Larry F. Hodges

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Larry Hodges
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Hodges in 1990

Larry Franklin Hodges (born 1958), is an American computer scientist and theologian, best known for his work in computer graphics and virtual reality therapy.

Contents

Education and personal life

Larry Franklin Hodges was born in 1958 in North Carolina. Hodges attended North Stanly High School, where he played the trumpet, and graduated with the class of 1976. Initially, Hodges was interested in becoming a musician, but he later found a passion for computer science. After graduating, Hodges enrolled in Elon University, and subsequently earned his Bachelor of Arts in Physics and Mathematics. After earning his Bachelor's, Hodges enrolled in Lancaster Theological Seminary, earning his Master of Arts in Religious Studies. Hodges then enrolled in North Carolina State University and earned his Master's Degree in Computer Science in 1982, then his doctorate in 1988.

Career

In 1993, Hodges organized team a of clinicians and computer scientists to investigate the effectiveness of virtual reality as a treatment for various phobias. [1] In 1995, this team published the seminal paper Effectiveness of computer-generated (virtual reality) graded exposure in the treatment of acrophobia in the American Journal of Psychiatry . The paper was the first published report of a controlled study on the use of virtual reality (VR) for psychotherapy in the psychiatric literature and received widespread media attention, including an announcement of the paper’s results on CBS Evening News [2] the day the journal article was released and follow-up stories in a number of venues, including Scientific American Frontiers, [3] CNN, Dateline NBC, Good Morning America, US News & World Report, MIT Technology Review, [4] Discover, and the New York Times. [5] Following that paper, Hodges continued to publish papers regarding VR therapy.

In 1996, Hodges founded Virtually Better, Inc., with his research colleague Barbara Rothbaum of Emory University. [6] Virtually Better is a company that creates virtual reality software designed to treat patients with mental issues such as phobias or traumas.

Later, in 2006, Hodges was awarded the IEEE Virtual Reality Career Award for his contributions to the field. [7] In 2007, Hodges was also awarded the Georgia Tech GVU Impact Award for his contributions.[ citation needed ]

Related Research Articles

<span class="mw-page-title-main">Phobia</span> Anxiety disorder classified by a persistent and excessive fear of an object or situation

A phobia is an anxiety disorder, defined by a persistent and excessive fear of an object or situation. Phobias typically result in a rapid onset of fear and are usually present for more than six months. Those affected go to great lengths to avoid the situation or object, to a degree greater than the actual danger posed. If the object or situation cannot be avoided, they experience significant distress. Other symptoms can include fainting, which may occur in blood or injury phobia, and panic attacks, often found in agoraphobia and emetophobia. Around 75% of those with phobias have multiple phobias.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

Specific phobia is an anxiety disorder, characterized by an extreme, unreasonable, and irrational fear associated with a specific object, situation, or concept which poses little or no actual danger. Specific phobia can lead to avoidance of the object or situation, persistence of the fear, and significant distress or problems functioning associated with the fear. A phobia can be the fear of anything.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

Glossophobia or speech anxiety is the fear of public speaking. The word glossophobia derives from the Greek γλῶσσα glossa (tongue) and φόβος phobos The causes of glossophobia are uncertain but explanations include communibiology and the illusion of transparency. Further explanations range from nervousness produced by a lack of preparation to, one of the most common psychiatric disorders, social anxiety disorder (SAD).

<span class="mw-page-title-main">Claustrophobia</span> Fear of small spaces

Claustrophobia is a fear of confined spaces. It is triggered by many situations or stimuli, including elevators, especially when crowded to capacity, windowless rooms, and hotel rooms with closed doors and sealed windows. Even bedrooms with a lock on the outside, small cars, and tight-necked clothing can induce a response in those with claustrophobia. It is typically classified as an anxiety disorder, which often results in panic attacks. The onset of claustrophobia has been attributed to many factors, including a reduction in the size of the amygdala, classical conditioning, or a genetic predisposition to fear small spaces.

<span class="mw-page-title-main">Acrophobia</span> Extreme fear of heights

Acrophobia is an extreme or irrational fear or phobia of heights, especially when one is not particularly high up. It belongs to a category of specific phobias, called space and motion discomfort, that share similar causes and options for treatment.

<i>The Thirteenth Floor</i> 1999 science fiction neo-noir film by Josef Rusnak

The Thirteenth Floor is a 1999 science fiction neo-noir film written and directed by Josef Rusnak, and produced by Roland Emmerich through his Centropolis Entertainment company. It is loosely based upon Simulacron-3 (1964), a novel by Daniel F. Galouye, and a remake of Rainer Werner Fassbinder’s miniseries World on a Wire (1973). The film stars Craig Bierko, Gretchen Mol, Armin Mueller-Stahl, Vincent D'Onofrio, and Dennis Haysbert. In 2000, The Thirteenth Floor was nominated for the Saturn Award for Best Science Fiction Film, but lost to The Matrix.

