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'Out-of-body' virtual experience could help social anxiety

New virtual imaging technology could be used as part of therapy to help people get over social anxiety according to new research from the University of East Anglia (UEA).

Research published today investigated for the first time whether people with social anxiety could benefit from seeing themselves interacting in social situations via video capture.

The experiment gave participants the chance to experience social interaction in the safety of a virtual environment by seeing their own life-size image projected into specially scripted real-time video scenes.

UEA researchers, led by Dr Lina Gega from UEA’s Norwich Medical School and MHCO’s Northumberland Talking Therapies, worked with Xenodu Virtual Environments to create more than 100 different social scenarios – such as using public transport, buying a drink at a bar, socialising at a party, shopping, and talking to a stranger in an art gallery.

The researchers tested whether this sort of experience could become a valuable part of Cognitive Behavioural Therapy (CBT) by including an hour-long session midway through a 12-week CBT course.

Dr Gega said: “People with social anxiety are afraid that they will draw attention to themselves and be negatively judged by others in social situations. Many will either avoid public places and social gatherings altogether, or use safety behaviours to cope – such as not making eye contact and being guarded or hyper-vigilant towards others.

“Paradoxically, this sort of behaviour draws attention to people with social anxiety and feeds into their beliefs that they don’t fit in.

“We wanted to see whether practising social situations in a virtual environment could help.”

Paul Strickland from Xenodu, the company behind the virtual environment system, said: “Our system uses video capture to project a user’s life-size image on screen so that they can watch themselves interacting with custom-scripted and digitally edited video clips.

“It isn’t a head-mounted display – which anxious people may find uncomfortable,” he added. “Instead, the user observes from an out-of-body perspective. They can then simultaneously view themselves and interact with the characters of the film.”

Dr Gega’s project focused on six socially anxious young men recovering from psychosis who also have debilitating social anxiety. The participants engaged with a range of scenarios, some of which were designed to feature rude and hostile people. The virtual environments encouraged participants to practice small-talk, maintain eye contact, test beliefs that they wouldn’t know what to say, and resist safety behaviour such as looking at the floor or being hyper-vigilant.

The main benefits of using these virtual environments in therapy was that it helped participants notice and change anxious behaviours in a safe, controlled environment which could be rehearsed over and over again. Participants were found to drop safety behaviours and take greater social risks. And while realistic to an extent, the ‘fake’ feeling of staged scenarios in itself proved to be a virtue.

“It helped the participants question their interpretation of social cues,” said Dr Gega. “For example, if they thought that one of the characters was looking at them ‘funny’ they could immediately see that there must be an alternative explanation because the scenarios were artificial.

“Another useful aspect of the system is that it can be tailored to address specific fears in social situations - for example a fear of performance, intimacy, or crowds,” she added.

“Two of the patients said that the system felt “weird and surreal”, so the element of having an out-of-body experience is something to study further in future – particularly because psychosis itself is defined by a distorted perception of reality.

“This research explored the feasibility and potential added value of using virtual environments as part of CBT. The next stage would be to carry out a randomised, controlled comparison of CBT with and without the virtual environment system to test whether using the system as a therapy tool leads to greater or quicker symptom improvement.”

Mr Strickland added: “I hope our technology can help make a difference to the lives of people experiencing social anxiety and other specific anxiety conditions for which controlled exposure to feared situations is part of therapy. It is particularly versatile because it doesn’t need technical expertise to set up and use. And the library of scenarios can be built on to capture different types of exposure environments needed in day-to-day clinical practice.”

‘Virtual Environments Using Video Capture for Social Phobia with Psychosis’ is published by the journal Cyberpsychology, Behaviour and Social Networking.

Filed under social anxiety virtual environment CBT technology psychology neuroscience science

