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