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Sep 20, 2006

VR therapy vs (in Vivo) therapy in the treatment of fear of flying

Virtual Reality Exposure Therapy and Standard (in Vivo) Exposure Therapy in the Treatment of Fear of Flying.

Behav Ther. 2006 Mar;37(1):80-90

Authors: Rothbaum BO, Anderson P, Zimand E, Hodges L, Lang D, Wilson J

This controlled clinical trial tested virtual reality exposure (VRE) therapy for the fear of flying (FOF), a relatively new and innovative way to do exposure therapy, and compared it to standard (in vivo) exposure therapy (SE) and a wait list (WL) control with a 6- and 12-month follow-up. Eighty-three participants with FOF were randomly assigned to VRE, SE, or WL. Seventy-five participants, 25 per group, completed the study. Twenty-three WL participants completed randomly assigned treatment following the waiting period. Treatment consisted of 4 sessions of anxiety management training followed either by exposure to a virtual airplane (VRE) or an actual airplane at the airport (SE) conducted over 6 weeks. Results indicate that VRE was superior to WL on all measures, including willingness to fly on the posttreatment flight (76% for VRE and SE; 20% for WL). VRE and SE were essentially equivalent on standardized questionnaires, willingness to fly, anxiety ratings during the flight, self-ratings of improvement, and patient satisfaction with treatment. Follow-up assessments at 6 and 12 months indicated that treatment gains were maintained, with more than 70% of respondents from both groups reporting continued flying at follow-up. Based on these findings, the use of VRE in the treatment of FOF was supported in this controlled study, suggesting that experiences in the virtual world can change experiences in the real world.

Sep 19, 2006

Using VR to assess neglect

Pseudoneglect in back space.

Brain Cogn. 2006 Aug 23;

Authors: Cocchini G, Watling R, Sala SD, Jansari A

Successful interaction with the environment depends upon our ability to retain and update visuo-spatial information of both front and back egocentric space. Several studies have observed that healthy people tend to show a displacement of the egocentric frame of reference towards the left. However representation of space behind us (back space) has never been systematically investigated in healthy people. In this study, by means of a novel visual imagery task performed within a virtual reality environment, we found that representation of right back space is perceived as smaller than the left. These results suggest that there is a selective compression or distortion for mental representation related to the right space behind us.

Sep 18, 2006

QuitKey Smoking Cessation Computer

Via Mindware

 

QuitKey is a small portable device that promises to help quit smoking:

This small device, which resembles an automobile keyless remote containing a computer that collects data on the test subject's smoking habits for one week. The computer implements a gradual rate reduction protocol targeting both the physiological dependence on nicotine and conditioned stimuli that may trigger the urge to smoke. QuitKey� cues the individual when it is time for him or her to smoke, based on their history. In reality, what it is trying to do is take away the natural instinct to smoke on impulse, instead teaching the women to smoke on a gradually diminishing schedule.

 

The device was recently tested in a small-scale pilot clinical study by tobacco-addiction researcher Monica Scheibmeir.

For the study, 10 participants were given a QuitKey, which was attached to a cigarette lighter. Every time the participant reached for the lighter, she was prompted to input data into the QuitKey. According to Scheibmeir, early results are promising. 

quitkey


 

Learning to perform a new movement with robotic assistance

Learning to perform a new movement with robotic assistance: comparison of haptic guidance and visual demonstration