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Researchers discover workings of brain’s ‘GPS system’
Just as a global posi­tion­ing sys­tem (GPS) helps find your loca­tion, the brain has an inter­nal sys­tem for help­ing deter­mine the body’s loca­tion as it moves through its surroundings.
A new study from researchers at Prince­ton Uni­ver­sity pro­vides evi­dence for how the brain per­forms this feat. The study, pub­lished in the jour­nal Nature, indi­cates that cer­tain position-tracking neu­rons — called grid cells — ramp their activ­ity up and down by work­ing together in a col­lec­tive way to deter­mine loca­tion, rather than each cell act­ing on its own as was pro­posed by a com­pet­ing theory.
Grid cells are neu­rons that become elec­tri­cally active, or “fire,” as ani­mals travel in an envi­ron­ment. First dis­cov­ered in the mid-2000s, each cell fires when the body moves to spe­cific loca­tions, for exam­ple in a room. Amaz­ingly, these loca­tions are arranged in a hexag­o­nal pat­tern like spaces on a Chi­nese checker board.
“Together, the grid cells form a rep­re­sen­ta­tion of space,” said David Tank, Princeton’s Henry L. Hill­man Pro­fes­sor in Mol­e­c­u­lar Biol­ogy and leader of the study. “Our research focused on the mech­a­nisms at work in the neural sys­tem that forms these hexag­o­nal pat­terns,” he said. The first author on the paper was grad­u­ate stu­dent Cristina Dom­nisoru, who con­ducted the exper­i­ments together with post­doc­toral researcher Amina Kinkhabwala.
Dom­nisoru mea­sured the elec­tri­cal sig­nals inside indi­vid­ual grid cells in mouse brains while the ani­mals tra­versed a computer-generated vir­tual envi­ron­ment, devel­oped pre­vi­ously in the Tank lab. The ani­mals moved on a mouse-sized tread­mill while watch­ing a video screen in a set-up that is sim­i­lar to video-game vir­tual real­ity sys­tems used by humans.
She found that the cell’s elec­tri­cal activ­ity, mea­sured as the dif­fer­ence in volt­age between the inside and out­side of the cell, started low and then ramped up, grow­ing larger as the mouse reached each point on the hexag­o­nal grid and then falling off as the mouse moved away from that point.
This ramp­ing pat­tern cor­re­sponded with a pro­posed mech­a­nism of neural com­pu­ta­tion called an attrac­tor net­work. The brain is made up of vast num­bers of neu­rons con­nected together into net­works, and the attrac­tor net­work is a the­o­ret­i­cal model of how pat­terns of con­nected neu­rons can give rise to brain activ­ity by col­lec­tively work­ing together. The attrac­tor net­work the­ory was first pro­posed 30 years ago by John Hop­field, Princeton’s Howard A. Prior Pro­fes­sor in the Life Sci­ences, Emeritus.
The team found that their mea­sure­ments of grid cell activ­ity cor­re­sponded with the attrac­tor net­work model but not a com­pet­ing the­ory, the oscil­la­tory inter­fer­ence model. This com­pet­ing the­ory pro­posed that grid cells use rhyth­mic activ­ity pat­terns, or oscil­la­tions, which can be thought of as many fast clocks tick­ing in syn­chrony, to cal­cu­late where ani­mals are located. Although the Prince­ton  researchers detected rhyth­mic activ­ity inside most neu­rons, the activ­ity pat­terns did not appear to par­tic­i­pate in posi­tion calculations.

Researchers discover workings of brain’s ‘GPS system’

Just as a global posi­tion­ing sys­tem (GPS) helps find your loca­tion, the brain has an inter­nal sys­tem for help­ing deter­mine the body’s loca­tion as it moves through its surroundings.

A new study from researchers at Prince­ton Uni­ver­sity pro­vides evi­dence for how the brain per­forms this feat. The study, pub­lished in the jour­nal Nature, indi­cates that cer­tain position-tracking neu­rons — called grid cells — ramp their activ­ity up and down by work­ing together in a col­lec­tive way to deter­mine loca­tion, rather than each cell act­ing on its own as was pro­posed by a com­pet­ing theory.

Grid cells are neu­rons that become elec­tri­cally active, or “fire,” as ani­mals travel in an envi­ron­ment. First dis­cov­ered in the mid-2000s, each cell fires when the body moves to spe­cific loca­tions, for exam­ple in a room. Amaz­ingly, these loca­tions are arranged in a hexag­o­nal pat­tern like spaces on a Chi­nese checker board.

“Together, the grid cells form a rep­re­sen­ta­tion of space,” said David Tank, Princeton’s Henry L. Hill­man Pro­fes­sor in Mol­e­c­u­lar Biol­ogy and leader of the study. “Our research focused on the mech­a­nisms at work in the neural sys­tem that forms these hexag­o­nal pat­terns,” he said. The first author on the paper was grad­u­ate stu­dent Cristina Dom­nisoru, who con­ducted the exper­i­ments together with post­doc­toral researcher Amina Kinkhabwala.

Dom­nisoru mea­sured the elec­tri­cal sig­nals inside indi­vid­ual grid cells in mouse brains while the ani­mals tra­versed a computer-generated vir­tual envi­ron­ment, devel­oped pre­vi­ously in the Tank lab. The ani­mals moved on a mouse-sized tread­mill while watch­ing a video screen in a set-up that is sim­i­lar to video-game vir­tual real­ity sys­tems used by humans.

She found that the cell’s elec­tri­cal activ­ity, mea­sured as the dif­fer­ence in volt­age between the inside and out­side of the cell, started low and then ramped up, grow­ing larger as the mouse reached each point on the hexag­o­nal grid and then falling off as the mouse moved away from that point.

This ramp­ing pat­tern cor­re­sponded with a pro­posed mech­a­nism of neural com­pu­ta­tion called an attrac­tor net­work. The brain is made up of vast num­bers of neu­rons con­nected together into net­works, and the attrac­tor net­work is a the­o­ret­i­cal model of how pat­terns of con­nected neu­rons can give rise to brain activ­ity by col­lec­tively work­ing together. The attrac­tor net­work the­ory was first pro­posed 30 years ago by John Hop­field, Princeton’s Howard A. Prior Pro­fes­sor in the Life Sci­ences, Emeritus.

The team found that their mea­sure­ments of grid cell activ­ity cor­re­sponded with the attrac­tor net­work model but not a com­pet­ing the­ory, the oscil­la­tory inter­fer­ence model. This com­pet­ing the­ory pro­posed that grid cells use rhyth­mic activ­ity pat­terns, or oscil­la­tions, which can be thought of as many fast clocks tick­ing in syn­chrony, to cal­cu­late where ani­mals are located. Although the Prince­ton  researchers detected rhyth­mic activ­ity inside most neu­rons, the activ­ity pat­terns did not appear to par­tic­i­pate in posi­tion calculations.

Filed under grid cells electrical activity virtual environment neural system neuroscience science

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