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Brad Newman

dblp:73/2491 · also Bradley Newman · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 62% Visualization and visual analytics · 38%
Human-computer interaction and pervasive computing
3 papers
Health and well-being technologies · 83% Immersive interaction · 17%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Medical and health informatics
neuroimaging
0.312017
VRAIN: Virtual reality assisted intervention for neuroimaging · VR 2017
Health and well-being technologies › mental health technology
virtual reality exposure therapy
0.112009
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder · VR 2009
Visualization and visual analytics
medical visualization
0.112017
VRAIN: Virtual reality assisted intervention for neuroimaging · VR 2017
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.012012
STRIVE: Stress Resilience in Virtual Environments · VR 2012
Immersive interaction
virtual reality
0.012009
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder · VR 2009

Methods — techniques the papers use, named apart from their topics

freesurfer segmentation · 0.93d volume editing · 0.9virtual characters · 0.3narrative simulation · 0.3user-centered design · 0.1clinical trial · 0.1
YearPublicationVenuePosition
2017 VRAIN: Virtual reality assisted intervention for neuroimaging
abstract
The USC Stevens Neuroimaging and Informatics Institute in the Laboratory of Neuro Imaging (http://loni.usc.edu) has the largest collection/repository of neuroanatomical MRI scans in the world and is at the forefront of both brain imaging and data storage/processing technology. One of our workflow processes involves algorithmic segmentation of MRI scans into labeled anatomical regions (using FreeSurfer, currently the best software for this purpose). This algorithm is imprecise, and users must tediously correct errors manually by using a mouse and keyboard to edit individual MRI slices at a time. We demonstrate preliminary work to improve efficiency of this task by translating it into 3 dimensions and utilizing virtual reality user interfaces to edit multiple slices of data simultaneously.
Dominique Duncan, Brad Newman, Adam Saslow, Emily Wanserski, Tyler Ard, Ryan Essex, Arthur W. Toga
VR2
2012 STRIVE: Stress Resilience in Virtual Environments
abstract
The Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (adapted from existing Virtual Iraq/Afghanistan exposure therapy system) that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach. Such approaches, often referred to as Stress Inoculation Training, have been found to reduce the neuroendocrine response, increase coping competence and reduce cortisol response. STRIVE is currently developing three combat modules with a narrative arc that includes increasingly intense combat situations, relational development, stress and loss, and emotional trauma. The goal is to raise the service member's threshold for the stress of combat.
J. Galen Buckwalter, Albert A. Rizzo, Bruce John, Brad Newman, Josh Williams, Thomas D. Parsons
VR4
2009 A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder
abstract
Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
Shih-Ching Yeh, Brad Newman, Matt Liewer, Jarrell Pair, Anton Treskunov, Greg Reger, Barbara O. Rothbaum, JoAnn Difede, Josh Spitalnick, Robert N. McLay, Thomas D. Parsons, Albert A. Rizzo
VR2