Ok

By continuing your visit to this site, you accept the use of cookies. These ensure the smooth running of our services. Learn more.

Apr 28, 2006

Playdocam

PlaydoCAM™ is a free software that allows to use the web camera into a motion-tracking gaming device and play pong or basketball on Mac or PC without installing any new software by the interface mechanism of waving the hands in the air. I tried it and it worked fine...

I think that this technology could be effectively used in home-based training for poststroke hemiplegia


April issue of CyberPsychology & Behavior is online

From the CP&B website


TIES that BIND: An Introduction to Domain Mapping as a Visualization Tool for Virtual Rehabilitation
Patrice L. (Tamar) Weiss, Rochelle Kedar, Meir Shahar
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 114-122.
Abstract | Full Text PDF: For printing or With links | Related
Feasibility, Motivation, and Selective Motor Control: Virtual Reality Compared to Conventional Home Exercise in Children with Cerebral Palsy
C. Bryanton, J. Bossé, M. Brien, J. Mclean, A. McCormick, H. Sveistrup
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 123-128.
Abstract | Full Text PDF: For printing or With links | Related
Integrating Haptic-Tactile Feedback into a Video-Capture–Based Virtual Environment for Rehabilitation
Uri Feintuch, Liat Raz, Jane Hwang, Naomi Josman, Noomi Katz, Rachel Kizony, Debbie Rand, Albert "Skip" Rizzo, Meir Shahar, Jang Yongseok, Patrice L. (Tamar) Weiss
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 129-132.
Abstract | Full Text PDF: For printing or With links | Related
Reaching within Video-Capture Virtual Reality: Using Virtual Reality as a Motor Control Paradigm
Assaf Y. Dvorkin, Meir Shahar, Patrice L. (Tamar) Weiss
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 133-136.
Abstract | Full Text PDF: For printing or With links | Related
Virtual Reality in the Rehabilitation of the Upper Limb after Stroke: The User?s Perspective
J.H. Crosbie, S. Lennon, M.D.J. McNeill, S.M. McDonough
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 137-141.
Abstract | Full Text PDF: For printing or With links | Related
Usability of the Remote Console for Virtual Reality Telerehabilitation: Formative Evaluation
Jeffrey A. Lewis, Judith E. Deutsch, Grigore Burdea
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 142-147.
Abstract | Full Text PDF: For printing or With links | Related
The Rutgers Arm, a Rehabilitation System in Virtual Reality: A Pilot Study
Manjuladevi Kuttuva, Rares Boian, Alma Merians, Grigore Burdea, Mourad Bouzit, Jeffrey Lewis, Devin Fensterheim
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 148-152.
Abstract | Full Text PDF: For printing or With links | Related
Responses to a Virtual Reality Grocery Store in Persons with and without Vestibular Dysfunction
Susan L. Whitney, Patrick J. Sparto, Larry F. Hodges, Sabarish V. Babu, Joseph M. Furman, Mark S. Redfern
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 152-156.
Abstract | Full Text PDF: For printing or With links | Related
A Treadmill and Motion Coupled Virtual Reality System for Gait Training Post-Stroke
Joyce Fung, Carol L. Richards, Francine Malouin, Bradford J. McFadyen, Anouk Lamontagne
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 157-162.
Abstract | Full Text PDF: For printing or With links | Related
Influences of the Perception of Self-Motion on Postural Parameters
E.A. Keshner, K. Dokka, R.V. Kenyon
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 163-166.
Abstract | Full Text PDF: For printing or With links | Related
Immersive Virtual Reality as a Rehabilitative Technology for Phantom Limb Experience: A Protocol
Craig D. Murray, Emma Patchick, Stephen Pettifer, Fabrice Caillette, Toby Howard
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 167-170.
Abstract | Full Text PDF: For printing or With links | Related
Motor Training in the Manipulation of Flexible Objects in Haptic Environments
I. Goncharenko, M. Svinin, Y. Kanou, S. Hosoe
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 171-174.
Abstract | Full Text PDF: For printing or With links | Related
Using Virtual Environment to Improve Spatial Perception by People Who Are Blind
Orly Lahav
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 174-177.
