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    <title>Last posts on virtual reality</title>
    <link rel="self" type="application/atom+xml" href="https://starter.blogspirit.com/en/explore/posts/tag/virtual%20reality/atom.xml"/>
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    <updated>2026-11-13T16:57:30+01:00</updated>
    <rights>All Rights Reserved blogSpirit</rights>
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    <id>https://starter.blogspirit.com/en/explore/posts/tag/virtual%20reality/atom.xml</id>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Potential for new technologies in clinical practice</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/10/23/potential-for-new-technologies-in-clinical-practice.html" />
        <id>tag:gaggio.blogspirit.com,2010-10-23:1996825</id>
        <updated>2010-10-23T16:59:41+02:00</updated>
        <published>2010-10-23T16:59:41+02:00</published>
        <summary> Potential for new technologies in clinical practice.    Curr Opin Neurol....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Potential for new technologies in clinical practice.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Curr Opin Neurol.&lt;/i&gt; 2010 Oct 18;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Burridge JH, Hughes AM&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;PURPOSE OF REVIEW: Cost-effective neurorehabilitation is essential owing to financial constraints on healthcare resources. Technologies have the potential to contribute but without strong clinical evidence are unlikely to be widely reimbursed. This review presents evidence of new technologies since 2008 and identifies barriers to translation of technologies into clinical practice. RECENT FINDINGS: Technology has not been shown to be superior to intensively matched existing therapies. Research has been undertaken into the development and preliminary clinical testing of novel technologies including robotics, electrical stimulation, constraint-induced movement therapy, assistive orthoses, noninvasive brain stimulation, virtual reality and gaming devices. Translation of the research into clinical practice has been impeded by a lack of robust evidence of clinical effectiveness and usability. Underlying mechanisms associated with recovery are beginning to be explored, which may lead to more targeted interventions. Improvements in function have been demonstrated beyond the normal recovery period, but few trials demonstrate lasting effects. SUMMARY: Technologies, alone or combined, may offer a cost-effective way to deliver intensive neurorehabilitation therapy in clinical and community environments, and have the potential to empower patients to take more responsibility for their rehabilitation and continue with long-term exercise.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Neurocognitive systems related to real-world prospective memory</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/10/19/neurocognitive-systems-related-to-real-world-prospective-mem.html" />
        <id>tag:gaggio.blogspirit.com,2010-10-19:1994919</id>
        <updated>2010-10-19T00:09:00+02:00</updated>
        <published>2010-10-19T00:09:00+02:00</published>
        <summary> Neurocognitive systems related to real-world prospective memory.    PLoS One...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Neurocognitive systems related to real-world prospective memory.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;PLoS One&lt;/i&gt;. 2010;5(10):&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Kalpouzos G, Eriksson J, Sjölie D, Molin J, Nyberg L&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;BACKGROUND: Prospective memory (PM) denotes the ability to remember to perform actions in the future. It has been argued that standard laboratory paradigms fail to capture core aspects of PM. METHODOLOGY/PRINCIPAL FINDINGS: We combined functional MRI, virtual reality, eye-tracking and verbal reports to explore the dynamic allocation of neurocognitive processes during a naturalistic PM task where individuals performed errands in a realistic model of their residential town. Based on eye movement data and verbal reports, we modeled PM as an iterative loop of five sustained and transient phases: intention maintenance before target detection (TD), TD, intention maintenance after TD, action, and switching, the latter representing the activation of a new intention in mind. The fMRI analyses revealed continuous engagement of a top-down fronto-parietal network throughout the entire task, likely subserving goal maintenance in mind. In addition, a shift was observed from a perceptual (occipital) system while searching for places to go, to a mnemonic (temporo-parietal, fronto-hippocampal) system for remembering what actions to perform after TD. Updating of the top-down fronto-parietal network occurred at both TD and switching, the latter likely also being characterized by frontopolar activity. CONCLUSION/SIGNIFICANCE: Taken together, these findings show how brain systems complementary interact during real-world PM, and support a more complete model of PM that can be applied to naturalistic PM tasks and that we named PROspective MEmory DYnamic (PROMEDY) model because of its dynamics on both multi-phase iteration and the interactions of distinct neurocognitive networks.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Change in brain activity through virtual reality-based brain-machine communication in a chronic tetraplegic subject with</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/09/26/change-in-brain-activity-through-virtual-reality-based-brain.html" />
        <id>tag:gaggio.blogspirit.com,2010-09-26:1986232</id>
        <updated>2010-09-26T20:39:26+02:00</updated>
        <published>2010-09-26T20:39:26+02:00</published>
        <summary> Change in brain activity through virtual reality-based brain-machine...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Change in brain activity through virtual reality-based brain-machine communication in a chronic tetraplegic subject with muscular dystrophy.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;BMC Neurosci.&lt;/i&gt; 2010 Sep 16;11(1):117&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Hashimoto Y, Ushiba J, Kimura A, Liu M, Tomita Y&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;ABSTRACT: BACKGROUND: For severely paralyzed people, a brain-computer interface (BCI) provides a way of re-establishing communication. Although subjects with muscular dystrophy (MD) appear to be potential BCI users, the actual long-term effects of BCI use on brain activities in MD subjects have yet to be clarified. To investigate these effects, we followed BCI use by a chronic tetraplegic subject with MD over 5 months. The topographic changes in an electroencephalogram (EEG) after long-term use of the virtual reality (VR)-based BCI were also assessed. Our originally developed BCI system was used to classify an EEG recorded over the sensorimotor cortex in real time and estimate the user's motor intention (MI) in 3 different limb movements: feet, left hand, and right hand. An avatar in the internet-based VR was controlled in accordance with the results of the EEG classification by the BCI. The subject was trained to control his avatar via the BCI by strolling in the VR for 1 hour a day and then continued the same training twice a month at his home. RESULTS: After the training, the error rate of the EEG classification decreased from 40% to 28%. The subject successfully walked around in the VR using only his MI and chatted with other users through a voice-chat function embedded in the internet-based VR. With this improvement in BCI control, event-related desynchronization (ERD) following MI was significantly enhanced (p &amp;lt; 0.01) for feet MI (from -29% to -55%), left-hand MI (from -23% to -42%), and right-hand MI (from -22% to -51%). CONCLUSIONS: These results show that our subject with severe MD was able to learn to control his EEG signal and communicate with other users through use of VR navigation and suggest that an internet-based VR has the potential to provide paralyzed people with the opportunity for easy communication.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Using mirror visual feedback and virtual reality to treat fibromyalgia</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/08/17/using-mirror-visual-feedback-and-virtual-reality-to-treat-fi.html" />
        <id>tag:gaggio.blogspirit.com,2010-08-17:1968567</id>
        <updated>2010-08-17T17:36:14+02:00</updated>
        <published>2010-08-17T17:36:14+02:00</published>
        <summary> Using mirror visual feedback and virtual reality to treat fibromyalgia....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Using mirror visual feedback and virtual reality to treat fibromyalgia.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Med Hypotheses. 2010 Aug 5;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Ramachandran VS, Seckel EL&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Fibromyalgia is a condition characterized by long term body-wide pain and tender points in joints, muscles and soft tissues. Other symptoms include chronic fatigue, morning stiffness, and depression. It is well known that these symptoms are exacerbated under periods of high stress. When pain becomes severe enough, the mind can enter what is known as a dissociative state, characterized by depersonalization - the feeling of detachment from one's physical body and the illusion of watching one's physical body from outside. In evolutionary terms, dissociative states are thought to be an adaptive mechanism to mentally distance oneself from pain, often during trauma. Similar dissociative experiences are reported by subjects who have used psychoactive drugs such as ketamine. We have previously used non-invasive mirror visual feedback to treat subjects with chronic pain from phantom limbs and suggested its use for complex regional pain syndrome: once considered intractable pain. We wondered whether such methods would work to alleviate the chronic pain of fibromyalgia. We tested mirror visual feedback on one fibromyalgia patient. On 15 trials, the patient's lower limb pain rating (on a scale from 1 to 10) decreased significantly. These preliminary results suggest that non-invasive dissociative anesthetics such as VR goggles, ketamine, and mirror visual feedback could be used to alleviate chronic pain from fibromyalgia. This would furnish us with a better understanding of the mechanism by which external visual feedback interacts with the internal physical manifestation of pain.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>A randomized, controlled trial of immersive virtual reality analgesia</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/08/17/a-randomized-controlled-trial-of-immersive-virtual-reality-a.html" />
        <id>tag:gaggio.blogspirit.com,2010-08-17:1968562</id>
        <updated>2010-08-17T17:34:45+02:00</updated>
        <published>2010-08-17T17:34:45+02:00</published>
        <summary> A randomized, controlled trial of immersive virtual reality analgesia,...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;A randomized, controlled trial of immersive virtual reality analgesia, during physical therapy for pediatric burns.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Burns&lt;/i&gt;. 2010 Aug 6;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Schmitt YS, Hoffman HG, Blough DK, Patterson DR, Jensen MP, Soltani M, Carrougher GJ, Nakamura D, Sharar SR&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;This randomized, controlled, within-subjects (crossover design) study examined the effects of immersive virtual reality as an adjunctive analgesic technique for hospitalized pediatric burn inpatients undergoing painful physical therapy. Fifty-four subjects (6-19 years old) performed range-of-motion exercises under a therapist's direction for 1-5 days. During each session, subjects spent equivalent time in both the virtual reality and the control conditions (treatment order randomized and counterbalanced). Graphic rating scale scores assessing the sensory, affective, and cognitive components of pain were obtained for each treatment condition. Secondary outcomes assessed subjects' perception of the virtual reality experience and maximum range-of-motion. Results showed that on study day one, subjects reported significant decreases (27-44%) in pain ratings during virtual reality. They also reported improved affect (&quot;fun&quot;) during virtual reality. The analgesia and affect improvements were maintained with repeated virtual reality use over multiple therapy sessions. Maximum range-of-motion was not different between treatment conditions, but was significantly greater after the second treatment condition (regardless of treatment order). These results suggest that immersive virtual reality is an effective nonpharmacologic, adjunctive pain reduction technique in the pediatric burn population undergoing painful rehabilitation therapy. The magnitude of the analgesic effect is clinically meaningful and is maintained with repeated use.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality hypnosis for pain associated with recovery from physical trauma</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/06/23/virtual-reality-hypnosis-for-pain-associated-with-recovery-f.html" />
