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  • 8/6/2019 Research Movement Presentation Condensed

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    VR Simu la t ion in t he Deve lopment o f MovementCentred Therap ies for Young People wi t h

    Complex Trauma Symptomato logy

    - Progress to Da te

    VR S imu la t ion in t he Deve lopment o f MovementCentred Therap ies for Young People wi t h

    Complex Trauma Symptomato logy

    - Progress to Da te

    Supervisors:

    Dr. Mark L inde n (Schoo l o f Nurs ing and Midwi fer y)Dr. Cathy Cra ig (School o f Psychology)

    Superv isors:

    Dr. Mark L inde n (Schoo l o f Nurs ing and Midwi fer y)Dr. Cathy Cra ig (School o f Psychology)

    Alan Cumm insAlan Cumm ins

    ContentsContents

    Overview of Complex Trauma

    Why Use Movement?

    Objectives of Research

    Study 1 Play-test Findings

    Study 2 Custom Games Findings

    Planning Study 3

    Questions

    Complex TraumaComplex Trauma

    Complex Trauma is defined asthe experience ofchronicadverse traumatic events, whether real or

    subjectively felt, and the associated detrimental affects onchildrenspsychological and physiological development

    Seven observed domains of impairment in children:attachment, biology, affect regulation, dissociation,behavioral control, cognition and self-concept.(Pelcovitz, van der Kolk et al. 1997)

    Three stage intervention schemes Stabilization

    Processing of traumatic memories

    Reconnection(Luxenberg, Spinazzola et al. 2001; Herman 1992)

    MovementMovement

    Movement For Treatment of Complex Trauma Symptoms

    Bodily experience as entry to emotion andcognition

    Physical sense of control, Sense of mastery

    Increasing sense of self, Empowerment

    Self-regulation

    Motivation andengagement

    Means to increasing observation, curiosity andmindfulness

    As a groundingprocess

    Emphasis on a complete mind-body approach rather than

    purely using talk-based therapies.

    Object ivesObject ives

    Objectives

    Determine the capabilities of current technology in terms of MOCAPand movement-based games from user experience and technical

    capabilities.

    Develop a movement-based intervention.

    Pilot intervention on CT symptomatic and non-CT groups.

    Measure and analyse levels pre and post intervention:

    Balance

    Self-regulation.

    Executive function.

    Mastery

    Rati onale Study 1Rati onale Study 1

    Benefits of game playing (Prensky 2005)

    Enjoyment and pleasure, motivation

    Sense of structure, flow as games are adaptive

    Learning as games have outcomes and provide feedback

    Ego gratification

    Excitement, creativity, emotion

    Good game design comes out of Designer, Context, Pa rticipants, Meaningfulplay (Preece, Rogers et al. 2007)

    Flow in games (Csi kszentmihalyi, 1975, Sweetser & Wyeth, 2005)

    Key to Success of games is at outset t hey must bewell-designed (Goh, 2008)

    Games are effective whe n designed and used appropriately(Katz & Wertz, 1997)

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    In te rven t ion Des ign Study 1In te rven t ion Des ign Study 1

    Usability and Design of Movement Games

    Participants: n =12, adults (mean age 29 (6)) from QUB

    Purpose:Evaluation of technology, baseline

    Method: Play-test of

    30 mintues

    Playing several levels of each game

    Semi-structured interview

    Thematic analysis and coding

    Study 1: Play-TestStudy 1: Play-Test

    WiiFit Plus Kung Fu Rhythm: Asks the user to foll ow along in a kung fu classMovement:Temporal control match with th e class instructions.Sensor: Uses of a com bination of the Wii Balance Board and Wiimote.

    WiiFit Plus Perfect 10: Requires the user to complete a level by hitting markers to

    add up to a specified score.Movement:Shifting of weight to mo ve hips in al l directions.

    Sensor: It makes use of the Wii Bal ance Board.