Abstract | Full Text PDF: For printing or With links | Related
The Jerusalem TeleRehabilitation System, a New Low-Cost, Haptic Rehabilitation Approach
Heidi Sugarman, Ehud Dayan, Aviva Weisel-Eichler, Joseph Tiran
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 178-182.
Abstract | Full Text PDF: For printing or With links | Related
Human Experience Modeler: Context-Driven Cognitive Retraining to Facilitate Transfer of Learning
C.M. Fidopiastis, C.B. Stapleton, J.D. Whiteside, C.E. Hughes, S.M. Fiore, G.A. Martin, J.P. Rolland, E.M. Smith
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 183-187.
Abstract | Full Text PDF: For printing or With links | Related
Application of Virtual Reality Graphics in Assessment of Concussion
Semyon Slobounov, Elena Slobounov, Karl Newell
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 188-191.
Abstract | Full Text PDF: For printing or With links | Related
Virtual Reality Pencil and Paper Tests for Neglect: A Protocol
Kenji Baheux, Makoto Yoshizawa, Kazunori Seki, Yasunobu Handa
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 192-195.
Abstract | Full Text PDF: For printing or With links | Related
Virtual and Physical Toys: Open-Ended Features for Non-Formal Learning
Eva Petersson, Anthony Brooks
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 196-199.
Abstract | Full Text PDF: For printing or With links | Related
Three-Dimensional Virtual Environments for Blind Children
Jaime Sánchez, Mauricio Sáenz
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 200-206.
Abstract | Full Text PDF: For printing or With links | Related
Effectiveness of Virtual Reality for Pediatric Pain Distraction during IV Placement
Jeffrey I. Gold, Seok Hyeon Kim, Alexis J. Kant, Michael H. Joseph, Albert "Skip" Rizzo
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 207-212.
Abstract | Full Text PDF: For printing or With links | Related
Simulating Social Interaction to Address Deficits of Autistic Spectrum Disorder in Children
Cheryl Y. Trepagnier, Marc M. Sebrechts, Andreas Finkelmeyer, Willie Stewart, Jordana Woodford, Maya Coleman
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 213-217.
Abstract | Full Text PDF: For printing or With links | Related
Starting Research in Interaction Design with Visuals for Low-Functioning Children in the Autistic Spectrum: A Protocol
Narcís Parés, Anna Carreras, Jaume Durany, Jaume Ferrer, Pere Freixa, David Gómez, Orit Kruglanski, Roc Parés, J. Ignasi Ribas, Miquel Soler, Àlex Sanjurjo
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 218-223.
Abstract | Full Text PDF: For printing or With links | Related
Virtual Reality Assessment of Medication Compliance in Patients with Schizophrenia
Elizabeth K. Baker, Matthew Kurtz, Robert S. Astur
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 224-229.
Abstract | Full Text PDF: For printing or With links | Related
Reality Check: The Role of Realism in Stress Reduction Using Media Technology
Y.A.W. de Kort, W.A. Ijsselsteijn
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 230-233.
Abstract | Full Text PDF: For printing or With links | Related
Hippocampus Function Predicts Severity of Post-Traumatic Stress Disorder
Robert S. Astur, Sarah A. St. Germain, David Tolin, Julian Ford, David Russell, Mike Stevens
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 234-240.
Abstract | Full Text PDF: For printing or With links | Related
BusWorld: Designing a Virtual Environment for Post-Traumatic Stress Disorder in Israel: A Protocol
Naomi Josman, Eli Somer, Ayelet Reisberg, Patrice L. (Tamar) Weiss, Azucena Garcia-Palacios, Hunter Hoffman
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 241-244.
Abstract | Full Text PDF: For printing or With links | Related
Simulation and Virtual Reality in Medical Education and Therapy: A Protocol
Michael J. Roy, Deborah L. Sticha, Patricia L. Kraus, Dale E. Olsen
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 245-247.
Abstract | Full Text PDF: For printing or With links | Related
Virtual Reality Applications to Agoraphobia: A Protocol
Georgina Cárdenas, Sandra Muñoz, Maribel González, Guillermo Uribarren
CyberPsychology & Behavior Apr 2006, Vol. 9, No. 2: 248-250.
Abstract | Full Text PDF: For printing or With links | Related

