Apr 20, 2012

Enhancement of motor imagery-related cortical activation during first-person observation measured by functional near-infrared spectroscopy

Enhancement of motor imagery-related cortical activation during first-person observation measured by functional near-infrared spectroscopy. 

Eur J Neurosci. 2012 Apr 18;

Authors: Kobashi N, Holper L, Scholkmann F, Kiper D, Eng K 

Abstract. It is known that activity in secondary motor areas during observation of human limbs performing actions is affected by the observer's viewpoint, with first-person views generally leading to stronger activation. However, previous neuroimaging studies have displayed limbs in front of the observer, providing an offset view of the limbs without a truly first-person viewpoint. It is unknown to what extent these pseudo-first-person viewpoints have affected the results published to date. In this experiment, we used a horizontal two-dimensional mirrored display that places virtual limbs at the correct egocentric position relative to the observer. We compared subjects using the mirrored and conventional displays while recording over the premotor cortex with functional near-infrared spectroscopy. Subjects watched a first-person view of virtual arms grasping incoming balls on-screen; they were instructed to either imagine the virtual arm as their own [motor imagery during observation (MIO)] or to execute the movements [motor execution (ME)]. With repeated-measures anova, the hemoglobin difference as a direct index of cortical oxygenation revealed significant main effects of the factors hemisphere (P = 0.005) and condition (P ≤ 0.001) with significant post hoc differences between MIO-mirror and MIO-conventional (P = 0.024). These results suggest that the horizontal mirrored display provides a more accurate first-person view, enhancing subjects' ability to perform motor imagery during observation. Our results may have implications for future experimental designs involving motor imagery, and may also have applications in video gaming and virtual reality therapy, such as for patients following stroke.

Mar 31, 2012

Microsoft patents projector eyewear for Xbox and beyond

Via KurzweilAI

[+]mshmspatent

Illustrations from Microsoft's patent show the rough schematics for both a helmet-based display and one embedded in a pair of glasses (credit: Microsoft)

According to Patent Bolt, Microsoft has been secretly working on a video headset since September 2010.

A New Microsoft patent reveals that they’ve been working two styles of headset: an aviation styled helmet aimed at Xbox gamers, and one that resembles a pair of sunglasses for use with smartphones, MP3 players and other future devices.

In the patent, Microsoft states that a compact display system may be coupled into goggles, a helmet, or other eyewear. These configurations enable the wearer to view images from a computer, media player, or other electronic device with privacy and mobility. When adapted to display two different images concurrently — one for each eye — the system may be used for stereoscopic display (e.g., virtual-reality) applications.

Jul 22, 2011

Mirroring avatars: dissociation of action and intention in human motor resonance

Paola Borroni, Alessandra Gorini, Giuseppe Riva, Stephane Bouchard and Gabriella Cerri

The European journal of neuroscience (19 July 2011)
 
Abstract. Observation of others’ actions induces a subliminal activation of motor pathways (motor resonance) that is mediated by the mirror neuron system and reflects the motor program encoding the observed action. Whether motor resonance represents the movements composing an action or also its motor intention remains of debate, as natural actions implicitly contain their motor intentions. Here, action and intention are dissociated using a natural and an impossible action with the same grasping intention: subjects observe an avatar grasping a ball using either a natural hand action (‘palmar’ finger flexion) or an impossible hand action (‘dorsal’ finger flexion). Motor-evoked potentials (MEPs), elicited by single transcranial magnetic stimulation of the hand area in the primary motor cortex, were used to measure the excitability modulation of motor pathways during observation of the two different hand actions. MEPs were recorded from the opponens pollicis (OP), abductor digiti minimi (ADM) and extensor carpi radialis (ECR) muscles. A significant MEP facilitation was found in the OP, during observation of the grasping phase of the natural action; MEPs in the ADM were facilitated during observation of the hand opening phase of the natural action and of both opening and grasping phases of the impossible action. MEPs in the ECR were not affected. As different resonant responses are elicited by the observation of the two different actions, despite their identical intention, we conclude that the mirror neuron system cannot utilize the observer’s subliminal motor program in the primary motor cortex to encode action intentions.