By J Liu, SC Cramer and DJ Reinkensmeyer

Background: Mechanical guidance with a robotic device is a candidate technique for teaching people desired movement patterns during motor rehabilitation, surgery, and sports training, but it is unclear how effective this approach is as compared to visual demonstration alone. Further, little is known about motor learning and retention involved with either robot-mediated mechanical guidance or visual demonstration alone. Methods: Healthy subjects (n = 20) attempted to reproduce a novel three-dimensional path after practicing it with mechanical guidance from a robot. Subjects viewed their arm as the robot guided it, so this "haptic guidance" training condition provided both somatosensory and visual input. Learning was compared to reproducing the movement following only visual observation of the robot moving along the path, with the hand in the lap (the "visual demonstration" training condition). Retention was assessed periodically by instructing the subjects to reproduce the path without robotic demonstration. Results: Subjects improved in ability to reproduce the path following practice in the haptic guidance or visual demonstration training conditions, as evidenced by a 30–40% decrease in spatial error across 126 movement attempts in each condition. Performance gains were not significantly different between the two techniques, but there was a nearly significant trend for the visual demonstration condition to be better than the haptic guidance condition (p = 0.09). The 95% confidence interval of the mean difference between the techniques was at most 25% of the absolute error in the last cycle. When asked to reproduce the path repeatedly following either training condition, the subjects' performance degraded significantly over the course of a few trials. The tracing errors were not random, but instead were consistent with a systematic evolution toward another path, as if being drawn to an "attractor path". Conclusion: These results indicate that both forms of robotic demonstration can improve short-term performance of a novel desired path. The availability of both haptic and visual input during the haptic guidance condition did not significantly improve performance compared to visual input alone in the visual demonstration condition. Further, the motor system is inclined to repeat its previous mistakes following just a few movements without robotic demonstration, but these systematic errors can be reduced with periodic training.

VR experiment casts light on anxiety

Context Conditioning and Behavioral Avoidance in a Virtual Reality Environment: Effect of Predictability.

Biol Psychiatry. 2006 Aug 31;

Authors: Grillon C, Baas JM, Cornwell B, Johnson L

BACKGROUND: Sustained anxiety can be modeled using context conditioning, which can be studied in a virtual reality environment. Unpredictable stressors increase context conditioning in animals. This study examined context conditioning to predictable and unpredictable shocks in humans using behavioral avoidance, potentiated startle, and subjective reports of anxiety. METHODS: Subjects were guided through three virtual rooms (no-shock, predictable, unpredictable contexts). Eight-sec duration colored lights served as conditioned stimuli (CS). During acquisition, no shock was administered in the no-shock context. Shocks were paired with the CS in the predictable context and were administered randomly in the unpredictable context. No shock was administered during extinction. Startle stimuli were delivered during CS and between CS to assess cued and context conditioning, respectively. To assess avoidance, subjects freely navigated into two of the three contexts to retrieve money. RESULTS: Startle between CS was potentiated in the unpredictable context compared to the two other contexts. Following acquisition, subjects showed a strong preference for the no-shock context and avoidance of the unpredictable context. CONCLUSIONS: Consistent with animal data, context conditioning is increased by unpredictability. These data support virtual reality as a tool to extend research on physiological and behavioral signs of fear and anxiety in humans.

Sep 17, 2006

VR & fear of flying: Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11

Cognitive behavior therapy for fear of flying: sustainability of treatment gains after september 11.

Behav Ther. 2006 Mar;37(1):91-7

Authors: Anderson P, Jacobs CH, Lindner GK, Edwards S, Zimand E, Hodges L, Rothbaum BO

This study examines the long-term efficacy of cognitive-behavioral therapy (CBT) for fear of flying (FOF) after a catastrophic fear-relevant event, the September 11, 2001, terrorist attacks. Participants (N = 115) were randomly assigned to and completed treatment for FOF using 8 sessions of either virtual reality exposure therapy (VRE) or standard exposure therapy (SE) prior to September 11, 2001. Individuals were reassessed in June, 2002, an average of 2.3 years after treatment, with a response rate of 48% (n = 55). Analyses were run on the original data and, using multiple imputation procedures, on imputed data for the full sample. Individuals maintained or improved upon gains made in treatment as measured by standardized FOF questionnaires and by number of flights taken. There were no differences between VRE and SE. Thus, results suggest that individuals previously treated for FOF with cognitive-behavioral therapy can maintain treatment gains in the face of a catastrophic fear-relevant event, even years after treatment is completed.

Using VR as an assessment tool in schizofrenia

A Virtual Reality Apartment as a Measure of Medication Management Skills in Patients With Schizophrenia: A Pilot Study.