Simulating social interaction to address deficits of autistic spectrum disorder in children

Simulating social interaction to address deficits of autistic spectrum disorder in children.

Cyberpsychol Behav. 2006 Apr;9(2):213-7

Authors: Trepagnier CY, Sebrechts MM, Finkelmeyer A, Stewart W, Woodford J, Coleman M

Autistic spectrum disorder (ASD) is diagnosed on the basis of impairment in reciprocal social interaction and language, and rigidity of behavior. This brief paper describes the development of an experimental intervention for preschool children newly diagnosed with ASD. The rationale for this intervention is the hypothesis that failure to attend to social cues in very early life, of itself, may bear a large share of responsibility for core social and communicative deficits. The intervention, therefore, uses eye-tracking to monitor and trigger rewards for attention to facial expression and direction of gaze.

Apr 26, 2006

Simulator Allows Doctors To Experience Heart Failure

Via the Presence Listserv

From the web site of WCAU, NBC10, in Philadelphia
 
PHILADELPHIA -- Every year more than a half-million Americans go into heart failure. Cardiologists know the symptoms, but can they really understand what heart failure patients go through?

Doctors and nurses who treat heart-failure patients get a chance to feel and experience what heart failure is really like.

Symptoms of heart failure include difficulty breathing, feeling tired, heart palpitations and tightness in the chest.

Doctors and nurses are placed inside Heart FXPod [<http://www.heartfxpod.com/>], created for Astra-Zeneca, which simulates what it is like for their patients.

They use the pedals to walk like a heart-failure patients and use headphones to be trapped in the patient's world

The doctors and nurses are strapped in a pneumatic vest that inflates and suddenly makes it difficult for them to breathe.
It is virtual reality, but it is a little more real than some might like.

"Severe chest tightness. So now I know what my patients go through," said Dr. Siva Srinivasan, of Thomas Jefferson University Hospital.

Srinivason said that after the simulator, he might treat his patients differently.

The Heart FXPod is a multi-sensory interactive simulation that leaves you with no doubt what it's like when your heart fails to provide enough oxygen and blood flow to your body.
If someone trying the pod gets scared they have the ability to stop it.

Dr. Paul Mather directs the Advanced Heart Failure Center at the Jefferson Heart Institute.

"Everyone has sympathy towards other human beings. I think that's part of our human element. But empathy, where you can actually feel what another person is going through as opposed to just feeling sorry for them, is different. I think if we can marry that feeling to the science of medicine, it will make for a better health care provider," Mather said.

Mather said that about 15 years ago, heart failure was a death sentence. Now, doctors can help it regress and patients can often end up living good lives.

Apr 25, 2006

Text messaging in psychotherapy

From Smart Mobs 

Instant messaging, favored by chatting teens and office gossips, is a growing tool for therapists counseling people on everything from smoking cessation to sexual-abuse trauma, reports the Pioneer Press.

Proponents say the text-based conversations are appealing because they're fast and anonymous — users can log onto a number of online services and connect with therapists who know them only by screen names. But many in the mental-health community say the format is too impersonal for effective treatment and should be only an adjunct to face-to-face counseling.

... Text messaging, critics say, doesn't allow therapists to pick up on important visual cues to a patient's true state of mind.