Jun 05, 2011

Human Computer Confluence

Human Computer Confluence (HC-CO) is an ambitious initiative recently launched by the European Commission under the Future and Emerging Technologies (FET) program, which fosters projects that investigate and demonstrate new possibilities “emerging at the confluence between the human and technological realms” (source: HC-CO website, EU Commission).

Such projects will examine new modalities for individual and group perception, actions and experience in augmented, virtual spaces. In particular, such virtual spaces would span the virtual reality continuum, also extending to purely synthetic but believable representation of massive, complex and dynamic data. HC-CO also fosters inter-disciplinary research (such as Presence, neuroscience, psychophysics, prosthetics, machine learning, computer science and engineering) towards delivering unified experiences and inventing radically new forms of perception/action.

HC-CO brings together ideas stemming from two series of Presence projects (the complete list is available here) with a vision of new forms of interaction and of new types of information spaces to interact with. It will develop the science and technologies necessary to ensure an effective, even transparent, bidirectional communication between humans and computers, which will in turn deliver a huge set of applications: from today's Presence concepts to new senses, to new perceptive capabilities dealing with more abstract information spaces to the social impact of such communication enabling technologies. Inevitably, these technologies question the notion of interface between the human and the technological realm, and thus, also in a fundamental way, put into question the nature of both.

The long-term implications can be profound and need to be considered from an ethical/societal point of view. HC-CO is, however, not a programme on human augmentation. It does not aim to create a super-human. The idea of confluence is to study what can be done by bringing new types of technologically enabled interaction modalities in between the human and a range of virtual (not necessarily naturalistic) realms. Its ambition is to bring our best understanding from human sciences into future and emerging technologies for a new and purposeful human computer symbiosis.

HC-CO is conceptually broken down into the following themes:

  • HC-CO Data. On-line perception and interaction with massive volumes of data: new methods to stimulate and use human sensory perception and cognition to interpret massive volumes of data in real time to enable assimilation, understanding and interaction with informational spaces. Research should find new ways to exploit human factors (sensory, perceptual and cognitive aspects), including the selection of the most effective sensory modalities, for data exploration. Although not explicitly mentioned, non-sensorial pathways, i.e., direct brain to computer and computer to brain communication could be explored.
  • HC-CO Transit. Unified experience, emerging from the unnoticeable transition from physical to augmented or virtual reality: new methods and concepts towards unobtrusive mixed or virtual reality environment (multi-modal displays, tracking systems, virtual representations...), and scenarios to support entirely unobtrusive interaction. Unobtrusiveness also applies to virtual representations, their dynamics, and the feedback received. Here the challenge is both technological and scientific, spanning human cognition, human machine interaction and machine intelligence disciplines.
  • HC-CO Sense. New forms of perception and action: invent and demonstrate new forms of interaction with the real world, virtual models or abstract information by provoking a mapping from an artificial medium to appropriate sensory modalities or brain regions. This research should reinforce data perception and unified experience by augmenting the human interaction capabilities and awareness in virtual spaces.

In sum, HC-CO is an emerging r&d field that holds the potential to revolutionize the way we interact with computers. Standing at the crossroad between cognitive science, computer science and artificial intelligence, HC-CO can provide the cyberpsychology and cybertherapy community with fresh concepts and interesting new tools to apply in both research and clinical domains.

