{"id":296892,"date":"2018-02-13T12:40:03","date_gmt":"2018-02-13T17:40:03","guid":{"rendered":"http:\/\/www.rochester.edu\/newscenter\/?p=296892"},"modified":"2018-06-01T12:52:42","modified_gmt":"2018-06-01T16:52:42","slug":"training-brains-young-old-sick-healthy-virtual-reality-296892","status":"publish","type":"post","link":"https:\/\/www.rochester.edu\/newscenter\/training-brains-young-old-sick-healthy-virtual-reality-296892\/","title":{"rendered":"Training brains\u2014young and old, sick and healthy\u2014with virtual reality"},"content":{"rendered":"<hr \/>\n<p><i>Virtual reality (VR) uses advanced display and immersive audio technologies to create an interactive, three-dimensional image or environment. Augmented reality (AR), meanwhile, uses digital technology to overlay video and audio onto the physical world to provide information and embellish our experiences. <\/i><\/p>\n<p><em>At the University of Rochester, we\u2019re crossing disciplines to collaborate on VR\/AR innovations that will revolutionize how we <a href=\"https:\/\/www.rochester.edu\/newscenter\/augmented-reality-chemical-plant-297792\/\">learn<\/a>, discover, <a href=\"https:\/\/www.rochester.edu\/newscenter\/intersections-app-combines-virtual-reality-personalized-psychotherapy-cognitive-behavioral-therapy-296922\/\">heal<\/a>, and <a href=\"https:\/\/www.rochester.edu\/newscenter\/intersections-better-audio-vr-videos\/\">create<\/a> as we work to make the world ever better.<\/em><\/p>\n<hr \/>\n<p><a href=\"http:\/\/www.rochester.edu\/news\/intersections\/\"><img loading=\"lazy\" decoding=\"async\" class=\"alignright size-full wp-image-300032\" src=\"https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2018\/02\/intersections.jpg\" alt=\"logo graphic reads: INTERSECTIONS. A Newscenter series showcasing the University of Rochester's cross-disciplinary approaches to teaching, learning, and research\" width=\"300\" height=\"200\" \/><\/a>An accidental discovery by Rochester researchers in 2003 touched off a wave of research into the area of neuroplasticity in adults, or how the brain\u2019s neural connections change throughout a person\u2019s lifespan.<\/p>\n<p>Fifteen years ago, Shawn Green was a graduate student of Daphne Bavelier, then an associate professor of brain and cognitive sciences at the University. As the two created visual tests together, Green demonstrated exceptional proficiency at taking these tests himself. The two researchers hypothesized that it might be due to his extensive experience playing first-person, action-based video games. From there, Green and Bavelier demonstrated that, indeed, action-based video games <a href=\"http:\/\/www.rochester.edu\/news\/show.php?id=1336\">enhance the brain\u2019s ability to process visual information<\/a>.<\/p>\n<p>In years since, video gaming technology has gotten more sophisticated, regularly incorporating or featuring virtual reality (VR). The Oculus Rift headset, for example, connects directly to your PC to create an immersive VR gaming experience.<\/p>\n<p>If we know that action-based video games enhance visual attention, might VR games do the same (and perhaps to a greater degree) because of the increased level of immersion?<\/p>\n<p>That\u2019s the question a current group of Rochester researchers\u2014Duje Tadin, associate professor of brain and cognitive sciences; Jeffrey Bazarian, professor of emergency medicine; and Feng (Vankee) Lin, assistant professor in the School of Nursing\u2014hope to answer.<\/p>\n<p>\u201cMuch of the existing research on brain plasticity in adults has focused on healthy adults,\u201d says Tadin, who studies the neural mechanisms of visual perception. However, Tadin\u2019s own <a href=\"https:\/\/www.rochester.edu\/newscenter\/brain-training-video-games-help-low-vision-kids-see-better-201322\/\">recent research<\/a> has shown that brain-training video games can improve the peripheral vision of children with poor eyesight. In other words, he says, \u201cThe people who might benefit the most from this work are those who have decrements in their attention or cognitive abilities.\u201d<\/p>\n<div class=\"pullquote\">\u201cAll three of us are studying the brain, but in different disciplines. And I think the biggest scientific advancements come not from within a discipline, but from branching out.