"What one gleans as a psychiatrist in a clinical assessment is not just from the words one says but from the emotions," says Paul Appelbaum, a psychiatry professor at Columbia University and past president of the American Psychiatric Association. He says doctors need to assess the way a person walks, sits, smiles or tears up.

Toward brain correlates of natural behavior: fMRI during violent video games

Toward brain correlates of natural behavior: fMRI during violent video games.

Hum Brain Mapp. 2006 Apr 20;

Authors: Mathiak K, Weber R

Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. Hum. Brain Mapping 2006. (c) 2006 Wiley-Liss, Inc.

Apr 20, 2006

Online Communities and Virtual Worlds for Patient and Caregiver Self-Help Groups

Via VRPSYCH mailing list

The Institute of Rural Health at the Idaho State University has announced the following webconferencing session:

Online Communities and Virtual Worlds for Patient and Caregiver Self-Help Groups

Meeting Date and Time: APRIL 20, NOON-1:00 PM MDT (Mountain Daylight Time)
Presenter: John Lester

Online communities offer a unique opportunity for patients and caregivers to share experiences and emotional support with people across the world. John Lester will discuss his experiences with Braintalk Communities (www.braintalk.org), which offers hundreds of forums and chatrooms for self-help support groups focused on a wide range of neurological disorders.
Started in 1993, Braintalk continues to explore new models of online communities and support. John will describe the growth and evolution of Braintalk as well as his work using the 3-d virtual world of Second Life ( www.secondlife.com) to create new online communities supporting people dealing with Asperger's Syndrome, Cerebral Palsy, and Stroke Survivors. He will also summarize how different groups of patients and caregivers can use vastly different communication modalities to help them deal with unique conditions.

John Lester Bio:
===============
John Lester joined Linden Lab (the creators of Second Life) in 2005, bringing experience in online community development as well as a background in the fields of healthcare and education. Previously he was the Information Technology Director in the Neurology Service at Massachusetts General Hospital, where he pioneered the use of the web in 1993 to create online communities for supporting patients dealing with neurological disorders. He also held an academic appointment at Harvard Medical School , where he created online collaborative environments for professors and students to advance the case-based teaching method in medical education. John created and continues to manage BrainTalk Communities, a non-profit organization who's mission is to provide online environments for patient and caregiver self-help groups focused on neurological disorders.

HOW TO JOIN THE WEBCONFERENCE?
-------------------------------------------------------------
Cut and paste the entire link below including the meeting_id in the address text box of your internet browser.

Session Link:

http://elm1.elluminate.com:80/HOSTEDISUIRH/meeting_login....

Meeting Date and Time: Apr 20, 2006 NOON to 1:00 PM (MDT)

This conference session is an open one and DOES NOT REQUIRE A PASSWORD. Thus, you only need to enter your name on the sign in page and log in without entering a password.

Please note: If your computer has a microphone and speakers you will be able to talk and hear while you are in the Elluminate session. If you do not have a microphone, you can still interact with your peers and the speaker through text chat.

IMPORTANT
==========
If this is the first time you will be using Elluminate, you may be prompted to download some software which may take anywhere from 2 to 20 minutes depending upon your Internet connection speed. We advise you to get your PC ready to access the webconference a day or two before the scheduled date of the talk. You can pre-configure your system with the required software by going to the support page located at:

http://elm1.elluminate.com/HOSTEDISUIRH/support.html
Elluminate Help Desk Tel Numbers: 866-388-8674 option 2, 703-464-9158



Apr 18, 2006

Virtual Reality treatment in post traumatic stress disorder

From Clinical Psychiatry News

Virtual reality as part of exposure therapy has shown to be effective in treating men and women for post traumatic stress disorder (PTSD). Emory University researcher Dr. Barbara Rothbaum, director of the trauma and anxiety recovery program in the department of psychiatry and behavioral sciences, used virtual reality to expose Vietnam War vets to a clip that simulated the Vietnam War. As the small-scale study yelded encouraging results, Dr. Rothbaum has begun to test the approach with current Iraqi War veterans.
 
