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Giuseppe Riva

Publications and source records attributed to Giuseppe Riva.

31 records · Page 2Linked to original sources

The use of the internet in psychological research: comparison of online and offline questionnaires.

The Internet can be an effective medium for the posting, exchange, and collection of information in psychology-related research and data. The relative ease and inexpensiveness of creating and maintaining Web-based applications, associated with the simplicity of use via the graphic-user interface format of form-based surveys, can establish a new research frontier for the social and behavioral sciences. To explore the possible use of Internet tools in psychological research, this study compared Web-based assessment techniques with traditional paper-based methods of different measures of Internet attitudes and behaviors in an Italian sample. The collected data were analyzed to identify both differences between the two samples and in the psychometric characteristics of the questionnaires. Even if we found significant differences between the two samples in the Internet attitudes and behaviors, no relevant differences were found in the psychometric properties of the different questionnaires. This result, similar to the ones previously obtained in Web-based assessments of personality constructs, is even more interesting given the lack of control on the characteristics of the online sample. These finding suggests that, if sampling control and validity assessment is provided, Internet-based questionnaires can be a suitable alternative to more traditional paper-based measures.

Adolescent↗

Ambient intelligence in health care.

Ambient Intelligence (AmI) is a new paradigm in information technology, in which people are empowered through a digital environment that is aware of their presence and context, and is sensitive, adaptive, and responsive to their needs, habits, gestures and emotions. The most ambitious expression of AmI is Intelligent Mixed Reality (IMR), an evolution of traditional virtual reality environments. Using IMR, it is possible to integrate computer interfaces into the real environment, so that the user can interact with other individuals and with the environment itself in the most natural and intuitive way. How does the emergence of the AmI paradigm influence the future of health care? Using a scenario-based approach, this paper outlines the possible role of AmI in health care by focusing on both its technological and relational nature. In this sense, clinicians and health care providers that want to exploit AmI potential need a significant attention to technology, ergonomics, project management, human factors and organizational changes in the structure of the relevant health service.

Electronics↗

From psychotherapy to e-therapy: the integration of traditional techniques and new communication tools in clinical settings.

Technology is starting to influence psychological fields. In particular, computer-mediated communication (CMC) is providing new tools that can be fruitfully applied in psychotherapy. These new technologies do not substitute for traditional techniques and approaches but they could be used as integration in the clinical process, enhancing or making easier particular steps of it. This paper focuses on the concept of e-therapy as a new modality of helping people resolve life and relationship issues. It utilizes the power and convenience of the Internet to allow synchronous and asynchronous communication between patient and therapist. It is important to underline that e-therapy is not an alternative treatment, but a resource that can be added to traditional psychotherapy. The paper also discusses how different forms of CMC can be fruitfully applied in psychology and psychotherapy, by evaluating the effectiveness of them in the clinical practice. To enhance the diffusion of e-therapy, further research is needed to evaluate all the pros and cons.

Combined Modality Therapy↗

Virtual reality training for health-care professionals.

Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6-8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.

Computer Simulation↗

The use of technology-supported mental imagery in neurological rehabilitation: a research protocol.

The human brain can simulate motor actions without physically executing them, and there is a neuro-psychological relationship between imaging and performing a movement. These are shared opinions. In fact there is scientific evidence showing that the mental simulation of an action is correlated to a subliminal activation of the motor system. There is also evidence that virtual stimulation can enhance the acquisition of simple motor sequences. In some situations, virtual training was found to be as beneficial as real training and more beneficial than workbook and no training in teaching complex motor skills to people with learning disabilities. Moreover, studies of brain-injured hemiplegics patients suggest that these patients retain the ability to generate accurate motor images even of actions that they cannot perform. Combined with evidence indicating that motor imagery and motor planning share common neural mechanisms, these observations suggest that supporting mental imagery through non-immersive, low-cost virtual reality (VR) applications may be a potentially effective intervention in the rehabilitation of brain-injured patients. Starting from this background, our goal is to design and develop a new technique for the acquisition of new motor abilities- "imagery enhanced learning" (or I-learning)-to be used in neuro-psychological rehabilitation. A key feature of I-learning is the use of potentially low-cost, Virtual Reality enhanced technology to facilitate motor imagery creating a compelling sense of presence. This paper will discuss the rationale and a preliminary rehabilitation protocol for investigating mental imagery as a means of promoting motor recovery in patients with a neurological disorder. The treatment strategy aims at evoking powerful imaginative responses using an innovative technique which makes no attempt to simulate the real-world motor behavior, but draws the patient's attention to its underlying dynamic structure. This is done by displaying highly stylized sketches of the motor behavior on a computer screen and gradually increasing the perceptual realism of the visualization. This strategy assumes that optimal learning will be achieved when the patient is allowed to elaborate his own schema and sequences of movements, thereby constructing his own personal image of the motor behavior to be trained.