\u201d<\/div>\n<p>But accessing such populations can prove challenging on a college campus, where undergraduate students (the typical study participants) abound.<\/p>\n<h2>A meeting of interdisciplinary minds<\/h2>\n<p>Enter Lin and Bazarian.<\/p>\n<p>Tadin was one of Lin\u2019s postdoc mentors, and Lin is now a leading researcher on cognitive aging in older adults. Her lab studies the use of computerized cognitive training to help slow cognitive decline. Meanwhile, Tadin met Bazarian during a February 2017 meeting of the <a href=\"https:\/\/www.urmc.rochester.edu\/health-lab.aspx\">UR Health Lab<\/a>, a multidisciplinary campus collaboration that aims to bring computing, analytics, and technology to bear on modern-day challenges in medicine.<\/p>\n<p>\u201cWhen I went to this meeting, I didn\u2019t realize how many people on the River Campus were doing work with potential medical applications,\u201d recalls Bazarian, who studies concussions and other traumatic brain injuries with an eye toward preventing, diagnosing, and treating such conditions. \u201cAnd Duje probably had no idea there were researchers like me with patients who could help test his ideas.\u201d<\/p>\n<p>\u201cAll three of us are studying the brain, but in different disciplines,\u201d Tadin says. \u201cAnd I think the biggest scientific advancements come not from within a discipline, but from branching out.\u201d<\/p>\n<p>The researchers presented their idea at the AR\/VR Grand Challenge in April 2017, a University-wide retreat connecting researchers across the disciplines and various campuses. Combining their scientific expertise and resources helped them secure grant funding from Arts, Sciences &amp; Engineering, the Medical Center, and the School of Nursing to study the effects of VR brain training on three groups:<\/p>\n<ul>\n<li><strong>Healthy individuals<\/strong>, whose results would provide a baseline measure<\/li>\n<li><strong>People with mild traumatic brain injury (TBI)<\/strong> resulting from concussions<\/li>\n<li><strong>Older adults with mild cognitive impairment (MCI)<\/strong>, a group at high risk for developing Alzheimer\u2019s disease, but still with the possibility of recovering normal function<\/li>\n<\/ul>\n<p>Wearing an Oculus headset and using the <a href=\"https:\/\/neurotrainer.com\">NeuroTrainer software<\/a>, the study participants must keep track of specified objects\u2014basketballs on a court, for example\u2014in their visual field. As the difficulty level increases, there is more visual sensory input presented across a broader area, along with the introduction of surprising or unexpected elements.<\/p>\n<p>\u201cWe\u2019re basically taking the key components of video games, using them in an immersive VR setting, and then collecting the data with eye-tracking technology,\u201d says Tadin.<\/p>\n<h2>Providing care using VR technology<\/h2>\n<p>Although Tadin was familiar with computerized cognitive training for older adults through his work with Lin, he admits he was unaware of the problems that people with concussions experience when it comes to their eye movements.<\/p>\n<p>\u201cWe used to think that with a concussion you just get a headache,\u201d Bazarian explains. \u201cBut it turns out, there are measurable deficits in how concussed patients\u2019 eyes track and move in all directions across the visual field.\u201d Those movements indicate an injury to the brain. Typically, these deficits have been observed by physical therapists while working with patients in a clinical setting. In such cases, the patient is instructed to go home and repeat the brain training exercises.<\/p>\n<p>But it can be difficult for many patients to follow through with the typical treatment plan. \u201cThese are often adolescent kids who want something fun and engaging. If we can give them that through virtual reality, then their potential adherence to the regimen would increase and hasten their recovery,\u201d Bazarian says.<\/p>\n<p>\u201cNot to mention, concussion specialists are few and far between. If this project is successful, patients wouldn\u2019t have to come to the doctor\u2019s office for treatment.\u201d<\/p>\n<p>Ideally, by the time the researchers complete their study roughly a year from now, the next generation of VR equipment will be more user-friendly and affordable. \u201cRight now, you need special hardware that\u2019s tethered to a computer, one that requires a high-performance video card,\u201d Tadin says. Meanwhile, the mobile or cardboard box-style headsets often have problems with flickering.