Schizophr Bull. 2006 Sep 6;

Authors: Kurtz MM, Baker E, Pearlson GD, Astur RS

Performance on a novel, virtual reality (VR) assessment of medication management skills, the Virtual Reality Apartment Medication Management Assessment (VRAMMA), was investigated in 25 patients with schizophrenia and 18 matched healthy controls. The VRAMMA is a virtual 4-room apartment consisting of a living room with an interactive clock and TV, a bedroom, a kitchen, and a bathroom with an interactive medicine cabinet. After an exploratory phase, participants were given a mock prescription regimen to be taken 15 minutes later from pill bottles located in the medicine cabinet in the bathroom of the virtual environment. The VRAMMA was administered with a validated measure of medication management skills, several neurocognitive tests, and a symptom scale. Results revealed that (1) schizophrenic patients made significantly more quantitative errors in the number of pills taken, were less accurate at taking the prescribed medications at the designated time, and checked the interactive clock less frequently than healthy controls; (2) in patients with schizophrenia, there was significant agreement in classification of adherence vs nonadherence between a validated measure of medication management skills and the VRAMMA; and (3) in patients with schizophrenia, years of education and a measure of verbal learning and memory were linked to quantitative errors on the VRAMMA, while positive symptoms, specifically delusional symptoms, were inversely linked to distance traveled within the VRAMMA. This is the first study, to our knowledge, to provide evidence for the utility of VR technology in the assessment of instrumental role functioning in patients with schizophrenia.

Sep 16, 2006

Video game-based exercises for balance rehabilitation

Video game-based exercises for balance rehabilitation: a single-subject design.

Arch Phys Med Rehabil. 2006 Aug;87(8):1141-9

Authors: Betker AL, Szturm T, Moussavi ZK, Nett C

OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. DESIGN: Case study, pre- and postexercise. SETTING: University hospital outpatient clinic. PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury. INTERVENTION: A COP-controlled, video game-based exercise system. MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.

Aug 17, 2006

The Application of VR to the Treatment of PTSD Following the WTC Attack

The Application of Virtual Reality to the Treatment of PTSD Following the WTC Attack.

Ann N Y Acad Sci. 2006 Jul;1071:500-1

Authors: Difede J, Cukor J, Patt I, Giosan C, Hoffman H

Recent research suggests that virtual reality (VR) enhanced exposure therapy may enhance the efficacy of treatment through increasing patient engagement in the exposure. This study evaluated the use of VR in the treatment of PTSD following the WTC attack of September 11, 2001. Individuals in a 14 session VR-enhanced treatment (n=9) were compared to a waitlist (WL) control group (n=8). ANOVA showed a significant interaction of time by group (p<.01) with a large effect size of 1.53. The VR group showed significantly greater post-treatment decline in CAPS scores compared to the WL. Our preliminary data suggests that VR is an effective tool for enhancing exposure therapy for both civilians and disaster workers who suffer from PTSD.

Using VR for Teaching Social Understanding to Autistic Adolescents

Using Virtual Environments for Teaching Social Understanding to 6 Adolescents with Autistic Spectrum Disorders.

J Autism Dev Disord. 2006 Aug 10;

Authors: Mitchell P, Parsons S, Leonard A

Six teenagers with Autistic Spectrum Disorders (ASDs) experienced a Virtual Environment (VE) of a café. They also watched three sets of videos of real cafés and buses and judged where they would sit and explained why. Half of the participants received their VE experience between the first and second sets of videos, and half experienced it between the second and third. Ten naïve raters independently coded participants' judgments and reasoning. In direct relation to the timing of VE use, there were several instances of significant improvement in judgments and explanations about where to sit, both in a video of a café and a bus. The results demonstrate the potential of Virtual Reality for teaching social skills.

Virtual Reality Exposure Therapy: 150-Degree Screen to Desktop PC

Virtual Reality Exposure Therapy: 150-Degree Screen to Desktop PC.

Cyberpsychol Behav. 2006 Aug;9(4):480-9

Authors: Tichon J, Banks J

Virtual reality exposure therapy (VRET) developed using immersive or semi-immersive virtual environments present a usability problem for practitioners. To meet practitioner requirements for lower cost and portability VRET programs must often be ported onto desktop environments such as the personal computer (PC). However, success of VRET has been shown to be linked to presence, and the environment's ability to evoke the same reactions and emotions as a real experience. It is generally accepted that high-end virtual environments (VEs) are more immersive than desktop PCs, but level of immersion does not always predict level of presence. This paper reports on the impact on presence of porting a therapeutic VR application for Schizophrenia from the initial research environment of a semi-immersive curved screen to PC. Presence in these two environments is measured both introspectively and across a number of causal factors thought to underlie the experience of presence. Results show that the VR exposure program successfully made users feel they were "present" in both platforms. While the desktop PC achieved higher scores on presence across causal factors participants reported they felt more present in the curved screen environment. While comparison of the two groups was statistically significant for the PQ but not for the IPQ, subjective reports of experiences in the environments should be considered in future research as the success of VRET relies heavily on the emotional response of patients to the therapeutic program.