        <id>tag:gaggio.blogspirit.com,2010-06-23:1949274</id>
        <updated>2010-06-23T08:42:15+02:00</updated>
        <published>2010-06-23T08:42:15+02:00</published>
        <summary> Virtual reality hypnosis for pain associated with recovery from physical...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality hypnosis for pain associated with recovery from physical trauma.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Int J Clin Exp Hypn.&lt;/i&gt; 2010 Jul;58(3):288-300&lt;/p&gt; &lt;p&gt;Authors: Patterson DR, Jensen MP, Wiechman SA, Sharar SR&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Pain following traumatic injuries is common, can impair injury recovery and is often inadequately treated. In particular, the role of adjunctive nonpharmacologic analgesic techniques is unclear. The authors report a randomized, controlled study of 21 hospitalized trauma patients to assess the analgesic efficacy of virtual reality hypnosis (VRH)-hypnotic induction and analgesic suggestion delivered by customized virtual reality (VR) hardware/software. Subjective pain ratings were obtained immediately and 8 hours after VRH (used as an adjunct to standard analgesic care) and compared to both adjunctive VR without hypnosis and standard care alone. VRH patients reported less pain intensity and less pain unpleasantness compared to control groups. These preliminary findings suggest that VRH analgesia is a novel technology worthy of further study, both to improve pain management and to increase availability of hypnotic analgesia to populations without access to therapist-provided hypnosis and suggestion.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Therapists' Perception of Benefits and Costs of Using Virtual Reality Treatments</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/06/23/therapists-perception-of-benefits-and-costs-of-using-virtual.html" />
        <id>tag:gaggio.blogspirit.com,2010-06-23:1949272</id>
        <updated>2010-06-23T08:39:53+02:00</updated>
        <published>2010-06-23T08:39:53+02:00</published>
        <summary> Therapists' Perception of Benefits and Costs of Using Virtual Reality...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Therapists' Perception of Benefits and Costs of Using Virtual Reality Treatments.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Cyberpsychol Behav Soc Netw.&lt;/i&gt; 2010 Jun 14;&lt;/p&gt; &lt;p&gt;Authors: Segal R, Bhatia M, Drapeau M&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Abstract Research indicates that virtual reality is effective in the treatment of many psychological difficulties and is being used more frequently. However, little is known about therapists' perception of the benefits and costs related to the use of virtual therapy in treatment delivery. In the present study, 271 therapists completed an online questionnaire that assessed their perceptions about the potential benefits and costs of using virtual reality in psychotherapy. Results indicated that therapists perceived the potential benefits as outweighing the potential costs. Therapists' self-reported knowledge of virtual reality, theoretical orientation, and interest in using virtual reality were found to be associated with perceptual measures. These findings contribute to the current knowledge of the perception of virtual reality amongst psychotherapists.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Testing the continuum of delusional beliefs: An experimental study using virtual reality</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/02/13/testing-the-continuum-of-delusional-beliefs-an-experimental.html" />
        <id>tag:gaggio.blogspirit.com,2010-02-13:1894611</id>
        <updated>2010-02-13T13:53:06+01:00</updated>
        <published>2010-02-13T13:53:06+01:00</published>
        <summary> Testing the continuum of delusional beliefs: An experimental study using...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Testing the continuum of delusional beliefs: An experimental study using virtual reality.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;J Abnorm Psychol.&lt;/i&gt; 2010 Feb;119(1):83-92&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Freeman D, Pugh K, Vorontsova N, Antley A, Slater M&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;A key problem in studying a hypothesized spectrum of severity of delusional ideation is determining that ideas are unfounded. The first objective was to use virtual reality to validate groups of individuals with low, moderate, and high levels of unfounded persecutory ideation. The second objective was to investigate, drawing upon a cognitive model of persecutory delusions, whether clinical and nonclinical paranoia are associated with similar causal factors. Three groups (low paranoia, high nonclinical paranoia, persecutory delusions) of 30 participants were recruited. Levels of paranoia were tested using virtual reality. The groups were compared on assessments of anxiety, worry, interpersonal sensitivity, depression, anomalous perceptual experiences, reasoning, and history of traumatic events. Virtual reality was found to cause no side effects. Persecutory ideation in virtual reality significantly differed across the groups. For the clear majority of the theoretical factors there were dose-response relationships with levels of paranoia. This is consistent with the idea of a spectrum of paranoia in the general population. Persecutory ideation is clearly present outside of clinical groups and there is consistency across the paranoia spectrum in associations with important theoretical variables. (PsycINFO Database Record (c) 2009 APA, all rights reserved).&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Evidence for grid cells in a human memory network</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/02/04/8c058a1a729570c5ff464f1ff9f7fdba.html" />
        <id>tag:gaggio.blogspirit.com,2010-02-04:1889816</id>
        <updated>2010-02-04T12:46:23+01:00</updated>
        <published>2010-02-04T12:46:23+01:00</published>
        <summary> Evidence for grid cells in a human memory network .     Nature . 2010 Jan...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Evidence for grid cells in a human memory network&lt;b&gt;.&lt;/b&gt;&lt;/p&gt; &lt;p&gt;&lt;i&gt;Nature&lt;/i&gt;. 2010 Jan 20;&lt;/p&gt; &lt;p&gt;Authors: Doeller CF, Barry C, Burgess N&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Grid cells in the entorhinal cortex of freely moving rats provide a strikingly periodic representation of self-location which is indicative of very specific computational mechanisms. However, the existence of grid cells in humans and their distribution throughout the brain are unknown. Here we show that the preferred firing directions of directionally modulated grid cells in rat entorhinal cortex are aligned with the grids, and that the spatial organization of grid-cell firing is more strongly apparent at faster than slower running speeds. Because the grids are also aligned with each other, we predicted a macroscopic signal visible to functional magnetic resonance imaging (fMRI) in humans. We then looked for this signal as participants explored a virtual reality environment, mimicking the rats' foraging task: fMRI activation and adaptation showing a speed-modulated six-fold rotational symmetry in running direction. The signal was found in a network of entorhinal/subicular, posterior and medial parietal, lateral temporal and medial prefrontal areas. The effect was strongest in right entorhinal cortex, and the coherence of the directional signal across entorhinal cortex correlated with spatial memory performance. Our study illustrates the potential power of combining single-unit electrophysiology with fMRI in systems neuroscience. Our results provide evidence for grid-cell-like representations in humans, and implicate a specific type of neural representation in a network of regions which supports spatial cognition and also autobiographical memory.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>An Adaptive Display for the Treatment of Diverse Trauma PTSD Victims</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/01/09/simon-s-cat-fly-guy1.html" />
        <id>tag:gaggio.blogspirit.com,2010-01-09:1878017</id>
        <updated>2010-01-09T13:25:44+01:00</updated>
        <published>2010-01-09T13:25:44+01:00</published>
        <summary> An Adaptive Display for the Treatment of Diverse Trauma PTSD Victims....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;An Adaptive Display for the Treatment of Diverse Trauma PTSD Victims.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Cyberpsychol Behav.&lt;/i&gt; 2009 Dec 20;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Botella C, García-Palacios A, Guillen V, Baños RM, Quero S, Alcaniz M&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Abstract Posttraumatic stress disorder (PTSD) can develop after exposure to a terrifying event. People who suffer from PTSD experience hyperarousal and avoidance, and they reexperience symptoms that provoke distress and impairment in significant life areas. Cognitive behavior programs, including exposure therapy, are currently the treatment of choice for PTSD. Although these programs are effective, there is room for improvement; utilization of exposure therapy by clinicians is low, and attrition rates are high. Application of new technologies, especially virtual reality (VR), could help to overcome these issues. Several VR programs that address PTSD already exist. This study presents preliminary data on the efficacy of a VR adaptive display called EMMA's World, as applied in the treatment of diverse trauma PTSD victims. This VR program is unique; its flexibility allows it to be used to treat patients who suffer from PTSD due to different kinds of traumatic events. Results support the utility of EMMA's World in the treatment of PTSD.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality for obsessive-compulsive disorder: past and the future</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2010/01/09/virtual-reality-for-obsessive-compulsive-disorder-past-and-t.html" />
        <id>tag:gaggio.blogspirit.com,2010-01-09:1878018</id>
        <updated>2010-01-09T13:23:39+01:00</updated>
        <published>2010-01-09T13:23:39+01:00</published>
        <summary> Virtual reality for obsessive-compulsive disorder: past and the future....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality for obsessive-compulsive disorder: past and the future.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Psychiatry Investig.&lt;/i&gt; 2009 Sep;6(3):115-21&lt;/p&gt; &lt;p&gt;Authors: Kim K, Kim CH, Kim SY, Roh D, Kim SI&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;The use of computers, especially for virtual reality (VR), to understand, assess, and treat various mental health problems has been developed for the last decade, including application for phobia, post-traumatic stress disorder, attention deficits, and schizophrenia. However, the number of VR tools addressing obsessive-compulsive disorder (OCD) is still lacking due to the heterogeneous symptoms of OCD and poor understanding of the relationship between VR and OCD. This article reviews the empirical literatures for VR tools in the future, which involve applications for both clinical work and experimental research in this area, including examining symptoms using VR according to OCD patients' individual symptoms, extending OCD research in the VR setting to also study behavioral and physiological correlations of the symptoms, and expanding the use of VR for OCD to cognitive-behavioral intervention.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Allosphere: University of California, Santa Barbara</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/12/08/allosphere-university-of-california-santa-barbara.html" />
        <id>tag:gaggio.blogspirit.com,2009-12-08:1864409</id>
