Jan 05, 2008
When spiders appear suddenly
When spiders appear suddenly: Spider-phobic patients are distracted by task-irrelevant spiders.
Behav Res Ther. 2007 Nov 17;
Authors: Gerdes AB, Alpers GW, Pauli P
Fear is thought to facilitate the detection of threatening stimuli. Few studies have examined the effects of task-irrelevant phobic cues in search tasks that do not involve semantic categorization. In a combined reaction time and eye-tracking experiment we investigated whether peripheral visual cues capture initial attention and distract from the execution of goal-directed eye movements. Twenty-one spider-phobic patients and 21 control participants were instructed to search for a color singleton while ignoring task-irrelevant abrupt-onset distractors which contained either a small picture of a spider (phobic), a flower (non-phobic, but similar to spiders in shape), a mushroom (non-phobic, and not similar to spiders in shape), or no picture. As expected, patients' reaction times were longer on trials with spider distractors. However, eye movements revealed that this was not due to attentional capture by spider distractors; patients more often fixated on all distractors with pictures, but their reaction times were delayed by longer fixation durations on spider distractors. These data do not support automatic capture of attention by phobic cues but suggest that phobic patients fail to disengage attention from spiders.
17:45 Posted in Research tools | Permalink | Comments (0) | Tags: cybertherapy
$9 Bi: Microsoft's Estimate For The Serious Games Market
Via Future-making serious games
BusinessWeek has published an article this week where David Boker, senior director of the Business Development Group at Microsoft's Aces Studio, one of Microsoft's game studios where ESP was developed, says Microsoft conservatively estimates Serious Games market at $9 billion.
The Serious Games market is currently valued at about $150 million, according to Ben Sawyer, president of the Portland (Me.) consulting firm Digitalmill and co-director of the Serious Games Initiative. While not huge, that's nearly three times more than in 2005, according to Sawyer's estimates, and growth looks set to continue.
17:38 Posted in Serious games | Permalink | Comments (0) | Tags: serious games
Robot-based hand motor therapy after stroke
Robot-based hand motor therapy after stroke.
Brain. 2007 Dec 20;
Authors: Takahashi CD, Der-Yeghiaian L, Le V, Motiwala RR, Cramer SC
Robots can improve motor status after stroke with certain advantages, but there has been less emphasis to date on robotic developments for the hand. The goal of this study was to determine whether a hand-wrist robot would improve motor function, and to evaluate the specificity of therapy effects on brain reorganization. Subjects with chronic stroke producing moderate right arm/hand weakness received 3 weeks therapy that emphasized intense active movement repetition as well as attention, speed, force, precision and timing, and included virtual reality games. Subjects initiated hand movements. If necessary, the robot completed movements, a feature available at all visits for seven of the subjects and at the latter half of visits for six of the subjects. Significant behavioural gains were found at end of treatment, for example, in Action Research Arm Test (34 +/- 20 to 38 +/- 19, P< 0.0005) and arm motor Fugl-Meyer score (45 +/- 10 to 52 +/- 10, P < 0.0001). Results suggest greater gains for subjects receiving robotic assistance in all sessions as compared to those receiving robotic assistance in half of sessions. The grasp task practiced during robotic therapy, when performed during functional MRI, showed increased sensorimotor cortex activation across the period of therapy, while a non-practiced task, supination/pronation, did not. A robot-based therapy showed improvements in hand motor function after chronic stroke. Reorganization of motor maps during the current therapy was task-specific, a finding useful when considering generalization of rehabilitation therapy.
17:31 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment
Heading assessment by "tunnel vision" patients and control subjects standing or walking in a virtual reality environment.
ACM Trans Appl Percept. 2007 Jan;4(1):nihms21521
Authors: Apfelbaum H, Pelah A, Peli E
Virtual reality locomotion simulators are a promising tool for evaluating the effectiveness of vision aids to mobility for people with low vision. This study examined two factors to gain insight into the verisimilitude requirements of the test environment: the effects of treadmill walking and the suitability of using controls as surrogate patients. Ten "tunnel vision" patients with retinitis pigmentosa (RP) were tasked with identifying which side of a clearly visible obstacle their heading through the virtual environment would lead them, and were scored both on accuracy and on their distance from the obstacle when they responded. They were tested both while walking on a treadmill and while standing, as they viewed a scene representing progress through a shopping mall. Control subjects, each wearing a head-mounted field restriction to simulate the vision of a paired patient, were also tested. At wide angles of approach, controls and patients performed with a comparably high degree of accuracy, and made their choices at comparable distances from the obstacle. At narrow angles of approach, patients' accuracy increased when walking, while controls' accuracy decreased. When walking, both patients and controls delayed their decisions until closer to the obstacle. We conclude that a head-mounted field restriction is not sufficient for simulating tunnel vision, but that the improved performance observed for walking compared to standing suggests that a walking interface (such as a treadmill) may be essential for eliciting natural perceptually-guided behavior in virtual reality locomotion simulators.
17:30 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality
Feasibility of Using the Sony PlayStation 2 for an Individual Poststroke
Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report.
J Neurol Phys Ther. 2007 Dec;31(4):180-9
Authors: Flynn S, Palma P, Bender A
RATIONALE:: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. CASE:: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. OUTCOMES:: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assesment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. CONCLUSION:: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.
