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Virtual reality: Monash Institute of Cognitive and Clinical new avenues for Neurosciences research and therapy Overview Objective (greater impact) Current model (bi-directional limitations) New model (VR = promising)


  1. Virtual reality: Monash Institute of Cognitive and Clinical new avenues for Neurosciences research and therapy

  2. Overview  Objective (greater impact)  Current model (bi-directional limitations)  New model (VR = promising)  Success  Examples  Risks  Payoffs

  3. OBJECTIVE - impact Basic Classification Diagnosis Treatment Outcomes 17 Years !!

  4. OBJECTIVE – take advantage Clinical Neuroscience self-control Clinical Neuropsychiatry Clinical Neuropsychology

  5. OBJECTIVE – self-control

  6. OBJECTIVE – self-control Self-Control is more important than intelligence and social class !!

  7. OBJECTIVE – self-control Self-control - dynamic - individual - context  compelled to act (video 1)  in the zone / excitement (video 2)  intense cravings / pre-occupations  withdrawal /negative affect  cue-reactivity

  8. CURRENT MODEL – clinical (NPsych) Self-control 1929 !! - dynamic - individual - context Synder et al., 2015, Frontiers in Psychology external internal validity validity

  9. CURRENT MODEL – neuroscience Self-control - dynamic - individual - context Value-Based Choice how people use different types of information (probability, reward, punishment) to guide decision-making ( no learning component ). Blakemore et al., 2012, Nature Neuroscience

  10. CURRENT MODEL – neuroscience Reinforcement Learning Self-control typically involve learning which abstract stimuli predict winning or - dynamic losing points or money . - individual Reward Trial Avoidance Trial Neutral Trial - context Display stimuli 2000ms Display choice 3500ms Display outcome 1500ms O O O R R R Incentive Motivation how much effort an individual is prepared to exert to gain reward . Kim et al (2006)

  11. CURRENT MODEL – neuroscience Self-control - dynamic - individual - context X – gambling X – practical (scanner / time) X – reliable X – improvised

  12. CURRENT MODEL Clinical Neuroscience Clinical Neuropsychology Clinical Treatment Self-control - dynamic - individual - context external internal validity validity

  13. CURRENT MODEL - tension

  14. NEW MODEL

  15. NEW MODEL

  16. SUCCESS – emotions/motivations/physiology

  17. SUCCESS – huge investment BALANCE – optimism/profit mongering ! Do not over-inflate claims Rigorous neuroscience (controlled CTs)

  18. SUCCESS – early prototypes Personality Assessment in Ecological Settings by Means of Virtual Reality Pietro Cipresso Istituto Auxologico Italiano, Milan, Italy Giuseppe Riva Istituto Auxologico Italiano, and Università Cattolica del Sacro Cuore, Milan, Italy

  19. SUCCESS – MCI  Dementia

  20. SUCCESS Substances Behaviour OCD

  21. SUCCESS – more palatable

  22. SUCCESS – feasible

  23. SUCCESS ? – efficacious

  24. SUCCESS ? – efficacious

  25. SUCCESS – urge to gamble

  26. VR EXPOSURE – OCD & GAMBLING

  27. VR CASINO

  28. Near Miss Gambling outcomes

  29. Near Miss  value-based choice  incentive motivation  reinforcement learning  physiological reactions  attentional bias Gambling outcomes

  30. Near Miss R1 full win R2 ? Signal near miss (near miss > full win) R3 full miss start finish ? Signal (near miss > full miss)

  31. VR-Enhanced Exposure

  32. VR-Enhanced – Awareness/Policy

  33. VR-Enhanced – Awareness/Policy

  34. VR-Enhanced – Regulation

  35. VR: new avenues for research and therapy Problem (gambling disorder) Dow-Schull (2012)

  36. RISKS $$ programming tools / coding nausea hands just don’t like it ! (client OR clinician) norms psychometrics targeted neuro-cognitive endpoints computational modelling

  37. RISKS Clinical Neuroscience Clinical Neuropsychiatry Clinical Neuropsychology

  38. PAYOFFS – truly interdisciplinary Clinical Neuroscience Fundamentals & Modelling Clinical Neuropsychiatry Clinical Neuropsychology Phenomenology & Drug Treatment Psychometric & Psychosocial Treatment OUTCOMES !! Assessment, Classification, Diagnosis, Prediction, Treatments

  39. Comprehensive Phenotyping Motivations

  40. Treatment Approaches & Mechanisms lifestyle & technology – physical & mental Lifestyle Virtual Reality Brain Stimulation Cognitive Training

  41. Biological Physical Immersion & Exposure to Gambling Cues Technological Regulation of Cravings & Urges Mental Cognitive

  42. Biological Biological Prime plasticity via neuro- trophins/-genesis Physical Immersion & Exposure to Gambling Cues Technological Regulation of Cravings & Urges Mental Mental Cognitive Cognitive Den Ouden et al., In Submission

  43. Enhancement of Plasticity Craving / Control Biological Physical Physical Immersion & Exposure to Gambling Cues Technological Regulation of Cravings & Urges Mental Mental Cognitive Cognitive

  44. Treatment: lifestyle & technology – physical & mental

  45. Monash Institute of Cognitive and Clinical Neurosciences

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