        <updated>2009-12-08T23:20:00+01:00</updated>
        <published>2009-12-08T23:20:00+01:00</published>
        <summary>       The AlloSphere is a spherical space in which immersive, virtual...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;&lt;a href=&quot;http://i.zdnet.com/blogs/kevsteele_w350.jpg&quot;&gt;&lt;img class=&quot;alignleft size-thumbnail wp-image-1920&quot; title=&quot;kevsteele_w350&quot; src=&quot;http://i.zdnet.com/blogs/kevsteele_w350-150x150.jpg&quot; height=&quot;150&quot; width=&quot;150&quot; /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;The AlloSphere is a spherical space in which immersive, virtual environments allow researchers to convert large data sets into experiences of sight and sound. For example, it allows researchers to “fly” through a hydrogen atom while hearing sonified features of the wavefunction of its single electron to help describe invisible processes of nature.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;The facility consists of a 30-foot diameter sphere built inside a 3-story cube that’s nearly echo-free. Inside the chamber are two spherical hemispheres that are constructed of perforated aluminum designed to be optically opaque and acoustically transparent. A 7-foot-wide bridge runs across the center, supporting the users. High-resolution video projectors can project images across the entire inner surface enabling seamless stereo-optic 3D projection.&lt;/p&gt; &lt;p&gt;&lt;object height=&quot;287&quot; width=&quot;344&quot; data=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot; type=&quot;application/x-shockwave-flash&quot;&gt;&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot;&gt;&lt;/param&gt;&lt;param name=&quot;wmode&quot; value=&quot;transparent&quot; /&gt; &lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt; &lt;param name=&quot;bgColor&quot; value=&quot;#ffffff&quot; /&gt; &lt;param name=&quot;flashvars&quot; value=&quot;vu=http://video.ted.com/talks/dynamic/JoAnnKuchera-Morin_2009-medium.flv&amp;amp;su=http://images.ted.com/images/ted/tedindex/embed-posters/JoAnnKuchera-Morin-2009.embed_thumbnail.jpg&amp;amp;vw=432&amp;amp;vh=240&amp;amp;ap=0&amp;amp;ti=516&amp;amp;introDuration=16500&amp;amp;adDuration=4000&amp;amp;postAdDuration=2000&amp;amp;adKeys=talk=joann_kuchera_morin_tours_the_allosphere;year=2009;theme=speaking_at_ted2009;theme=numbers_at_play;theme=the_creative_spark;theme=presentation_innovation;event=TED2009;&amp;amp;preAdTag=tconf.ted/embed;tile=1;sz=512x288;&quot; /&gt; &lt;param name=&quot;src&quot; value=&quot;http://video.ted.com/assets/player/swf/EmbedPlayer.swf&quot; /&gt; &lt;param name=&quot;bgcolor&quot; value=&quot;#ffffff&quot; /&gt; &lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;/object&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Avatar - A multi-sensory system for real time body position monitoring</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/12/08/avatar-a-multi-sensory-system-for-real-time-body-position-mo.html" />
        <id>tag:gaggio.blogspirit.com,2009-12-08:1864391</id>
        <updated>2009-12-08T22:23:00+01:00</updated>
        <published>2009-12-08T22:23:00+01:00</published>
        <summary> Avatar - A multi-sensory system for real time body position monitoring....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Avatar - A multi-sensory system for real time body position monitoring.&lt;/p&gt; &lt;p&gt;Conf Proc IEEE Eng Med Biol Soc. 2009;1:2462-5&lt;/p&gt; &lt;p&gt;Authors: Jovanov E, Hanish N, Courson V, Stidham J, Stinson H, Webb C, Denny K&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Virtual reality and computer assisted physical rehabilitation applications require an unobtrusive and inexpensive real time monitoring systems. Existing systems are usually complex and expensive and based on infrared monitoring. In this paper we propose Avatar, a hybrid system consisting of off-the-shelf components and sensors. Absolute positioning of a few reference points is determined using infrared diode on subject's body and a set of Wii((c)) Remotes as optical sensors. Individual body segments are monitored by intelligent inertial sensor nodes iSense. A network of inertial nodes is controlled by a master node that serves as a gateway for communication with a capture device. Each sensor features a 3D accelerometer and a 2 axis gyroscope. Avatar system is used for control of avatars in Virtual Reality applications, but could be used in a variety of augmented reality, gaming, and computer assisted physical rehabilitation applications.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Impact of the virtual reality on the neural representation of an environment</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/12/08/impact-of-the-virtual-reality-on-the-neural-representation-o.html" />
        <id>tag:gaggio.blogspirit.com,2009-12-08:1864389</id>
        <updated>2009-12-08T22:19:29+01:00</updated>
        <published>2009-12-08T22:19:29+01:00</published>
        <summary> Impact of the virtual reality on the neural representation of an...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Impact of the virtual reality on the neural representation of an environment.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Hum Brain Mapp. 2009 Dec 4;&lt;/i&gt;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Mellet E, Laou L, Petit L, Zago L, Mazoyer B, Tzourio-Mazoyer N&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Despite the increasing use of virtual reality, the impact on cerebral representation of topographical knowledge of learning by virtual reality rather than by actual locomotion has never been investigated. To tackle this challenging issue, we conducted an experiment wherein participants learned an immersive virtual environment using a joystick. The following day, participants' brain activity was monitored by functional magnetic resonance imaging while they mentally estimated distances in this environment. Results were compared with that of participants performing the same task but having learned the real version of the environment by actual walking. We detected a large set of areas shared by both groups including the parieto-frontal areas and the parahippocampal gyrus. More importantly, although participants of both groups performed the same mental task and exhibited similar behavioral performances, they differed at the brain activity level. Unlike real learners, virtual learners activated a left-lateralized network associated with tool manipulation and action semantics. This demonstrated that a neural fingerprint distinguishing virtual from real learning persists when subjects use a mental representation of the learnt environment with equivalent performances. Hum Brain Mapp, 2010. (c) 2009 Wiley-Liss, Inc.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>RAVE 2010 - Real Actions in Virtual Environments - Call for Papers</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/11/18/rave-2010-real-actions-in-virtual-environments-call-for-pape.html" />
        <id>tag:gaggio.blogspirit.com,2009-11-18:1854734</id>
        <updated>2009-11-18T16:39:00+01:00</updated>
        <published>2009-11-18T16:39:00+01:00</published>
        <summary>       Normal   0       14       false   false   false     IT   X-NONE...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
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Name=&quot;Dark List Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Subtle Emphasis&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Intense Emphasis&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Subtle Reference&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Intense Reference&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; Name=&quot;Bibliography&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot; /&gt; &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt; &lt;!--[if gte mso 10]&gt; &lt;mce:style&gt;&lt;!    /* Style Definitions */  table.MsoNormalTable         {mso-style-name:&quot;Table Normal&quot;;         mso-tstyle-rowband-size:0;         mso-tstyle-colband-size:0;         mso-style-noshow:yes;         mso-style-priority:99;         mso-style-qformat:yes;         mso-style-parent:&quot;&quot;;         mso-padding-alt:0cm 5.4pt 0cm 5.4pt;         mso-para-margin:0cm;         mso-para-margin-bottom:.0001pt;         mso-pagination:widow-orphan;         font-size:11.0pt;         font-family:&quot;Calibri&quot;,&quot;sans-serif&quot;;         mso-ascii-font-family:Calibri;         mso-ascii-theme-font:minor-latin;         mso-fareast-font-family:&quot;Times New Roman&quot;;         mso-fareast-theme-font:minor-fareast;         mso-hansi-font-family:Calibri;         mso-hansi-theme-font:minor-latin;}  --&gt; &lt;!--[endif]--&gt;&lt;/p&gt; &lt;p class=&quot;MsoPlainText&quot;&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; &lt;w:WordDocument&gt; &lt;w:View&gt;Normal&lt;/w:View&gt; &lt;w:Zoom&gt;0&lt;/w:Zoom&gt; &lt;w:TrackMoves /&gt; &lt;w:TrackFormatting /&gt; &lt;w:HyphenationZone&gt;14&lt;/w:HyphenationZone&gt; &lt;w:PunctuationKerning /&gt; &lt;w:ValidateAgainstSchemas /&gt; &lt;w:SaveIfXMLInvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt; &lt;w:IgnoreMixedContent&gt;false&lt;/w:IgnoreMixedContent&gt; &lt;w:AlwaysShowPlaceholderText&gt;false&lt;/w:AlwaysShowPlaceholderText&gt; &lt;w:DoNotPromoteQF /&gt; &lt;w:LidThemeOther&gt;IT&lt;/w:LidThemeOther&gt; &lt;w:LidThemeAsian&gt;X-NONE&lt;/w:LidThemeAsian&gt; &lt;w:LidThemeComplexScript&gt;X-NONE&lt;/w:LidThemeComplexScript&gt; &lt;w:Compatibility&gt; &lt;w:BreakWrappedTables /&gt; &lt;w:SnapToGridInCell /&gt; &lt;w:WrapTextWithPunct /&gt; &lt;w:UseAsianBreakRules /&gt; &lt;w:DontGrowAutofit /&gt; &lt;w:SplitPgBreakAndParaMark /&gt; &lt;w:DontVertAlignCellWithSp /&gt; &lt;w:DontBreakConstrainedForcedTables /&gt; &lt;w:DontVertAlignInTxbx /&gt; &lt;w:Word11KerningPairs /&gt; &lt;w:CachedColBalance /&gt; &lt;/w:Compatibility&gt; &lt;w:DoNotOptimizeForBrowser /&gt; &lt;m:mathPr&gt; &lt;m:mathFont m:val=&quot;Cambria Math&quot; /&gt; &lt;m:brkBin m:val=&quot;before&quot; /&gt; &lt;m:brkBinSub m:val=&quot;&amp;#45;-&quot; /&gt; &lt;m:smallFrac m:val=&quot;off&quot; /&gt; &lt;m:dispDef /&gt; &lt;m:lMargin m:val=&quot;0&quot; /&gt; &lt;m:rMargin m:val=&quot;0&quot; /&gt; &lt;m:defJc m:val=&quot;centerGroup&quot; /&gt; &lt;m:wrapIndent m:val=&quot;1440&quot; /&gt; &lt;m:intLim m:val=&quot;subSup&quot; /&gt; &lt;m:naryLim m:val=&quot;undOvr&quot; /&gt; &lt;/m:mathPr&gt;&lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt; &lt;w:LatentStyles DefLockedState=&quot;false&quot; DefUnhideWhenUsed=&quot;true&quot;   DefSemiHidden=&quot;true&quot; DefQFormat=&quot;false&quot; DefPriority=&quot;99&quot;   LatentStyleCount=&quot;267&quot;&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;0&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Normal&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;heading 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 7&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 8&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;9&quot; QFormat=&quot;true&quot; Name=&quot;heading 9&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 7&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 8&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; Name=&quot;toc 9&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;35&quot; QFormat=&quot;true&quot; Name=&quot;caption&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;10&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Title&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; Name=&quot;Default Paragraph Font&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;11&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Subtitle&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;22&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Strong&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;20&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Emphasis&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;59&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Table Grid&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; UnhideWhenUsed=&quot;false&quot; Name=&quot;Placeholder Text&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;1&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;No Spacing&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; UnhideWhenUsed=&quot;false&quot; Name=&quot;Revision&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;34&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;List