17:29 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Portable navigation on mobiles set to take off
EE Times Europe (01/03/2008 8:30 AM EST)
LONDON — Sales of portable navigation devices are set to increase ten-fold over the next eight years, with the huge take-up coming from the the GPS functionality being embedded into mobile phones, according to Telematics Research Group (TRG).
While Garmin and TomTom are predicted to remain global market leaders for portable navigation devices, mobile phone makers such as Nokia, Motorola, LG and Samsung are expected to show the way in the near future, the Minneapolis based market research group suggests in a report on the sector.
TRG sees the worldwide portable navigation market growing from 50 million units in 2007 to more than 500 million units in 2015.
It suggests the change in market leadership is partly due to wireless connectivity opening up new applications and services by bringing together accurate location-based data with advanced POI data including pricing, inventory and user-generated content such as ratings of local businesses.
TRG estimates 30 million dedicated Personal Navigation Devices (PNDs) were sold last year and about 20 million navigation-enabled mobile phones. It estimates that navigation-enabled mobile phones will start outselling dedicated PNDs next year, with the combined segments reaching annual sales of more than 220 million by the end of 2012.
The market researchers suggest that by 2015, Nokia could be selling 180 million devices with GPS capability, followed by Samsung and Motorola (both 70 million), LG (60 million), and TomTom and Garmin both 25 million.
Corresponding figures for last year are said to be 9 million units sold by TomTom, 8 million by Garmin, 7 million by Mitac, 5 million by Nokia and 4 million by Mio/Navman.
"In the years to come navigation-enabled mobile phones will be used for auto navigation, pedestrian navigation and many other types of location-based services," says Egil Juliussen, principal analyst for TRG. "This opens up a new world of services and capabilities".
Recent acquisitions by TomTom and Nokia point the way toward the coming battle for the GPS consumer, according to Juliussen.
"Required for success in the GPS market of the future will be connectivity, inexpensive maps and rich point-of-interest content addresses alone will not be enough", he adds.
Garmin and TomTom are adding connectivity to their devices, he notes, and mobile phone makers are adding maps. "A large volume market for inexpensive, dedicated navigation devices will live on past 2008," Juliussen says, but survival for TomTom and Garmin may mean finding a way to compete for smartphone users.
17:14 Posted in Locative media, Wearable & mobile | Permalink | Comments (0) | Tags: mobile, wearable
Towards an independent brain-computer interface using steady state visual evoked potentials
Towards an independent brain-computer interface using steady state visual evoked potentials.
Clin Neurophysiol. 2008 Feb;119(2):399-408
Authors: Allison BZ, McFarland DJ, Schalk G, Zheng SD, Jackson MM, Wolpaw JR
OBJECTIVE: Brain-computer interface (BCI) systems using steady state visual evoked potentials (SSVEPs) have allowed healthy subjects to communicate. However, these systems may not work in severely disabled users because they may depend on gaze shifting. This study evaluates the hypothesis that overlapping stimuli can evoke changes in SSVEP activity sufficient to control a BCI. This would provide evidence that SSVEP BCIs could be used without shifting gaze. METHODS: Subjects viewed a display containing two images that each oscillated at a different frequency. Different conditions used overlapping or non-overlapping images to explore dependence on gaze function. Subjects were asked to direct attention to one or the other of these images during each of 12 one-minute runs. RESULTS: Half of the subjects produced differences in SSVEP activity elicited by overlapping stimuli that could support BCI control. In all remaining users, differences did exist at corresponding frequencies but were not strong enough to allow effective control. CONCLUSIONS: The data demonstrate that SSVEP differences sufficient for BCI control may be elicited by selective attention to one of two overlapping stimuli. Thus, some SSVEP-based BCI approaches may not depend on gaze control. The nature and extent of any BCI's dependence on muscle activity is a function of many factors, including the display, task, environment, and user. SIGNIFICANCE: SSVEP BCIs might function in severely disabled users unable to reliably control gaze. Further research with these users is necessary to explore the optimal parameters of such a system and validate online performance in a home environment.
17:07 Posted in Brain-computer interface | Permalink | Comments (0) | Tags: brain computer interface
Mindfulness: an intervention for anxiety in schizophrenia
Mindfulness: an intervention for anxiety in schizophrenia.
J Psychosoc Nurs Ment Health Serv. 2007 Nov;45(11):23-9
Authors: Davis LW, Strasburger AM, Brown LF
Despite evidence that individuals with schizophrenia spectrum disorders experience significant and persistent symptoms of anxiety, there are few reports of the use of empirically supported treatments for anxiety in this population. This article describes how we have tried to adapt mindfulness interventions to help individuals with schizophrenia who experience significant anxiety symptoms. Although mindfulness has been widely used to help individuals without psychosis, to our knowledge, this is the first study adapting it to help those with schizophrenia manage worry and stress. We provide an overview of the intervention and use an individual example to describe how our treatment development group responded. We also explore directions for future research of mindfulness interventions for schizophrenia.
16:54 Posted in Meditation & brain | Permalink | Comments (0) | Tags: meditation, neuroscience




