Archive for the ‘Disability’ Category

Virtual worlds for the elderly and disabled

An Italian virtual worlds developer, ISN, has announced the roll-out of the Oasis Foundation Virtual World Project. Funded by a non-profit organisation in Italy devoted to assisting the elderly and disabled, the project aims to:

1. Act as communication and collaboration environment to inform, communicate and interact with the public in an innovative way.
2. Be a collaboration and activity platform for the disabled.

Some of the activities which will be held include:

1. Virtual Learning sessions on various topics in the Oasis Virtual University.
2. Conference and conventions in the various meeting areas of the virtual world.
3. Workshops for virtual goods production.
4. A virtual school for video production and machinima, connected to a real life TV.
5. Assistance and help sessions for families. Contact with a psychologist.
6. Exhibitions of different kinds.
7. Sessions and discussion on religious topics, cultural differences and lectures.

Second Life is the platform of choice for the project. None of the aims or activities are particularly new for anyone used to interacting in virtual environments. That said, the comprehensiveness of the project is impressive and I’ll be following this to see how the end product ends up.

Serious games: health games research, amputees and avatar perception

Over the past few weeks, there’s been a spike in mainstream media interest around virtual environments and health. I thought it’d be worth showcasing three notable stories / issues that you may not be aware of.

Amputee Support

A press release from ADL Company Inc. and Virtual Ability, Inc. touts the launch of a project to provide peer-support to those who have undergone amputation of a limb. The project’s impetus has come about due to some sobering US-based facts:

Recent US military casualty figures for Operation Iraqi Freedom and Operation Enduring Freedom indicate that between September 2001 and mid-January 2009 over a thousand amputation injuries occurred. Of the 935 amputations considered major, one in five wounded warriors lost more than one limb. While the rehabilitation goal is for the soldier to return to active duty, many reintegrate into their civilian communities. In either case, military amputations are often accompanied by additional wounds, depression, fear, phantom limb pain, and post traumatic stress disorder.

Spouses and family members often become the caregivers of military amputees after they are released from military hospitals and rehabilitation programs. Family support members have their own grieving process to go through related to the amputation and to the change to family life.

The platform for the project is the recently released Second Life Enterprise product, meaning that users have a greater deal of privacy to explore issues in a group context. You can also read about the project from the perspective of ADL Inc’s President, and regular virtual worlds writer, Doug Thompson (SL: Dusan Writer).

Avatars: Perceptions of Self

New Scientist has a good article on a study looking at brain activity (as measured by MRI) when discussing perceptions of real self versus a heavily played World of Warcraft character. The methodology:

To probe what brain activity might underlie people’s virtual behaviour, Caudle’s team convinced 15 World of Warcraft players in their twenties – 14 men and 1 woman – who play the game an average of 23 hours a week, to drag themselves away from their computers and spend some time having their brains scanned using functional MRI.

While in the scanner, Caudle asked them to rate how well various adjectives such as innocent, competent, jealous and intelligent described themselves, their avatars, their best friend in the real world and their World of Warcraft guild leader.

For the early results, read the article, but essentially things aren’t black and white about how we perceive ourselves versus our avatars. No big surprise there. One particularly interesting signpost for future research is the idea that those who perceive themselves and their avatars in a similar way may be the individuals at higher risk for addictive behaviours in regards to their use of virtual environments.

Health Games Research

Health Games Research is a website well worth perusing. It’s a US-based organisation devoted to “research to advance the innovation and effectiveness of digital games and game technologies intended to improve health”. There are yearly grants for research into games and health, with the 2009 funding round announced last week.

It’d be great to hear from anyone interested in conducting their own research into the area, as I have an interest in undertaking some research myself and would love to discuss potential collaborations.

Informed consent for medical procedures: the use of virtual environments

imperialcollege Dr Suzanne Conboy Hill is a Consultant Clinical Psychologist and a Visiting Research Fellow at the University of Brighton in the UK. She appeared on Radio National’s Future Tense program this morning, talking about her involvement in a virtual hospital project that I’ve mentioned here previously.

It’s an interview well worth listening to for the passion Dr Conboy Hill shows for the topic and her belief on the opportunities virtual worlds provide around informed consent for medical procedures by those with some form of mental impairment. It’s an area I hadn’t thought about much, but it makes sense that an immersive 3D environment would be an ideal medium to promote understanding of medical procedures in a non-threatening environment.