More to explore:

  • HC-CO initiative: The official EU website the HC-CO initiative, which describes the broad objectives of this emerging research field. 
  • HC2 Project: The horizontal character of HC-CO makes it a fascinating and fertile interdisciplinary field, but it can also compromise its growth, with researchers scattered across disciplines and groups worldwide. For this reason a coordination activity promoting discipline connect, identity building and integration while defining future research, education and policy directions at the regional, national, European and international level has been created. This project is HC2, a three-year Coordination Action funded by the FP7 FET Proactive scheme. The consortium will draw on a wide network of researchers and stakeholders to achieve four key objectives: a) stimulate, structure and support the research community, promoting identity building; b) to consolidate research agendas with special attention to the interdisciplinary aspects of HC-CO; c) enhance the Public Understanding of HC-CO and foster the early contact of researchers with high-tech SMEs and other industry players; d) establish guidelines for the definition of new educational curricula to prepare the next generation of HC-CO researchers.
  • CEED Project: Funded by the HC-CO initiative, the Collective Experience of Empathic Data Systems (CEEDs) project aims to develop “novel, integrated technologies to support human experience, analysis and understanding of very large datasets”. CEEDS will develop innovative tools to exploit theories showing that discovery is the identification of patterns in complex data sets by the implicit information processing capabilities of the human brain. Implicit human responses will be identified by the CEEDs system’s analysis of its sensing systems, tuned to users’ bio-signals and non-verbal behaviours. By associating these implicit responses with different features of massive datasets, the CEEDs system will guide users’ discovery of patterns and meaning within the datasets.
  • VERE Project: VERE - Virtual Embodiment and Robotic Re-Embodiment – is another large project funded by the HC-CO initiative, which aims at “dissolving the boundary between the human body and surrogate representations in immersive virtual reality and physical reality”. Dissolving the boundary means that people have the illusion that their surrogate representation is their own body, and act and have thoughts that correspond to this. The work in VERE may be thought of as applied presence research and applied cognitive neuroscience.

May 21, 2011

You are not a gadget

Recently, I came across an intriguing book that brings a new, thought-provoking perspective on how the Internet is shaping our lives and culture. The title of the book is You Are Not a Gadget: A Manifesto and the author is Jaron Lanier, a computer scientist and musician who is best known for his pioneering work in the field of virtual reality.

The leitmotiv of the book can be summarized in a single question: are new technologies really playing an empowering role, by increasing people’s creativity, control, and freedom? As can be expected from the title, the author’s answer is more negative than positive. To construct his argument, Lanier starts from the observation that the evolution of computing is not as free of constraints as one might assume.

As a key example, the author describes the evolution of MIDI, a protocol for composing and playing music on computers. This format emerged in the early 1980s and was immediately recognized as an empowering tool for musicians. However, as more and more people adopted it, it became a rigid standard that limited the expressive potential of artists because, as Lanier points out, it ‘‘could only describe the tile mosaic world of the keyboardist, not the watercolor world of the violin.’’ For the author, this lock-in effect can be seen in other fields of information technology. For example, certain features that were included in the early versions of the UNIX operating system are now deeply embedded in the software and cannot be modified, even if they are considered obsolete or inappropriate. Once an approach becomes standard, it tends to inhibit other solutions, thereby limiting the potential for creativity.

Lanier goes on to demystify some of today’s most popular Internet buzzwords, such as ‘‘Web 2.0,’’ ‘‘Open Culture,’’ ‘‘Mash-Ups,’’ and ‘‘Wisdom of Crowds.’’ He maintains that these trendy notions are ultimately pointing to a new form of ‘‘digital collectivism,’’ which rather than encouraging individual inventiveness, promotes mediocrity and homologation. By allowing everyone to offer up their opinion and ideas, the social web is melting into an indistinct pool of information, a vast gray zone where it is increasingly difficult to find quality or meaningful content. This observation leads the author to the counterintuitive conclusion that the introduction of boundaries is sometimes useful (if not even necessary) to achieve originality and excellence.

Another issue raised by Lanier concerns the risk of de-humanization and de-individualization associated with online social networks. He describes the early Web as a space full of ‘‘flavours and colours’’ where each Web site was different from the others and contributed to the diversity of the Internet landscape. But with the advent of Facebook and other similar sites, this richness was lost because people started creating their personal web pages using predefined templates. On the one hand, this formalism has allowed anyone to create, publish, and share content online easily (blog, video, music, etc.). On the other hand, it has reduced the potential for individuals to express their uniqueness.

