Tagged: virtual reality
With the Pancakes for Parkinson’s event at Boston University nearing, on April 2nd, I thought it would be a good time to check up on the latest in Parkinson’s research.
Firstly, Parkinson’s Disease (PD) is a motor disorder that affects dopaminergic neurons of the brain, which are necessary in the coordination of movement. Onset is usually around age 60, starting with symptoms including tremor, stiffness, slowness of movement, and poor balance and coordination. While current treatments can help alleviate the symptoms in patients, none provide a cure.
Second off, the mission of the Michael J. Fox Foundation for Parkinson’s Research and other support groups is to find better treatments for those suffering from the disease. With the Baby Boomer generation entering late adulthood and old age, more research needs to be done to better understand the disease and help those with it find relief. Consider stopping by the GSU Alley for some pancakes to show your support for the Foundation and its cause next month!
Ranging from studying food intake to using technology, many approaches have been used in PD research. More
In the 2009 film Avatar, scientists exploring the planet Pandora used alien hybrid bodies called "avatars" that functioned through a mental connection established with their genetically-matched human counterparts.
While this kind of technology seems as science fictionally fantastic as only the movies can portray it, recent work in the neuro-scientific community may lead the world to think otherwise. Neurologist Olaf Blanke, with the Brain Mind Institute at Ecole Polytechnique Fédérale de Lausanne in Switzerland, led a Virtual-Reality (VR) experiment utilizing computerized “virtual humans” to gain a deeper understanding of the neurobiological basis for the knowledge of one’s location in space. Interestingly, his team seems to have discovered that the sensation of possessing a body arises as part of our own conscious experience.
Blanke and his team had volunteers wear VR stereoscopic visors, or view projections on a large screen, while the researchers challenged them about fundamental aspects of self perception. The scientists physically touched the subjects either in sync or out of sync with their digital human “avatars” as they wandered through 3D environments, and even ‘immersed’ them into an avatar of the opposite sex. They also changed the subject’s perspective from the first to the third-person point of view. While such methods may seem a bit odd and even unorthodox, the response of the subjects to such testing was both highly positive and truly fascinating. Indeed, as Blanke commented regarding his own observations: "They start thinking that the avatar is their own body; we created a partial out-of-body experience. We were able to disassociate touch and vision and make people think that their body was two metres in front of them".
Throughout the experiement, subjects were fitted with electrode-containing skullcaps to record the electrical activity produced by their brains. The data collected by the electrodes and brain imaging scans (via fMRI) during the study demonstrated a heightened response in the temporo-parietal and frontal regions of the volunteer's brains, areas classically considered responsible for integrating touch and vision. These findings suggest that the subjects' brains were successfully being tricked as they experienced their own "bodies" in virtual space.
Progression in the knowledge of self-awareness and virtual reality could lead to major advances in the fields of robotics, neuro-rehabilitation and even severe-pain treatment. Imagine being able to temporarily “leave” the body as it heals after a serious injury! Though we may never get to explore Pandora, the implications of such out of body "avatar" experiences could be enormous.
Scientists project humans into avatars - Financial Times
Scientists explore the meaning of self-consciousness - Irish Times
The real avatar - EurekAlert