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Nov 18, 2005

Gaming for Behavior Change and Performance Enhancement

Via VR-PSYCH List

SUMMIT is holding its 4th Workshop on Games for Behavior Change and Performance Enhancement. Keynote speakers include: Mark & Brenda Wiederhold (San Diego), Barr Taylor (Stanford), Hunter Hoffman (University of Washington), and Mike Zyda (USC). The program includes a visit to the CyberTherapy clinic at The Virtual Reality Medical Center.

 

From the workshop web site:
 

Gaming for Behavior Change and Performance Enhancement – a workshop that demonstrates the exciting new possibilities for video games in the health care sector.

This workshop will be of interest to clinicians, scientist, psychologists, as well as educators and game developers.

Mark D. Wiederhold creator of “Cyber therapy,” keynotes the workshop on Sunday evening setting the stage for a full day of talks, interaction and group discussions:

  • Hunter Hoffman- The Originator and Developer of the concept of Virtual Reality for distraction as a pain therapy.

  • Barr Taylor- Developer of Virtual communities for risk reduction in teen eating disorders, smoking prevention and stress reduction in cancer survivors.

  • Michael Zyda- Developer of the wildly popular America’s Army Video Game.

  • Field trip to the unique Virtual Reality Medical Center, a cyber clinic of the future where participants will be introduced to simulators for Behavioral Change and Performance Enhancement.

Nov 17, 2005

Video chat software turns users into live avatars

via the Presence Listserv

Oki Electric Industry Co. Ltd. has developed technology that can add animated faces to instant messaging, networked gaming, and other real-time communications used on mobile phones and PCs. Oki's "FaceCommunicator" software leverages technology similar to the company's face recognition software that recognizes handhelds' owners. The technology supports Linux-based mobile phones.

FaceCommunicator is touted as useful for maintaining privacy and security during first time "face-to-face" communications over video phones, mobile phones, or in IM or chat-room chats on the Internet. In addition, the facial animations let users express emotions that might be hard to express in words, Oki says.

The technology can take advantage of four sources of user input to generate and control its transmitted animated faces - video images from PC or mobile phone cameras; voice; text; and mouse/keyboard commands.

Both the animated face and a background image can be selected by the user to suit the need of the moment. Additionally, certain of the animated faces can move their eyebrows and mouths as though talking, which adds a virtual reality dimension to communications, according to Oki.


Read full article

Nov 15, 2005

Meditation affects physical structure of the brain

Via Mind Hacks

A new study published in the journal NeuroReport has found evidence that meditation alters brain patterns. The MRI experiment involved 20 participants with extensive Insight meditation experience. Most of the brain regions identified to be changed through meditation were found in the right hemisphere, which is essential for sustaining attention.

 

Lazar SW, Kerr CE, Wasserman RH, Gray JR, Greve DN, Treadway MT, McGarvey M, Quinn BT, Dusek JA, Benson H, Rauch SL, Moore CI, Fischl B., Meditation experience is associated with increased cortical thickness. Neuroreport. 2005 Nov 28;16(17):1893-1897.

Abstract. Previous research indicates that long-term meditation practice is associated with altered resting electroencephalogram patterns, suggestive of long lasting changes in brain activity. We hypothesized that meditation practice might also be associated with changes in the brain's physical structure. Magnetic resonance imaging was used to assess cortical thickness in 20 participants with extensive Insight meditation experience, which involves focused attention to internal experiences. Brain regions associated with attention, interoception and sensory processing were thicker in meditation participants than matched controls, including the prefrontal cortex and right anterior insula. Between-group differences in prefrontal cortical thickness were most pronounced in older participants, suggesting that meditation might offset age-related cortical thinning. Finally, the thickness of two regions correlated with meditation experience. These data provide the first structural evidence for experience-dependent cortical plasticity associated with meditation practice.

Nov 13, 2005

Development of a Virtual Reality System for the Rehabilitation of the Upper Limb After Stroke

Stud Health Technol Inform. 2005;117:218-222

Authors: Crosbie J, McDonough S, Lennon S, McNeill M

Virtual reality (VR) provides a three-dimensional computer representation of a real world or imaginary space through which a person can navigate and interact with objects to carry out specific tasks. One novel application of VR technology is in rehabilitation following stroke, particularly of the upper limb. This paper describes the development of a VR system for use in this field. This system gives the user the ability to interact with objects by touching, grasping and moving their upper limb.

