The Health Blog recently posted a thorough and clear explanation of how PTSD exposure therapy works, complete with video!
It also brings up an important problem that needs to be addressed before VR therapy becomes more prevalent. The article focuses on war veterans, and the studies have a high dropout rate exists because the realistic therapy is so difficult to endure. Maybe this is why (coupled with the fact it's relatively new) it's so hard to find hard numbers on VR. If you know of any, as always, please shoot me an e-mail or comment. Thanks!
Saturday, February 16, 2008
Sunday, February 10, 2008
Alzheimer's Study
An exciting article on the potential of DBS (deep brain stimulation) for Alzheimer's. This surgical implant procedure has traditionally been used to help Parkinson's patients regain some control and steadiness, but an accidental finding will spur new research on utilizing DBS to restore memories and brain function. It's early for sure, but it provides hope for an eventual treatment and/or cure for Alzheimer's.
Friday, January 18, 2008
More on Wii-hab
Please excuse that terrible pun, but here's another terrific article on the use of Nintendo Wii in rehabilitation, specifically for stroke victims. This study is headed by the Afferent Corporation, which develops devices that treat neurological dysfunction. A representative from the company, Bethany Therrien, states that playing the Wii stimulates a greater flow of sensory information to the brain, allowing the patient to reform old functional pathways.
Tuesday, January 8, 2008
VR Environments for Autistic People & Drug Addicts
I just learned about research at Duke University by Dr. Zachary Rosenthal that focuses on helping crack addicts effectively complete rehab. The Cognitive Behavioral Research and Treatment Program at Duke is the first instance I've heard in which virtual environments are used to simulate real-life scenarios specifically for drug users. The website states that randomized clinical trials are under way; it will be interesting to see the preliminary results.
MSN has a great profile of Brigadoon, a virtual island in Second Life that allows people with Asperger's to hone communication and socialization skills. At the Center for Brain Health at the University of Texas at Dallas, therapists are pushing the virtual environment one step farther and actually integrating them into therapy. The Chronicle of Higher Education ran an article (subscription required) applications of virtual reality for autistic people that quotes Dr. Rosenthal as well as the Director of the Center for Brain Health, Dr. Sandra Chapman. Since one hallmark of Asperger's is an inability to read facial expressions or detect nonverbal context clues, therapists work with patients to role play and analyze social situations. With the therapist's help, the patient can gain insight into how they handled specific situations and discuss appropriate actions and reactions.
Chapman asserts that the premise of such therapeutic interventions is that the brain can rewire pathways with intensive, experience-based practice. Virtual worlds offer a safe space for people to gain this invaluable practice, as well as a forum for patient, therapist, family members, and friends to interact. Chapman points out that the early, formative years, as the brain is developing, are a crucial time to help rewire neurological pathways. Center for Brain Health participants undergo a series of testing both pre- and post- treatment, including brain imaging and neurocognitive testing. It's an exciting time for autism research, and I can't wait to see some brain imaging or effect size numbers.
Further Reading:
http://www.utdallas.edu/news/2007/11/18-003.html
MSN has a great profile of Brigadoon, a virtual island in Second Life that allows people with Asperger's to hone communication and socialization skills. At the Center for Brain Health at the University of Texas at Dallas, therapists are pushing the virtual environment one step farther and actually integrating them into therapy. The Chronicle of Higher Education ran an article (subscription required) applications of virtual reality for autistic people that quotes Dr. Rosenthal as well as the Director of the Center for Brain Health, Dr. Sandra Chapman. Since one hallmark of Asperger's is an inability to read facial expressions or detect nonverbal context clues, therapists work with patients to role play and analyze social situations. With the therapist's help, the patient can gain insight into how they handled specific situations and discuss appropriate actions and reactions.
Chapman asserts that the premise of such therapeutic interventions is that the brain can rewire pathways with intensive, experience-based practice. Virtual worlds offer a safe space for people to gain this invaluable practice, as well as a forum for patient, therapist, family members, and friends to interact. Chapman points out that the early, formative years, as the brain is developing, are a crucial time to help rewire neurological pathways. Center for Brain Health participants undergo a series of testing both pre- and post- treatment, including brain imaging and neurocognitive testing. It's an exciting time for autism research, and I can't wait to see some brain imaging or effect size numbers.
Further Reading:
http://www.utdallas.edu/news/2007/11/18-003.html
Wednesday, January 2, 2008
Rehab + Wii
As an undergraduate at Case, I heard anecdotal support for using the Nintendo Wii system to help nursing home patients get much-needed exercise and rehabilitation. CNN's Dr. Sanjay Gupta recently profiled another Ohio university, OSU, using the Wii system to complement therapy for paralyzed and injured patients. Check out the video here.
Most proponents of Wii-therapy are quick to say that it won't replace traditional therapy, but merely offers additional help for patients. Also, no one has quantified its effects yet; the evidence is merely anecdotal. I'm interested in research that provides a more systematic look at this exciting new research and a plan to integrate it more officially into therapies. Please shoot me an e-mail at elyse.moretti@gmail.com if you have any leads. Thanks!
Most proponents of Wii-therapy are quick to say that it won't replace traditional therapy, but merely offers additional help for patients. Also, no one has quantified its effects yet; the evidence is merely anecdotal. I'm interested in research that provides a more systematic look at this exciting new research and a plan to integrate it more officially into therapies. Please shoot me an e-mail at elyse.moretti@gmail.com if you have any leads. Thanks!
Saturday, December 22, 2007
ALICE & Storytelling ALICE
Just found this great article about Dr. Randy Pausch and his ALICE programs. I've personally been teaching an after-school class featuring Storytelling Alice, a spin-off created especially for middle-schoolers that makes programming simple, engaging, and fun. In the coming months, I plan on sharing screenshots from my students' work with Storytelling Alice, anecdotes, and other experiences. My focus will be on teaching complex skills to populations with special needs, and I'll be developing this as a thesis for my master's program as well.
Thursday, December 20, 2007
Gaming for Pain Relief
Video games are being called "the new pain pill" after a study from Simon Fraser University showed that virtual reality games provided very real relief for chronic pain sufferers. When compared to chronic sufferers on a standard drug treatment, the VR group reported substantially lower pain ratings. This is pretty cool news, especially for gaming enthusiasts or people who firmly believe that technology needs to be more integrated into therapy practices. The next step for Diane Gromala, the SFU professor who headed the study, is to develop a way to help chronic pain sufferers manage their pain systematically and implement such technology into standard practices of healthcare professionals.
Next Generation
WIRED Game Life
Canada.com
Next Generation
WIRED Game Life
Canada.com
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