<\/p>\n<p>But the future is near\u2014and the Rochester researchers are poised to bring therapeutic interventions harnessing VR technology to their patients. \u201cOculus has a stand-alone model, <a href=\"https:\/\/www.oculus.com\/go\/\">Oculus Go<\/a>, coming out sometime this year,\u201d notes Tadin. \u201cIf we have our intervention worked out by the time the next generation of hardware comes out, we\u2019ll be ahead of the curve.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Rochester researchers are using virtual reality-based brain training to better understand the brain&#8217;s plasticity in athletes who have experienced concussions and older adults with mild cognitive impairments. The goal? Improved therapeutic treatments patients can do at home.<\/p>\n","protected":false},"author":372,"featured_media":297972,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[116],"tags":[34362,7396,18672,6096,29502,34272,16072,10026,14692,34062],"class_list":["post-296892","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-sci-tech","tag-augmented-reality","tag-brain-injury","tag-department-of-brain-and-cognitive-sciences","tag-duje-tadin","tag-featured-post-side","tag-interdisciplinary","tag-school-of-arts-and-sciences","tag-school-of-nursing","tag-video-games","tag-virtual-reality"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Training brains\u2014young and old, sick and healthy\u2014with virtual reality<\/title>\n<meta name=\"description\" content=\"Rochester researchers are using virtual reality-based brain training to better understand the brain&#039;s plasticity in athletes who have experienced concussions and older adults with mild cognitive impairments.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.rochester.edu\/newscenter\/training-brains-young-old-sick-healthy-virtual-reality-296892\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Training brains\u2014young and old, sick and healthy\u2014with virtual reality\" \/>\n<meta property=\"og:description\" content=\"Rochester researchers are using virtual reality-based brain training to better understand the brain&#039;s plasticity in athletes who have experienced concussions and older adults with mild cognitive impairments.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/www.rochester.edu\/newscenter\/training-brains-young-old-sick-healthy-virtual-reality-296892\/\" \/>\n<meta property=\"og:site_name\" content=\"News Center\" \/>\n<meta property=\"article:published_time\" content=\"2018-02-13T17:40:03+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2018-06-01T16:52:42+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/www.rochester.edu\/newscenter\/wp-content\/uploads\/2018\/02\/fea-brenna-James-VR.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"1000\" \/>\n\t<meta property=\"og:image:height\" content=\"600\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Sofia Tokar\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Sofia Tokar\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/training-brains-young-old-sick-healthy-virtual-reality-296892\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/training-brains-young-old-sick-healthy-virtual-reality-296892\\\/\"},\"author\":{\"name\":\"Sofia Tokar\",\"@id\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/#\\\/schema\\\/person\\\/6e2aecfd2d62aca26a6a82e0f0153199\"},\"headline\":\"Training brains\u2014young and old, sick and healthy\u2014with virtual reality\",\"datePublished\":\"2018-02-13T17:40:03+00:00\",\"dateModified\":\"2018-06-01T16:52:42+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/training-brains-young-old-sick-healthy-virtual-reality-296892\\\/\"},\"wordCount\":1092,\"image\":{\"@id\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/training-brains-young-old-sick-healthy-virtual-reality-296892\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/www.rochester.edu\\\/newscenter\\\/wp-content\\\/uploads\\\/2018\\\/02\\\/fea-brenna-James-VR.jpg\",\"keywords\":[\"augmented reality\",\"brain injury\",\"Department of Brain and Cognitive Sciences\",\"Duje Tadin\",\"featured-post-side\",\"interdisciplinary\",\"School of Arts and Sciences\",\"School of Nursing\",\"video games\",\"virtual reality\"],\"articleSection\":[\"Science &amp; 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