Elizabeth A. Attree
University of East London
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Publication
Featured researches published by Elizabeth A. Attree.
Ergonomics | 2000
F. D. Rose; Elizabeth A. Attree; B. M. Brooks; D. M. Parslow; P. R. Penn
Virtual environments (VEs) are extensively used in training but there have been few rigorous scientific investigations of whether and how skills learned in a VE are transferred to the real world. This research aimed to measure and evaluate what is transferring from training a simple sensorimotor task in a VE to real world performance. In experiment 1, real world performances after virtual training, real training and no training were compared. Virtual and real training resulted in equivalent levels of post-training performance, both of which significantly exceeded task performance without training. Experiments 2 and 3 investigated whether virtual and real trained real world performances differed in their susceptibility to cognitive and motor interfering tasks (experiment 2) and in terms of spare attentional capacity to respond to stimuli and instructions which were not directly related to the task (experiment 3). The only significant difference found was that real task performance after training in a VE was less affected by concurrently performed interference tasks than was real task performance after training on the real task. This finding is discussed in terms of the cognitive load characteristics of virtual training. Virtual training therefore resulted in equivalent or even better real world performance than real training in this simple sensorimotor task, but this finding may not apply to other training tasks. Future research should be directed towards establishing a comprehensive knowledge of what is being transferred to real world performance in other tasks currently being trained in VEs and investigating the equivalence of virtual and real trained performances in these situations.
Current Opinion in Neurology | 1996
F. D. Rose; Elizabeth A. Attree; Johnson Da
The need for improved neurological rehabilitation strategies is self-evident. Recent developments in the computer technology of virtual reality hold the promise of exciting progress in this area. In this paper four areas of potential application of virtual reality to neurological rehabilitation are reviewed.
Disability and Rehabilitation | 1999
F. D. Rose; B. M. Brooks; Elizabeth A. Attree; D. M. Parslow; A. G. Leadbetter; J. E. McNeil; S. Jayawardena; R. Greenwood; J. Potter
PURPOSE In a preliminary investigation of the use of Virtual Environments (VEs) in neurorehabilitation, this study compares the effects of active and passive experience of a VE on two types of memory in vascular brain injury patients and controls. METHOD Forty-eight patients with vascular brain injury and 48 non-impaired control participants were randomly assigned to active and passive VE conditions. The active participants explored a virtual bungalow seeking a particular object; the passive participants observed, but did not control movement through the VE, also seeking the object. Afterwards, both active and passive participants completed spatial recognition and object recognition tests. RESULTS Expectedly, the patients were impaired relative to the controls but were able to perform the virtual tasks. Active participation in the VE enhanced memory for its spatial layout in both patients and controls. On object recognition, active and passive patients performed similarly, but passive controls performed better than active controls. CONCLUSIONS The findings are discussed in relation to their implications for memory rehabilitation strategies.
Cyberpsychology, Behavior, and Social Networking | 1998
Luigi Pugnetti; Laura Mendozzi; Elizabeth A. Attree; Elena Barbieri; B. M. Brooks; Carlo Lorenzo Cazzullo; Achille Motta; F. David Rose; C.Psychol
The technology of virtual reality (VR) has been used to develop interactive programs that simulate everyday life environments, where healthy subjects and patients with central nervous system dysfunctions are asked to carry out tasks that probe incidental memory and executive functions. The results of three studies support previous claims that VR-based tests overcome several limitations of traditional paper-and-pencil tests, are at least as sensitive to target cognitive impairments, while providing a richer range of opportunities for measuring behavior. Preliminary analyses also suggest that results of VR-based memory tests are replicable across laboratories and subjects samples and that the technology is well-accepted and tolerated by both healthy and impaired subjects.