In the study, veternas used a head-mounted display and experienced a virtual Vietnam War clip (J. Clin. Psychiatry, in press). To more closely simulate actual combat, each of the veterans stood or sat on a platform above a vibrating speaker during the therapy session. According to Dr. Rothbaum, patients showed consistent improvements.

Read the full report on Clinical Psychiatry News

Apr 07, 2006

Video-capture virtual reality system for patients with paraplegic spinal cord injury

Video-capture virtual reality system for patients with paraplegic spinal cord injury.

J Rehabil Res Dev. 2005 Sep-Oct;42(5):595-608

Authors: Kizony R, Raz L, Katz N, Weingarden H, Weiss PL

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 within the context of therapeutic goals, and flexibility in the way the system can be adapted to suit specific therapeutic objectives. Thirteen participants with SCI experienced three virtual environments (VEs). Their responses to a Short Feedback Questionnaire showed high levels of presence. We compared performance in the environments with a group of 12 nondisabled participants. Response times for the patient group were significantly higher and percentage of success was significantly lower than that for the nondisabled group. In addition, significant moderate correlations were found between performance within a VE and static balance ability as measured by the Functional Reach Test. This study is a first step toward future studies aimed at determining the potential of using this VR system during the rehabilitation of patients with SCI.

Mar 29, 2006

Video games tackle 'lazy eye'

from BBC NEWS

By Gareth Mitchell
Presenter, Digital Planet, BBC World Service

Playing virtual reality computer games may help treat the condition known as amblyopia, or lazy eye, say researchers. In patients with amblyopia, one eye works better than the other. Because the amblyopic eye is inferior for some reason, the brain decides to use the good eye. Over time, the neural connection to the bad eye becomes gradually weaker in favour of the good eye. The traditional way of fixing the problem is for patients to force the bad eye to work harder by wearing a patch over the good eye. The treatment usually involves patching for around 400 hours and can cause the eyes not to work together, resulting in double vision.

Researchers at Nottingham University say that an experimental treatment using virtual reality (VR) may offer the best of both worlds, encouraging the lazy eye to be more active and getting both eyes to work together.
"Traditionally VR has been used to present realistic environments in 3D so you imagine you're there because of the depth of the world around you," said Richard Eastgate of the university's Virtual Reality Applications Research Team.
"But we're using VR to make something unrealistic. You could call it virtual unreality," he told Digital Planet...


Read the full story from BBC NEWS

Video Capture Virtual Reality in Burn Rehabilitation

The Use of Video Capture Virtual Reality in Burn Rehabilitation: The Possibilities.

J Burn Care Res. 2006 March/April;27(2):195-197

Authors: Haik J, Tessone A, Nota A, Mendes D, Raz L, Goldan O, Regev E, Winkler E, Mor E, Orenstein A, Hollombe I

We independently explored the use of the Sony PlayStation II EyeToy (Sony Corporation, Foster City, CA) as a tool for use in the rehabilitation of patients with severe burns. Intensive occupational and physical therapy is crucial in minimizing and preventing long-term disability for the burn patient; however, the therapist faces a difficult challenge combating the agonizing pain experienced by the patient during therapy. The Sony PlayStation II EyeToy is a projected, video-capture system that, although initially developed as a gaming environment for children, may be a useful application in a rehabilitative context. As compared with other virtual reality systems the EyeToytrade mark is an efficient rehabilitation tool that is sold commercially at a relatively low cost. This report presents the potential advantages for use of the EyeToytrade mark as an innovative rehabilitative tool with mitigating effects on pain in burn rehabilitation. This new technology represents a challenging and motivating way for the patient to immerse himself or herself in an alternate reality while undergoing treatment, thereby reducing the pain and discomfort he or she experiences. This simple, affordable technique may prove to heighten the level of patient cooperation and therefore speed the process of rehabilitation and return of functional ability.

