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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 20, 2006

New Google3D concept

Re-blogged from Smart Mobs

3dgoogle1.jpg

Designed by a young UK designer, Pei Kang Ng, Google3D is meant as a viable business proposal for Google, five to ten years from now. With Google3D, the idea is literally, to bring the conveniences of the search engine to your fingertips. Now, you can find out things on the move - wherever and whenever you want to - just by taking a picture. You don’t even have to type! Considering the technological advances in search, wireless technology and flexible screens, it should be a matter of time before the concept becomes feasible in technical terms. This handy partner brings the Google search bar into your world of real, tangible objects - you do not have to sit in front of your computer anymore. Armed with a camera, it allows you to search live! with a simple snapshot. Scenario 1) Looking for a bargain? Take a picture of the product and Google will tell you where to buy it cheaper. Scenario 2) Lost? Take a picture of the nearest road sign or any landmarks, and Google tells you where you are. Scenario 3) Looking for a good restaurant? Simply take a picture of the restaurant’s signage and Google will tell you its customers’ ratings.

Jul 17, 2006

Cellphones could soon have a tactile display

Via New Scientist 

According to New Scientist, haptic devices (i.e. devices that stimulate our sense of touch) will add a new dimension to communications, entertainment and computer control for everybody, and for people with visual impairment they promise to transform everyday life. One proposed device consists of a headband that imprints the shape of objects in front of it onto the wearer's forehead, something that visually impaired people could find a great help when navigating though a cluttered environment. Moreover, cellphones could soon have a tactile "display", for example, and portable gadgets containing a GPSdevice will be able to nudge you towards your desired destination.

Read the full article 

Jun 22, 2006

EmSense

From the EmSense website

The company EmSense has announced a patent-pending headset which should allow to measure psychophysiological correlates of emotional states in a lightweight, compact form factor. According to the company, signals measured include:

  • Brainwaves
  • Heart activity
  • Breathing
  • Blinking
  • Motion

According to the company, the system could have applications in several fields, such as education, personal health & fitness, professional performance development, training and simulation

Here is a picture of the headset:

 

 

Jun 06, 2006

3D Topicscape

Via Information Aesthetics

medium_topicscape.2.jpg

3D Topicscape is a info visualization application that allows organizing different types of computer files (i.e. documents, images, websites etc) in a 3D landscape. The mindmaps-like approach helps users to discover hidden details and relationships between data.

from the website:

3D Topicscape is a computer software that works with you to organize and find information held in your computer. And it's a strong and flexible way for you to plan your approach on a new project even before you have collected any files or information, using an approach similar to concept or mind maps, but in 3D.

Jun 05, 2006

3rd Annual Colloquium on Online Simulations, Role-Playing, and Virtual Worlds

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3rd Annual Colloquium on Online Simulations, Role-Playing, and Virtual Worlds

October 30 - November 3, 2006, Appalachian State University, Boone, North Carolina USA

From the conference website


About the League of Worlds

The League of Worlds (LoW) annual colloquium brings together people engaged in the creation of virtual worlds and real- time simulations for educational  and training purposes. Our mission is (1) to stimulate and disseminate research and analysis regarding the theoretical, technical, and curricular developments in; and (2) to contribute towards the development of coherent frameworks for the advancement, application and assessment of educational and social uses of role-playing, simulations, and virtual worlds.


Our primary areas of interest include:

  a. theoretical analysis
  b. the development of practical applications
  c. the documentation of framework projects and case studies

  1. About the Colloquium

The League of Worlds colloquium is not an ordinary conference. This  year's theme is: "Exploring Issues in and Asking Questions about Virtual Environments." Participants are expected to challenge one another to take a fresh look at the questions that arise when people meet in virtual territories to play, to learn, and to share. Participation is purposely limited and there will be no concurrent sessions.
Instead, participants will participate in an ongoing dialogue about virtual environments, integrating their own perspectives and expertise into the conversation. The outcome of the colloquium will be a published text comprised of a scholarly narrative of the dialogue around the themes and research discussed throughout the colloquium. All LoW participants will be cited as contributors to this published work.

