research movement presentation condensed
TRANSCRIPT
-
8/6/2019 Research Movement Presentation Condensed
1/5
22/03/2011
1
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)
-
8/6/2019 Research Movement Presentation Condensed
2/5
22/03/2011
2
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.
-
8/6/2019 Research Movement Presentation Condensed
3/5
22/03/2011
3
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
-
8/6/2019 Research Movement Presentation Condensed
4/5
22/03/2011
4
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
-
8/6/2019 Research Movement Presentation Condensed
5/5
22/03/2011
5
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]