Mar 25, 2006

Virtual reality exposure in the treatment of arachnophobia

Effectiveness of virtual reality exposure in the treatment of arachnophobia using 3D games.

Technol Health Care. 2006;14(1):19-27

Authors: Bouchard S, Côté S, St-Jacques J, Robillard G, Renaud P

Buying or creating a virtual reality (VR) software is very costly. A less expensive alternative could be to modify already existing 3D computer games. The goal of this study is to assess the effectiveness of in virtuo exposure in the treatment of arachnophobia using modified 3D games. Participants were 10 women and 1 man. Virtual worlds were created using the game editor of a 3D computer game (Half-Lifetrade mark), modified to offer graduals hierarchies of fearful stimuli (spiders). Analyses revealed significant improvement between pre and post results on the behavioral avoidance test, the Spider Beliefs Questionnaire, and perceived self-efficacy. These promising results suggest that therapy using virtual reality exposure via a modified computer game is useful in the treatment of arachnophobia.

Mar 07, 2006

VR to evaluate craving and cue reactivity in cocaine dependent individuals

A preliminary report on the use of virtual reality technology to elicit craving and cue reactivity in cocaine dependent individuals.

Addict Behav. 2006 Mar 1;

Authors: Saladin ME, Brady KT, Graap K, Rothbaum BO

In the present feasibility study, we developed a 3-dimensional virtual "crack" cocaine environment and evaluated the environment's ability to elicit subjective craving and cue reactivity (i.e., subjective emotional responding, heart rate and skin conductance) in 11 crack cocaine dependent individuals. Each of the seven 3-D crack cocaine scenes in the cocaine environment depicted actors engaging in a range of using-related behaviors (i.e., smoking crack) whereas the neutral environment contained scenes depicted 3-D aquariums with active aquatic life (baseline measures were obtained following immersion in the neutral environment). Results indicated that craving was significantly elevated during the cocaine-related scenes as compared to baseline. Craving varied by scene content, with scenes depicting active cocaine use eliciting the highest levels of craving. Heart rate was significantly higher in four of the scenes with drug use content and positive affect (i.e., happiness) ratings were significantly lower during cocaine scenes as compared to baseline. Overall, the results suggest that a standardized and stimulus rich virtual reality environment effectively elicits craving and physiologic reactivity. Such technology has potential utility in the development and refinement of exposure-based behavioral and pharmacological interventions for substance use disorders.

Mar 05, 2006

Improving the accuracy of the diagnosis of schizophrenia by means of virtual reality

Improving the accuracy of the diagnosis of schizophrenia by means of virtual reality.

Am J Psychiatry. 2006 Mar;163(3):512-20

Authors: Sorkin A, Weinshall D, Modai I, Peled A

OBJECTIVE: The authors' goal was to improve the diagnosis of schizophrenia by using virtual reality technology to build a complex, multimodal environment in which cognitive functions can be studied (and measured) in parallel. METHOD: The authors studied sensory integration within working memory by means of computer navigation through a virtual maze. The simulated journey consisted of a series of rooms, each of which included three doors. Each door was characterized by three features (color, shape, and sound), and a single combination of features-the door-opening rule-was correct. Subjects had to learn the rule and use it. The participants were 39 schizophrenic patients and 21 healthy comparison subjects. RESULTS: Upon completion, each subject was assigned a performance profile, including various error scores, response time, navigation ability, and strategy. A classification procedure based on the subjects' performance profile correctly predicted 85% of the schizophrenic patients (and all of the comparison subjects). Several performance variables showed significant correlations with scores on a standard diagnostic measure (Positive and Negative Syndrome Scale), suggesting potential use of these measurements for the diagnosis of schizophrenia. On the other hand, the patients did not show unusual repetition of response despite stimulus cessation (called "perseveration" in classical studies of schizophrenia), which is a common symptom of the disease. This deficit appeared only when the subjects did not receive proper explanation of the task. CONCLUSIONS: The ability to study multimodal performance simultaneously by using virtual reality technology opens new possibilities for the diagnosis of schizophrenia with objective procedures.