Lanier reminds us of the importance of putting the human being, and not the machine, at the center of concerns for technology and innovation. For this goal to be achieved, it is not enough to develop usable and accessible tools; it is also necessary to emphasize the uniqueness of experience. This humanist faith leads the author to criticize the idea of technological Singularity, popularized by recognized experts such as Ray Kurzweil, Vernor Vinge, and Kevin Kelly. This concept holds that exponential increase in computing power and communication networks, combined with the rapid advances in the fields of artificial intelligence and robotics, may lead to the emergence of a super-intelligent organism (the ‘‘Singularity’’), which could eventually develop intentional agency and subordinate the human race. Lanier’s opposition to this idea is based on the conviction that the ‘‘human factor’’ will continue to play an essential role in the evolution of technology. The author believes that computers will never be able to replace the uniqueness of humans nor replicate the complexity of their experience. Further, he considers the concept of technological Singularity culturally dangerous because it enforces the idea of an inevitable superiority of machines over humans: ‘‘People degrade themselves in order to make machines seem smart all the time,’’ writes Lanier.

However, Lanier is genuinely admired by the potential of the Internet and new technologies. This iswhy he calls for a new ‘‘technological humanism’’ able to contrast the overarching vision of digital collectivism and empower creative selfexpression. As a key illustration, the author describes the unique combination of idealism, technical skills, and imaginative talent that, in the 1980s, lead a small group of programmers to conceive the vision of virtual reality. This powerful new paradigm in human–computer interaction inspired in the following decades a number of innovative applications in industry, education, and medicine.

Beside the nostalgic remembrances of the heroic times of Silicon Valley and the sophisticated overtone of some terms (e.g., ‘‘numinous neoteny’’), the book written by Lanier conveys a clear message and deserves the attention of all who are interested in the relationship between humans and technology. The idea that technological innovation should be informed by human values and experience is not new, but Lanier brings it out vividly in detail and with a number of persuasive examples.

More to explore

  • Jaron Lanier’s homepage: The official website of Jaron Lanier, which with its old-fashion style recaptures the freshness and simplicity of the early Internet. The website features biographical information about the author and includes links to a number of Lanier’s articles and commentaries on a number of different technology-related topics. 
  • Kurzweil Accelerating Intelligence: Launched in 2001, Kurzweil Accelerating Intelligence explores the forecasts and insights on accelerating change described in Ray Kurzweil’s books, with updates about breakthroughs in science and technology.
  • Singularity University: Singularity University is an interdisciplinary university founded by Ray Kurzweil and other renowned experts in technology with the support of a number of sponsors (including Google), whose mission is “to stimulate groundbreaking, disruptive thinking and solutions aimed at solving some of the planet’s most pressing challenges”. Singularity University is based at the NASA Ames campus in Silicon Valley.
  • Humanity+: Humanity+ is a non-profit organization dedicated to “the ethical use of technology to extend human capabilities and transcend the legacy of the human condition”. The mission of the organization is to support discussion and public awareness about emerging technologies, as well as to propose solutions for potential problems related to these technologies. The website includes plenty of resources about transhumanism topics and news about upcoming seminars and conferences.

 

Mar 02, 2011

The Key to Unlocking the Virtual Body: Virtual Reality in the Treatment of Obesity and Eating Disorders

The Key to Unlocking the Virtual Body: Virtual Reality in the Treatment of Obesity and Eating Disorders

Giuseppe Riva, Journal of Diabetes Science and Technology, Volume 5, Issue 2, March 2011

Obesity and eating disorders are usually considered unrelated problems with different causes. However, various studies identify unhealthful weight-control behaviors (fasting, vomiting, or laxative abuse), induced by a negative experience of the body, as the common antecedents of both obesity and eating disorders. But how might negative body image—common to most adolescents, not only to medical patients—be behind the development of obesity and eating disorders? In this paper, I review the “allocentric lock theory” of negative body image as the possible antecedent of both obesity and eating disorders. Evidence from psychology and neuroscience indicates that our bodily experience involves the integration of different sensory inputs within two different reference frames: egocentric (first-person experience) and allocentric (third-person experience). Even though functional relations between these two frames are usually limited, they influence each other during the interaction between long- and short-term memory processes in spatial cognition. If this process is impaired either through exogenous (e.g., stress) or endogenous causes, the egocentric sensory inputs are unable to update the contents of the stored allocentric representation of the body. In other words, these patients are locked in an allocentric (observer view) negative image of their body, which their sensory inputs are no longer able to update even after a demanding diet and a significant weight loss. This article discusses the possible role of virtual reality in addressing this problem within an integrated treatment approach based on the allocentric lock theory.

