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Dorothy Strickland

dblp:89/6549 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2002
0000-0002-4838-2306ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author

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.

Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 90% Immersive interaction · 10%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies
clinical virtual reality
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies › psychological measurement
cognitive assessment
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Health and well-being technologies
rehabilitation
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Immersive interaction
virtual reality
0.011996
Virtual Reality and Mental Disorders (Panel) · SIGGRAPH 1996
Virtual and augmented reality
immersive interaction
0.012002
Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR · VR 2002
Medical and health informatics
mental health technology
0.011996
Virtual Reality and Mental Disorders (Panel) · SIGGRAPH 1996
YearPublicationVenuePosition
2002 Tutorial 3: Assessment, Rehabilitation and Therapy Applications Using VR
abstract
Virtual Reality (VR) technology continues to evolve from the realm of an “expensive toy” into that of a functional technology. Although media hype may have oversold VR’s potential during the early 90’s, data has now emerged that supports its use as a valuable tool for cognitive, behavioral, physical, mental health and medical applications. Much like an aircraft simulator serves to test and train pilots under a variety of controlled conditions, VE simulations can model processes that are vital in the assessment, rehabilitation and treatment of clinical populations. In this regard, a growing number of laboratories are developing research programs investigating the use of VEs for these patient purposes and some of these systems have now made the transition into clinical practice. The presenters for this workshop have all developed and/or implemented VR applications that have shown promise for addressing fear reduction with phobic clients, pain and stress reduction for cancer patients, post traumatic stress disorder, physical therapy, anger management, driving abilities with Multiple Sclerosis and brain injury patients, and in the assessment and rehabilitation of motor skills, attention, memory, and vis uospatial processing in persons with central nervous system dysfunction and the elderly. These therapeutic targets reflect an informed appreciation of the unique assets that are available when using VR technology and provide a foundation of work that is supportive of the further development of these “healing” applications. The presenters will detail their work and support the case that these areas represent the “Kinder Killer App”!
Albert A. Rizzo, Grigore C. Burdea, Larry F. Hodges, Maria T. Schultheis, Dorothy Strickland, Brenda K. Wiederhold, Mark D. Wiederhold
VR5
1996 Virtual Reality and Mental Disorders (Panel)
Dorothy Strickland
SIGGRAPH1