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Albert Rizzo

Researcher at University of Southern California

Publications -  340
Citations -  18507

Albert Rizzo is an academic researcher from University of Southern California. The author has contributed to research in topics: Virtual reality & Exposure therapy. The author has an hindex of 67, co-authored 331 publications receiving 16040 citations. Previous affiliations of Albert Rizzo include Institute for Creative Technologies & Harvard University.

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Journal ArticleDOI

Basic issues in the use of virtual environments for mental health applications.

TL;DR: The chapter covers the issues involved with choosing a VE approach over already existing methods, deciding on the "fit" between a Ve approach and the clinical population, level of presence, navigation factors, side effects, generalization, and general methodological and data analysis concerns.
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Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD.

TL;DR: The use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD is presented, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004.
Proceedings ArticleDOI

Immersive panoramic video

TL;DR: A system that acquires high-resolution (>3Kx480) panoramic images is demonstrated and user impressions initially indicate that the experience produces a strong sense of immersion and this new form of media offers new options for creating immersive simulations
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The Utility of a Continuous Performance Test Embedded in Virtual Reality in Measuring ADHD-Related Deficits:

TL;DR: The VR-CPT is a sensitive and user-friendly assessment tool to aid diagnosis in ADHD and showed similar effect sizes to the TOVA.
Journal ArticleDOI

Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes:

TL;DR: Methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions and some results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise are discussed.