Aug 02, 2006

The Huggable

Via Siggraph2006 Emerging Technology website

 

medium_huggable-bear.gif

 

The Huggable is a robotic pet developed by MIT researchers for therapy applications in children's hospitals and nursing homes, where pets are not always available. The robotic teddy has full-body sensate skin and smooth, quiet voice coil actuators that is able to relate to people through touch. Further features include "temperature, electric field, and force sensors which it uses to sense the interactions that people have with it. This information is then processed for its affective content, such as, for example, whether the Huggable is being petted, tickled, or patted; the bear then responds appropriately".

The Huggable has been unveiled at the Siggraph2006 conference in Boston. From the conference website:

Enhanced Life
Over the past few years, the Robotic Life Group at the MIT Media Lab has been developing "sensitive skin" and novel actuator technologies in addition to our artificial-intelligence research. The Huggable combines these technologies in a portable robotic platform that is specifically designed to leave the lab and move to healthcare applications.

Goals
The ultimate goal of this project is to evaluate the Huggable's usefulness as a therapy for those who have limited or no access to companion-animal therapy. In collaboration with nurses, doctors, and staff, the technology will soon be applied in pilot studies at hospitals and nursing homes. By combining Huggable's data-collection capabilities with its sensing and behavior, it may be possible to determine early onset of a person's behavior change or detect the onset of depression. The Huggable may also improve day-to-day life for those who may spend many hours in a nursing home alone staring out a window, and, like companion-animal therapy, it could increase their interaction with other people in the facility.

Innovations
The core technical innovation is the "sensitive skin" technology, which consists of temperature, electric-field, and force sensors all over the surface of the robot. Unlike other robotic applications where the sense of touch is concerned with manipulation or obstacle avoidance, the sense of touch in the Huggable is used to determine the affective content of the tactile interaction. The Huggable's algorithms can distinguish petting, tickling, scratching, slapping, and poking, among other types of tactile interactions. By combining the sense of touch with other sensors, the Huggable detects where a person is in relation to itself and responds with relational touch behaviors such as nuzzling.

Most robotic companions use geared DC motors, which are noisy and easily damaged. The Huggable uses custom voice-coil actuators, which provide soft, quiet, and smooth motion. Most importantly, if the Huggable encounters a person when it tries to move, there is no risk of injury to the person.

Another core technical innovation is the Huggable' combination of 802.11g networking with a robotic companion. This allows the Huggable to be much more than a fun, interactive robot. It can send live video and data about the person's interactions to the nursing staff. In this mode, the Huggable functions as a team member working with the nursing home or hospital staff and the patient or resident to promote the Huggable owner's overall health.

Vision
As poorly staffed nursing homes and hospitals become larger and more overcrowded, new methods must be invented to improve the daily lives of patients or residents. The Huggable is one of these technological innovations. Its ability to gather information and share it with the nursing staff can detect problems and report emergencies. The information can also be stored for later analysis by, for example, researchers who are studying pet therapy.

 

 

 

Aug 01, 2006

Drinking Games

Via Medgadget

Miles Cox, professor of the psychology of addictive behaviors at the University of Wales, is experimenting a computer-based approach to get alcoholics to ignore the potent cues that trigger their craving. The study has been covered by MIT Technology Review:

Just as these responses can be conditioned, they can also be de-conditioned, reasons Cox. His computer program helps abusers deal with the sight of alcohol, since it's often the first cue they experience in daily life. The program presents a series of pictures, beginning with an alcohol bottle inside a thick, colored frame. As fast as they can, users must identify the color of the frame. As users get faster, the test gets harder: the frame around the bottles becomes thinner. Finally, an alcohol bottle appears next to a soda bottle, both inside colored frames. Users must identify the color of the circle around the soda. The tasks teach users to "ignore the alcohol bottle" in increasingly difficult situations, says Cox.