Paragraph&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;29&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Quote&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;30&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Intense Quote&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 1&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 2&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 3&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 4&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 5&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;60&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Shading Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;61&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;62&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Light Grid Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;63&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;64&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Shading 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;65&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;66&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium List 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;67&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 1 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;68&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 2 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;69&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Medium Grid 3 Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;70&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Dark List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;71&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Shading Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;72&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful List Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;73&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; Name=&quot;Colorful Grid Accent 6&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;19&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Subtle Emphasis&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;21&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Intense Emphasis&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;31&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Subtle Reference&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;32&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Intense Reference&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;33&quot; SemiHidden=&quot;false&quot;    UnhideWhenUsed=&quot;false&quot; QFormat=&quot;true&quot; Name=&quot;Book Title&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;37&quot; Name=&quot;Bibliography&quot; /&gt; &lt;w:LsdException Locked=&quot;false&quot; Priority=&quot;39&quot; QFormat=&quot;true&quot; Name=&quot;TOC Heading&quot; /&gt; &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt; &lt;!--[if gte mso 10]&gt; &lt;mce:style&gt;&lt;!    /* Style Definitions */  table.MsoNormalTable         {mso-style-name:&quot;Table Normal&quot;;         mso-tstyle-rowband-size:0;         mso-tstyle-colband-size:0;         mso-style-noshow:yes;         mso-style-priority:99;         mso-style-qformat:yes;         mso-style-parent:&quot;&quot;;         mso-padding-alt:0cm 5.4pt 0cm 5.4pt;         mso-para-margin:0cm;         mso-para-margin-bottom:.0001pt;         mso-pagination:widow-orphan;         font-size:11.0pt;         font-family:&quot;Calibri&quot;,&quot;sans-serif&quot;;         mso-ascii-font-family:Calibri;         mso-ascii-theme-font:minor-latin;         mso-fareast-font-family:&quot;Times New Roman&quot;;         mso-fareast-theme-font:minor-fareast;         mso-hansi-font-family:Calibri;         mso-hansi-theme-font:minor-latin;}  --&gt; &lt;!--[endif]--&gt;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;RAVE 2010 - Real Actions in Virtual Environments - Call for Papers&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;See website: &lt;a href=&quot;http://www.raveconference.com/&quot;&gt;http://www.raveconference.com&lt;/a&gt;&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;* When: 3rd March, 2010.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;* Where:&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Palau de les Heures, University of Barcelona, Campus Mundet, Passeig de la Vall d’Hebron, 171 08035 Barcelona.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;* Keynote Speaker - Dr Hunter Hoffman,&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;a href=&quot;http://www.hitl.washington.edu/people/hunter/&quot;&gt;http://www.hitl.washington.edu/people/hunter/&lt;/a&gt;, University of Washington, USA&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;* Papers -&amp;nbsp; may be submitted directly for oral presentation at the conference and a special issue of PRESENCE: Teleoperators and Virtual Environments, MIT Press, to be published in August 2010.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;* Abstracts may be submitted for oral presentation at the conference or will presented as posters (see website for details).&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;***Deadline for paper submission: 8th January, 2010*** 23.59 Central European Time (Paris, Madrid)&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Driving dreams: cortical activations during imagined passive and active whole body movemen</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/09/21/driving-dreams-cortical-activations-during-imagined-passive.html" />
        <id>tag:gaggio.blogspirit.com,2009-09-21:1827202</id>
        <updated>2009-09-21T17:00:52+02:00</updated>
        <published>2009-09-21T17:00:52+02:00</published>
        <summary> Driving dreams: cortical activations during imagined passive and active...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Driving dreams: cortical activations during imagined passive and active whole body movement.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Ann N Y Acad Sci.&lt;/i&gt; 2009 May;1164:372-5&lt;/p&gt; &lt;p&gt;Authors: Flanagin VL, Wutte M, Glasauer S, Jahn K&lt;/p&gt; &lt;p&gt;&lt;i&gt;It is unclear how subjects perceive and process self-motion cues in virtual reality environments. Movement could be perceived as passive, akin to riding in a car, or active, such as walking down the street. These two very different types of self-motion were studied here using motor imagery in fMRI. In addition, the relative importance of visual and proprioceptive training cues was examined. Stronger activations were found during proprioceptive motor imagery compared with visual motor imagery, suggesting that proprioceptive signals are important for successful imagined movement. No significant activations were found during active movement with proprioceptive training. Passive locomotion, however, was correlated with activity in an occipital-parietal and parahippocampal cortical network, which are the same regions found during navigation with virtual reality stimuli.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Reactivity to cannabis cues in virtual reality environments</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/09/21/reactivity-to-cannabis-cues-in-virtual-reality-environments.html" />
        <id>tag:gaggio.blogspirit.com,2009-09-21:1827201</id>
        <updated>2009-09-21T16:59:32+02:00</updated>
        <published>2009-09-21T16:59:32+02:00</published>
        <summary> Reactivity to cannabis cues in virtual reality environments.    J...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p style=&quot;text-align: justify;&quot;&gt;Reactivity to cannabis cues in virtual reality environments.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;J Psychoactive Drugs&lt;/i&gt;. 2009 Jun;41(2):105-12&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;Authors: Bordnick PS, Copp HL, Traylor A, Graap KM, Carter BL, Walton A, Ferrer M&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments. These findings indicate that VR cannabis cue reactivity may offer a new technology-based method to advance addiction research and treatment.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Increased personal space of patients with schizophrenia in a virtual social environment</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/09/21/increased-personal-space-of-patients-with-schizophrenia-in-a.html" />
        <id>tag:gaggio.blogspirit.com,2009-09-21:1827199</id>
        <updated>2009-09-21T16:55:48+02:00</updated>
        <published>2009-09-21T16:55:48+02:00</published>
        <summary> Increased personal space of patients with schizophrenia in a virtual social...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Increased personal space of patients with schizophrenia in a virtual social environment.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Psychiatry Res.&lt;/i&gt; 2009 Sep 15;&lt;/p&gt; &lt;p&gt;Authors: Park SH, Ku J, Kim JJ, Jang HJ, Kim SY, Kim SH, Kim CH, Lee H, Kim IY, Kim SI&lt;/p&gt; &lt;p&gt;&lt;i&gt;Virtual reality may be a good alternative method for measuring personal space and overcoming some limitations in previous studies on the social aspects of schizophrenia. Using this technology, we aimed to investigate the characteristics of personal space in patients with schizophrenia and evaluate the relationship between their social behaviors and schizophrenic symptoms. The distance from a virtual person and the angle of head orientation while talking to a virtual person in a virtual environment were measured in 30 patients with schizophrenia and 30 normal controls. It was found that patients with schizophrenia had longer distances and larger angles than did normal controls. The severity of the negative syndrome had significant inverse correlations with the distance from the angry and neutral virtual persons and with the angle of head orientation toward the happy and angry virtual persons, suggesting that negative symptoms may have a close relationship with personal space, including distancing and eye gaze. The larger personal space of patients may reflect their discomfort in close situations or cognitive deficits. Showing these profiles to patients could help them realize the amount of personal space they need.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>The use of biofeedback in clinical virtual reality: the intrepid project</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/09/21/the-use-of-biofeedback-in-clinical-virtual-reality-the-intre.html" />
        <id>tag:gaggio.blogspirit.com,2009-09-21:1827198</id>
        <updated>2009-09-21T16:54:38+02:00</updated>
        <published>2009-09-21T16:54:38+02:00</published>
        <summary> The use of biofeedback in clinical virtual reality: the intrepid project....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;The use of biofeedback in clinical virtual reality: the intrepid project.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Stud Health Technol Inform.&lt;/i&gt; 2009;144:128-32&lt;/p&gt; &lt;p&gt;Authors: Repetto C, Gorini A, Algeri D, Vigna C, Gaggioli A, Riva G&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;i&gt;In our protocol for the treatment of Generalized Anxiety Disorders we use Virtual reality (VR) to facilitate emotional regulation and the relaxation process. Using a biofeedback biomonitoring system (GSR, HR, Thermal) the patient is made aware of his or her reactions through the modification of some features of the VR environment in real time. Using mental exercises the patient learns to control these physiological parameters and using the feedback provided by the virtual environment is able to gauge his or her success. To test this concept, we planned a randomized controlled trial (NCT00602212), including three groups of 15 patients each (for a total of 45 patients): (1) the VR group, (2) the non-VR group, and (3) the waiting list (WL) group.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>A virtual reality-based system integrated with fmri to study neural mechanisms of action observation-execution</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/07/01/a-virtual-reality-based-system-integrated-with-fmri-to-study.html" />
        <id>tag:gaggio.blogspirit.com,2009-07-01:1788008</id>
        <updated>2009-07-01T19:22:00+02:00</updated>
        <published>2009-07-01T19:22:00+02:00</published>