    Know Your Shape: Requires the u ser to foll ow an instructor doing exercises.

    Movement:Jumping and jogging on th e spot.Sensor: Use of a USB cam era to p resent the participant alongside the trainer.

    Dance Dance Revolution: Requires the user to step in time to a music track.

    Movement:Stepping forward, backward, left and right.Sensor: It makes use of a dance-pad pe ripheral.

    WiiFit Plus Yoga:Users follow a yoga trainer practicing basic yoga moves.Movement:They require standing with weight balanced.Sensor: It makes use of the Wii Bal ance Board.

    Study 1: Some QuotesStudy 1: Some Quotes

    A good progression of difficulty..Something that isnt too daunting to

    begin w ith but still challenging

    Am I supposed to be startingnow?.. Wheres the targetlike?.. Am I supposed to be

    pressing something?

    ..the brea thing one I foun d it confusing remember thecircle goi ng in and out.. As well as looking at postureas wel l as tracki ng balance.. Having three things todo in a ta sk that was completely novel was toodisconcerting

    Tutorials

    Challenge

    Visual Display

    With kung fu thi ngs theres the sound in the middlewit h hands go t ogether and everything happens andthe screen chang es and theres a sound andeverything jumps and i ts more fun an d lessrepetitive

    Audio

    showed you ho w your centre ofbala nce was shifting and things..

    Clear.. That wa s very helpful

    Measurement

    ..prefer solid board asknow whe re you are,

    more in control

    Control

    Study 1 Find ings to Guid ing Pr inc ip lesStudy 1 Find ings to Guid ing Pr inc ip les

    Aspects of Tutorials Clear

    Well paced

    Controllable

    Challenge in Games Adaptable level of difficulty

    Well paced

    Clear goals

    Visual fee dback Simple

    Focused on goals

    Positive reassurance

    Audio feedback Non-patronising, Positive in tone

    Sound coincide w ith action

    Measurement Functionally accurate

    Indicate w hat is being measured

    Control mechanisms Controller takes out of situation

    Need to orient player to controller

    Progress in games Meaningful scores

    Balance of competition

    Learning by scores tied to performance

    Aspects of Fun Continuous, Challenging, Pacing

    Structured games

    Game context as fun, exercise, therapy orcombination

    In ter vent ion Design Study 2Inter vent ion Design Study 2

    Usability Movement Games Participants: n =13 adults from QUB

    mean age 20.26 (3.19)

    89 contacted to 18 accepting to 15 starting to 13 fully completing

    Purpose: Initial Testing and refinement of intervention

    Method: Sessions lasting approximately 40 mins One PRE testing session

    Measure Executive Function

    Trail making - A4 touch screen, Wisconsin Card Sort Pebl Softw are

    Balance (Static , Dynamic and Sway using Custom balance measures Dr. WillYoung, Dr. Cathy Craig)

    Five PLAY sessions (Bubble Pop and Balloon Pop)

    One POST testing session

    Measure

    Tests as in PRE session

    VRUSE Usability Questionnaire

    Study 2 Imp lementa t ion & Mate r ia lsStudy 2 Imp lementa t ion & Mate r ia ls

    Custom game software developed using Virtools (3DVIA Inc.)

    Programming of Game logic and presentation graphics

    Connection to Nintendo Wii Balance Board

    Ability to specify direction, speed, size, life-time of bubbles, sharks andquestions.

    Ability to draw any type of puzzle for use in balloon pop.

    Including mazes, questions, keys, bonuses and penalties

    Portable making use of laptop, Nintendo Wii Balance Board and projector.

