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Foretell Reality at AWE with Yale University

Asher Marks, MD, Medical Director of Pediatric Neuro-Oncology at Yale University School of Medicine, recently spoke at AWE Europe about his collaboration with Foretell Reality. Featured alongside CMO of the Glimpse Group, James Watson, Dr. Marks explained the value of VR in clinical treatments for pediatric cancer patients, a support group therapy in VR, and why the Yale School of Medicine chose to partner with Foretell Reality.

“We needed a company that was going to work with us to customize the experience for what we felt our patients needed, and what our patients said they needed.” Yale Oncology Department chose Foretell because it is a peer-to-peer secured application, has great spatial audio, is hardware agnostic, and is customizable, Dr. Marks says. In his talk, Dr. Marks also highlights how VR has a lack of distraction, includes body language, a shared space, and opportunities for self-expression through avatars. His study participants followed his sentiment, saying “I preferred VR to Zoom due to the fact that it felt more immersive as though I was leaving my house to attend group”. “I would prefer a VR group to a Zoom group, as this feels more immersive” another participant agrees.

“Participation went from 0% to 73% when we put our patients into social VR support groups,” said Dr Marks, highlighting the significant impact the VR-based cancer support groups have had. “It was extremely helpful to be able to vent to people who actually get it”, adds another cancer participant. The support groups aimed to improve psychosocial care for cancer patients aged 18-25. But using the phone was their grandparents’ technology, and using Zoom was their parents’ technology, Dr. Marks says. VR, however, was something new and exciting. As an added benefit, the groups allowed patients with Leukemia to interact without having the increased risk of infection spread. Some patients joined support group sessions from the hospital, and some others were homebound. “I think I greatly benefitted from the group and it made me feel less isolated”, says a patient after participating in the program.

After over 9 months of detailed planning, Dr. Marks and his team ran Phase 1 and 2 pilot clinical trials with assessment tools such as resilience surveys to measure results. The average participant age was 19, and the most common diagnosis of participants was Acute Lymphocytic Leukemia. They had four patients per group, a professional social worker, and an invisible observer. The results were very encouraging: they found statistically significant improvements in resilience. “I was a little embarrassed to be myself, but this group provided me with the confidence to be myself.” adds one member.

Following this collaboration, The Glimpse Group is working to make the implementation, management, and measurement of XR technology in healthcare easy, and to promote more studies and partnerships. As XR becomes more mainstream, the cost of entry will become more affordable, Asher Marks adds. One of the major benefits of this study will be that it sets a precedent for other healthcare organizations, as mentioned in their Q&A.

VR-Related

Why Therapy in Virtual Reality?

Presence

One reason that virtual reality (VR) therapy has profound impacts on human psychology is how immersive it is. Once a user puts on their virtual reality headset, they are transformed into a new space– A new reality where everything from the laws of physics to their environment can be modified. Secondly, there are no screens that frame the experience. This is because headsets provide sensory information that the brain processes as everyday reality. Additionally, the headset tracks head and body movements making the user navigate the virtual space with their body. So, with sounds, sights, and even haptic feedback, VR mimics physical spaces and situations with digital technology. As a result, users feel a full sense of bodily presence in the environments they explore through their headsets.

Presence is divided into three categories; personal, social, and environmental. Personal presence is easily created via virtual mirrors or visual identifiers like virtual hands. Social presence is established when interacting with other virtual beings like avatars or characters in a natural way, like through conversation or body language. And finally, environmental presence is a combination of the two that makes users feel connected to their virtual environments. In order to have a better understanding of presence, the ITC-Sense of Presence Inventory uses a four-factor assessment. They measure physical space, engagement, naturalness, and negative effects from the user’s point of view. This way, researchers can grasp how users’ journeys might impact their emotional states. So, despite debates on the definition and study of presence, there is a consensus that VR activates a sense of presence in a variety of users. This allows for a change in the dynamics of therapy, making it all the more immersive and rewarding.

Immersion

In VR experiences, immersion and presence are particularly important for skill learning and insight creation. By providing a story or narrative that the user can participate in, VR transports individuals into worlds that foster engagement and enjoyment. The feeling is comparable to the satisfaction of watching a movie or playing a video game, but in VR, users have an active role in the story. Therefore, users feel a sense of agency and responsibility. VR therapy can gamify difficult situations to learn and practice new skills. With inspiring visuals and stories, users can gain skills transferrable to the real world, ranging from emotion regulation to mindfulness. Additionally, the interactive stories provided in VR can reduce negative self-focus and enable reflection on oneself from a new perspective. In the end, VR creates a platform for engaged learning that positively impacts personal narratives.

The potential of VR therapy is vast, and it promises to make its way into more therapy programs as VR becomes a part of our daily lives. This is because it enables experiential control for therapists, creates specialized scenarios for different needs, and produces environments for psychological growth and training. Practically, it immerses people in scenarios that are difficult to replicate in real life, costly, and sometimes even physically impossible. VR therapy is an outlet for agency, narrative change, and a next-level experience for healing.

