University of Southern California
Mrs T.H. Chan Division of Occupational Science and Occupational Therapy
Neural Plasticity and Neurorehabilitation Laboratory | Resources

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Resources
Virtual Reality

Here we’ve highlighted some interesting news articles and research papers on virtual reality and the brain, healthcare, and more. It’s by no means comprehensive, but just a few that we’ve found to be thought-provoking. Enjoy!

A FEW NEAT LINKS TO VIRTUAL REALITY IN THE NEWS

Can virtual reality neurofeedback help stroke survivors recover? (USC’s REINVENT)
How will virtual reality change the healthcare industry?
Virtual reality for better vision
Oncologists will be able to walk through 3D tumors with new VR system
Healthcare VR innovations are healing patients
Here’s what happens when you add scent to virtual reality
How Samsung is leveraging VR to manage pain
Scientists explore medical applications of virtual reality
Is virtual reality the antidote to help depressed seniors?
New Israeli virtual reality tech could rehabilitate damaged limbs, stroke patients
New virtual reality technology may find potential use in diagnostics and surgical planning
This physician is using virtual reality to treat patients with dementia
Virtual reality and music therapy are helping quadriplegics to breathe easy
This hospital is using VR to make shots easier for kids
‘Brain training’ technique restores feeling and movement to paraplegic patients

SOME INTERESTING PUBLISHED RESEARCH ARTICLES INVOLVING VIRTUAL REALITY

Anglin, J. M., Sugiyama, T., & Liew, S. L. (2017). Visuomotor adaptation in head-mounted virtual reality versus conventional training. Scientific Reports, 7, 45469. Link to full text

Spicer, R., Anglin, J., Krum, D. M., & Liew, S. L. (2017, March). REINVENT: A low-cost, virtual reality brain-computer interface for severe stroke upper limb motor recovery. In Virtual Reality (VR), 2017 IEEE (pp. 385-386). IEEE. Link to full text

Anglin, J., Saldana, D., Schmiesing, A., & Liew, S. L. (2017, March). Transfer of a skilled motor learning task between virtual and conventional environments. In Virtual Reality (VR), 2017 IEEE (pp. 401-402). IEEE. Link to full text

Laver, K., George, S., Thomas, S., Deutsch, J. E., & Crotty, M. (2012). Virtual reality for stroke rehabilitation. Stroke, 43(2), e20-e21.Link to full text

Kim, G. J. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence: Teleoperators and Virtual Environments, 14(2), 119-146. Link to full text

Grealy, M. A., Johnson, D. A., & Rushton, S. K. (1999). Improving cognitive function after brain injury: the use of exercise and virtual reality. Archives of physical medicine and rehabilitation, 80(6), 661-667. Link to full text

Bailenson, J. N., Yee, N., Blascovich, J., Beall, A. C., Lundblad, N., & Jin, M. (2008). The use of immersive virtual reality in the learning sciences: Digital transformations of teachers, students, and social context. The Journal of the Learning Sciences, 17(1), 102-141. Link to full text

Fox, J., & Bailenson, J. N. (2009). Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors. Media Psychology, 12(1), 1-25. Link to full text

Othmer, S., & Kaiser, D. (2000). Implementation of virtual reality in EEG biofeedback. Cyberpsychology & Behavior, 3(3), 415-420. Link to full text

Pfurtscheller, G., Scherer, R., Leeb, R., Keinrath, C., Neuper, C., Lee, F., & Bischof, H. (2007). Viewing moving objects in virtual reality can change the dynamics of sensorimotor EEG rhythms. Presence: Teleoperators and Virtual Environments, 16(1), 111-118. Link to full text

Ron-Angevin, R., & Díaz-Estrella, A. (2009). Brain–computer interface: Changes in performance using virtual reality techniques. Neuroscience letters, 449(2), 123-127. Link to full text

Strickland, D., & Chartier, D. (1997). EEG measurements in a virtual reality headset. Presence: Teleoperators and Virtual Environments, 6(5), 581-589. Link to full text

Banakou, D., Groten, R., & Slater, M. (2013). Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes. Proceedings of the National Academy of Sciences, 110(31), 12846-12851. Link to full text

Serino, S., Pedroli, E., Keizer, A., Triberti, S., Dakanalis, A., Pallavicini, F., ... & Riva, G. (2016). Virtual reality body swapping: a tool for modifying the allocentric memory of the body. Cyberpsychology, Behavior, and Social Networking, 19(2), 127-133. Link to full text

Postmes, T., Spears, R., & Lea, M. (2000). The formation of group norms in computer‐mediated communication. Human communication research, 26(3), 341-371. Link to full text

Peña, J., Hancock, J. T., & Merola, N. A. (2009). The priming effects of avatars in virtual settings. Communication Research, 36(6), 838-856. Link to full text

Osimo, S. A., Pizarro, R., Spanlang, B., & Slater, M. (2015). Conversations between self and self as Sigmund Freud—A virtual body ownership paradigm for self counselling. Scientific reports, 5, 13899. Link to full text

Klimmt, C., Hefner, D., Vorderer, P., Roth, C., & Blake, C. (2010). Identification with video game characters as automatic shift of self-perceptions. Media Psychology, 13(4), 323-338. Link to full text

Girard, B., Turcotte, V., Bouchard, S., & Girard, B. (2009). Crushing virtual cigarettes reduces tobacco addiction and treatment discontinuation. CyberPsychology & Behavior, 12(5), 477-483. Link to full text

Newbutt, N., Sung, C., Kuo, H. J., Leahy, M. J., Lin, C. C., & Tong, B. (2016). Brief report: a pilot study of the use of a virtual reality headset in autism populations. Journal of autism and developmental disorders, 46(9), 3166-3176. Link to full text

Bailey, J. O., & Bailenson, J. N. (2017). Considering virtual reality in children’s lives. Journal of Children and Media, 1-7. Link to full text

Rand, D., Weiss, P. L. T., & Katz, N. (2009). Training multitasking in a virtual supermarket: A novel intervention after stroke. American Journal of Occupational Therapy, 63(5), 535-542. Link to full text

Yee, N., & Bailenson, J. (2007). The Proteus effect: The effect of transformed self‐representation on behavior. Human communication research, 33(3), 271-290. Link to full text

Pavone, E. F., Tieri, G., Rizza, G., Tidoni, E., Grisoni, L., & Aglioti, S. M. (2016). Embodying others in immersive virtual reality: electro-cortical signatures of monitoring the errors in the actions of an avatar seen from a first-person perspective. Journal of Neuroscience, 36(2), 268-279. Link to full text