Nov 09, 2005

Special issue on haptics, virtual, and augmented reality - IEEE Trans Vis Comput Graph

IEEE Trans Vis Comput Graph. 2005 Nov-Dec;11(6):611-3

Authors: Burdea GC, Lin MC, Ribarsky W, Watson B

 

Real-time 3D human capture system for mixed-reality art and entertainment

IEEE Trans Vis Comput Graph. 2005 Nov-Dec;11(6):706-21

Authors: Nguyen TH, Qui TC, Xu K, Cheok AD, Teo SL, Zhou Z, Mallawaarachchi A, Lee SP, Liu W, Teo HS, Thang le N, Li Y, Kato H

A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.

Virtual reality-induced neuroplastic changes in chronic stroke

Cortical reorganization and associated functional motor recovery after virtual reality in patients with chronic stroke: an experimenter-blind preliminary study

Arch Phys Med Rehabil. 2005 Nov;86(11):2218-23

Authors: Jang SH, You SH, Hallett M, Cho YW, Park CM, Cho SH, Lee HY, Kim TH

OBJECTIVE: To investigate the effects of virtual reality (VR) on cortical reorganization and motor recovery. DESIGN: Nonparametric pre- and posttest design with experimenter blinded. SETTING: University medical center. PARTICIPANTS: Five patients with hemiparesis (age, 59.8+/-3.4y) were recruited. INTERVENTION: Five patients received VR for 60 minutes a day, 5 times a week for 4 weeks. VR was designed to provide a virtual rehabilitation scene where the intensity of practice and sensory feedback could be systematically manipulated to provide the most appropriate, individualized motor retraining program. MAIN OUTCOME MEASURES: Cortical activation and associated motor recovery were measured before and after VR using functional magnetic resonance imaging and standardized motor tests, respectively. Nonparametric tests were used at P less than .05. RESULTS: Prior to VR, the bilateral primary sensorimotor cortices (SM1s), contralesional premotor cortex, and contralesional or ipsilesional supplementary motor area were activated. After VR, the altered activations disappeared and predominantly the ipsilesional SM1 was activated (P<.05). Motor function was improved (P<.05). CONCLUSIONS: This is a novel demonstration of VR-induced neuroplastic changes and associated motor recovery in chronic stroke.

Nov 08, 2005

Regional brain activation evoked when approaching a virtual human on a virtual walk

Journal of Cognitive Neuroscience. 2005 Nov;17(11):1744-52

Authors: Morris JP, Pelphrey KA, McCarthy G

Abstract. We investigated the necessity of biological motion for activation of the posterior superior temporal sulcus (pSTS) in circumstances in which the rapid approach of the observer to a virtual human induced the observer to make inferences about the characters intentions. Using a virtual reality environment, subjects experienced themselves walking towards a complex scene composed of animate and/or inanimate objects. During "person" trials, the scene contained a virtual human either making a simple gesture such as scratching his face (Study 1) or standing completely still (Study 2). During "object" trials, the scenes contained items such as furniture, a face portrait, and a clock, but not the virtual human. Using functional MRI to measure brain activity, we demonstrated strong activity in the pSTS while the observer approached the social scene, but only when the virtual human was making gestures. This result emphasizes the importance of biological motion in inferring the intentions of others.

Sending and receiving emotions

Via Networked performance

eMoto is a mobile messaging service for sending and receiving affective messages. The application extends on both the input and output channels when sending text messages between mobile phones. The aim is to convey more of the emotional content through the very narrow channel that a text message otherwise provides. Emotional communication between people meeting physically in the "real world" make use of many different channels, such as facial expression, body posture, gestures, or tone of voice, little of this physicality of emotions is used in a similar digital context. In eMoto users therefore use affective gestures to convey the emotional content of their messages which are then translated and communicated in colors, shapes and animations.

Promising results from internet-based self-help for depression

A study recently published by Andersson and co-workers in British Journal of Psychiatry has found that psychological treatment for depression, delivered over the internet, is reliable and effective.
117 people with mild to moderate depression who met a number of inclusion criteria were included in this randomised controlled trial. The majority came from smaller cities, villages and places outside the larger cities (where university clinics are usually based). 36 participants in the treatment group and 49 in the control group completed post-treatment measures. In total the rate of withdrawal from the programme was 27%. The main reason given was that the treatment was too demanding. Thus the rates of withdrawal differed between the treatment group (37%) and the control group (18%).

It was found that the active treatment, which included standard cognitive-behavioural approaches and behavioural changes, resulted in decreased depressive symptoms immediately after treatment and at the six-month follow-up. There were also benefits in terms of anxiety symptoms and quality of life.

Reference

Andersson G, Bergstrom J, Hollandare F, Carlbring P, Kaldo V and Ekselius L (2005) Internet based self-help for depression: randomised controlled trial, British Journal of Psychiatry, 187, 456-461.

