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Contents
VR Simulation in the Development of Movement
Centred Therapies for Young People with
Complex Trauma Symptomatology Overview of Complex Trauma
Why Use Movement?
- Progress to Date Objectives of Research
Study 1 – Play-test Findings
Study 2 – Custom Games Findings
Planning Study 3
Questions
Alan Cummins
Supervisors:
Three stage intervention schemes Emphasis on a complete mind-body approach rather than
Stabilization
purely using talk-based therapies.
Processing of traumatic memories
Reconnection
(Luxenberg, Spinazzola et al. 2001; Herman 1992)
Determine the capabilities of current technology in terms of MOCAP Enjoyment and pleasure, motivation
and movement-based games from user experience and technical Sense of structure, flow as games are adaptive
capabilities. Learning as games have outcomes and provide feedback
Develop a movement-based intervention. Ego gratification
Pilot intervention on CT symptomatic and non-CT groups. Excitement, creativity, emotion
Mastery
Key to Success of games is at outset they must be well-designed (Goh, 2008)
Games are effective when designed and used appropriately (Katz & Wertz, 1997)
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30 mintues
Know Your Shape: Requires the user to follow an instructor doing exercises.
Playing several levels of each game Mov ement: Jumping and jogging on the spot.
Semi-structured interview Sensor: Use of a USB camera to present the participant alongside the trainer.
Thematic analysis and coding
Dance Dance Rev olution: Requires the user to step in time to a music track.
Mov ement: Stepping forward, backward, left and right.
Sensor: It makes use of a dance-pad peripheral.
WiiFit Plus Yoga:Users follow a yoga trainer practicing basic yoga moves.
Mov ement: They require standing with weight balanced.
Sensor: It makes use of the Wii Balance Board.
Usability Movement Games Custom game software developed using Virtools (3DVIA Inc.)
Participants: n =13 adults from QUB Programming of Game logic and presentation graphics
mean age 20.26 (3.19) Connection to Nintendo Wii Balance Board
89 contacted to 18 accepting to 15 starting to 13 fully completing
Ability to specify direction, speed, size, life-time of bubbles, sharks and
Purpose: Initial Testing and refinement of intervention
questions.
Method: Sessions lasting approximately 40 mins
Ability to draw any type of puzzle for use in balloon pop.
One PRE testing session
Including mazes, questions, keys, bonuses and penalties
Measure
Executive Function Portable making use of laptop, Nintendo Wii Balance Board and projector.
Trail making - A4 touch screen, Wisconsin Card Sort – Pebl Softw are
Balance (Static, Dynamic and Sw ay using Custom balance measures Dr. Will
Young, Dr. Cathy Craig)
Five PLAY sessions (Bubble Pop and Balloon Pop)
One POST testing session
Measure
Tests as in PRE session
VRUSE Usability Questionnaire
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Balloon Pop
Sm art Shrim p
Balloon Pop
Total Combined Play Time = 16hrs 20 mins 48s for a total level attempts = 1596
Play Time Per Session (excluding breaks) Max = 17 min 46s, Min = 8 mins 44s, avg = 13 mins 15s
Average Success Rate Per Play Session = 75 % Non-parametric Wilcoxon
Level Obtained : Max = 41, Min = 24, Avg = 35 (4.87)
% Change Trail A % Change Trail B % Change Sig (2-tailed) Sig (2-tailed) Sig (2-trail)
Levels Attempted Per Session: Max = 39, Min = 12, Avg = 22.5 (5.2) Combined Trail A Trail B Combined Score
-10.51 -17.32 -26.86 0.064 0.009 0.007
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General Measure of Frontal Lobe Deficits Sample Participant Trace Pre and Post Game Sessions
Measures planning, organized searching, shifting cognitive
0.6
sets, directing behaviour toward achieving a goal, and
modulating impulsive responding 0.5
0.2
0
Measure Component % Change Sig (2-tailed) -0.2 -0.1 0 0.1 0.2
Pre to Post Pre to Post
Number Categories Completed -4.74 0.524 ANTERIOR Static Test – Centre of Pressure Trace
Percentage Total Error 19.58 0.6
0.6
Percentage Correct Trials -1.68 0.6
Number Preservativ e Errors -7.74 0.5 0.5
0
-0.2 -0.1 0 0.1 0.2
Comparison of Balance (Static) Pre and Post Game Sessions Comparison of Balance (Dynamic) Pre and Post Game Sessions
Percentage Change Non-parametric Wilcoxon
Balance % Change % Change % Change
Component Excursion Area Excursion Lateral Excursion Medial
Balance Pre Avg Score Post Avg Score % Change Score Sig (2-tailed)
Left -9.2 -17.1 0.9 Component
Right -14.7 -17.3 -1.4
Dynamic 21.6 30.6 113.19 0.001
Centre -15.3 -8.7 -22.2
Posterior -0.2 -4.1 -2.3
Comparison of Balance (Sway) Pre and Post Game Sessions
Anterior -35.2 -18.2 -22.4
Non-parametric Wilcoxon
Non-parametric Wilcoxon Balance Fast Pre / Post Sig Slow Pre / Post Sig Med Pre / Post Sig SlowSlo w Pre /
Component (2-tailed) (2-tailed) (2-tailed) Post Sig (2-tailed)
Balance Component Excursion Area Excursion Lateral Excursion Medial
Sway 0.311 0.311 0.6 0.116
Pre Post Sig (2tailed) Pre Post Sig (2tailed) Pre Post Sig (2tailed)
Left 0.016 0.011 0.182 0.087 0.068 0.028 0.178 0.164 0.638
Right 0.018 0.012 0.087 0.098 0.072 0.101 0.189 0.172 0.552
Centre 0.034 0.008 0.050 0.108 0.055 0.272 0.252 0.142 0.041
Posterior 0.1 0.008 0.382 0.059 0.052 0.196 0.164 0.157 0.382
Anterior 0.024 0.009 0.003 0.092 0.064 0.023 0.217 0.145 0.028
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Questions
Email: acummins02@qub.ac.uk