Feb 22, 2006

Virtual reality cues for improvement of gait in patients with multiple sclerosis

Baram, Yoram PhD; Miller, Ariel MD, PhD

Neurology. 66(2):178-181, January 24, 2006.

OBJECTIVE: To study the effects of visual cues, provided through a portable visual-feedback virtual reality (VR) apparatus, on the walking abilities of patients with multiple sclerosis (MS). METHODS: On-line (display-on) and residual short-term therapeutic effects on walking speed and stride length were measured in 16 randomly selected patients with gait disturbances predominantly due to cerebellar ataxia. RESULTS: Patients whose baseline walking speed (BWS) was below the median showed an average on-line improvement of 13.46% in their walking speed, while patients whose BWS was above the median improved their speed by 1.47%. The average short-term residual therapeutic improvement in walking speed was 24.49% in patients with BWS below the median, and 9.09% in patients with BWS above the median. Similar results were obtained for improvements in stride length. These results of improved functions in patients are particularly noteworthy when compared with the lack of change in healthy control subjects. CONCLUSIONS: Patients with multiple sclerosis showed improvement in walking abilities using virtual reality visual-feedback cues.

Feb 14, 2006

Therapy in IVR-Cave 'holodeck'

Via the Presence-Listserv 

(the following excerpt is from the original article published in the Observer)

Inspired by Star Trek's holodeck, a virtual reality theatre will be built for treatment and therapy purposes at the Cleveland Hearing and Speech Center. The theatre is titled, "Immersive Virtual Reality Cave Simulator" (IVR-Cave).
Under the guidance of Stacy Willams, an assistant professor in communication services at Case, the construction on the theater will be complete by April 2006. Williams formulated the concept of the room with inspiration from Star Trek while she was working on her master's degree.

"I was intrigued by the whole holodeck concept, and at the time [when working on a masters degree], I was learning the importance of carry-over techniques, or generalizing what you learn in therapy to a natural environment," Williams said.

With this new simulator, therapists will get a chance to show patients real-life scenarios in a controlled environment, before they are out on their own in the real world...

Read full article 

Feb 02, 2006

A meta-analysis of the training effectiveness of virtual reality surgical simulators

A meta-analysis of the training effectiveness of virtual reality surgical simulators.

IEEE Trans Inf Technol Biomed. 2006 Jan;10(1):51-8

Authors: Haque S, Srinivasan S

The increasing use of virtual reality (VR) simulators in surgical training makes it imperative that definitive studies be performed to assess their training effectiveness. Indeed, in this paper we report the meta-analysis of the efficacy of virtual reality simulators in: 1) the transference of skills from the simulator training environment to the operating room, and 2) their ability to discriminate between the experience levels of their users. The task completion time and the error score were the two study outcomes collated and analyzed in this meta-analysis. Sixteen studies were identified from a computer-based literature search (1996-2004). The meta-analysis of the random effects model (because of the heterogeneity of the data) revealed that training on virtual reality simulators did lessen the time taken to complete a given surgical task as well as clearly differentiate between the experienced and the novice trainees. Meta-analytic studies such as the one reported here would be very helpful in the planning and setting up of surgical training programs and for the establishment of reference 'learning curves' for a specific simulator and surgical task. If any such programs already exist, they can then indicate the improvements to be made in the simulator used, such as providing for more variety in their case scenarios based on the state and/or rate of learning of the trainee.

Jan 28, 2006

Effect of tutorial input in addition to augmented feedback on manual dexterity training and its retention

Effect of tutorial input in addition to augmented feedback on manual dexterity training and its retention.

