Jurgen Schulze’s research while affiliated with University of California, San Diego and other places

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Publications (6)


Figure 1. Screenshots of the four final scenes from the nicotine and tobacco product cue virtual reality paradigm. Neutral scenes include the (A) library and (B) waiting room. Active scenes include the (C) outdoor BBQ and (D) patio. The figure is adapted from the initial task development report [44], which is published under Creative Commons Attribution 4.0 International License [60].
Figure 2. Mean subjective craving ratings averaged across active and neutral scenes by NTP use group. Error bars indicate a 95% CI. NTP: nicotine and tobacco product.
Figure 3. Mean eye-gaze fixation time averaged across NTP and control cues by NTP use group. Error bars indicate a 95% CI. NTP: nicotine and tobacco product.
Figure 4. Mean pupil diameter averaged across NTP and control cues by NTP use group. Error bars indicate a 95% CI. NTP: nicotine and tobacco product.
Figure 5. Scatterplot depicting the linear relationships between mean NTP versus control cue eye gaze fixation time contrast scores (in milliseconds) from the active scenes and subjective craving from the TCQ-SF administered post-VR paradigm by NTP use group. NTP: nicotine and tobacco product; TCQ-SF: Tobacco Craving Questionnaire-Short Form; VR: virtual reality.
Attentional Bias, Pupillometry, and Spontaneous Blink Rate: Eye Characteristic Assessment Within a Translatable Nicotine Cue Virtual Reality Paradigm
  • Article
  • Full-text available

June 2024

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39 Reads

JMIR Serious Games

Kelly Elizabeth Courtney

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Gianna Andrade

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Background: Incentive salience processes are important for the development and maintenance of addiction. Eye characteristics such as gaze fixation time, pupil diameter, and spontaneous eyeblink rate (EBR) are theorized to reflect incentive salience and may serve as useful biomarkers. However, conventional cue exposure paradigms have limitations that may impede accurate assessment of these markers. Objective: This study sought to evaluate the validity of these eye-tracking metrics as indicators of incentive salience within a virtual reality (VR) environment replicating real-world situations of nicotine and tobacco product (NTP) use. Methods: NTP users from the community were recruited and grouped by NTP use patterns: nondaily (n=33) and daily (n=75) use. Participants underwent the NTP cue VR paradigm and completed measures of nicotine craving, NTP use history, and VR-related assessments. Eye-gaze fixation time (attentional bias) and pupillometry in response to NTP versus control cues and EBR during the active and neutral VR scenes were recorded and analyzed using ANOVA and analysis of covariance models. Results: Greater subjective craving, as measured by the Tobacco Craving Questionnaire-Short Form, following active versus neutral scenes was observed (F1,106=47.95; P<.001). Greater mean eye-gaze fixation time (F1,106=48.34; P<.001) and pupil diameter (F1,102=5.99; P=.02) in response to NTP versus control cues were also detected. Evidence of NTP use group effects was observed in fixation time and pupillometry analyses, as well as correlations between these metrics, NTP use history, and nicotine craving. No significant associations were observed with EBR. Conclusions: This study provides additional evidence for attentional bias, as measured via eye-gaze fixation time, and pupillometry as useful biomarkers of incentive salience, and partially supports theories suggesting that incentive salience diminishes as nicotine dependence severity increases.

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A DirectX-Based DICOM Viewer for Multi-User Surgical Planning in Augmented Reality

October 2022

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837 Reads

Preoperative medical imaging is an essential part of surgical planning. The data from medical imaging devices, such as CT and MRI scanners, consist of stacks of 2D images in DICOM format. Conversely, advances in 3D data visualization provide further information by assembling cross-sections into 3D volumetric datasets. As Microsoft unveiled the HoloLens 2 (HL2), which is considered one of the best Mixed Reality (XR) headsets in the market, it promised to enhance visualization in 3D by providing an immersive experience to users. This paper introduces a prototype holographic XR DICOM Viewer for the 3D visualization of DICOM image sets on HL2 for surgical planning. We first developed a standalone graphical C++ engine using the native DirectX11 API and HLSL shaders. Based on that, the prototype further applies the OpenXR API for potential deployment on a wide range of devices from vendors across the XR spectrum. With native access to the device, our prototype unravels the limitation of hardware capabilities on HL2 for 3D volume rendering and interaction. Moreover, smartphones can act as input devices to provide another user interaction method by connecting to our server. In this paper, we present a holographic DICOM viewer for the HoloLens 2 and contribute (i) a prototype that renders the DICOM image stacks in real-time on HL2, (ii) three types of user interactions in XR, and (iii) a preliminary qualitative evaluation of our prototype.


Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study

February 2022

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33 Reads

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7 Citations

JMIR Serious Games

Background Craving is a clinically important phenotype for the development and maintenance of nicotine addiction. Virtual reality (VR) paradigms are successful in eliciting cue-induced subjective craving and may even elicit stronger craving than traditional picture-cue methods. However, few studies have leveraged the advances of this technology to improve the assessment of craving. Objective This report details the development of a novel, translatable VR paradigm designed to both elicit nicotine craving and assess multiple eye-related characteristics as potential objective correlates of craving. Methods A VR paradigm was developed, which includes three Active scenes with nicotine and tobacco product (NTP) cues present, and three Neutral scenes devoid of NTP cues. A pilot sample (N=31) of NTP users underwent the paradigm and completed subjective measures of nicotine craving, sense of presence in the VR paradigm, and VR-related sickness. Eye-gaze fixation time (“attentional bias”) and pupil diameter toward Active versus Neutral cues, as well as spontaneous blink rate during the Active and Neutral scenes, were recorded. Results The NTP Cue VR paradigm was found to elicit a moderate sense of presence (mean Igroup Presence Questionnaire score 60.05, SD 9.66) and low VR-related sickness (mean Virtual Reality Sickness Questionnaire score 16.25, SD 13.94). Scene-specific effects on attentional bias and pupil diameter were observed, with two of the three Active scenes eliciting greater NTP versus control cue attentional bias and pupil diameter (Cohen d=0.30-0.92). The spontaneous blink rate metrics did not differ across Active and Neutral scenes. Conclusions This report outlines the development of the NTP Cue VR paradigm. Our results support the potential of this paradigm as an effective laboratory-based cue-exposure task and provide early evidence of the utility of attentional bias and pupillometry, as measured during VR, as useful markers for nicotine addiction.


FaceAtlasAR: Atlas of Facial Acupuncture Points in Augmented Reality

November 2021

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12,050 Reads

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5 Citations

Acupuncture is a technique in which practitioners stimulate specific points on the body. These points, called acupuncture points (or acupoints), anatomically define areas on the skin relative to some landmarks on the body. Traditional acupuncture treatment relies on experienced acupuncturists for precise positioning of acupoints. A novice typically finds it difficult because of the lack of visual cues. This project presents FaceAtlasAR, a prototype system that localizes and visualizes facial acupoints in an augmented reality (AR) context. The system aims to 1) localize facial acupoints and auricular zone map in an anatomical yet feasible way, 2) overlay the requested acupoints by category in AR, and 3) show auricular zone map on the ears. We adopt Mediapipe, a cross-platform machine learning framework, to build the pipeline that runs on desktop and Android phones. We perform experiments on different benchmarks, including "In-the-wild", AMI ear datasets, and our own annotated datasets. Results show the localization accuracy of 95% for facial acupoints, 99% / 97% ("In-the-wild" / AMI) for auricular zone map, and high robustness. With this system, users, even not professionals, can position the acupoints quickly for their self-acupressure treatments.


Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study (Preprint)

July 2021

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6 Reads

BACKGROUND Craving is a clinically important phenotype for the development and maintenance of nicotine addiction. Virtual reality (VR) paradigms are successful in eliciting cue-induced subjective craving and may even elicit stronger craving than traditional picture-cue methods. However, few studies have leveraged the advances of this technology to improve the assessment of craving. OBJECTIVE This report details the development of a novel, translatable VR paradigm designed to both elicit nicotine craving and assess multiple eye-related characteristics as potential objective correlates of craving. METHODS A VR paradigm was developed, which includes three Active scenes with nicotine and tobacco product (NTP) cues present, and three Neutral scenes devoid of NTP cues. A pilot sample (N=31) of NTP users underwent the paradigm and completed subjective measures of nicotine craving, sense of presence in the VR paradigm, and VR-related sickness. Eye-gaze fixation time (“attentional bias”) and pupil diameter toward Active versus Neutral cues, as well as spontaneous blink rate during the Active and Neutral scenes, were recorded. RESULTS The NTP Cue VR paradigm was found to elicit a moderate sense of presence (mean Igroup Presence Questionnaire score 60.05, SD 9.66) and low VR-related sickness (mean Virtual Reality Sickness Questionnaire score 16.25, SD 13.94). Scene-specific effects on attentional bias and pupil diameter were observed, with two of the three Active scenes eliciting greater NTP versus control cue attentional bias and pupil diameter (Cohen d =0.30-0.92). The spontaneous blink rate metrics did not differ across Active and Neutral scenes. CONCLUSIONS This report outlines the development of the NTP Cue VR paradigm. Our results support the potential of this paradigm as an effective laboratory-based cue-exposure task and provide early evidence of the utility of attentional bias and pupillometry, as measured during VR, as useful markers for nicotine addiction.


Citations (2)


... Recent advancements in virtual reality (VR) and eye-tracking technologies are shaping the landscape of tobacco control research, providing innovative tools to understand and influence smokers' behaviors and perceptions. Liu et al. [32] introduced a novel VR paradigm designed to induce and measure nicotine craving among participants. This setup, which alternated between scenes containing nicotine and tobacco product cues and neutral scenes, was used to assess the direct effects of these cues on craving. ...

Reference:

Determining the Perception Created by Health Warnings on Plain Cigarette Packs with Visual Attention: Eye-Tracking Technique
Using Virtual Reality to Induce and Assess Objective Correlates of Nicotine Craving: Paradigm Development Study

JMIR Serious Games

... Such systems have been used for human pose estimation [12], object detection [13], and image segmentation [14], with applications to a range of domains (see [15][16][17][18] for examples). In clinical research settings, emerging work has focused on applications of AI-based motion tracking in rehabilitation [19,20], physiotherapy [21], action and posture recognition [22,23], human gait analysis [24], as well as diagnostics in telehealth [25]. ...

FaceAtlasAR: Atlas of Facial Acupuncture Points in Augmented Reality