Foretell Reality

Foretell Reality is a VR therapy platform that leverages immersion and presence to create intimate gathering spaces for therapy and support groups. The app uses lifelike avatars that track hand and body movements and creates a seamless sense of social presence.

References:

Green, M. C., Brock, T. C., & Kaufman, G. F. (2004). Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds. Communication Theory, 14(4), 311-327. doi:10.1111/j.1468-2885.2004.tb00317.x

Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001). A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory. Presence: Teleoperators and Virtual Environments, 10(3), 282-297. doi:10.1162/105474601300343612

NewPathVR, N. (2020). VR Psychology. Retrieved August 13, 2020

VR-Related

VR for Spatial Navigation Training

Capacities of VR

Virtual reality (VR) is a computer-generated technology that creates immersive and interactive experiences transcending physical boundaries. Currently used by clinicians and therapists alike, VR can assist many types of physical and mental rehabilitation programs. This includes the clinical assessment, training, and feedback on performance for spatial navigation challenges.

VR helps scientists measure the strategies different age groups and primate species use for navigation. In evolutionary psychology, it is used to test spatial cognitive abilities such as learning, memory, and spatial navigation. Studies examine navigation through mazes and environments with various 3D and 2D landmarks and sometimes track neural activity.

Researchers use VR in one of the most challenging areas in neuroscience: the investigation of cortical mechanisms. It is technically challenging to perform neurophysiological recordings on people who move freely and navigate various scenarios throughout the day. So, VR offers control over landmarks, distractions, and spaces to assess attention and behavior.

Treatment and Rehabilitation

A study shows that VR can help neurologically assess and rehabilitate conditions such as spatial disorientation. Spatial disorientation is a severe case of difficulty navigating all types of environments, new or routine, commonly caused by brain damage. A verbally-guided VR-based navigation training program improved route finding for 11 participants with spatial disorientation.

VR training could also help treat landmark agnosia, a condition where patients cannot locate landmarks in the real world, impairing their navigation. Trials were even successful with more common conditions such as amnesia. These simulations have shown to have ecological validity, as virtual representations of real-life environments have successfully trained individuals to navigate real-life environments.

One key benefit to spatial navigation training is protecting the hippocampus against age-related changes during early and late adulthood. With VR, training can be done from anywhere in the world and with fewer physical barriers to accessibility. Since there are over 171 million VR users worldwide, implementing spatial navigation training in VR games could also achieve widespread preventative success.

Foretell Reality

Foretell Reality is an inclusive social VR platform where up to 15 active users can meet for live therapy and support groups. In the app, users can walk or teleport around open spaces, exploring private and public environments. Some spaces also provide navigation simulations such as mazes that allow for real-time spatial navigation training with professionals.

References:

Virtual reality in neurologic rehabilitation of spatial disorientation – PMC (nih.gov)

VR Training with Spatial Knowledge and Navigation (1library.net)

Spatial navigation training protects the hippocampus against age-related changes during early and late adulthood – ScienceDirect

Virtual reality in neurologic rehabilitation of spatial disorientation – PMC (nih.gov)

Landmark Agnosia: Evaluating the Definition of Landmark-based Navigation Impairment | Archives of Clinical Neuropsychology | Oxford Academic (oup.com)

Landmark Agnosia: Evaluating the Definition of Landmark-based Navigation Impairment | Archives of Clinical Neuropsychology | Oxford Academic (oup.com)

The Hippocampus in the Limbic System (thoughtco.com)

23 Amazing Virtual Reality Statistics [2022]: The Future Of VR + AR – Zippia

experiencing awe in VR
VR-Related

The Therapeutic Power of Awe in VR

Awe In VR

Virtual reality offers a powerful, novel method by which awe can be experienced in almost any setting. Creating an authentic sense of presence among vast and complex stimuli, VR is reported to be awe-inspiring by users alike, from first-timers to VR fans who regularly play VR games, socialize, or do business in VR. While research identifies that awe is one of the most powerful emotions we feel, its current therapeutic utility is limited by the practical problem of bringing awe-inspiring environments into therapy settings.

VR, however, has the capacity to bring us into vast and immersive environments within seconds. It can therefore reactivate the transformative utility of awe by presenting carefully crafted 3D environments and lifelike social simulations. Awe is a reaction to stimuli characterized by two features: perceptual vastness, and the need for cognitive accommodation. In other words, awe tends to be evoked by stimuli that are large, either physically, or by their cognitive implication, and which challenge one’s existing understanding of the world. It is an emotion that we feel when we see a breathtaking landscape or listen to rich and moving music.

The Therapeutic Power of Awe

The psychological effects of awe have important implications for promoting well-being, including dampening the body’s stress responses, and drastically changing how people process information. After experiencing awe, people have a more communal sense of self and adopt more inclusive values. Likewise, experiences of awe increase openness to experience, reduce the need for cognitive closure and reportedly challenge one’s worldview. So, when multiple people are experiencing awe together, the foundations for community, care, and compassion are laid out immediately.