Activities of Daily Living↗

The sociocognitive psychology of computer-mediated communication: the present and future of technology-based interactions.

The increased diffusion of the Internet has made computer-mediated communication (CMC) very popular. However, a difficult question arises for psychologists and communication researchers: "What are the communicative characteristics of CMC?" According to the "cues-filtered-out" approach, CMC lacks the specifically relational features (social cues), which enable the interlocutors to identify correctly the kind of interpersonal situations they find themselves in. This paper counters this vision by integrating in its theoretical frame the different psycho-social approaches available in current literature. In particular, the paper describes the characteristics of the socio-cognitive processes-emotional expression, context definition, and identity creation-used by the interlocutors to make order and create relationships out of the miscommunication processes typical of CMC. Moreover, it presents the emerging forms of CMC-instant messaging, shared hypermedia, weblogs, and graphical chats-and their possible social and communicative effects.

Affect↗

Panic and agoraphobia in a virtual world.

Virtual reality (VR) offers a great new perspective on what it can offer an individual. These new approaches can give an individual the immersion and cognitive guidance that they need to help overcome his or her disorder. VR differs from the traditional displays in computer graphics as these various displays are integrated to give the user a sense of presence or immersion in the virtual world. To more effectively treat panic and agoraphobic patients using VR, it is necessary to determine the physiological responses of nonphobics when placed in the virtual panic and agoraphobia environments. This study exposed nonphobic participants to virtual panic and agoraphobia worlds with a program entitled "Virtual Medicine." Individuals without a diagnosis of panic and agoraphobia, as confirmed by intake and self-report questionnaires, were exposed to four different VR environments (elevator, supermarket, town square, and beach). During these VR experiences, physiology was measured by noninvasive sensors (peripheral skin temperature, heart rate, heart rate variability, respiration, and skin conductance). These measurements were compared to baseline physiology, which was recorded for five min prior to the VR exposure. These levels of physiological arousal will be useful in comparing against the phobic responses during virtual exposure. It will be useful to explore differences between immersion, physiological responses, and self-report responses in nonphobics versus phobics.

Adult↗

Virtual reality for health care: the status of research.

As information technology has advanced and costs have declined over the past decade, there has been a steady growth in the use of virtual reality (VR) in health care. According to the data of the two leading clinical databases--MEDLINE and PSYCINFO--the research in the virtual reality field is moving fast: under the "virtual reality" keyword, there are 739 papers listed in MEDLINE and 569 in PSYCINFO (accessed 6 December 2001). Much of this growth, however, has been in the form of feasibility studies and pilot trials. In fact, many researchers tried to use VR, but only a few were able to deepen their study. According to MEDLINE, only 16 research groups published more than three papers related to health care applications of VR. This number lowers to 12 for papers included in PSYCLIT. Therefore, apart from surgical training and some behavioral treatments, there is little convincing evidence coming from controlled studies of the clinical and economical advantages of this approach. This paper discusses recent evidence and outlines some guidelines for future research in this area.

Delivery of Health Care↗

Introduction to the special issue on virtual reality environments in behavioral sciences.

Virtual reality (VR) is usually described in biology and in medicine as a collection of technologies that allow people to interact efficiently with three-dimensional (3-D) computerized databases in real time using their natural senses. This definition lacks any reference to head-mounted displays (HMDs) and instrumented clothing such as gloves or suits. In fact, less than 10% of VR healthcare applications in medicine are actually using any immersive equipment. However, if we focus our attention on behavioral sciences, where immersion is used by more than 50% of the applications, VR is described as an advanced form of human- computer interface that allows the user to interact with and become immersed in a computer-generated environment. This difference outlines a different vision of VR shared by psychologists, psychotherapists, and neuropsychologists: VR provides a new human-computer interaction paradigm in which users are no longer simply external observers of images on a computer screen but are active participants within a computer-generated 3-D virtual world. This special issue investigates this vision, presenting some of the most interesting applications actually developed in the area. Moreover, it discusses the clinical principles, human factors, and technological issues associated with the use of VR in the behavioral sciences.