Jan 17, 2011

The Google Earth Treadmill: A New Way to Explore the World

According to a report on Mashable, Panasonic’s VIERA Connect TVs, in collaboration with NordicTrack, unveiled a television at CES that lets you experience virtual trails straight from your living room.

The HDTV displays Google Maps and communicates inclinations of hills and valleys to the treadmill. The machine is also able to incline itself at the appropriate times, matching those hills every step of the way. Other real-life features include cars and people crossing your path.

Have a good (virtual) walk!

Jan 05, 2011

INTERSTRESS video released

We have just released a new video introducing the INTERSTRESS project, an EU-funded initiative that aims to design, develop and test an advanced ICT-based solution for the assessment and treatment of psychological stress. The specific objectives of the project are:

  • Quantitative and objective assessment of symptoms using biosensors and behavioral analysis
  • Decision support for treatment planning through data fusion and detection algorithms
  • Provision of warnings and motivating feedback to improve compliance and long-term outcomes

Credits: Virtual Reality Medical Institute

Nov 09, 2010

3D holographic technology: the future of telemedicine?

Scientists at the University of Arizona in Tucson have developed a new form of holographic telepresence that projects a three-dimensional, full-color, moving image without viewers needing to use 3-D glasses. While the technology could be used in TV or movies, it also could be used in telemedicine and mapping, as well as in everyday corporate meetings, the report notes. The image is recorded using an array of regular cameras, each one viewing the object from a different angle. Then, using fast-pulsed laser beams, a holographic, or three-dimensional, pixel is created. Such technology could be a “game changer” in some industries, including telemedicine, lead researcher Nasser Peyghambarian said. “Holographic telepresence means we can record a three-dimensional image in one location and show it in another location, in real-time, anywhere in the world,” he added. “Surgeons at different locations around the world can observe in 3-D, in real time, and participate in the surgical procedure.

Full Story

Sep 26, 2010

Change in brain activity through virtual reality-based brain-machine communication in a chronic tetraplegic subject with muscular dystrophy

Change in brain activity through virtual reality-based brain-machine communication in a chronic tetraplegic subject with muscular dystrophy.

BMC Neurosci. 2010 Sep 16;11(1):117

Authors: Hashimoto Y, Ushiba J, Kimura A, Liu M, Tomita Y

ABSTRACT: BACKGROUND: For severely paralyzed people, a brain-computer interface (BCI) provides a way of re-establishing communication. Although subjects with muscular dystrophy (MD) appear to be potential BCI users, the actual long-term effects of BCI use on brain activities in MD subjects have yet to be clarified. To investigate these effects, we followed BCI use by a chronic tetraplegic subject with MD over 5 months. The topographic changes in an electroencephalogram (EEG) after long-term use of the virtual reality (VR)-based BCI were also assessed. Our originally developed BCI system was used to classify an EEG recorded over the sensorimotor cortex in real time and estimate the user's motor intention (MI) in 3 different limb movements: feet, left hand, and right hand. An avatar in the internet-based VR was controlled in accordance with the results of the EEG classification by the BCI. The subject was trained to control his avatar via the BCI by strolling in the VR for 1 hour a day and then continued the same training twice a month at his home. RESULTS: After the training, the error rate of the EEG classification decreased from 40% to 28%. The subject successfully walked around in the VR using only his MI and chatted with other users through a voice-chat function embedded in the internet-based VR. With this improvement in BCI control, event-related desynchronization (ERD) following MI was significantly enhanced (p < 0.01) for feet MI (from -29% to -55%), left-hand MI (from -23% to -42%), and right-hand MI (from -22% to -51%). CONCLUSIONS: These results show that our subject with severe MD was able to learn to control his EEG signal and communicate with other users through use of VR navigation and suggest that an internet-based VR has the potential to provide paralyzed people with the opportunity for easy communication.