PROPOSAL CATEGORIES

The League of Worlds colloquium is designed to support sharing and meaningful reflection. Participants should allow one another the opportunity to share experiences, to demonstrate technologies, and to think critically. To facilitate these activities, the colloquium review committee is interested in submissions on the following topics:

  • Technologies used to create and manage virtual environments (tools, hardware, software)
  • Vision for what virtual environments could be (architecture,
    metaphors)
  • Teaching and Learning in virtual environments
  • Role playing and simulations
  • Social constructivism
  • Communication and collaboration
  • Serendipitous interactions and learning
  • Community formation in virtual environments (interaction, presentation of self, presence)
  • Culture (development of, artifacts)
  • Administrative/Technical support issues in virtual environments
  • Change (Advocacy for, dissemination and sharing of research, how teaching and learning takes place)
  • Resources (to create and/or support any of above themes)
  • Research (on virtual environments in general or in support of any of above themes)


CFP available at: http://www.leagueofworlds.com/news.php

 

 

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.


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.

Simulated driving and brain imaging

Simulated driving and brain imaging: combining behavior, brain activity, and virtual reality

CNS Spectr. 2006 Jan;11(1):52-62

Authors: Carvalho KN, Pearlson GD, Astur RS, Calhoun VD

Introduction: Virtual reality in the form of simulated driving is a useful tool for studying the brain. Various clinical questions can be addressed, including both the role of alcohol as a modulator of brain function and regional brain activation related to elements of driving. Objective: We reviewed a study of the neural correlates of alcohol intoxication through the use of a simulated-driving paradigm and wished to demonstrate the utility of recording continuous-driving behavior through a new study using a programmable driving simulator developed at our center. Methods: Functional magnetic resonance imaging data was collected from subjects while operating a driving simulator. Independent component analysis (ICA) was used to analyze the data. Specific brain regions modulated by alcohol, and relationships between behavior, brain function, and alcohol blood levels were examined with aggregate behavioral measures. Fifteen driving epochs taken from two subjects while also recording continuously recorded driving variables were analyzed with ICA. Results: Preliminary findings reveal that four independent components correlate with various aspects of behavior. An increase in braking while driving was found to increase activation in motor areas, while cerebellar areas showed signal increases during steering maintenance, yet signal decreases during steering changes. Additional components and significant findings are further outlined. Conclusion: In summary, continuous behavioral variables conjoined with ICA may offer new insight into the neural correlates of complex human behavior.

Neural correlates of virtual reality analgesia

Using FMRI to study the neural correlates of virtual reality analgesia.

CNS Spectr. 2006 Jan;11(1):45-51

Authors: Hoffman HG, Richards TL, Bills AR, Van Oostrom T, Magula J, Seibel EJ, Sharar SR

Excessive pain during medical procedures, such as burn wound dressing changes, is a widespread medical problem and is especially challenging for children. This article describes the rationale behind virtual reality (VR) pain distraction, a new non-pharmacologic adjunctive analgesia, and gives a brief summary of empirical studies exploring whether VR reduces clinical procedural pain. Results indicate that patients using VR during painful medical procedures report large reductions in subjective pain. A neuroimaging study measuring the neural correlates of VR analgesia is described in detail. This functional magnetic resonance imaging pain study in healthy volunteers shows that the large drops in subjective pain ratings during VR are accompanied by large drops in pain-related brain activity. Together the clinical and laboratory studies provide converging evidence that VR distraction is a promising new non-pharmacologic pain control technique.