Behavioral Sciences↗

Interaction and presence in the clinical relationship: virtual reality (VR) as communicative medium between patient and therapist.

The great potential offered by virtual reality (VR) to clinical psychologists derives prevalently from the central role, in psychotherapy, occupied by the imagination and by memory. These two elements, which are fundamental in our life, present absolute and relative limits to the individual potential. Using VR as an advanced imaginal system-an experience that is able to reduce the gap existing between imagination and reality-it is possible to transcend these limits. In this sense, VR can improve the efficacy of a psychological therapy for its capability of reducing the distinction between the computer's reality and the conventional reality. Two are the core characteristics of this synthetic imaginal experience: the perceptual illusion of nonmediation and the possibility of building and sharing a common ground. In this sense, experiencing presence in a clinical virtual environment (VE), such as a shared virtual hospital, requires more than reproduction of the physical features of external reality. It requires the creation and sharing of the cultural web that makes meaningful, and therefore visible, both people and objects populating the environment.

Communication↗

Virtual-reality-based multidimensional therapy for the treatment of body image disturbances in binge eating disorders: a preliminary controlled study.

The main goal of this paper is to preliminarily evaluate the efficacy of a virtual-reality (VR)-based multidimensional approach in the treatment of body image attitudes and related constructs. The female binge eating disorder (BED) patients (n = 20), involved in a residential weight control treatment including low-calorie diet (1200 cal/day) and physical training, were randomly assigned either to the multidimensional VR treatment or to psychonutritional groups based on the cognitive-behavior approach. Patients were administered a battery of outcome measures assessing eating disorders symptomathology, attitudes toward food, body dissatisfaction, level of anxiety, motivation for change, level of assertiveness, and general psychiatric symptoms. In the short term, the VR treatment was more effective than the traditional cognitive-behavioral psychonutritional groups in improving the overall psychological state of the patients. In particular, the therapy was more effective in improving body satisfaction, self-efficacy, and motivation for change. No significant differences were found in the reduction of the binge eating behavior. The possibility of inducing a significant change in body image and its associated behaviors using a VR-based short-term therapy can be useful to improve the body satisfaction in traditional weight reduction programs. However, given the nature of this research that does not include a followup study, the obtained results are preliminary only.

Adolescent↗

e-health in eating disorders: Virtual Reality and telemedicine in assessment and treatment.

e-health, the integration of telehealth technologies with the Internet and shared virtual reality could become a significant enabler of consumer health initiatives. In fact, they provide an increasingly accessible communication channel for a growing part of the population. In the past decade medical applications of virtual reality (VR) and telemedicine have been rapidly developing, and the technology has changed from a research curiosity to a commercially and clinically important area of medical informatics technology. The chapter details the characteristics of the Experiential Cognitive Therapy (ECT), an integrated inpatient/outpatient (4 weeks) and telemedicine approach (24 weeks) that tries to enhance the classical cognitive-behavioral method used in the treatment of eating disorders, through VR sessions and telemedicine support in the follow-up stage. Particularly, using VR and telemedicine, ECT is able to address body experience disturbances, interpersonal relationships, self efficacy and motivation to change, key issues for the development and maintenance of eating disorders that are somehow neglected by actual clinical guidelines.

Cognitive Behavioral Therapy↗

The communication between therapist and patient in virtual reality: the role of mediation played by computer technology.

Even if the number of reported application is constantly increasing, understanding how to use immersive virtual reality (VR) to support clinical practice presents a substantial challenge for the designers and users of this emerging technology. These opposite faces are resulting from the peculiar characteristics of VR. In fact, VR is not simply a particular collection of technological hardware, but can be considered as a new medium defined in terms of its effect on both basic and major psychological processes. In particular, the essence of VR is the inclusive relationship between the participant and the virtual environment, where direct experience of the immersive environment constitutes communication. Starting from this vision, the chapter tries to outline a theoretical framework for supporting the development and tuning of clinical oriented VR systems.

Attention↗