        <summary>  A virtual reality-based system integrated with fmri to study neural...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p&gt;A virtual reality-based system integrated with fmri to study neural mechanisms of action observation-execution: A proof of concept study.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Restor Neurol Neurosci.&lt;/em&gt; 2009;27(3):209-23&lt;/p&gt; &lt;p&gt;Authors: Adamovich SV, August K, Merians A, Tunik E&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;em&gt;Purpose: Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality. Methods: In a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects. Results: We show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency. Conclusions: Our data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied &quot;extensions&quot; of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms.&lt;/em&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>How does visual thinking work in the mind of a person with autism?</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/06/17/how-does-visual-thinking-work-in-the-mind-of-a-person-with-a.html" />
        <id>tag:gaggio.blogspirit.com,2009-06-17:1780270</id>
        <updated>2009-06-17T16:06:58+02:00</updated>
        <published>2009-06-17T16:06:58+02:00</published>
        <summary>  How does visual thinking work in the mind of a person with autism? A...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p&gt;How does visual thinking work in the mind of a person with autism? A personal account.&lt;/p&gt; &lt;p&gt;Philos Trans R Soc Lond B Biol Sci. 2009 May 27;364(1522):1437-42&lt;/p&gt; &lt;p&gt;Authors: Grandin T&lt;/p&gt; &lt;p&gt;&lt;em&gt;My mind is similar to an Internet search engine that searches for photographs. I use language to narrate the photo-realistic pictures that pop up in my imagination. When I design equipment for the cattle industry, I can test run it in my imagination similar to a virtual reality computer program. All my thinking is associative and not linear. To form concepts, I sort pictures into categories similar to computer files. To form the concept of orange, I see many different orange objects, such as oranges, pumpkins, orange juice and marmalade. I have observed that there are three different specialized autistic/Asperger cognitive types. They are: (i) visual thinkers such as I who are often poor at algebra, (ii) pattern thinkers such as Daniel Tammet who excel in math and music but may have problems with reading or writing composition, and (iii) verbal specialists who are good at talking and writing but they lack visual skills.&lt;/em&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Equivalence of Real-World and Virtual-Reality Route Learning</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/06/15/equivalence-of-real-world-and-virtual-reality-route-learning.html" />
        <id>tag:gaggio.blogspirit.com,2009-06-15:1778783</id>
        <updated>2009-06-15T17:22:16+02:00</updated>
        <published>2009-06-15T17:22:16+02:00</published>
        <summary>  Equivalence of Real-World and Virtual-Reality Route Learning: A Pilot...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p style=&quot;text-align: justify;&quot;&gt;Equivalence of Real-World and Virtual-Reality Route Learning: A Pilot Study.&lt;br /&gt; &lt;br /&gt; &lt;em&gt;Cyberpsychol Behav.&lt;/em&gt; 2009 Jun 10;&lt;br /&gt; &lt;br /&gt; Authors: Lloyd J, Persaud NV, Powell TE&lt;br /&gt; &lt;br /&gt; &lt;em&gt;Abstract There is good evidence for effective transfer of learning from virtual to real-world environments, and this holds true even for complex spatial tasks such as route learning. However, there is little research into the simple equivalence of an individual's performance across real and virtual environments, an important topic which could support the use of virtual reality as an assessment and research tool. This pilot study compared route-learning performance in a desktop virtual town with performance around a real-world route. Participants were &quot;driven&quot; around a route through a virtual town and around a different (but equally complex) route through a real-world suburb, then asked to direct the driver back around each of the routes from memory. They completed strategy checklists after learning each route. Results indicated good equivalence between the real and virtual environments, with comparable error rates and no differences in strategy preferences. This demonstrates that simple desktop virtual environments may be a useful tool for assessment of and research into route learning.&lt;br /&gt; &lt;br /&gt;&lt;/em&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Web VR: Now possible with O3D</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/06/05/web-vr-now-possible-with-o3d.html" />
        <id>tag:gaggio.blogspirit.com,2009-06-05:1772276</id>
        <updated>2009-06-05T13:11:00+02:00</updated>
        <published>2009-06-05T13:11:00+02:00</published>
        <summary>  This is a demo that demonstrates the potential of rendering 3D graphics in...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p&gt;This is a demo that demonstrates the potential of rendering 3D graphics in the browser, using O3D, an &lt;strong&gt;open-source web API&lt;/strong&gt; for creating rich, interactive 3D applications in the browser. The app shown in the video is coded in javascript and html and runs in a web browser.&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&lt;object data=&quot;http://www.youtube.com/v/uofWfXOzX-g&amp;amp;hl=it&amp;amp;fs=1&amp;amp;&quot; type=&quot;application/x-shockwave-flash&quot; width=&quot;363&quot; height=&quot;260&quot;&gt;&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt; &lt;param name=&quot;allowscriptaccess&quot; value=&quot;always&quot; /&gt; &lt;param name=&quot;src&quot; value=&quot;http://www.youtube.com/v/uofWfXOzX-g&amp;amp;hl=it&amp;amp;fs=1&amp;amp;&quot; /&gt; &lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;/object&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Testing the effects of educational strategies on comprehension of a genomic concept using virtual reality</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/05/06/testing-the-effects-of-educational-strategies-on-comprehensi.html" />
        <id>tag:gaggio.blogspirit.com,2009-05-06:1751653</id>
        <updated>2009-05-06T18:48:42+02:00</updated>
        <published>2009-05-06T18:48:42+02:00</published>
        <summary>  Testing the effects of educational strategies on comprehension of a genomic...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p&gt;Testing the effects of educational strategies on comprehension of a genomic concept using virtual reality technology.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Patient Educ Couns.&lt;/em&gt; 2009 Apr 29;&lt;/p&gt; &lt;p&gt;Authors: Kaphingst KA, Persky S, McCall C, Lachance C, Loewenstein J, Beall AC, Blascovich J&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;&lt;em&gt;OBJECTIVE: Applying genetic susceptibility information to improve health will likely require educating patients about abstract concepts, for which there is little existing research. This experimental study examined the effect of learning mode on comprehension of a genomic concept. METHODS: 156 individuals aged 18-40 without specialized knowledge were randomly assigned to either a virtual reality active learning or didactic learning condition. The outcome was comprehension (recall, transfer, mental models). RESULTS: Change in recall was greater for didactic learning than for active learning (p&amp;lt;0.001). Mean transfer and change in mental models were also higher for didactic learning (p&amp;lt;0.0001 and p&amp;lt;0.05, respectively). Believability was higher for didactic learning (p&amp;lt;0.05), while ratings for motivation (p&amp;lt;0.05), interest (p&amp;lt;0.0001), and enjoyment (p&amp;lt;0.0001) were higher for active learning, but these variables did not mediate the association between learning mode and comprehension. CONCLUSION: These results show that learning mode affects comprehension, but additional research is needed regarding how and in what contexts different approaches are best for educating patients about abstract concepts. PRACTICE IMPLICATIONS: Didactic, interpersonal health education approaches may be more effective than interactive games in educating patients about abstract, unfamiliar concepts. These findings indicate the importance of traditional health education approaches in emerging areas like genomics.&lt;/em&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Ultimate virtual reality will trigger five senses</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/04/29/ultimate-virtual-reality-will-trigger-five-senses.html" />
        <id>tag:gaggio.blogspirit.com,2009-04-29:1748460</id>
        <updated>2009-04-29T17:57:00+02:00</updated>
        <published>2009-04-29T17:57:00+02:00</published>
        <summary>  Via  New Scientis t   The New Scientist reports that researchers at...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p&gt;Via &lt;a target=&quot;_blank&quot; href=&quot;http://www.newscientist.com/article/dn16794-ultimate-virtual-reality-will-trigger-five-senses.html?DCMP=OTC-rss&amp;amp;nsref=online-news&quot;&gt;New Scientis&lt;/a&gt;t&lt;/p&gt; &lt;p&gt;The New Scientist reports that researchers at University of York and the University of Warwick are designing a device able to manipulate five of a person's senses, to provide them with the illusion of being somewhere else.&lt;/p&gt; &lt;p style=&quot;text-align: center;&quot;&gt;&lt;object height=&quot;241&quot; width=&quot;285&quot; data=&quot;http://c.brightcove.com/services/viewer/federated_f9/2227271001?isVid=1&amp;amp;publisherID=981571807&quot; type=&quot;application/x-shockwave-flash&quot;&gt;&lt;param name=&quot;id&quot; value=&quot;flashObj&quot; /&gt; &lt;param name=&quot;bgcolor&quot; value=&quot;#FFFFFF&quot; /&gt; &lt;param name=&quot;flashVars&quot; value=&quot;videoId=16813026001&amp;amp;playerID=2227271001&amp;amp;domain=embed&amp;amp;&quot; /&gt; &lt;param name=&quot;base&quot; value=&quot;http://admin.brightcove.com&quot; /&gt; &lt;param name=&quot;seamlesstabbing&quot; value=&quot;false&quot; /&gt; &lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt; &lt;param name=&quot;swLiveConnect&quot; value=&quot;true&quot; /&gt; &lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot; /&gt; &lt;param name=&quot;src&quot; value=&quot;http://c.brightcove.com/services/viewer/federated_f9/2227271001?isVid=1&amp;amp;publisherID=981571807&quot; /&gt; &lt;param name=&quot;name&quot; value=&quot;flashObj&quot; /&gt; &lt;param name=&quot;flashvars&quot; value=&quot;videoId=16813026001&amp;amp;playerID=2227271001&amp;amp;domain=embed&amp;amp;&quot; /&gt; &lt;param name=&quot;allowfullscreen&quot; value=&quot;true&quot; /&gt;&lt;/object&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual Cocoon: The ultimate VR device for psychotherapy</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/03/05/virtual-cocoon-the-ultimate-vr-device-for-psychotherapy.html" />
        <id>tag:gaggio.blogspirit.com,2009-03-05:1720497</id>
        <updated>2009-03-05T18:35:00+01:00</updated>
        <published>2009-03-05T18:35:00+01:00</published>
        <summary>  Scientists from the Universities of York and Warwick have developed the...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p style=&quot;text-align: justify;&quot;&gt;Scientists from the Universities of York and Warwick have developed the first Virtual Reality system that allows users to see, hear, smell taste and even touch. The prototype will be presented at Pioneers 09', an EPSRC showcase event to be held at London's Olympia Conference Centre on March 4&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;If the prototype can really do what it promises, it can have widespread applications in education, business, medical visualization and &lt;a target=&quot;_blank&quot; href=&quot;http://www.cybertherapy.info/&quot;&gt;cybertherapy&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://www.sciencedaily.com/images/2009/03/090304091227-large.jpg&quot; rel=&quot;thumbnail&quot;&gt;&lt;img src=&quot;http://www.sciencedaily.com/images/2009/03/090304091227.jpg&quot; border=&quot;0&quot; height=&quot;405&quot; width=&quot;271&quot; /&gt;&lt;/a&gt;&lt;/p&gt; &lt;div id=&quot;caption&quot; style=&quot;padding: 5px 0pt 10px;&quot;&gt;&lt;i&gt;Credit: Image courtesy of Engineering and Physical Sciences Research Council&lt;/i&gt;&lt;/div&gt; &lt;div style=&quot;padding: 5px 0pt 10px;&quot;&gt;&lt;br /&gt;&lt;/div&gt; &lt;div style=&quot;padding: 5px 0pt 10px;&quot;&gt;&lt;br /&gt;&lt;/div&gt; &lt;div style=&quot;padding: 5px 0pt 10px;&quot;&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/div&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality in acquired brain injury upper limb rehabilitation</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/02/17/virtual-reality-in-acquired-brain-injury-upper-limb-rehabili.html" />