Jan 10, 2006

VR experiment suggests relationship between trait social anxiety and startle reactivity

Anticipation of Public Speaking in Virtual Reality Reveals a Relationship Between Trait Social Anxiety and Startle Reactivity
Cornwell BR, Johnson L, Berardi L, Grillon C.
Biol Psychiatry. 2005 Nov 30
Abstract. BACKGROUND: Startle reflex modification has become valuable to the study of fear and anxiety, but few studies have explored startle reactivity in socially threatening situations. METHODS: Healthy participants ranging in trait social anxiety entered virtual reality (VR) that simulates standing center-stage in front of an audience to anticipate giving a speech and count backward. We measured startle and autonomic reactivity during anticipation of both tasks inside VR after a single baseline recording outside VR. RESULTS: Trait social anxiety, but not general trait anxiety, was positively correlated with startle before entering VR and most clearly during speech anticipation inside VR. Speech anticipation inside VR also elicited stronger physiologic responses relative to anticipation of counting. CONCLUSIONS: Under social-evaluative threat, startle reactivity showed robust relationships with fear of negative evaluation, a central aspect of social anxiety and clinical social phobia. Context-specific startle modification may be an endophenotype for subtypes of pathological anxiety.

Jan 03, 2006

The role of acetylcholine in hallucinatory perception.

Behav Brain Sci. 2005 Dec;28(6):773

Authors: Smythies JR

This commentary reviews and extends the target article's treatment of the topic of the role of acetylcholine in hallucinatory experience in health and disease. Particular attention is paid to differentiating muscarinic and nicotinic effects in modulating the use of virtual reality mechanisms by the brain. Then, attention is drawn to the similarities between these aspects of brain function and certain aspects of television digital compression technology.

Dec 22, 2005

Virtual reality as an adjunctive pain control during transurethral microwave thermotherapy

Urology. 2005 Dec;66(6):1320

Authors: Wright JL, Hoffman HG, Sweet RM

The management of pain during clinic transurethral microwave thermotherapy (TUMT) can be challenging. Pain can lead to increased pelvic blood flow, which dissipates the energy delivered, limiting the amount of heat delivered to the prostate. In this report, we describe the novel use of virtual reality distraction as an adjunctive mechanism for local anesthesia during TUMT in a 67-year-old man. This report is novel in being, to our knowledge, the first to demonstrate the efficacy of virtual reality in an elderly patient and the first documented use for a urologic clinic procedure. We believe it is also the first to demonstrate efficacy for the control of thermally induced pain.

Dec 15, 2005

The Use of Virtual Reality and Audiovisual Eyeglass Systems as Adjunct Analgesic Techniques: A Review of the Literature

Ann Behav Med. 2005;30(3):268-278

Authors: Wismeijer AA, Vingerhoets AJ

Background: This review focuses on the application of technologically advanced methods of audiovisual distraction as adjunct analgesic techniques; more specifically, (a) virtual reality (VR) and (b) audiovisual (A/V) eyeglass systems (A/V distraction). Purpose: It is assumed that distraction taxes the patient's limited attention capacity, resulting in the withdrawal of attention from the noxious stimulus with a subsequent reduction in pain. Methods: Twenty studies evaluating the analgesic potential of both methods in different patient groups and in healthy volunteers were identified in the scientific literature. Results: Although the majority of these studies are hampered by serious methodological drawbacks, particularly a small number of participants, the results nevertheless strongly suggest that both VR and A/V distraction can be a very promising analgesic technique that may be used safely and effectively for the reduction of pain and discomfort during medical procedures. An additional important aspect is that few negative side effects have been reported. Conclusions: Directions for future research are presented.

Combined use of fMRI and VR to teach pain control

A paper published on Proceedings of National Academy of Science describes results of an experiment, in which virtual reality is used in combination with fMRI to teach subjects to control pain perception. A display inside the fMRImachine depicted a flame whose intensity reflected the activity of participants rostral anterior cingulate cortex (rACC), a brain region that is known to be involved in pain perception. Results showed that the better participants controlled their rACC activity, the better they controlled their pain. By contrast, participants included in a control group without fMRI feedback, failed to control their pain.

Read the full article in PDF format


Dec 13, 2005

The Use of Virtual Reality and Audiovisual Eyeglass Systems as Adjunct Analgesic Techniques: A Review of the Literature.

