Patrice L. Weiss

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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(More)
System identification techniques have been used to track changes in dynamic stiffness of the human ankle joint over a wide range of muscle contraction levels. Subjects lay supine on an experimental table with their left foot encased in a rigid, low-inertia cast which was fixed to an electro-hydraulic actuator operating as a position servo. Subjects(More)
PURPOSE The goal of this study was to determine whether non immersive interactive virtual environments are an effective medium for training individuals who suffer from Unilateral Spatial Neglect (USN) as a result of a right hemisphere stroke, and to compare it to a standard computer visual scanning training. METHOD Participants included 19 patients with(More)
System identification techniques were used to examine the position dependence of passive ankle joint mechanics. The relaxed ankle was stochastically perturbed about different angles in the range of motion (ROM). The linear dynamic relation between ankle position and torque was identified and modelled as a second-order underdamped system, having inertial(More)
The main objective of this paper was to investigate the potential of the Sony PlayStation II EyeToy ( for use in during the rehabilitation of elderly people with disabilities. This system is a projected, video-capture system which was developed as a gaming environment for children. As compared to other virtual reality systems such as(More)
This article presents results from a feasibility study of a video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and who need balance training. The advantages of the VR system include providing the user with natural control of movements, the ability to use as many parts of the body as are deemed suitable(More)
This study evaluated the effectiveness of a 3-week intervention in which a co-located cooperation enforcing interface, called StoryTable, was used to facilitate collaboration and positive social interaction for six children, aged 8–10 years, with autistic spectrum disorder (ASD). The intervention focused on exposing pairs of children to an enforced(More)
In this paper we describe a co-located suite of games on a tabletop device to support social competence training for children with Autism Spectrum Disorder. This suite has been designed to use patterns of collaboration to support therapists in their use of Cognitive-Behavioral Therapy (CBT). In this paper, we discuss the observations collected during a(More)
In this paper we describe a pilot study for an intervention aimed at enhancing social skills in high functioning children with autism. We found initial evidences that the use of a social interaction and may lessen the repetitive behaviors typical of autism. These positive effects also appear to be transferred to other tasks following the intervention. We(More)
So called intractable conflicts may benefit from more modest and socially oriented approaches than those based on classical conflict resolution techniques. This paper is inspired by theories on small group intervention in a conflict. The general claim is that participants may achieve a greater understanding of and appreciation for the other's viewpoint(More)