Disability and Rehabilitation | 2002
A. Harrison; G. Derwent; A. Enticknap; F. D. Rose; Elizabeth A. Attree
Purpose : The current paper provides quantitative and qualitative data concerning the application of two virtual environments to the assessment and training of inexperienced powered wheelchair users, both in terms of the ability to control the chair accurately without hitting objects in the environment (manoeuvrability) and in terms of being able to find ones way around a complex environment without becoming lost (route-finding). Method : Six novice powered wheelchair users participated in the project, completing either the manoeuvrability or route finding components of the study. Performance measures were taken in real life pre and post training and throughout virtual reality sessions. Participants also completed a questionnaire regarding the aesthetics of the virtual environments and aspects of the powered wheelchair simulation. Results : The participants rated the aesthetics of the virtual environments positively and engaged well with the virtual system. However, they found the manoeuvrability tasks considerably more difficult in virtual reality (VR) than in real life. Some difficulties with controlling the simulated wheelchair were apparent. Some improvements on virtual and real life manoeuvrability tasks and route finding were noted following conventional and virtual training. Conclusions : The study indicated that the two virtual environments represent a potentially useful means of assessing and training novice powered wheelchair users. The virtual environments however must become less challenging if they are to represent a motivating and effective means of improving performance. Further development of the way in which wheelchair movement is controlled and simulated represents a key element in this multi stage project.
Disability and Rehabilitation | 2002
B. M. Brooks; F. D. Rose; Elizabeth A. Attree; A. Elliot-Square
Purpose : To evaluate the efficacy of using a virtual kitchen for vocational training of people with learning disabilities. Method : Twenty four catering students with learning disabilities participated in the study. Half the students were currently being trained in the kitchen on which the virtual kitchen was modelled but the remaining students were unfamiliar with this kitchen. Students were first pre-tested on four food preparation tasks and identification of 12 hazards in their own training kitchens. They were subsequently trained on one food preparation task and three hazards in their own training kitchens, one food preparation task and three hazards in the virtual kitchen, and one food preparation task and three hazards in specially designed workbooks. They were then retested in their own training kitchens on all the food preparation tasks and all the hazards. Results : Virtual training was found to be as beneficial as real training and more beneficial than workbook and no training in the food preparation tasks. However, virtual, real and workbook training were found to be equally beneficial in the hazard identification task. Students who were unfamiliar with the kitchen on which the virtual kitchen was modelled benefited from virtual training to the same extent as students who were familiar with the kitchen. Conclusions : Vocational students with learning disabilities were able to use the virtual environment and were motivated to learn using this training method. Depending on the task being trained, virtual training had a more beneficial effect on real task performance than workbook training, even when the virtual kitchen was not modelled on the real training kitchen.
Disability and Rehabilitation | 2002
F. D. Rose; B. M. Brooks; Elizabeth A. Attree
Purpose : Two studies sought to answer the following questions. Are people with learning disabilities capable of using a virtual environment? Are they motivated to learn using this training method? Do they show any benefit from using a virtual environment? Does any benefit transfer to improved real world performance? Method : In the first study, 30 students with learning disabilities were sequentially allocated to an active or a passive experimental group. Active participants explored a virtual bungalow searching for a toy car. Passive participants watched the exploration undertaken by the preceding active participant and searched for the toy car. All participants then performed spatial and object recognition tests of their knowledge of the virtual environment. In the second study, the errors of 45 participants on a real steadiness tester task were noted before they were randomly allocated to three groups--a real training group, a virtual training group and a no training group. After training, the participants performed a second test trial on the real steadiness tester. Results : The students were capable of using a virtual environment and were motivated to use this training method. Active exploration of a virtual environment was found to enhance their memory of the spatial layout of the bungalow but not their memory of the virtual objects. In the second study, virtual training was found to transfer to real task performance. Conclusions : These two laboratory-based studies provide answers to four important questions concerning virtual training of people with learning disabilities. Hopefully, the findings will encourage this training aid to be used more widely.