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    Demonstr at ion of Balance TestsDem onst rat ion of Balanc e Test s Dem onst rat ion of Bubble PopDemonst rat ion of Bubble Pop

    Demonstrat ion of Bal loon PopDem onst rat ion of Bal loon Pop Gam e Trac e Bal loon PopGame Trace Bal l oon Pop

    During games the following are stored:

    Gamescore Time to Complete Centre of Pressure

    Progress

    Smart Shrimp

    Balloon Pop

    Game Sess ions and User Stat is t icsGame Sess ions and User Stat is t ics

    Number of Participants n =15 Number completed = 13

    4 males, 11 females from QUB 1st Year Psychology

    Participants are no vice computer game players spending less than 2 hours a w eek playing games

    Mean age = 20.26 (3.19)

    Total Sessions = 74

    Bubble Pop (Bubble Pop, Avoid the Shark, Smart Shrimp) Total Combined Play Time = 15 hrs 19mins 34s for a total level attempts = 827

    Play Ti me Per Session: Max = 15mins 37s, Min = 10min 27s, Avg = 14 mins18s

    Balloon Pop Total Combined Play Time = 16hrs 20 mins48s for a total level attempts = 1596

    Play Time Per Session (excluding breaks) Max = 17 min 46s, Min = 8 mins44s, avg = 13 mins 15s

    Average Success Rate Per Play S ession = 75 %

    Level Obtained : Max = 41, Min = 24, Avg= 35 (4.87)

    Levels Attempted Per Session: Max = 39, Min = 12, Avg = 22.5 (5.2)

    Execut ive Funct ion - Trai l Mak ingExecut ive Funct ion - Trai l Mak ing

    General measure of Frontal Lobe Deficits

    Measures sequence ability, ability to shift rule set, processing speed via time tocomplete

    Non-parametric Wilcoxon

    % Change Trail A % Change Trail B % Change

    Combined

    Sig (2-tailed)

    Trail A

    Sig (2-tailed)

    Trail B

    Sig (2-trail)

    Combined Score

    -10.51 -17.32 -26.86 0.064 0.009 0.007

    Trail A Trail B

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    Execu t ive Func t i on - Wiscons in Card Sor tExecu t ive Func t i on - Wiscons in Card Sor t

    General Measure of Frontal Lobe Deficits Measures planning, organized searching, shifting cognitive

    sets, directing behaviour toward achieving a goa l, and

    modul ating impulsive responding

    Measured by m atching card to group based on shiftingrules according to colour, shape and number

    Non-parametric Wilcoxon

    Measure Component % ChangePre to Post

    Sig (2-tailed)Pre toPost

    Number Categories Completed -4.74 0.524

    Percentage Total Error 19.58 0.6

    Percentage Correct Trials -1.68 0.6

    Number Preservative Errors -7.74 0.5

    Number Trials 0.74 0.7

    Failure to Maintain NA 0.023

    Learning to Learn 45.86 0.249

    Conceptual Level Response -16.97 0.101

    Balance TestsBalance Tests

    Sample Participant Trace Pre and Post Game Sessions

    0

    0.1

    0.2

    0.3

    0.4

    0.5

    0.6

    -0.2 -0.1 0 0.1 0.2

    0

    0.1

    0.2

    0.3

    0.4

    0.5

    0.6

    -0.2 -0.1 0 0.1 0.2

    ANTERIOR Static Test Centre of Pressure Trace

    Balance Tes ts - Sta t icBa lance Tes ts - Sta t ic

    Comparison of Balance (Static) Pre and Post Game Sessions Percentage Change

    Non-parametric Wilcoxon

    Balance Component Excursion Area Excursion Lateral Excursion Medial

    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

    Balance

    Component

    % Change

    Excursion Area

    % Change

    Excursion Lateral

    % Change

    Excursion Medial

    Left -9.2 -17.1 0.9

    Right -14.7 -17.3 -1.4

    Centre -15.3 -8.7 -22.2

    Posterior -0.2 -4.1 -2.3

    Anterior -35.2 -18.2 -22.4

    Balance Tests Dynamic , Sw ayBalance Tests Dynamic , Sw ay

    Comparison of Balance (Dynamic) Pre and Post Game Sessions Non-parametric Wilcoxon