        <id>tag:gaggio.blogspirit.com,2009-02-17:1712052</id>
        <updated>2009-02-17T13:18:40+01:00</updated>
        <published>2009-02-17T13:18:40+01:00</published>
        <summary>  Virtual reality in acquired brain injury upper limb rehabilitation:...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p style=&quot;text-align: justify;&quot;&gt;Virtual reality in acquired brain injury upper limb rehabilitation: evidence-based evaluation of clinical research.&lt;br /&gt; &lt;br /&gt; &lt;i&gt;Brain Inj. 2009 Mar;23(3):179-91&lt;/i&gt;&lt;br /&gt; &lt;br /&gt; Authors: Mumford N, Wilson PH&lt;br /&gt; &lt;br /&gt; &lt;i&gt;PRIMARY OBJECTIVE: Acquired brain injury (ABI) is associated with significant cognitive, behavioural, psychological and physical impairment. Hence, it has been important to leverage assessment approaches in rehabilitation by using current and emerging technologies, including virtual reality (VR). A number of VR rehabilitation programmes have been designed in recent years, mainly to improve upper limb function. However, before this technology gains widespread use, evaluation of the scientific evidence supporting VR-assisted rehabilitation is needed. The present review aimed to assess the rationale, design and methodology of research investigating the clinical impact of VR on ABI upper-limb rehabilitation. RESEARCH DESIGN: A total of 22 studies were surveyed using a Cochrane-style review. RESEARCH METHODS: Studies were classified on a number of key criteria: theoretical bases and aims, sample populations and recruitment procedures, characteristics of the VR systems, evaluation design including control procedures and statistical analysis of results. Studies were rated using the Downs and Black (DB) scale. RESULTS: The review demonstrated that few studies used a conventional randomized controlled study design. Moderate support was shown for both teacher-animation and game-like systems. CONCLUSION: While VR-assisted rehabilitation shows early promise, clinicians are advised to be cautious about adopting these technologies before adequate data is available.&lt;/i&gt;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Science: special section on education and technology</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2009/01/08/scienve-special-section-on-education-and-technology.html" />
        <id>tag:gaggio.blogspirit.com,2009-01-08:1692409</id>
        <updated>2009-01-08T11:14:00+01:00</updated>
        <published>2009-01-08T11:14:00+01:00</published>
        <summary>  The current issue of Science has a  special section  on the use of...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
           &lt;p style=&quot;text-align: justify;&quot;&gt;The current issue of Science has a &lt;a target=&quot;_blank&quot; href=&quot;http://www.sciencemag.org/current.dtl&quot;&gt;special section&lt;/a&gt; on the use of technology in education.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;I found particularly interesting the article by &lt;a target=&quot;_blank&quot; href=&quot;http://www.gse.harvard.edu/~dedech/&quot;&gt;Chris Dede&lt;/a&gt; about the potential offered by &lt;a target=&quot;_blank&quot; href=&quot;http://www.sciencemag.org/cgi/content/abstract/323/5910/66&quot;&gt;immersive interfaces for learning&lt;/a&gt;. According to Dede, the key benefit of immersive media is their ability to combine actional, symbolic, and perceptual factors, providing the participant with the impression that she or he is &quot;inside&quot; a digitally enhanced setting.&lt;/p&gt; &lt;p style=&quot;text-align: justify;&quot;&gt;In another article included in this special issue, Merrilea Mayo reviews the most promising &lt;a target=&quot;_blank&quot; href=&quot;http://www.sciencemag.org/cgi/content/abstract/323/5910/79&quot;&gt;applications of videogames in science and technology&lt;/a&gt; education, and describes the challenges to be faced for the wider adoption of this approach.&lt;/p&gt; &lt;p&gt;&lt;img src=&quot;http://gaggio.blogspirit.com/media/02/00/984525181.gif&quot; id=&quot;media-302249&quot; alt=&quot;covtoc.dp.gif&quot; style=&quot;border-width: 0; float: left; margin: 0.2em 1.4em 0.7em 0;&quot; name=&quot;media-302249&quot; /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; 
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Assessing craving in young adult smokers using virtual reality</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/09/09/assessing-craving-in-young-adult-smokers-using-virtual-reali.html" />
        <id>tag:gaggio.blogspirit.com,2008-09-09:1625970</id>
        <updated>2008-09-09T15:19:24+02:00</updated>
        <published>2008-09-09T15:19:24+02:00</published>
        <summary> Assessing craving in young adult smokers using virtual reality.    Am J...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Assessing craving in young adult smokers using virtual reality.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Am J Addict.&lt;/i&gt; 2008 Sep-Oct;17(5):436-40&lt;/p&gt; &lt;p&gt;Authors: Traylor AC, Bordnick PS, Carter BL&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Cigarette smokers, when confronted with cues associated with smoking, evidence strong reactions, including increased craving. These reactions have not been extensively studied in young adult smokers, a group that research suggests may respond differently than adults or adolescent smokers. We used virtual reality, which presents a complex array of smoking cues that may be particularly salient to young adult smokers, and measured self-report of craving. Young adult smokers responded strongly to these cues and, unlike adults, did not return to a baseline of craving following cue exposure, suggesting young adult smokers differ from other smokers in terms of cue responses.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual Rehabilitation in an Activity Centre for Community-Dwelling Persons with Stroke</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/08/04/virtual-rehabilitation-in-an-activity-centre-for-community-d.html" />
        <id>tag:gaggio.blogspirit.com,2008-08-04:1604999</id>
        <updated>2008-08-04T20:40:07+02:00</updated>
        <published>2008-08-04T20:40:07+02:00</published>
        <summary> Virtual Rehabilitation in an Activity Centre for Community-Dwelling Persons...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p align=&quot;justify&quot;&gt;Virtual Rehabilitation in an Activity Centre for Community-Dwelling Persons with Stroke. The Possibilities of 3-Dimensional Computer Games.&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Cerebrovasc Dis.&lt;/i&gt; 2008 Jul 31;26(3):289-296&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Authors: Broeren J, Claesson L, Goude D, Rydmark M, Sunnerhagen KS&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Background: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. Methods: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. Results: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. Conclusions: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>The effects of self-involvement on attention, arousal, and facial expression during social interaction with virtual othe</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/07/22/the-effects-of-self-involvement-on-attention-arousal-and-fac.html" />
        <id>tag:gaggio.blogspirit.com,2008-07-22:1597709</id>
        <updated>2008-07-22T14:45:07+02:00</updated>
        <published>2008-07-22T14:45:07+02:00</published>
        <summary> The effects of self-involvement on attention, arousal, and facial expression...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p align=&quot;justify&quot;&gt;The effects of self-involvement on attention, arousal, and facial expression during social interaction with virtual others: A psychophysiological study.&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Soc Neurosci.&lt;/i&gt; 2006;1(3-4):184-95&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Authors: Mojzisch A, Schilbach L, Helmert JR, Pannasch S, Velichkovsky BM, Vogeley K&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Social neuroscience has shed light on the underpinnings of understanding other minds. The current study investigated the effect of self-involvement during social interaction on attention, arousal, and facial expression. Specifically, we sought to disentangle the effect of being personally addressed from the effect of decoding the meaning of another person's facial expression. To this end, eye movements, pupil size, and facial electromyographic (EMG) activity were recorded while participants observed virtual characters gazing at them or looking at someone else. In dynamic animations, the virtual characters then displayed either socially relevant facial expressions (similar to those used in everyday life situations to establish interpersonal contact) or arbitrary facial movements. The results show that attention allocation, as assessed by eye-tracking measurements, was specifically related to self-involvement regardless of the social meaning being conveyed. Arousal, as measured by pupil size, was primarily related to perceiving the virtual character's gender. In contrast, facial EMG activity was determined by the perception of socially relevant facial expressions irrespective of whom these were directed towards.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality exposure therapy for active duty soldiers</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/07/10/virtual-reality-exposure-therapy-for-active-duty-soldiers.html" />
        <id>tag:gaggio.blogspirit.com,2008-07-10:1591084</id>
        <updated>2008-07-10T19:32:08+02:00</updated>
        <published>2008-07-10T19:32:08+02:00</published>
        <summary>Virtual reality exposure therapy for active duty soldiers.     J Clin...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          Virtual reality exposure therapy for active duty soldiers.&lt;br /&gt; &lt;br /&gt; &lt;i&gt;J Clin Psychol.&lt;/i&gt; 2008 Jul 8;&lt;br /&gt; &lt;br /&gt; Authors: Reger GM, Gahm GA&lt;br /&gt; &lt;br /&gt; &lt;div align=&quot;justify&quot;&gt;&lt;i&gt;Virtual reality exposure (VRE) therapy is a promising treatment for a variety of anxiety disorders and has recently been extended to the treatment of posttraumatic stress disorder (PTSD). In this article, the authors briefly review the rationale for VRE and its key processes. They illustrate the treatment with an active-duty Army soldier diagnosed with combat-related PTSD. Six sessions of VRE were provided using an immersive simulation of a military convoy in Iraq. Self-reported PTSD symptoms and psychological distress were reduced at posttreatment relative to pretreatment reports, as assessed by the PTSD Checklist-Military Version and the Behavior and Symptom Identification Scale-24. The case outcomes parallel those reported in the research with other disorders and suggest the applicability of VRE in treating active duty soldiers with combat-related PTSD. (c) 2008 Wiley Periodicals, Inc. J Clin Psychol: In Session 64:1-7, 2008.&lt;/i&gt;&lt;/div&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Google Lively launched</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/07/09/google-lively-launched.html" />
        <id>tag:gaggio.blogspirit.com,2008-07-09:1590115</id>
        <updated>2008-07-09T11:55:00+02:00</updated>
        <published>2008-07-09T11:55:00+02:00</published>
        <summary> Internet giant Google has unveiled its response to Second Life, an online 3D...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Internet giant Google has unveiled its response to Second Life, an online 3D world called &lt;a href=&quot;http://www.lively.com/html/landing.html&quot; target=&quot;_blank&quot;&gt;Lively&lt;/a&gt;. To play with Lively, users need to download and install a client (Windows-only for now, but a Mac OS x client is planned) and then they can use their web browser (Firefox or Internet Explorer) to enter the virtual world.&lt;/p&gt; &lt;p&gt;Once registered, users can set up their own spaces, change the form and clothing of their avatars, and communicate with other players via chat or gestures. &amp;nbsp;&lt;/p&gt; &lt;p&gt;Lively is less immersive than second life and easier to use (with a drag-and-drop interface), but it is not programmable: users can only select items from the catalog provided by Google. Further, Lively has does not have money for now, though the company is considering the introduction of a currency.&amp;nbsp;&lt;/p&gt; &lt;br /&gt; &lt;center&gt;&lt;a href=&quot;http://www.lively.com/dr?rid=7991986945886853110&quot;&gt;&lt;img src=&quot;http://www.lively.com/ri?id=7991986945886853110&quot; class=&quot;room_image&quot; alt=&quot;Click to enter A place for all the cowboys.&quot; align=&quot;left&quot; height=&quot;123&quot; width=&quot;244&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality and persecutory delusions: Safety and feasibility</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/07/08/virtual-reality-and-persecutory-delusions-safety-and-feasibi.html" />