Eur J Dent Educ. 2006 Feb;10(1):24-31

Authors: Wierinck E, Puttemans V, van Steenberghe D

Abstract Virtual reality (VR) simulators can be used as tools in manual dexterity training. The visual feedback guides the subject towards proper performance but creates, at the same time, some dependency on this feedback. To overcome this drawback, the effect of adjunct tutorial input on motor learning behaviour was examined. Novice dental students were randomly assigned to one of two training groups or to a non-training control group, given the task of preparing a geometrical class 1 cavity in phantom teeth. The feedback (FB) group trained under augmented visual feedback conditions, provided by the VR system (DentSim(TM)). The feedback-plus (FB+) group received, in addition, standardised expert input to enrich the augmented feedback information. The control group, consisting of same year students, did not participate in any training programme. All preparations were evaluated by the VR scoring system. Performance analyses revealed an overall trend towards significant improvement with practice for the training groups. Performance of the FB+ group was most accurate across training. After 1 day and 3 weeks of no practice, both training groups outperformed the control group. After 4 months, however, only the FB+ condition was significantly more accurate than the control group. The same tendency was noted for the transfer tests. Consequently, cavity preparation experience on a VR system under the condition of frequently provided feedback supplemented with expert input was most beneficial to long time learning.

Jan 20, 2006

Motor learning: its relevance to stroke recovery and neurorehabilitation

 

Motor learning: its relevance to stroke recovery and neurorehabilitation

Curr Opin Neurol. 2006 Feb;19(1):84-90

Authors: Krakauer JW

PURPOSE OF REVIEW: Much of neurorehabilitation rests on the assumption that patients can improve with practice. This review will focus on arm movements and address the following questions: (i) What is motor learning? (ii) Do patients with hemiparesis have a learning deficit? (iii) Is recovery after injury a form of motor learning? (iv) Are approaches based on motor learning principles useful for rehabilitation? RECENT FINDINGS: Motor learning can be broken into kinematic and dynamic components. Studies in healthy subjects suggest that retention of motor learning is best accomplished with variable training schedules. Animal models and functional imaging in humans show that the mature brain can undergo plastic changes during both learning and recovery. Quantitative motor control approaches allow differentiation between compensation and true recovery, although both improve with practice. Several promising new rehabilitation approaches are based on theories of motor learning. These include impairment oriented-training (IOT), constraint-induced movement therapy (CIMT), electromyogram (EMG)-triggered neuromuscular stimulation, robotic interactive therapy and virtual reality (VR). SUMMARY: Motor learning mechanisms are operative during spontaneous stroke recovery and interact with rehabilitative training. For optimal results, rehabilitation techniques should be geared towards patients' specific motor deficits and possibly combined, for example, CIMT with VR. Two critical questions that should always be asked of a rehabilitation technique are whether gains persist for a significant period after training and whether they generalize to untrained tasks.

Jan 11, 2006

A virtual reality scenario for all seasons: the virtual classroom

A virtual reality scenario for all seasons: the virtual classroom.

CNS Spectr. 2006 Jan;11(1):35-44

Authors: Rizzo AA, Bowerly T, Buckwalter JG, Klimchuk D, Mitura R, Parsons TD

Treatment and rehabilitation of the cognitive, psychological, and motor sequelae of central nervous system dysfunction often relies on assessment instruments to inform diagnosis and to track changes in clinical status. Typically, these assessments employ paper-and-pencil psychometrics, hands-on analog/computer tests, and rating of behavior within the context of real-world functional environments. Virtual reality offers the option to produce and distribute identical "standard" simulation environments in which performance can be measured and rehabilitated. Within such digital scenarios, normative data can be accumulated for performance comparisons needed for assessment/diagnosis and for treatment/rehabilitation purposes. In this manner, reusable archetypic virtual environments constructed for one purpose can also be applied for applications addressing other clinical targets. This article will provide a review of such a retooling approach using a virtual classroom simulation that was originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children with attention-deficit/hyperactivity disorder. This system is now being applied to other clinical targets including the development of tests that address other cognitive functions, eye movement under distraction conditions, social anxiety disorder, and the creation of an earthquake safety training application for children with developmental and learning disabilities.