    Comparison of Balance (Sway) Pre and Post Game Sessions Non-parametric Wilcoxon

    BalanceComponent

    Pre Av g Score Post Av g Score % Change Score Sig (2-tailed)

    Dynamic 21.6 30.6 113.19 0.001

    BalanceComponent

    Fast Pre / Post Sig(2-tailed)

    Slow Pre / Post Sig(2-tailed)

    Med Pre / Post Sig(2-tailed)

    SlowSlow Pre /Post Sig (2-tailed)

    Sway 0.311 0.311 0.6 0.116

    Game Play ProgressGame Play Progress

    Bubble Pop (Average score improvement)

    Balloon Pop (Average score improvement

    0

    500

    1000

    1500

    2000

    2500

    3000

    3500

    4000

    4500

    5000

    1 2 3 4 50

    200000

    400000

    600000

    800000

    1000000

    1200000

    1400000

    1 2 3 4 5

    0

    200

    400

    600

    800

    1000

    1200

    1400

    1 2 3 4 5145150155160165170175180185190195200

    1 2 3 4 5

    Smart Shrimp Avoid Shark

    Score Time

    Usabi l i t y - VRUSEUsabi l i t y - VRUSE

    VRUSE questionnaire with 100 questions

    Participants were also questioned on favourite games and aspects of engagement,control, feedback, physical demands

    Category Average Rating Satisfaction %

    Functionality 60.87

    User Input 59.78

    System Display 59.46

    User Guidance 54.06

    Consistency 59.23

    Flexibility 53.07

    Simulation Fidelity 60.41

    Error Correction 49.01

    Sense of Immersion 49.07

    Overall Usabilit y 63.21

    Favourite Game Ranking

    Balloon Pop 1

    Avoid the Shark 2

    Smart Shrimp 3

    Bubble Pop 4

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    Usabi l i t y Par t ic ipant Comm entsUsabi l i t y Par t ic ipant Comm ents

    Did enjoy some o f them, but as withgames, felt frustrated if I didn't dowell, which then made me lose

    concentration.

    The ba lance board was very sensitive to

    changes in m ovement which meant that yourbalance was tested very well, the screenresolutio n wasvery clear and I could see where

    my character was in the visual environment veryeasily.

    The strength is that you are interacting with thegame an d so it is mostenjoyable this way. Theweakness is that it can ge t tiring after a period of ti me

    and it can be frustrating.

    Really good games all round, I

    progressed a lot through outthe sessions.

    Lessons LearntLessons Learnt

    Balloon Pop Enjoyed and would stay longer to achieve results

    Only two drop-outs

    Design of games Pacing of levels and ability to skip sticking points

    Ending a session on a positive note

    Increased breaks to avoid fatigue

    Comparison of scores to self to motivate but need flexibility

    Motivation to achieve bonuses within games, path of least resistance

    Reduction of number of games played

    Recruitment is difficult! Retaining is tricky! Need to consider some means of incentive

    Experimental Design Fine line between repeated improvement and disruption of enjoyment

    In ter vent ion Design Study 3Inter vent ion Design Study 3

    Movement Intervention with Complex Trauma Population

    Participants: n = 20, 10 teenagers with CT symptomatology, SouthernHealth Trust, Belfast Trust compared with 10 non-CT sample.

    Purpose:Pilot movement sessions with clinical pop

    Method: Experimental

    Movement Game Training Sessions

    Record demographic and abuse history

    Measure pre and post

    Balance

    Executive functioning

    Mastery

    Discussion Point sDiscussion Point s

    Initial impression of games

    Positives and negatives

    Aspect of frustration, concentration with clinical population

    Thoughts on demands of games

    Structuring play in safe manner

    Capturing the effects

    Currently capturing executive functioning, balance, usability, mastery

    But what recommendations for capturing effect on general behaviour

    over and above those captured by IASC, TABS

    QuestionsQuestions

    Any questions, comments, feedback welcome.

    Email: [email protected]