        <id>tag:gaggio.blogspirit.com,2008-07-08:1589704</id>
        <updated>2008-07-08T18:52:26+02:00</updated>
        <published>2008-07-08T18:52:26+02:00</published>
        <summary> Virtual reality and persecutory delusions: Safety and feasibility....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality and persecutory delusions: Safety and feasibility.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Schizophr Res&lt;/i&gt;. 2008 Jun 20;&lt;/p&gt; &lt;p&gt;Authors: Fornells-Ambrojo M, Barker C, Swapp D, Slater M, Antley A, Freeman D&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;OBJECTIVE: Virtual reality (VR) has begun to be used to research the key psychotic symptom of paranoia. The initial studies have been with non-clinical individuals and individuals at high risk of psychosis. The next step is to develop the technology for the understanding and treatment of clinical delusions. Therefore the present study investigated the acceptability and safety of using VR with individuals with current persecutory delusions. Further, it set out to determine whether patients feel immersed in a VR social environment and, consequently, experience paranoid thoughts. METHOD: Twenty individuals with persecutory delusions and twenty non-clinical individuals spent 4 min in a VR underground train containing neutral characters. Levels of simulator sickness, distress, sense of presence, and persecutory ideation about the computer characters were measured. A one-week follow-up was conducted to check longer-term side effects. RESULTS: The VR experience did not raise levels of anxiety or symptoms of simulator sickness. No side effects were reported at the follow-up. There was a considerable degree of presence in the VR scenario for all participants. A high proportion of the persecutory delusions group (65%) had persecutory thinking about the computer characters, although this rate was not significantly higher than the non-clinical group. CONCLUSIONS: The study indicates that brief experiences in VR are safe and acceptable to people with psychosis. Further, patients with paranoia can feel engaged in VR scenes and experience persecutory thoughts. Exposure to social situations using VR has the potential to be incorporated into cognitive behavioural interventions for paranoia.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/06/16/are-the-effects-of-unreal-violent-video-games-pronounced-whe.html" />
        <id>tag:gaggio.blogspirit.com,2008-06-16:1576177</id>
        <updated>2008-06-16T21:52:47+02:00</updated>
        <published>2008-06-16T21:52:47+02:00</published>
        <summary> Are the effects of Unreal violent video games pronounced when playing with a...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?&lt;/p&gt; &lt;p&gt;&lt;i&gt;Aggress Behav.&lt;/i&gt; 2008 May 27;&lt;/p&gt; &lt;p&gt;Authors: Arriaga P, Esteves F, Carneiro P, Monteiro MB&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;i&gt;This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants-148 undergraduate students-were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Aggr. Behav. 34:1-18, 2008.&lt;/i&gt;&lt;/div&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Spatial memories of virtual environments</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/05/27/spatial-memories-of-virtual-environments.html" />
        <id>tag:gaggio.blogspirit.com,2008-05-27:1560629</id>
        <updated>2008-05-27T23:42:31+02:00</updated>
        <published>2008-05-27T23:42:31+02:00</published>
        <summary> Spatial memories of virtual environments: how egocentric experience,...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Spatial memories of virtual environments: how egocentric experience, intrinsic structure, and extrinsic structure interact.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Psychon Bull Rev.&lt;/i&gt; 2008 Apr;15(2):322-7&lt;/p&gt; &lt;p&gt;Authors: Kelly JW, McNamara TP&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Previous research has uncovered three primary cues that influence spatial memory organization:egocentric experience, intrinsic structure (object defined), and extrinsic structure (environment defined). In the present experiments, we assessed the relative importance of these cues when all three were available during learning. Participants learned layouts from two perspectives in immersive virtual reality. In Experiment 1, axes defined by intrinsic and extrinsic structures were in conflict, and learning occurred from two perspectives, each aligned with either the intrinsic or the extrinsic structure. Spatial memories were organized around a reference direction selected from the first perspective, regardless of its alignment with intrinsic or extrinsic structures. In Experiment 2, axes defined by intrinsic and extrinsic structures were congruent, and spatial memories were organized around reference axes defined by those congruent structures, rather than by the initially experienced view. The findings are discussed in the context of spatial memory theory as it relates to real and virtual environments.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality exposure therapy using a virtual Iraq</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/04/14/virtual-reality-exposure-therapy-using-a-virtual-iraq.html" />
        <id>tag:gaggio.blogspirit.com,2008-04-14:1529372</id>
        <updated>2008-04-14T18:48:36+02:00</updated>
        <published>2008-04-14T18:48:36+02:00</published>
        <summary> Virtual reality exposure therapy using a virtual Iraq: Case report.    J...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality exposure therapy using a virtual Iraq: Case report.&lt;/p&gt; &lt;p&gt;&lt;i&gt;J Trauma Stress&lt;/i&gt;. 2008 Apr 10;21(2):209-213&lt;/p&gt; &lt;p&gt;Authors: Gerardi M, Rothbaum BO, Ressler K, Heekin M, Rizzo A&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Posttraumatic stress disorder (PTSD) has been estimated to affect up to 18% of returning Operation Iraqi Freedom (OIF) veterans. Soldiers need to maintain constant vigilance to deal with unpredictable threats, and an unprecedented number of soldiers are surviving serious wounds. These risk factors are significant for development of PTSD; therefore, early and efficient intervention options must be identified and presented in a form acceptable to military personnel. This case report presents the results of treatment utilizing virtual reality exposure (VRE) therapy (virtual Iraq) to treat an OIF veteran with PTSD. Following brief VRE treatment, the veteran demonstrated improvement in PTSD symptoms as indicated by clinically and statistically significant changes in scores on the Clinician Administered PTSD Scale (CAPS; Blake et al., 1990) and the PTSD Symptom Scale Self-Report (PSS-SR; Foa, Riggs, Dancu, &amp;amp; Rothbaum, 1993). These results indicate preliminary promise for this treatment.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality study of paranoid thinking in the general population</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/04/08/virtual-reality-study-of-paranoid-thinking-in-the-general-po.html" />
        <id>tag:gaggio.blogspirit.com,2008-04-08:1525031</id>
        <updated>2008-04-08T17:30:08+02:00</updated>
        <published>2008-04-08T17:30:08+02:00</published>
        <summary> Virtual reality study of paranoid thinking in the general population.    Br...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality study of paranoid thinking in the general population.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Br J Psychiatry.&lt;/em&gt; 2008 Apr;192:258-63&lt;/p&gt; &lt;p&gt;Authors: Freeman D, Pugh K, Antley A, Slater M, Bebbington P, Gittins M, Dunn G, Kuipers E, Fowler D, Garety P&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;BACKGROUND: Judging whether we can trust other people is central to social interaction, despite being error-prone. A fear of others can be instilled by the contemporary political and social climate. Unfounded mistrust is called paranoia, and in severe forms is a central symptom of schizophrenia. AIMS: To demonstrate that individuals without severe mental illness in the general population experience unfounded paranoid thoughts, and to determine factors predictive of paranoia using the first laboratory method of capturing the experience. METHOD: Two hundred members of the general public were comprehensively assessed, and then entered a virtual reality train ride populated by neutral characters. Ordinal logistic regressions (controlling for age, gender, ethnicity, education, intellectual functioning, socio-economic status, train use, playing of computer games) were used to determine predictors of paranoia. RESULTS: The majority agreed that the characters were neutral, or even thought they were friendly. However, a substantial minority reported paranoid concerns. Paranoia was strongly predicted by anxiety, worry, perceptual anomalies and cognitive inflexibility. CONCLUSIONS: This is the most unambiguous demonstration of paranoid ideation in the general public so far. Paranoia can be understood in terms of cognitive factors. The use of virtual reality should lead to rapid advances in the understanding of paranoia.&lt;/em&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Studying and Treating Schizophrenia Using Virtual Reality</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/04/02/studying-and-treating-schizophrenia-using-virtual-reality.html" />
        <id>tag:gaggio.blogspirit.com,2008-04-02:1520635</id>
        <updated>2008-04-02T15:20:00+02:00</updated>
        <published>2008-04-02T15:20:00+02:00</published>
        <summary>Studying and Treating Schizophrenia Using Virtual Reality: A New Paradigm....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          Studying and Treating Schizophrenia Using Virtual Reality: A New Paradigm.&lt;br /&gt; &lt;br /&gt; &lt;i&gt;Schizophr Bull.&lt;/i&gt; 2008 Mar 28;&lt;br /&gt; &lt;br /&gt; Authors: Freeman D&lt;br /&gt; &lt;br /&gt; &lt;div align=&quot;justify&quot;&gt;&lt;i&gt;Understanding schizophrenia requires consideration of patients' interactions in the social world. Misinterpretation of other peoples' behavior is a key feature of persecutory ideation. The occurrence and intensity of hallucinations is affected by the social context. Negative symptoms such as anhedonia, asociality, and blunted affect reflect difficulties in social interactions. Withdrawal and avoidance of other people is frequent in schizophrenia, leading to isolation and rumination. The use of virtual reality (VR)-interactive immersive computer environments-allows one of the key variables in understanding psychosis, social environments, to be controlled, providing exciting applications to research and treatment. Seven applications of virtual social environments to schizophrenia are set out: symptom assessment, identification of symptom markers, establishment of predictive factors, tests of putative causal factors, investigation of the differential prediction of symptoms, determination of toxic elements in the environment, and development of treatment. The initial VR studies of persecutory ideation, which illustrate the ascription of personalities and mental states to virtual people, are highlighted. VR, suitably applied, holds great promise in furthering the understanding and treatment of psychosis.&lt;/i&gt;&lt;/div&gt; &lt;script src=&quot;http://w.sharethis.com/widget/?tabs=email%2Cweb&amp;amp;charset=utf-8&amp;amp;style=default&amp;amp;publisher=def60f12-a776-4933-b016-d91f303745da&quot; type=&quot;text/javascript&quot;&gt; &lt;/script&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Contribution of virtual reality to neuropsychology of memory: study in aging</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/31/contribution-of-virtual-reality-to-neuropsychology-of-memory.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-31:1519127</id>
        <updated>2008-03-31T16:10:00+02:00</updated>
        <published>2008-03-31T16:10:00+02:00</published>
