Participatory Design of VR Scenarios for Exposure Therapy
暂无分享,去创建一个
Frode Guribye | Eivind Flobak | Tine Nordgreen | Jo Dugstad Wake | Smiti Kahlon | Joakim Vindenes | Smiti Kahlon | T. Nordgreen | J. Wake | Frode Guribye | J. Vindenes | Eivind Flobak
[1] Wanda Pratt,et al. How to evaluate technologies for health behavior change in HCI research , 2011, CHI.
[2] S. Taylor,et al. Meta-analysis of cognitive-behavioral treatments for social phobia. , 1996, Journal of behavior therapy and experimental psychiatry.
[3] Paul Dourish,et al. Where the action is , 2001 .
[4] Mirko Gelsomini,et al. Creating Social Stories as Wearable Hyper-Immersive Virtual Reality Experiences for Children with Neurodevelopmental Disorders , 2017, IDC.
[5] Jane Fulton Suri,et al. Experience prototyping , 2000, DIS '00.
[6] Marnix S. van Gisbergen,et al. Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety , 2017, Cyberpsychology Behav. Soc. Netw..
[7] Albert A. Rizzo,et al. Is clinical virtual reality ready for primetime? , 2017, Neuropsychology.
[8] M. Craske,et al. Role of Inhibition in Exposure Therapy , 2012 .
[9] Giulio Jacucci,et al. Acting to know: improving creativity in the design of mobile services by using performances , 2002, Creativity & Cognition.
[10] B. Rothbaum,et al. The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders , 2017, Harvard review of psychiatry.
[11] Niels Henze,et al. Avoiding the uncanny valley in virtual character design , 2018, Interactions.
[12] T. Ollendick,et al. One-Session Treatment for Specific Phobias: A Review of Öst's Single-Session Exposure with Children and Adolescents , 2013, Cognitive behaviour therapy.
[13] M. Olfson,et al. Barriers to the treatment of social anxiety. , 2000, The American journal of psychiatry.
[14] V. Braun,et al. What can “thematic analysis” offer health and wellbeing researchers? , 2014, International journal of qualitative studies on health and well-being.
[15] Dag Svanæs,et al. Putting the users center stage: role playing and low-fi prototyping enable end users to design mobile systems , 2004, CHI.
[16] Kellie Morrissey,et al. Exploring the Design of Tailored Virtual Reality Experiences for People with Dementia , 2018, CHI.
[17] Mel Slater,et al. Enhancing Our Lives with Immersive Virtual Reality , 2016, Front. Robot. AI.
[18] David Coyle,et al. Design and evaluation guidelines for mental health technologies , 2010, Interact. Comput..
[19] M. North,et al. Virtual reality therapy: an effective treatment for psychological disorders. , 1997, Studies in health technology and informatics.
[20] Susanne Bødker. Scenarios in user-centred designsetting the stage for reflection and action , 2000, Interact. Comput..
[21] M. Stein,et al. Public-speaking fears in a community sample. Prevalence, impact on functioning, and diagnostic classification. , 1996, Archives of general psychiatry.
[22] Mel Slater,et al. A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments , 1997, Presence: Teleoperators & Virtual Environments.
[23] T. Furmark,et al. Social phobia in the general population: prevalence and sociodemographic profile , 1999, Social Psychiatry and Psychiatric Epidemiology.
[24] Susanne Bødker,et al. Scenarios in user-centred design-setting the stage for reflection and action , 1999, Proceedings of the 32nd Annual Hawaii International Conference on Systems Sciences. 1999. HICSS-32. Abstracts and CD-ROM of Full Papers.
[25] Karl F. MacDorman,et al. The Uncanny Valley [From the Field] , 2012, IEEE Robotics Autom. Mag..
[26] W. Alexander. American psychiatric association. , 2008, P & T : a peer-reviewed journal for formulary management.
[27] Pelle Ehn,et al. Participation in design things , 2008, PDC.
[28] Heinrich Hußmann,et al. Dynamic Subtitles in Cinematic Virtual Reality , 2018, TVX.
[29] Heloir,et al. The Uncanny Valley , 2019, The Animation Studies Reader.
[30] V. Braun,et al. Using thematic analysis in psychology , 2006 .
[31] Gregory D. Abowd,et al. Storyboarding: an empirical determination of best practices and effective guidelines , 2006, DIS '06.
[32] D. Levac,et al. When is virtual reality "therapy"? , 2013, Archives of physical medicine and rehabilitation.
[33] P. Cuijpers,et al. Psychological treatment of social anxiety disorder: a meta-analysis , 2008, Psychological Medicine.
[34] Selina Schepers,et al. The roles of adult-participants in the back- and frontstage work of participatory design processes involving children , 2018, PDC.
[35] E. Schegloff,et al. A simplest systematics for the organization of turn-taking for conversation , 1974 .
[36] Gerard Jounghyun Kim,et al. "Drop the beat": virtual reality based mindfulness and cognitive behavioral therapy for panic disorder --- a pilot study , 2017, VRST.
[37] C. Botella,et al. Virtual reality exposure therapy in anxiety disorders: a quantitative meta‐analysis , 2012, Depression and anxiety.
[38] Andy Brown,et al. Subtitles in 360-degree Video , 2017, TVX.
[39] Eva Brandt,et al. Evoking the future: Drama and props in user centered design , 2000 .
[40] Patrick Olivier,et al. Configuring participation: on how we involve people in design , 2013, CHI.
[41] Stuart Andrews,et al. Performative experience design , 2013, Springer Series on Cultural Computing.
[42] G. Andersson,et al. Therapist-led and self-led one-session virtual reality exposure therapy for public speaking anxiety with consumer hardware and software: A randomized controlled trial. , 2019, Journal of anxiety disorders.
[43] Gangolf Hirtz,et al. Effective display resolution of 360 degree video footage in virtual reality , 2017, 2017 IEEE International Conference on Consumer Electronics (ICCE).
[44] H. Wittchen,et al. Epidemiology and natural course of social fears and social phobia , 2003, Acta psychiatrica Scandinavica. Supplementum.
[45] Peter C. Wright,et al. Experience design theatre: exploring the role of live theatre in scaffolding design dialogues , 2014, CHI.
[46] Jun'ichiro Seyama,et al. The Uncanny Valley: Effect of Realism on the Impression of Artificial Human Faces , 2007, PRESENCE: Teleoperators and Virtual Environments.
[47] Mark B. Powers,et al. Virtual reality exposure therapy for anxiety disorders: A meta-analysis. , 2008, Journal of anxiety disorders.
[48] Tone Bratteteig,et al. Unpacking the Notion of Participation in Participatory Design , 2016, Computer Supported Cooperative Work (CSCW).
[49] John Zimmerman,et al. Research through design as a method for interaction design research in HCI , 2007, CHI.
[50] Philip Lindner,et al. Creating state of the art, next-generation Virtual Reality exposure therapies for anxiety disorders using consumer hardware platforms: design considerations and future directions , 2017, Cognitive behaviour therapy.