Aug 17, 2010

Using mirror visual feedback and virtual reality to treat fibromyalgia

Using mirror visual feedback and virtual reality to treat fibromyalgia.

Med Hypotheses. 2010 Aug 5;

Authors: Ramachandran VS, Seckel EL

Fibromyalgia is a condition characterized by long term body-wide pain and tender points in joints, muscles and soft tissues. Other symptoms include chronic fatigue, morning stiffness, and depression. It is well known that these symptoms are exacerbated under periods of high stress. When pain becomes severe enough, the mind can enter what is known as a dissociative state, characterized by depersonalization - the feeling of detachment from one's physical body and the illusion of watching one's physical body from outside. In evolutionary terms, dissociative states are thought to be an adaptive mechanism to mentally distance oneself from pain, often during trauma. Similar dissociative experiences are reported by subjects who have used psychoactive drugs such as ketamine. We have previously used non-invasive mirror visual feedback to treat subjects with chronic pain from phantom limbs and suggested its use for complex regional pain syndrome: once considered intractable pain. We wondered whether such methods would work to alleviate the chronic pain of fibromyalgia. We tested mirror visual feedback on one fibromyalgia patient. On 15 trials, the patient's lower limb pain rating (on a scale from 1 to 10) decreased significantly. These preliminary results suggest that non-invasive dissociative anesthetics such as VR goggles, ketamine, and mirror visual feedback could be used to alleviate chronic pain from fibromyalgia. This would furnish us with a better understanding of the mechanism by which external visual feedback interacts with the internal physical manifestation of pain.

Feb 13, 2010

Testing the continuum of delusional beliefs: An experimental study using virtual reality

Testing the continuum of delusional beliefs: An experimental study using virtual reality.

J Abnorm Psychol. 2010 Feb;119(1):83-92

Authors: Freeman D, Pugh K, Vorontsova N, Antley A, Slater M

A key problem in studying a hypothesized spectrum of severity of delusional ideation is determining that ideas are unfounded. The first objective was to use virtual reality to validate groups of individuals with low, moderate, and high levels of unfounded persecutory ideation. The second objective was to investigate, drawing upon a cognitive model of persecutory delusions, whether clinical and nonclinical paranoia are associated with similar causal factors. Three groups (low paranoia, high nonclinical paranoia, persecutory delusions) of 30 participants were recruited. Levels of paranoia were tested using virtual reality. The groups were compared on assessments of anxiety, worry, interpersonal sensitivity, depression, anomalous perceptual experiences, reasoning, and history of traumatic events. Virtual reality was found to cause no side effects. Persecutory ideation in virtual reality significantly differed across the groups. For the clear majority of the theoretical factors there were dose-response relationships with levels of paranoia. This is consistent with the idea of a spectrum of paranoia in the general population. Persecutory ideation is clearly present outside of clinical groups and there is consistency across the paranoia spectrum in associations with important theoretical variables. (PsycINFO Database Record (c) 2009 APA, all rights reserved).

Feb 04, 2010

Evidence for grid cells in a human memory network

Evidence for grid cells in a human memory network.