Applied Neuropsychology | 2003
Elizabeth A. Attree; Christine P. Dancey; Deborah Keeling; Christine Wilson
Recent research has shown that people with chronic illnesses often experience cognitive deficits, such deficits may be specific to a particular type of illness, reflecting the disease process itself, or they may be deficits that are common across a number of chronic illnesses. Our study investigated whether people with an organic disease (Inflammatory Bowel Disease) show cognitive dysfunction relative to the control group and people with a functional illness (Irritable Bowel Syndrome), and if so, to elucidate the mechanisms by which such dysfunction occurs. A quasi-experimental design using three groups of participants provided scores on IQ, memory, and cognitive flexibility. Differences in absolute scores were slight. However, a noticeable interaction effect was found between group and IQ: The illness groups showed a deficit in verbal IQ relative to both their own performance IQ and to that of the control groups verbal IQ. This verbal deficit cannot be explained by depression, cognitive load, or medication.
Cyberpsychology, Behavior, and Social Networking | 2009
Elizabeth A. Attree; Mark. J. Turner; Naina Cowell
Research suggests that the deficits characterizing dyslexia may also be associated with superior visuospatial abilities. Other research suggests that superior visuospatial abilities of people with dyslexia may not have been so far identified because of the lack of appropriate tests of real-life spatial ability. A recent small-scale study found that visuospatial superiority was evident in men with dyslexia. This study assessed the visuospatial ability of adolescents with dyslexia in order to determine whether these adolescents performed better on a pseudo real-life visuospatial test than did their nondyslexic peers. Forty-two adolescents took part in the study. There was an equal numerical split between the experimental and control groups. The experimental group all had a diagnosis of dyslexia by an educational psychologist or specialist teacher. Visuospatial ability was assessed using the Recall of Designs and the Pattern Construction subtests from the British Ability Scales (2nd edition; BAS-11) together with a computer-generated virtual environment test. The assessments were administered in a counterbalanced order. Adolescents with dyslexia tended to perform less well than their nondyslexic peers on the BAS-11 tests; however, this difference was not statistically significant. For the computer-generated virtual environment test (pseudo real-life measure), statistically significant higher scores were achieved by the dyslexic group. These findings suggest that adolescents with dyslexia may exhibit superior visuospatial strengths on certain pseudo real-life tests of spatial ability. The usefulness of these findings is discussed in relation to possible implications for assessment and educational intervention programs for adolescents with dyslexia.
Cyberpsychology, Behavior, and Social Networking | 1999
Giuseppe Riva; Albert A. Rizzo; Dario Alpini; Elizabeth A. Attree; Elena Barbieri; Laura Bertella; J. Galen Buckwalter; Roy Davies; Luciano Gamberini; Gerd Johansson; Noomi Katz; Stefano Marchi; Laura Mendozzi; Enrico Molinari; Luigi Pugnetti; F. David Rose; Patrice L. Weiss
A group of worldwide virtual reality and health-care researchers have decided to combine their efforts in a multidisciplinary project titled VETERAN-virtual environments in the diagnosis, prevention and intervention of age-related diseases. The main goal of the VETERAN project is the tuning and testing of different virtual environments, designed to address the cognitive/functional impairments that may occur due to the aging process and age-related disorders. In particular the developed modules will address the problems commonly found in the following pathologies that have a strong impact on the elderly health care policy: Alzheimers disease and other senile dementias; stroke and unilateral spatial neglect; mobility-related accidents within specific environments (e.g., falls, shocks). The project will focus on research into clinical aspects of age-related diseases and disorders of high morbidity and specifically target goals of prevention, treatment, or delay in onset. Another goal of the VETERAN project is to define and develop new protocols and tools to be used for general rehabilitation purposes. These tools will aim to provide systematic restorative training within the context of functionally relevant, ecologically valid simulated environments. This approach is hoped to optimise the degree of transfer of training and/or generalisation of learning to the persons real world environment.
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Fondazione IRCCS Ca' Granda Ospedale Maggiore Policlinico
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