Nov 03, 2005

Using RFID tags to capture human behavior patterns

Via Smart Mobs

At WPC EXPO 2005, Tagged World Project has presented a system that captures human behavior patterns using RFID tags, stores them in an XML format, and uses the data for predicting users' future behavior patterns. The system then provides services proactively.

A scenario: everything in your room is RFID-tagged and you have a mobile RFID reader. If you forget to lock the door, the system alarts you (If you don't touch your room key before leaving the room, the system can detect it).

A similar approach has been recently proposed by Gaetano Borriello and co-workers at University of Washington. They have built a prototype of a smartwatch that works using RFID tags to help people keep track of their stuff. Here is a picture of a user walking through a doorway with several tagged objects. An RFID reader is visible on the left (white box on black stand); tags are visible on the notebooks in his hand; his personal server is in his front left pants pocket; and, our wristwatch UI is on his left wrist." Here is the link to the full paper



My favourite poet brought back to life

via BBC news

My favourite poet Dylan Thomas is being brought back to life in the form of a computer-generated 3D moving image by art student Bernard Mitchell. The image was created from his death mask. To re-create Thomas face, the death mask of the poet was first skanned at the hospital's maxillofacial department. Next, the scans were used Swansea-based 3D animators iCreate to apply a virtual skin around the structure.

 

 

For those who would like to have more info, visit the project's web site


22:30 Posted in Cyberart | Permalink | Comments (0) | Tags: Positive Technology

New asynchronous brain computer interface

Via Smart Mobs

An asynchronous brain computer interface is under development at Oxford University, with the collaboration of Southampton and Essex universities. The system should allow a more effective way of controlling robotic arms and wheelchairs, as opposed to the less natural on/off mode of existing synchronous BCI technology. But the real novelty of this BCI apparatus is that it will use only one electrode.

The two-year project has been funded £180,000 by the EPSRC. According to project's leader Prof. Stephen Roberts (Oxford University), the new BCI system could improve the quality of life of severely disabled, but potential applications of this technology range from the gaming and entertainment industries to the automotive sector.

Read full article on the Engineer Online

More to explore

This page offers some introductory links to sources of information on the Web about the BCI

A list of BCI research lab

Benefits of activity and virtual reality based balance exercise programmes for adults with traumatic brain injury: Perceptions of participants and their caregivers

Brain Inj. 2005 Nov;19(12):989-1000

Authors: Thornton M, Marshall S, McComas J, Finestone H, McCormick A, Sveistrup H

Objective: To explore multi-dimensional benefits of exercise participation perceived by adults with traumatic brain injury (TBI) and their caregivers.Methods: Adults (n = 27, aged 18-66) with moderate or severe TBI 6 months or more earlier participated in focus groups following 6 weeks of an activity-based (ABE) or a virtual reality (VR) delivered balance exercise programme. Family members and care providers participated in separate focus groups. Perceptions related to programme participation as well as balance confidence and lower extremity function were extracted from focus group verbatim and quantitative scales, respectively.Outcomes: Benefits in three domains, psychosocial, physical and programme, were identified from transcription and analyses of focus group verbatim. Improvements were noted in balance confidence and function in both groups. Substantially greater enthusiasm and knowledge was expressed by participants in the VR group and their caregivers.Conclusions: Both exercise programmes offered benefits in addition to improved balance. The VR participants had greater improvements on quantitative measures and provided more comments expressing enjoyment and improved confidence. Applications in terms of community reintegration and quality of life are discussed.

Mirror therapy for alleviating chronic pain

via Medgadget

McCabe and co-workers from the University of Bath and the Royal National Hospital for Rheumatic Diseases (RNHRD)have published in the journal Clinical Medicine the results of a study, which has investigated the use of mirror as a therapeutic mean to alleviate pain. The treatment consists in asking patients patients suffering from complex regional pain syndrome to carry out routine exercises in front of a mirror.

Results showed that more than half experienced pain relief during and after the exercise and further investigations indicated that even greater improvements can be achieved if the tasks are practiced beforehand.

McCabe explain these findings with the ‘cortical’ model of pain. According to this theory, the brain’s image of the body can become faulty, resulting in a mismatch between the brain’s movement control systems and its sensory systems, causing a person to experience pain when they move a particular hand, foot or limb.

Mirror therapy has proven effective also in the treatment of post-stroke hemiplegia as well as in the rehabilitation of "phantom limb" and visual hemineglect.

More to explore

Sathian K, Greenspan AI, Wolf SL. Doing it with mirrors: a case study of a novel approach to neurorehabilitation.
Neurorehabil Neural Repair. 2000;14(1):73-6.


Ramachandran VS, Altschuler EL, Stone L, Al-Aboudi M, Schwartz E, Siva N.