        <summary> Contribution of virtual reality to neuropsychology of memory: study in...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Contribution of virtual reality to neuropsychology of memory: study in aging.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Psychol Neuropsychiatr Vieil.&lt;/i&gt; 2008 Mar;6(1):7-22&lt;/p&gt; &lt;p&gt;Authors: Plancher G, Nicolas S, Piolino P&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;The principal interest of virtual reality is its potential to create experiments close to daily life with a perfect experimental control. In a first time, we review the studies illustrating the contribution of virtual reality for neuropsychology, mainly for memory study. In a second time, we present the results of an experiment in which the subjects were driving in a virtual town, that tested all the episodic memory components, i.e. the memories of what, where and when events happened. Young and elderly adults performed the virtual test, either with intentional or incidental encoding, and either in active (they drove a virtual car) or passive exploration of the town (they were passengers). The results showed that older subjects recalled the spatiotemporal context and the details of the events in a lower proportion than younger, as well in active as in passive condition. Subject's memory complaints were correlated with the virtual scores, but not with usual verbal episodic memory tests. Therefore, virtual tests seem to allow a better assessment of episodic memory than the usual ones, especially because of their spatiotemporal memory assessment, and appear to be a hopeful tool for a neuropsychology closer to patient's daily life than the usual tests.&lt;/i&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;script type=&quot;text/javascript&quot; src=&quot;http://w.sharethis.com/widget/?tabs=email%2Cweb&amp;amp;charset=utf-8&amp;amp;style=default&amp;amp;publisher=def60f12-a776-4933-b016-d91f303745da&quot;&gt; &lt;/script&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Avatars can mimic us</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/27/avatars-can-mimic-us.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-27:1516925</id>
        <updated>2008-03-27T23:55:00+01:00</updated>
        <published>2008-03-27T23:55:00+01:00</published>
        <summary> Via  KurzweilAI.net    An international team has built vision- and...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Via &lt;a href=&quot;http://www.physorg.com/news125667740.html&quot; target=&quot;_blank&quot;&gt;KurzweilAI.net&lt;/a&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;An international team has built vision- and speech-driven &lt;a href=&quot;http://www.kurzweilai.net/news/frame.html?main=news_single.html?id%3D8262&quot;&gt;avatar technology&lt;/a&gt; that imitates 66 facial expressions and basic hand gestures in real time.&amp;nbsp;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;img src=&quot;http://www.physorg.com/newman/gfx/news/avatar.png&quot; width=&quot;200&quot; /&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Assessing human reorientation ability inside virtual reality environments</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/26/assessing-human-reorientation-ability-inside-virtual-reality.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-26:1515667</id>
        <updated>2008-03-26T12:16:11+01:00</updated>
        <published>2008-03-26T12:16:11+01:00</published>
        <summary> Assessing human reorientation ability inside virtual reality environments:...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Assessing human reorientation ability inside virtual reality environments: the effects of retention interval and landmark characteristics.&lt;/p&gt; &lt;p&gt;&lt;i&gt;Cogn Process&lt;/i&gt;. 2008 Mar 20;&lt;/p&gt; &lt;p&gt;Authors: Bosco A, Picucci L, Caffò AO, Lancioni GE, Gyselinck V&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;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.&lt;/i&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Physicality and Interaction: A Special Journal Issue of Interacting with Computers</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/25/physicality-and-interaction-a-special-journal-issue-of-inter.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-25:1514839</id>
        <updated>2008-03-25T10:20:00+01:00</updated>
        <published>2008-03-25T10:20:00+01:00</published>
        <summary>Planned publication date: September 2008     Following the successful...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          Planned publication date: September 2008&lt;br /&gt; &lt;br /&gt; &lt;div align=&quot;justify&quot;&gt;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.&lt;br /&gt; &lt;br /&gt; 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.&lt;br /&gt; &lt;br /&gt; 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.&lt;br /&gt; &lt;br /&gt; 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.&lt;br /&gt; &lt;br /&gt; We invite contributions that address physicality at various levels, including:&lt;br /&gt; &lt;br /&gt; - design at the physical-digital frontier&lt;br /&gt; - the philosophy of physicality&lt;br /&gt; - artefact-focussed social interaction&lt;br /&gt; - physically-inspired interaction in virtual worlds&lt;br /&gt; - creativity and materiality&lt;br /&gt; - interactive art and performance&lt;br /&gt; - digital emulation of the physical&lt;br /&gt; - the evolving role of digital artefacts in material culture&lt;br /&gt; &lt;br /&gt; SUBMISSION DETAILS&lt;br /&gt; Length guide: 4000 - 7000 words&lt;br /&gt; Paper deadline: 1st April 2008&lt;br /&gt; &lt;br /&gt; To expedite the reviewing process prospective authors are encouraged to send an abstract at their earliest convenience. Detailed author guidelines can be found &lt;a href=&quot;http://www.elsevier.com/wps/find/journaldescription.cws_home/525445/authorinstructions&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;br /&gt; &lt;br /&gt;&lt;/div&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>A second life for AI</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/16/a-second-life-for-ai.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-16:1508977</id>
        <updated>2008-03-16T23:46:06+01:00</updated>
        <published>2008-03-16T23:46:06+01:00</published>
        <summary> Source:  Eetimes&amp;nbsp;     Passing the Turing test - the holy grail of AI (a...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Source: &lt;a href=&quot;http://www.eetimes.com/showArticle.jhtml?articleID=206903246&quot; target=&quot;_blank&quot;&gt;Eetimes&amp;nbsp;&lt;/a&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;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. &quot;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,&quot; 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.&lt;/i&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;read full article &lt;a href=&quot;http://www.eetimes.com/showArticle.jhtml?articleID=206903246&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/09/the-efficacy-of-an-augmented-virtual-reality-system-to-allev.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-09:1503871</id>
        <updated>2008-03-09T22:38:08+01:00</updated>
        <published>2008-03-09T22:38:08+01:00</published>
        <summary>The efficacy of an augmented virtual reality system to alleviate pain in...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          The efficacy of an augmented virtual reality system to alleviate pain in children undergoing burns dressing changes: A randomised controlled trial.&lt;br /&gt; &lt;br /&gt; &lt;i&gt;Burns.&lt;/i&gt; 2008 Mar 4;&lt;br /&gt; &lt;br /&gt; Authors: Mott J, Bucolo S, Cuttle L, Mill J, Hilder M, Miller K, Kimble RM&lt;br /&gt; &lt;br /&gt; &lt;div align=&quot;justify&quot;&gt;&lt;i&gt;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.&lt;/i&gt;&lt;/div&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/03/virtual-reality-and-paranoid-ideations-in-people-with-an-at.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-03:1499548</id>
        <updated>2008-03-03T23:18:53+01:00</updated>
        <published>2008-03-03T23:18:53+01:00</published>
        <summary> Virtual reality and paranoid ideations in people with an 'at-risk mental...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Virtual reality and paranoid ideations in people with an 'at-risk mental state' for psychosis.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Br J Psychiatry Suppl.&lt;/em&gt; 2007 Dec;51:s63-8&lt;/p&gt; &lt;p&gt;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&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;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.&lt;/em&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Processing of peripersonal and extrapersonal space using tools</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/03/processing-of-peripersonal-and-extrapersonal-space-using-too.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-03:1499545</id>
        <updated>2008-03-03T23:16:37+01:00</updated>
        <published>2008-03-03T23:16:37+01:00</published>
        <summary> Processing of peripersonal and extrapersonal space using tools: Evidence...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Processing of peripersonal and extrapersonal space using tools: Evidence from visual line bisection in real and virtual environments.&lt;/p&gt; &lt;p&gt;&lt;em&gt;Neuropsychologia.&lt;/em&gt; 2007 Dec 27;&lt;/p&gt; &lt;p&gt;Authors: Gamberini L, Seraglia B, Priftis K&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;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.&lt;/em&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>The nicotine craving experience in virtual reality</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/03/the-nicotine-craving-experience-in-virtual-reality.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-03:1499544</id>
        <updated>2008-03-03T23:15:52+01:00</updated>
        <published>2008-03-03T23:15:52+01:00</published>
        <summary> Location and longing: The nicotine craving experience in virtual reality....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p align=&quot;justify&quot;&gt;Location and longing: The nicotine craving experience in virtual reality.&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;Drug Alcohol Depend.&lt;/em&gt; 2008 Feb 1;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Authors: Carter BL, Bordnick P, Traylor A, Day SX, Paris M&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;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.&lt;/em&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Allocentric memory impaired and egocentric memory intact as assessed by virtual reality in recent-onset schizophrenia</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/03/allocentric-memory-impaired-and-egocentric-memory-intact-as.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-03:1499543</id>
        <updated>2008-03-03T23:13:27+01:00</updated>
        <published>2008-03-03T23:13:27+01:00</published>
        <summary> Allocentric memory impaired and egocentric memory intact as assessed by...</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p align=&quot;justify&quot;&gt;Allocentric memory impaired and egocentric memory intact as assessed by virtual reality in recent-onset schizophrenia.&lt;br /&gt; &lt;br /&gt; &lt;em&gt;Schizophr Res.&lt;/em&gt; 2008 Feb 12;&lt;br /&gt; &lt;br /&gt; Authors: Weniger G, Irle E&lt;br /&gt; &lt;br /&gt; &lt;em&gt;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.&lt;/em&gt;&lt;br /&gt;&lt;/p&gt;
        </content>
    </entry>
        <entry>
        <author>
            <name>Andrea Gaggioli</name>
            <uri>http://gaggio.blogspirit.com/about.html</uri>
        </author>
        <title>Assessing reactivity to virtual reality alcohol based cues</title>
        <link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2008/03/03/assessing-reactivity-to-virtual-reality-alcohol-based-cues.html" />
        <id>tag:gaggio.blogspirit.com,2008-03-03:1499542</id>
        <updated>2008-03-03T23:11:48+01:00</updated>
        <published>2008-03-03T23:11:48+01:00</published>
        <summary> Assessing reactivity to virtual reality alcohol based cues.   Addict Behav....</summary>
        <content type="html" xml:base="http://gaggio.blogspirit.com/">
          &lt;p&gt;Assessing reactivity to virtual reality alcohol based cues.&lt;/p&gt; &lt;p&gt;Addict Behav. 2008 Jan 2&lt;/p&gt; &lt;p&gt;Authors: Bordnick PS, Traylor A, Copp HL, Graap KM, Carter B, Ferrer M, Walton AP&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;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.&lt;/em&gt;&lt;/p&gt;
        </content>
    </entry>
    </feed>