The key challenge at this stage is giving the level of access to provide those benefits in a more widespread way. Additionally, equipping current students of health sciences with the knowledge to navigate such environments is another challenge in an already crowded curriculum in most circumstances.

The same episode of Future Tense also has a short interview with me on the media hype cycle with virtual worlds, their role in education and the precedents likely to be set by the pending class action against Linden Lab on intellectual property grounds.

Virtual worlds and health: some media focus

The past couple of weeks have seen some interesting articles in the mainstream media on virtual environments and health.

The first is in the Jerusalem Post, showing the benefits for the vision impaired. You can view the full article here.

The second appears in Information Week and covers the use of Second Life by Chicago Children’s Memorial Hospital for disaster preparedness and the work done on Virtual Ability island.

I’m noticing a slow but steady trickle of mainstream news reporting on the opportunities of virtual environments and health. The challenge is to ensure there’s really solid evidence to back those claims when they receive more widespread scrutiny.

The View From My Wheelchair

Australian Second Life resident, Seshat Czeret, provides a guest post, which appeared on The Metaverse Journal in the past week. Thanks Seshat!

seshat2sml

There is always a lot of talk about ‘accessibility’, so-called ‘making things usable for the disabled’. You also hear a lot about phrases like ‘discrimination’, ‘equal opportunity’ and ‘political correctness’. It can be difficult to work out what is actually needed to help a disabled person live a fulfilling and useful life, and what is excessive ‘correctness’. Hearing what life is like for a disabled person can help.

I’m disabled. I use Second Life extensively. This is my story.

In the atomic world, the fleshworld, I’m almost totally housebound. I can only do chores – or SL work – for a short time before I have to rest. I only have a few hours a day in which I’m functional, and even for those I’m not fully functional. I haven’t been since I was a teenager. Some days – even some weeks or months – I have even less, or am not functional at all.

When I do go out, I have to use a mobility scooter or a wheelchair. I can walk, but walking the length of a mall would tire me out to the point where I’d need several hours of sleep to recover. For various reasons – which would probably be boring – even with the assistance of the scooter or the wheelchair, going out is very stressful and leaves me tired. I have to plan outings carefully.

So I can’t do atomic world work. By the time I got to work, I’d be too weak to achieve anything. I’ve tried, over and over again, many times in the last two decades. I’ve done it, but only at the cost of aggravating my problems.

Fortunately for me, I live in the 21st Century. I can do work from home! I’ve done voluntary work for the Open Source community. I’ve done other sorts of online voluntary work. I’ve written articles, and twice written a book. Unfortunately, the pace of work expected of an author of books exceeds what I can do – the first time I wrote a book, I was more than a year recovering.

But in Second Life, I can be useful.

In Second Life, I teach. I only have to be focussed for an hour and a half or so at a time, which is a stretch of time I can manage. And I don’t have to leave my house, exhausting myself, to do so. I can teach in text, with student questions also in text, so my hearing problems don’t matter. Much of the typing is done in advance, so I don’t overstrain my arms and hands, and only have to type the personalisation of the class for the individual students I’m teaching that day.

In Second Life, I am an NCI helper. I sit and listen in on the NCI chat/questions group channel. When there’s a problem I can help with, I can choose to respond – or not! If I’m having a high pain day, I let others catch that question. If I’ve responded to too many questions and need a break, I let others catch that question. If I can answer, however, I will.

In Second Life, I run a business. I don’t have to be there all the time, I can set things up and then go collapse into my bed. I can create things that other people like, in the times when I am functional, and rest when I’m not. I can do the business management stuff when I’m capable of it, not to someone else’s timeframe.

Best of all, in Second Life, my body works. I can run, and dance, and fly, and ‘talk’, and ‘hear’. I can attend art shows, or watch people creating art in sandboxes.

In Second Life, I am a person and not a disability.

Virtual Ability Island

Virtual Ability is an island in Second Life devoted to individuals with disabilities or chronic health conditions.

Initially funded by the USA’s National Library of Medicine, it now relies on individual contributions. It contains a number of discrete areas including training facilities for people with chronic health conditions. They even have their own orientation section which is well laid out and easy to follow.

You can contact Carolina Keats or Eme Capalini in-world for more information.

Check it out in-world.

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