Can mirrors alleviate visual hemineglect? Med Hypotheses. 1999 Apr;52(4):303-5.

Altschuler EL, Wisdom SB, Stone L, Foster C, Galasko D, Llewellyn DM, Ramachandran VS.

Rehabilitation of hemiparesis after stroke with a mirror. Lancet. 1999 Jun 12;353(9169):2035-6.

Nov 01, 2005

Nature Insight: Sleep

Until the mid of 20th century, most people thought of sleep as a passive part of our daily lives. Now the body of evidence suggests that the brain is very active during sleep. Moreover, neuroscience is beginning to understand the importance of sleep on our daily function and health.

The current issue of Nature Insight, a supplement of the journal Nature, sheds fascinating light on cognitive neuroscience of sleep.

The supplement is freely available online

Oct 31, 2005

1st International Conference on Interactice Mobile and Computer aided Learning

The conference will be held at Princess Sumaya University for Technology, Jordan, April 19-21 2006. The conference aims to promote the development of m-learning in the middle east, provides a forum for education and knowledge transfer and encourages the implementation of mobile applications in teaching and learning.

 Topics include, but are not limited, to:

  • M-learning applications;
  • Mobile technology support for educator and student;
  • Design and development of course content;
  • M-learning emerging hardware and software;
  • Mobile Web and video Conferencing;
  • M-learning objects and development tools;
  • Service providers for mobile networks;
  • M-learning standards;
  • Life-long m-learning;
  • Impact of m-learning on social change;
  • Future trends in m-learning;
  • Web and Computer-based learning;
  • Tools for interactive learning and teaching;
  • Platforms and authoring tools;
  • New learning models and applications;
  • Applications of the Semantic Web;
  • Adaptive learning environments;
  • Methods of content adoption;
  • Project-based learning;
  • Virtual campus and e-learning;
  • Remote and virtual laboratories;
  • Remote measurement technologies;
  • Concepts for remote engineering;
  • Multimedia and virtual environments;
  • Cost-effectiveness
  • Real world experiences
  • Pilot projects / Products / Applications

For more information visit the conference web site

//MUKANA

via we-make-money-not-art

Mukana is a wearable wireless device to help the visually impaired, which connects technology with textiles. The system consists of a cell phone, a wireless headset, a Global Positioning System (GPS) module and voice recognition software. Users can ask the system to tell them their location, to give information on what route to take to their destination or on the timetables of public transportation. The guide system is operated with a Bluetooth® enabled wireless headset and an integrated 10-key Braille number pad for the visually impaired. Extra batteries are included to guarantee the long-term functioning of the system and the cell phone. There is a pocket where the headset can be charged and stored, as well as a pocket for keys and a wallet. The Braille keypad is located in front of the garment, rotated 90 degrees from the normal position to support ergonomic hand movement.

Human responses to augmented virtual scaffolding models

Ergonomics. 2005 Aug;48(10):1223-42

Authors: Hsiao H, Simeonov P, Dotson B, Ammons D, Kau TY, Chiou S

This study investigated the effect of adding real planks, in virtual scaffolding models of elevation, on human performance in a surround-screen virtual reality (SSVR) system. Twenty-four construction workers and 24 inexperienced controls performed walking tasks on real and virtual planks at three virtual heights (0, 6 m, 12 m) and two scaffolding-platform-width conditions (30, 60 cm). Gait patterns, walking instability measurements and cardiovascular reactivity were assessed. The results showed differences in human responses to real vs. virtual planks in walking patterns, instability score and heart-rate inter-beat intervals; it appeared that adding real planks in the SSVR virtual scaffolding model enhanced the quality of SSVR as a human - environment interface research tool. In addition, there were significant differences in performance between construction workers and the control group. The inexperienced participants were more unstable as compared to construction workers. Both groups increased their stride length with repetitions of the task, indicating a possibly confidence- or habit-related learning effect. The practical implications of this study are in the adoption of augmented virtual models of elevated construction environments for injury prevention research, and the development of programme for balance-control training to reduce the risk of falls at elevation before workers enter a construction job.

Alzheimer's Art therapy

via Neurodudes

The New York Times reports about visual-art therapy, an approach which seems to have positive effects on Alzheimer's brain disease. Though it has long been known that music has beneficial effects in the rehabilitation of brain-injured patients, the potential role of visual arts has not been systematically explored so far. According to neurologist and scientis Oliver Sacks, an aesthetic encounter is not just a visual experience, but involves the activation of emotions; further, he observes that demented patients can recognize and respond vividly to paintings, while they are scarcely responsive to words and disoriented and out of it

read NYT full article