Patrice L. Weiss

Prof. Patrice L. Weiss

orcid

Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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20 December 2004 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss
DRDebbie Rand
Debbie Rand
NKNoomi Katz
Noomi Katz
RKRachel Kizony
Rachel Kizony
Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.

1 June 2003 in CyberPsychology & Behavior
Verified
Journal Article
Closed access
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss
PBPnina Bialik
Pnina Bialik
RKRachel Kizony
Rachel Kizony
Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment. The study sample consisted of five young male adults with CP and severe intellectual disabilities who are non-speaking and who use wheelchairs for mobility. Each participant experienced three game-like virtual scenarios via VividGroup's Gesture Xtreme video capture virtual reality (VR) system. The participant's video captured image was processed on the same plane as screen graphical animations that react in real time in response to his movements. Outcome measures included the participants' responses to a five-item presence questionnaire, a 6-item task specific questionnaire and observation of their videotaped performance while participating in the virtual games. Participants' responses to the questionnaire showed a high level of presence in all three scenarios. These participants demonstrated an exceptional degree of enthusiasm during each VR experience; some reacted to the various stimuli via appropriate and goal-oriented responses, in other cases the response was more arbitrary. Documentation of behaviors during and following the VR experiences may provide insight into the important role that VR may play in nurturing their self-esteem and sense of empowerment.

21 November 2003 in The Journal of Visualization and Computer Animation
Verified
Journal Article
Closed access
PDF file
RKRachel Kizony
Rachel Kizony
NKNoomi Katz
Noomi Katz
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss

20 February 2009 in AI & SOCIETY
Verified
Journal Article
Closed access
PDF file
EGEynat Gal
Eynat Gal
NBNirit Bauminger
Nirit Bauminger
DGDina Goren-Bar
Dina Goren-Bar
FPFabio Pianesi
Fabio Pianesi
OSOliviero Stock
Oliviero Stock
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss

5 May 2014 in Journal of Child Neurology
Verified
Journal Article
Closed access
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss
ETEmanuel Tirosh
Emanuel Tirosh
DFDarcy Fehlings
Darcy Fehlings
Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments.

30 March 2003 in Occupational Therapy International
Verified
Journal Article
Open access
PDF file
Patrice L. WeissPatrice L. Weiss
Patrice L. Weiss
YNYuval Naveh
Yuval Naveh
NKNoomi Katz
Noomi Katz
Virtual reality (VR) entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (that is, virtual) environment that users perceive as comparable to real world objects and events. In recent years, virtual reality technologies have begun to be used as an assessment and treatment tool in occupational therapy, in part because of the ability to create environments that provide patients with opportunities to engage in meaningful, purposeful tasks that are related to real‐life interests and activities. The objective of this study was to determine the suitability and feasibility of using a PC‐based, nonimmersive, VR system (that is, a system in which the user has a reduced sense of actual presence in and control over the simulated environment) for training individuals with unilateral spatial neglect to cross streets in a safe and vigilant manner. A virtual environment, consisting of a typical city street, was programmed using Superscape's™TM 3D‐Webmaster, a 3D web‐authoring tool. Twelve subjects, aged 55 to 75 years, participated in the initial feasibility study and, to date, a further eight subjects have participated in the intervention study. Six of the initial subjects and all eight of the intervention subjects had sustained a right hemispheric stroke at least 6 weeks prior to the study. The remaining subjects were healthy age‐matched adults who were independently mobile and had no difficulty in crossing streets. The results show that this virtual environment was suitable in both its cognitive and motor demands for the targeted population and indicate that the virtual reality training is likely to prove beneficial to people who have difficulty with crossing streets. The generalizability of these results, and recommendations regarding the use of virtual reality as an occupational therapy intervention, must be substantiated by further studies using a range of VR platforms with people with different cognitive and motor disabilities. Copyright © 2003 Whurr Publishers Ltd.