Such tests have long been used to study attention phenomena in alcohol abusers, but they have never been used for therapy, says Cox. His group adapted the test for this new purpose by adding elements of traditional therapy. Before the tests, users set goals on how quickly they want to react; a counselor makes sure the goals are achievable. After each session, users see how well they did. The positive feedback boosts users' motivation and mood, Cox says.

 

Find more on the ESRC study page

 

Jul 31, 2006

Applications of Virtual Reality Technology in the Measurement of Spatial Memory in Patients with Mood Disorders

In a letter to the Editor published in the current issue of CNS Spectr (2006 Jun; 11, 6), Holmes and coll. describe a novel VR-based paradigm to test spatial memory in patients with mood disorders.
 
Here is an excerpt from the letter:
 
The January 2006 CNS Spectrums included an article about virtual reality (VR) technology as a treatment option in psychiatry and Dr. Gorman welcomed letters discussing novel applications of VR in psychiatry. Much of the published work in this area is treatment-related. It appears that a limited number of researchers have considered using this technology for clinical assessment and research purposes. This is likely to change as immersive VR shows promise for increasing  ecological validity in assessment  and providing a much richer set of behavioural data.

In collaboration with the Informatics Research Institute (IRI) at Newcastle University in Newcastle upon Tyne, England, we are assessing the validity of this approach. The IRI manages an immersive VR suite, and our collaboration has allowed us to develop a novel paradigm to test spatial memory in patients with mood disorders. Our interest in spatial memory in this group stems from neuroimaging research reporting atrophy in the hippocampal region for patients with major depressive disorder and bipolar disorder. The hippocampus is involved in spatial memory, and individuals with hippocampal lesions are impaired on tasks of spatial memory.

 
The full text of the letter, including references, can be accessed here 

Jul 27, 2006

Virtual Reality therapy for Iraq veterans



 
The Office of Naval Research has funded $4 million the Virtual Reality Medical Center in San Diego to develop virtual reality-based methods for treating post-traumatic stress disorder (PTSD) for war veterans.
 
Businessweek has an article about this project:
 
A therapist at the Naval Medical Center in San Diego, Calif., Wood monitors patients' heart and breathing rates and even how much they're sweating to see the effect of the virtual environments. The aim is to get patients to draw on their meditation training to regain perspective—and stay calm—when a stimulus causes an emotional response. "The idea being to be in the high-stimulus environment for a long period of time, maintaining low psycho-physiological arousal," Wood says. "The person then can take that learning in the therapeutic environment and transport it out or generalize it to day-to-day life."

There may be a great need for PTSD therapy among veterans of the war in Iraq. A 2004 study published in the New England Journal of Medicine estimates that PTSD afflicts about 18% of the troops in Iraq. That study took place early in the war, and the figure now may be higher, says Emory psychiatry professor Barbara Rothbaum. She co-owns Virtually Better, a virtual reality treatment company that has received funding from the ONR to develop and test a version of the therapy. "Things over the past few years have gotten even worse," she says. "I hope we're wrong, but I think everybody's expecting probably a higher rate of PTSD." There are currently 127,000 troops stationed in Iraq, according to the U.S. Defense Dept.

The point is not to retraumatize the patients but to allow the individuals to cope with painful experiences. "The concept here is that by doing this in a very modestly paced manner, the person feels little bits of anxiety as they go through this, but not at a level that overwhelms them," says Albert "Skip" Rizzo, a research scientist at the Institute for Creative Technologies. "Eventually they're actually in the Humvee, driving down the road, and children are by the side of the road, and an IED (improvised explosive device) goes off and there's body parts everywhere."

 

Read the whole article here...

 

12:25 Posted in Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy

Designing VR Exposure Therapy Simulations for Post-Traumatic Stress Disorders

 
An article on Serious Game Source by Ari Hollander from Imprint describes how VR can be used to treat post-traumatic stress disorder:



 
"Virtual reality (VR) provides a tool that can allow therapists to gradually intensify a simulation of the traumatic events rather than relying on pure talk and storytelling. (..) At Imprint Interactive, we have been involved with a number of PTSD VR exposure therapy research projects (..)