Nature. 2010 Jan 20;

Authors: Doeller CF, Barry C, Burgess N

Grid cells in the entorhinal cortex of freely moving rats provide a strikingly periodic representation of self-location which is indicative of very specific computational mechanisms. However, the existence of grid cells in humans and their distribution throughout the brain are unknown. Here we show that the preferred firing directions of directionally modulated grid cells in rat entorhinal cortex are aligned with the grids, and that the spatial organization of grid-cell firing is more strongly apparent at faster than slower running speeds. Because the grids are also aligned with each other, we predicted a macroscopic signal visible to functional magnetic resonance imaging (fMRI) in humans. We then looked for this signal as participants explored a virtual reality environment, mimicking the rats' foraging task: fMRI activation and adaptation showing a speed-modulated six-fold rotational symmetry in running direction. The signal was found in a network of entorhinal/subicular, posterior and medial parietal, lateral temporal and medial prefrontal areas. The effect was strongest in right entorhinal cortex, and the coherence of the directional signal across entorhinal cortex correlated with spatial memory performance. Our study illustrates the potential power of combining single-unit electrophysiology with fMRI in systems neuroscience. Our results provide evidence for grid-cell-like representations in humans, and implicate a specific type of neural representation in a network of regions which supports spatial cognition and also autobiographical memory.

Dec 08, 2009

Avatar - A multi-sensory system for real time body position monitoring

Avatar - A multi-sensory system for real time body position monitoring.

Conf Proc IEEE Eng Med Biol Soc. 2009;1:2462-5

Authors: Jovanov E, Hanish N, Courson V, Stidham J, Stinson H, Webb C, Denny K

Virtual reality and computer assisted physical rehabilitation applications require an unobtrusive and inexpensive real time monitoring systems. Existing systems are usually complex and expensive and based on infrared monitoring. In this paper we propose Avatar, a hybrid system consisting of off-the-shelf components and sensors. Absolute positioning of a few reference points is determined using infrared diode on subject's body and a set of Wii((c)) Remotes as optical sensors. Individual body segments are monitored by intelligent inertial sensor nodes iSense. A network of inertial nodes is controlled by a master node that serves as a gateway for communication with a capture device. Each sensor features a 3D accelerometer and a 2 axis gyroscope. Avatar system is used for control of avatars in Virtual Reality applications, but could be used in a variety of augmented reality, gaming, and computer assisted physical rehabilitation applications.

Impact of the virtual reality on the neural representation of an environment

Impact of the virtual reality on the neural representation of an environment.

Hum Brain Mapp. 2009 Dec 4;

Authors: Mellet E, Laou L, Petit L, Zago L, Mazoyer B, Tzourio-Mazoyer N

Despite the increasing use of virtual reality, the impact on cerebral representation of topographical knowledge of learning by virtual reality rather than by actual locomotion has never been investigated. To tackle this challenging issue, we conducted an experiment wherein participants learned an immersive virtual environment using a joystick. The following day, participants' brain activity was monitored by functional magnetic resonance imaging while they mentally estimated distances in this environment. Results were compared with that of participants performing the same task but having learned the real version of the environment by actual walking. We detected a large set of areas shared by both groups including the parieto-frontal areas and the parahippocampal gyrus. More importantly, although participants of both groups performed the same mental task and exhibited similar behavioral performances, they differed at the brain activity level. Unlike real learners, virtual learners activated a left-lateralized network associated with tool manipulation and action semantics. This demonstrated that a neural fingerprint distinguishing virtual from real learning persists when subjects use a mental representation of the learnt environment with equivalent performances. Hum Brain Mapp, 2010. (c) 2009 Wiley-Liss, Inc.

Dec 06, 2009

Avatar: Can't wait any longer

I just can not wait for the new James Cameron's movie Avatar...

Sep 21, 2009

Driving dreams: cortical activations during imagined passive and active whole body movemen

Driving dreams: cortical activations during imagined passive and active whole body movement.

Ann N Y Acad Sci. 2009 May;1164:372-5

Authors: Flanagin VL, Wutte M, Glasauer S, Jahn K

It is unclear how subjects perceive and process self-motion cues in virtual reality environments. Movement could be perceived as passive, akin to riding in a car, or active, such as walking down the street. These two very different types of self-motion were studied here using motor imagery in fMRI. In addition, the relative importance of visual and proprioceptive training cues was examined. Stronger activations were found during proprioceptive motor imagery compared with visual motor imagery, suggesting that proprioceptive signals are important for successful imagined movement. No significant activations were found during active movement with proprioceptive training. Passive locomotion, however, was correlated with activity in an occipital-parietal and parahippocampal cortical network, which are the same regions found during navigation with virtual reality stimuli.

