Hoch-Mind Body intervention in SL

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My presentation at Virtual worlds day at the Games for Health 2009 in Boston

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  • Who I amWhy this research is significant What this presentation consists of
  • Hoch-Mind Body intervention in SL

    1. 1. Group Training Sessions for <br />Relaxation Response Techniques <br />in Virtual World<br />Virtual Worlds Day <br />Games For Health June 10th, 2009<br />Dan Hoch <br />Massachusetts General Hospital Boston<br />Deborah Linton <br />Center for Connected Health <br />Partners HealthCare<br />
    2. 2. Group Training Sessions for Relaxation Response Techniques in Virtual World<br />Dan Hoch, Massachusetts General Hospital, Boston<br />Deb Linton, Partners Healthcare Center for Connected Health<br />Virtual Worlds Day<br />Games for Health, 2009<br />
    3. 3. Games<br />GTA IV<br />Halo 1-3<br />Dead Space<br />
    4. 4. What is Second Life?<br />Second Life is persistent online world with:<br /> a multiuser, international community<br /> completely built and owned by the residents who keep all IP<br />Open source scripting language<br />Fictional analogs are Stephenson’s Metaverse from “Snow Crash” or Vinge’s Otherverse from “True Names”<br />
    5. 5. property rights<br />In Second Life, residents own their creations<br />What does this mean?<br />Residents retain their Intellectual Property rights to their creations<br />Residents may buy and sell L$ for real world $<br />Residents may license their creations back into the real world<br />
    6. 6. Emotional Connections<br />Increase emotional bandwidthUse real-world social cues and proxemicsCreate (not merely customize) your visual identityAnimations and sounds add more depth<br />
    7. 7. Mainstream Health Activities<br /><ul><li>Health Info Island
    8. 8. Ann Myers Medical Center
    9. 9. The CDC
    10. 10. Second Health
    11. 11. Virtual Hallucinations
    12. 12. Play2Train
    13. 13. Palomar West/Cisco
    14. 14. Immersive Learning
    15. 15. Simulation
    16. 16. First responder exercises
    17. 17. Demonstrations</li></ul>►Therapeutic Intervention<br />
    18. 18. Communities of support<br />-Asperger’s Syndrome<br />-Stroke Survivors<br />-Healing depression<br />-Cerebral Palsy<br />-Children with cancer<br />
    19. 19. Cognitive Stimulation<br />Programs may improve function in:<br /> MCI and Alzheimer’s<br />Stroke<br />Psychiatric disorders (Schizophrenia) <br />
    20. 20. User-generated Interventions<br />Stroke survivors on Dreams Island<br />Emotional support<br />“equality”, physical disabilities minimized<br />Physical and cognitive challenges to improve recovery<br />
    21. 21. Speed Builds<br />
    22. 22. Relaxation Response <br />Coined by Herbert Benson<br />Actual physiological state, with changes in biochemistry and even gene regulation<br />Best thought of as opposite of “flight or fight” response<br />Induced by MANY kinds of techniques<br />
    23. 23. Collaboration: Center for Connected Health Benson Henry Institute for Mind Body Medicine MGH Department of Neurology<br />
    24. 24. Design<br />Pilot study of 2-3 groups of healthy volunteers talked to elicit the relaxation response in SL<br />Target N=20-40<br />Recruitment from the greater Boston area<br />Exclusion criteria:<br />Unable to travel to attend 2 face-to-face meetings at MGH <br />Unfamiliar with SL<br />“serious” psychopathology<br />
    25. 25. Methods-enrollment and assessment<br />Face-to-face visit before and after 8-week “virtual” program<br />Eliminated the problem of virtual consent and virtual survey instruments<br />Basic demographic questionnaires, Perceived Stress Scale, SCL-90 R, QOL-10, SF-12<br />Weekly, adherence questionnaires<br />
    26. 26. Method- Virtual Consent<br />Recruitment of present users of SL via in world and real world ads, as well as word of mouth<br />Face to face consent had to be obtained<br />Validated measures had to be filled out in face to face meetings before and after the 8 week program<br />Expedited IRB <br />
    27. 27. Method- Team Coordination<br />Bi-Weekly meetings<br />Share our domains of knowledge<br />Greater usability<br />Authenticity of clinical practice<br />Explore the capability of the technology <br />Maintained end-user perspective<br />Acclimated team to virtual environment<br />Feedback on the real-world program translation<br />
    28. 28. Method- Application of Tech<br />We did not want to overly develop the environment with the technology<br />Providing a preconceived notion of a self-initiated practice<br />The imagination stays switched on<br />Only material that would have played a role during the face-to-face session <br />
    29. 29. Method- Encouraging exchangeUsing the Environment as a tool<br />Participants were granted creation privileges <br />24/7 access promoted the idea that the virtual space was a resource itself<br />Group text-chat acknowledged as form of legitimate communication<br />
    30. 30. Open Source - Animation <br />Avimator .bvh Animation Editor<br />Avimator <br />(originally by Vinay Pulim / Vince Invincible)<br />QAvimator <br />(early alpha stage)<br />
    31. 31. Open Source - Scripting<br />
    32. 32. Tour of the space:<br />
    33. 33. HUD <br />
    34. 34. Imbedded information<br /><ul><li> Gong survey
    35. 35. Listening stations
    36. 36. Group Chat
    37. 37. Psychoacoustics</li></li></ul><li>Labyrinth <br />
    38. 38. Conference Center<br />
    39. 39. Yoga<br />
    40. 40. Crown <br />
    41. 41. Results-1<br />28 subjects took part in 3 separate groups<br />Attendance was good, but not perfect<br />Some parts of the program/build “worked” better than others<br /> Users returned to the space on their own time<br />
    42. 42. Results-2<br /> Before and after assessment showed a trend toward reduced stress, fewer medical symptoms, better quality of life and health status<br />Goal of estimating “effect size” of teaching RR in this environment was achieved<br />
    43. 43. Conclusions<br />A face to face health intervention can be adapted to a virtual world, with input from team on both sides of the looking glass. <br />Effect may be close to that of face to face <br />Experimental design and statistics need attention in this field, as in every other<br />
    44. 44. Acknowledgements <br />Funding was granted by the Partners Information Services Research Council <br />Special thanks for support and sage advice from:<br />Dr. Joe Kvedar<br />Dr. Herb Benson<br />Dr. Greg Fricchione<br />
    45. 45. Our Team <br />The Center for Connected Health<br />Heather Bello<br />Deb Linton<br />Marco Senelly<br />Alice Watson<br />The Benson Henry Center for Mind-Body Medicine<br />Peg Baim<br />Mariola Milik<br />Megan Floret<br />Albert Yeung<br />
    46. 46. Thanks<br />Example of poor avatar construction<br />@dbhoch @ozone24<br />

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