These include a simulation of the tragic events of 9/11/01, a simulation of a terrorist bus bombing for a research group at the University of Haifa in Israel, and two simulations for treating U.S. soldiers returning from Middle East conflict. (..)

This is a familiar goal in both game design and VR. In game design we call the engagement process “fun” (..) . In VR we call the engagement process presence.

The (..) goal is to make the environment sufficiently reminiscent of the patient’s experience that it evokes memories of the traumatic events.

These applications include functionality that allows therapists to dynamically control the intensity of the experience for the patient, increasing or decreasing the level of stimulation and tension according to the level of anxiety.

Design Guidelines

Our job as virtual environment designers is to seek the sweet spot on the suspension of disbelief curve and avoid wasting resources that would only be dumped into the Uncanny Valley. In the case of VR Exposure Therapy applications I would suggest that the metaphor does double-duty and can also inform our selection of appropriate content to achieve reminiscence: we seek the sweet spot on the curve where we have included sufficient contextual details to evoke responses from a wide variety of patients without adding too much specific information that could distract from some patients’ experiences. (..)

- Favor the suggestive over the specific. (..)
- Use intentional ambiguity to cover a range of possible scenarios. (..)
- Use systemic designs and parallel information to specify and disambiguate. (..)

More than one researcher has reported that VR Exposure therapy patients, when recalling their therapy experiences, have occasionally described significant components of their experience in VR that were not actually present in the simulation!"

11:16 Posted in Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy

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

Feb 02, 2006

Intelligent inferencing and haptic simulation for Chinese acupuncture learning and training

Intelligent inferencing and haptic simulation for Chinese acupuncture learning and training.

IEEE Trans Inf Technol Biomed. 2006 Jan;10(1):28-41

Authors: Heng PA, Wong TT, Yang R, Chui YP, Xie YM, Leung KS, Leung PC

This paper presents an intelligent virtual environment for Chinese acupuncture learning and training using state-of-the-art virtual reality technology. It is the first step toward developing a comprehensive virtual human model for studying Chinese medicine. Students can learn and practice acupuncture in the proposed 3-D interactive virtual environment that supports a force feedback interface for needle insertion. Thus, students not only "see" but also "touch" the virtual patient. With high performance computers, highly informative and flexible visualization of acupuncture points of various related meridian and collateral can be highlighted to guide the students during training. A computer-based expert system using our newly proposed intelligent fuzzy petri net is designed and implemented to train the students to treat different diseases using acupuncture. Such an intelligent virtual reality system can provide an interesting and effective learning environment for Chinese acupuncture.

Jan 23, 2006

Fifth International Workshop on Virtual Rehabilitation (IWVR2006)

The Fifth International Workshop on Virtual Rehabilitation (IWVR2006) will take place August 29 and 30, 2006 at Marriott Marquis Hotel, New York City, USA, in conjunction with the 28th Annual International Conference of the IEEE Engineering in Medicine and Biology Society

Deadline for ALL submissions is April 1, 2006

Call for Papers

Full papers are solicited related to the use of Virtual Reality in

  • Musculo-skeletal virtual rehabilitation,
  • Motor rehabilitation post-stroke,
  • Assessment/rehabilitation of patients with cognitive deficits,
  • Telerehabilitation and Haptics,
  • Autism, ADHD and Developmental Disabilities,
  • VR Exposure Therapy for Anxiety Disorders,
  • VR for Pain Distraction,
  • Cue Exposure methods for treating addictive behaviors,
  • Integration of VR with psycho-physiological and brain imaging studies,
  • Virtual Reality treatment of PTSD,
  • Novel VR techniques in rehabilitation and Bio-feedback devices,
  • Sociological, demographic and legal aspects of Virtual Rehabilitation

Best Paper Award (500 USD) sponsored by Hocoma AG

A Special Issue on IWVR06 will appear in the IEEE Transactions on Neural Systems and Rehabilitation Engineering. Authors who want to also be considered for this Special Issue should indicate so when submitting to IWVR06. Selected papers presented at IWVR06 will undergo a second review for the Special Issue.