Reactivity to cannabis cues in virtual reality environments

Reactivity to cannabis cues in virtual reality environments.

J Psychoactive Drugs. 2009 Jun;41(2):105-12

Authors: Bordnick PS, Copp HL, Traylor A, Graap KM, Carter BL, Walton A, Ferrer M

Virtual reality (VR) cue environments have been developed and successfully tested in nicotine, cocaine, and alcohol abusers. Aims in the current article include the development and testing of a novel VR cannabis cue reactivity assessment system. It was hypothesized that subjective craving levels and attention to cannabis cues would be higher in VR environments with cannabis cues compared to VR neutral environments. Twenty nontreatment-seeking current cannabis smokers participated in the VR cue trial. During the VR cue trial, participants were exposed to four virtual environments that contained audio, visual, olfactory, and vibrotactile sensory stimuli. Two VR environments contained cannabis cues that consisted of a party room in which people were smoking cannabis and a room containing cannabis paraphernalia without people. Two VR neutral rooms without cannabis cues consisted of a digital art gallery with nature videos. Subjective craving and attention to cues were significantly higher in the VR cannabis environments compared to the VR neutral environments. These findings indicate that VR cannabis cue reactivity may offer a new technology-based method to advance addiction research and treatment.

The sensitivity of a virtual reality task to planning and prospective memory impairments

The sensitivity of a virtual reality task to planning and prospective memory impairments: Group differences and the efficacy of periodic alerts on performance.

Neuropsychol Rehabil. 2009 Aug 26;:1-25

Authors: Sweeney S, Kersel D, Morris RG, Manly T, Evans JJ

Executive functions have been argued to be the most vulnerable to brain injury. In providing an analogue of everyday situations amenable to control and management virtual reality (VR) may offer better insights into planning deficits consequent upon brain injury. Here 17 participants with a non-progressive brain injury and reported executive difficulties in everyday life were asked to perform a VR task (working in a furniture storage unit) that emphasised planning, rule following and prospective memory tasks. When compared with an age and IQ-matched control group, the patients were significantly poorer in terms of their strategy, their time-based prospective memory, the overall time required and their propensity to break rules. An examination of sensitivity and specificity of the VR task to group membership (brain-injured or control) showed that, with specificity set at maximum, sensitivity was only modest (at just over 50%). A second component to the study investigated whether the patients' performance could be improved by periodic auditory alerts. Previous studies have demonstrated that such cues can improve performance on laboratory tests, executive tests and everyday prospective memory tasks. Here, no significant changes in performance were detected. Potential reasons for this finding are discussed, including symptom severity and differences in the tasks employed in previous studies.

Increased personal space of patients with schizophrenia in a virtual social environment

Increased personal space of patients with schizophrenia in a virtual social environment.

Psychiatry Res. 2009 Sep 15;

Authors: Park SH, Ku J, Kim JJ, Jang HJ, Kim SY, Kim SH, Kim CH, Lee H, Kim IY, Kim SI

Virtual reality may be a good alternative method for measuring personal space and overcoming some limitations in previous studies on the social aspects of schizophrenia. Using this technology, we aimed to investigate the characteristics of personal space in patients with schizophrenia and evaluate the relationship between their social behaviors and schizophrenic symptoms. The distance from a virtual person and the angle of head orientation while talking to a virtual person in a virtual environment were measured in 30 patients with schizophrenia and 30 normal controls. It was found that patients with schizophrenia had longer distances and larger angles than did normal controls. The severity of the negative syndrome had significant inverse correlations with the distance from the angry and neutral virtual persons and with the angle of head orientation toward the happy and angry virtual persons, suggesting that negative symptoms may have a close relationship with personal space, including distancing and eye gaze. The larger personal space of patients may reflect their discomfort in close situations or cognitive deficits. Showing these profiles to patients could help them realize the amount of personal space they need.

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