Inducing awe during therapy sessions in VR could also help people open up and be more comfortable, shifting their preconceived notions about therapy when there is resistance to treatment or healing. VR therapy has the power to change what we see, and the emotional and cognitive state that we find ourselves in. However, unlike any other therapy, it offers clients and therapists much more immersion and control. It can therefore be used as a therapeutic tool for psychological intervention at home, in workplaces, and in clinical settings within sessions starting from a mere 3 minutes.

Foretell Reality

Foretell Reality leverages the power of virtual reality to create environments and experiences that induce intimacy, and a shared sense of awe. From sitting around a campfire and playing the guitar, to watching the rain fall and drinking hot cocoa in a cozy room, users can meet in different settings and discuss matters that are close to their hearts. But it does not stop there, you can travel across the world, see 360 videos of places you have never been, and interact with the virtual world in a creative and collaborative way.

To read more about awe in VR and see experimental results, click here.

References:

ASU News. (2019, January 3). Research that takes your breath away: The impact of awe. ASU 

News. Retrieved November 25, 2021, from https://news.asu.edu/20190103-research-takes-yourbreath-away-impact-awe.

Bai, Y., Maruskin, L. A., Chen, S., Gordon, A. M., Stellar, J. E., McNeil, G. D., … & Keltner, D. 

(2017). Awe, the diminished self, and collective engagement: Universals and cultural variations 

in the small self. Journal of personality and social psychology, 113, 185.

Campos, B., Shiota, M. N., Keltner, D., Gonzaga, G. C., & Goetz, J. L. (2013). What is shared, 

what is different? Core relational themes and expressive displays of eight positive 

emotions. Cognition & emotion, 27(1), 37-52.

Chirico, A., Yaden, D. B., Riva, G., & Gaggioli, A. (2016). The potential of virtual reality for the 

investigation of awe. Frontiers in Psychology, 7. 

https://doi.org/10.3389/fpsyg.2016.01766

Keltner, D., & Haidt, J. (2003). Approaching awe, a moral, spiritual, and aesthetic emotion. 

Cognition and Emotion, 17, 297–314. https://doi.org/10.1080/02699930302297 

Lindner, P. (2020). Better, virtually: The past, present, and future of Virtual Reality Cognitive 

Behavior therapy. International Journal of Cognitive Therapy, 14, 23–46. 

https://doi.org/10.1007/s41811-020-00090-714

Shiota, M. N., Keltner, D., & Mossman, A. (2007). The nature of awe: Elicitors, appraisals, and 

effects on self-concept. Cognition and Emotion, 21, 944–963. 

https://doi.org/10.1080/02699930600923668

Virtual Reality Reminiscence Therapy
Mindfulness, Therapy and Support, VR-Related

The Power of Virtual Reality Reminiscence Therapy

Cognitive decline can lead to social isolation and many older people suffer from dementia-related anxiety. In a recent article, The New York Times took a look at a practice to help minimize the effects of the disease using virtual reality (VR) reminiscence therapy. Traditional (non-VR) reminiscence therapy has been practiced for several decades and allows older generations to reconnect with joyous and meaningful events of their youth through photographs, videos, and music. Along with positive feelings, nostalgia can help cultivate confidence and long-term perspective, at a time when many are grappling with the instability of short-term memory loss. For those who do not experience a significant improvement in well-being from traditional reminiscence therapy, the addition of virtual reality elements can be a dramatic turning point. 

The immersive experience of VR reminiscence therapy is helping patients to socialize in their daily lives, reversing the pre-treatment pattern of isolation. The article focuses on John Faulkner, a seventy-six year old resident of Central Parke Assisted Living and Memory Care in Mason, Ohio. Mr. Faulkner was withdrawn and showed no discernable improvement with reminiscence therapy by simply viewing photos until the center used an immersive virtual reality experience that allowed him to virtually walk along Ireland’s Cliffs of Moher where he had once visited in person with his wife. Over the course of his weekly 45-minute VR sessions, Mr. Faulkner not only became more sociable with other residents, he now requires less medication to treat his anxiety. A senior administrator at Central Parke stated that residents who engage in VR reminiscence therapy have experienced up to a 70% reduction in their usage of antipsychotics.

The article emphasizes the substantial shift the population will experience over the next forty years, as the 65+ age segment is expected to double in size. Technological tools will likely be very impactful to aid younger generations in caring for the elderly. In addition to VR reminiscence therapy, virtual reality is being used to treat elderly patients who suffer from chronic pain as well as post traumatic stress disorder (PTSD). Recent research at MIT has also shown that VR can decrease depression and social isolation in seniors. And a study is currently underway at the University of Santa Barbara, California using VR technology that allows families to take trips with their elderly family members. Not only can a senior revisit places where meaningful events took place, they may soon be able to bring along their grandchildren to experience the exuberance of the jazz age, for example, or to visit the town they grew up in.

Foretell Reality focuses on bringing people together in VR to enhance human interaction and facilitate social connection, often guided by mental-health professionals. 

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