Ann Behav Med. 2005;30(3):268-278

Authors: Wismeijer AA, Vingerhoets AJ

Background: This review focuses on the application of technologically advanced methods of audiovisual distraction as adjunct analgesic techniques; more specifically, (a) virtual reality (VR) and (b) audiovisual (A/V) eyeglass systems (A/V distraction). Purpose: It is assumed that distraction taxes the patient's limited attention capacity, resulting in the withdrawal of attention from the noxious stimulus with a subsequent reduction in pain. Methods: Twenty studies evaluating the analgesic potential of both methods in different patient groups and in healthy volunteers were identified in the scientific literature. Results: Although the majority of these studies are hampered by serious methodological drawbacks, particularly a small number of participants, the results nevertheless strongly suggest that both VR and A/V distraction can be a very promising analgesic technique that may be used safely and effectively for the reduction of pain and discomfort during medical procedures. An additional important aspect is that few negative side effects have been reported. Conclusions: Directions for future research are presented.



Dec 12, 2005

Virtually Driving: Are the Driving Environments "Real Enough" for Exposure Therapy with Accident Victims? An Explorative Study

Cyberpsychol Behav. 2005 Dec;8(6):532-537

Authors: Walshe D, Lewis E, O'sullivan K, Kim SI

There is a small but growing body of research supporting the effectiveness of computergenerated environments in exposure therapy for driving phobia. However, research also suggests that difficulties can readily arise whereby patients do not immerse in simulated driving scenes. The simulated driving environments are not "real enough" to undertake exposure therapy. This sets a limitation to the use of virtual reality (VR) exposure therapy as a treatment modality for driving phobia. The aim of this study was to investigate if a clinically acceptable immersion/presence rate of >80% could be achieved for driving phobia subjects in computer generated environments by modifying external factors in the driving environment. Eleven patients referred from the Accident and Emergency Department of a general hospital or from their General Practitioner following a motor vehicle accident, who met DSM-IV criteria for Specific Phobia-driving were exposed to a computer-generated driving environment using computer driving games (London Racer/Midtown Madness). In an attempt to make the driving environments "real enough," external factors were modified by (a) projection of images onto a large screen, (b) viewing the scene through a windscreen, (c) using car seats for both driver and passenger, and (d) increasing vibration sense through use of more powerful subwoofers. Patients undertook a trial session involving driving through computer environments with graded risk of an accident. "Immersion/presence" was operationally defined as a subjective rating by the subject that the environment "feels real," together with an increase in subjective units of distress (SUD) ratings of >3 and/or an increase of heart rate of >15 beats per minute (BPM). Ten of 11 (91%) of the driving phobic subjects met the criteria for immersion/presence in the driving environment enabling progression to VR exposure therapy. These provisional findings suggest that the paradigm adopted in this study might be an effective and relatively inexpensive means of developing driving environments "real enough," to make VR exposure therapy a viable treatment modality for driving phobia following a motor vehicle accident (MVA).

Dec 06, 2005

Anticipation of Public Speaking in Virtual Reality Reveals a Relationship Between Trait Social Anxiety and Startle Reactivity

Biol Psychiatry. 2005 Nov 30;

Authors: Cornwell BR, Johnson L, Berardi L, Grillon C

Startle reflex modification has become valuable to the study of fear and anxiety, but few studies have explored startle reactivity in socially threatening situations. METHODS: Healthy participants ranging in trait social anxiety entered virtual reality (VR) that simulates standing center-stage in front of an audience to anticipate giving a speech and count backward. We measured startle and autonomic reactivity during anticipation of both tasks inside VR after a single baseline recording outside VR. RESULTS: Trait social anxiety, but not general trait anxiety, was positively correlated with startle before entering VR and most clearly during speech anticipation inside VR. Speech anticipation inside VR also elicited stronger physiologic responses relative to anticipation of counting. CONCLUSIONS: Under social-evaluative threat, startle reactivity showed robust relationships with fear of negative evaluation, a central aspect of social anxiety and clinical social phobia. Context-specific startle modification may be an endophenotype for subtypes of pathological anxiety.