisiopatología de la Obesidad y Nutrición, Madrid, Spain, botella@uji.es Login Required This action requires you to be registered with Frontiers and logged in. To register or login click here. Abstract Info Abstract The Authors in Frontiers Cristina Botella E. Etchemendy D. Castilla Rosa Baños García Palacios S. Quero Google Cristina Botella E. Etchemendy D. Castilla Rosa Baños García Palacios S. Quero Google Scholar Cristina Botella E. Etchemendy D. Castilla Rosa Baños García Palacios S. Quero PubMed Cristina Botella E. Etchemendy D. Castilla Rosa Baños García Palacios S. Quero Related Article in Frontiers Google Scholar PubMed Abstract Close Back to top Javascript is disabled. Please enable Javascript in your browser settings in order to see all the content on this page.