The Virtual Reality Applications Center (VRAC) is a research center within the Engineering Teaching and Research Complex (ETRC) at Iowa State University (ISU) and is involved in advanced research of virtual reality (VR), augmented reality (AR), human computer interaction (HCI), visualization, and is home to the world's highest resolution immersive virtual reality facility, known as the C6.

Barbara Rothbaum is a psychologist at Emory University School of Medicine in Atlanta, Georgia. She is a professor in the Psychiatry department and a pioneer in the treatment of anxiety-related disorders. Rothbaum is head of the Trauma and Anxiety Recovery Program (TARP) at Emory as well as the Emory Healthcare Veterans Program. In the mid-1990s she founded a virtual exposure therapy company called Virtually Better, Inc. This company treats patients with anxiety disorders, addictions, pain, and the like using virtual reality instead of the actual place or scenario. It also allows the therapist to control the environment. She also played a key role in the development of the treatment of posttraumatic stress disorder (PTSD).

Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; and is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment. This technology has a demonstrated clinical benefit as an adjunctive analgesic during burn wound dressing and other painful medical procedures. Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD, and shows considerable promise in treating a variety of neurological and physical conditions. Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.

Cynophobia is the fear of dogs and canines in general. Cynophobia is classified as a specific phobia, under the subtype "animal phobias". According to Timothy O. Rentz of the Laboratory for the Study of Anxiety Disorders at the University of Texas, animal phobias are among the most common of the specific phobias and 36% of patients who seek treatment report being afraid of dogs or afraid of cats. Although ophidiophobia or arachnophobia are more common animal phobias, cynophobia is especially debilitating because of the high prevalence of dogs and the general ignorance of dog owners to the phobia. The Diagnostic and Statistical Manual of Mental Disorders (DSM-IV-TR) reports that only 12% to 30% of those with a specific phobia will seek treatment.

Exposure therapy is a technique in behavior therapy to treat anxiety disorders.

Immersion therapy is a psychological technique which allows a patient to overcome fears (phobias), but can be used for anxiety and panic disorders.

Dinesh Manocha is an Indian-American computer scientist and the Paul Chrisman Iribe Professor of Computer Science at University of Maryland College Park, formerly at University of North Carolina at Chapel Hill. His research interests are in scientific computation, robotics, self-driving cars, affective computing, virtual and augmented reality and 3D computer graphics.

<span class="mw-page-title-main">Fear of flying</span>

Fear of flying is a fear of being on an airplane, or other flying vehicle, such as a helicopter, while in flight. It is also referred to as flying anxiety, flying phobia, flight phobia, aviophobia, aerophobia, or pteromerhanophobia.

The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine or eHealth. The use of such technologies as a supplement to mainstream therapies for mental disorders is an emerging mental health treatment field which, it is argued, could improve the accessibility, effectiveness and affordability of mental health care. Mental health technologies used by professionals as an adjunct to mainstream clinical practices include email, SMS, virtual reality, computer programs, blogs, social networks, the telephone, video conferencing, computer games, instant messaging and podcasts.

<span class="mw-page-title-main">Carolina Cruz-Neira</span> American computer scientist and educator

Carolina Cruz-Neira is a Spanish-Venezuelan-American computer engineer, researcher, designer, educator, and a pioneer of virtual reality (VR). She is known for inventing the cave automatic virtual environment (CAVE). She previously worked at Iowa State University (ISU), University of Louisiana at Lafayette, University of Arkansas at Little Rock, and she is currently an Agere Chair Professor at University of Central Florida (UCF).

VREAM, Inc. was a US technology company that functioned between 1991 and 1996. It was one of the first companies to develop PC-based software for authoring and viewing virtual reality (VR) environments.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

References

  1. "Department of Computer Science at North Carolina State University". www.csc.ncsu.edu. 19 October 2023. Archived from the original on 19 October 2023. Retrieved 19 October 2023.
  2. "Phobia Treatment | Vanderbilt Television News Archive". tvnews.vanderbilt.edu. 19 October 2023. Archived from the original on 19 October 2023. Retrieved 19 October 2023.
  3. "SCIENTIFIC AMERICAN FRONTIERS: TWENTY-FIRST CENTURY MEDICINE (TV)". Paley Center Archive. 19 October 2023. Archived from the original on 19 October 2023. Retrieved 19 October 2023.
  4. Sun, Hanqiu; Hodges, Larry F. (December 2004). "Special Issue: ACM VRST '02 Guest Editors' Introduction". Presence: Teleoperators and Virtual Environments. 13 (6): 13. doi:10.1162/1054746043280592. S2CID   49744156 via doi.
  5. Robbins, Jim (4 July 2000). "Virtual Reality Finds a Real Place as a Medical Aid". The New York Times. pp. 63, 67. Archived from the original on 19 October 2023. Retrieved 19 October 2023.
  6. "Our Story". VirtuallyBetter. 19 October 2023. Archived from the original on 19 October 2023. Retrieved 19 October 2023.
  7. "Awards" (PDF). ieeecs-media.computer.org. 2006. Retrieved 19 October 2023.