Technology Interventions for Health, $5M Center Award from Department of Education (UMHS, CoE, SI, Library)

Technology Interventions for Health, $5M Center Award from Department of Education (UMHS, CoE, SI, Library)

Recently, the University of Michigan received a prestigious 5 million dollar Center Grant, awarded by the National Institute on Disability and Rehabilitation Research (NIDRR), part of the Department of Education.

The funds from this award will primarily be used to pursue several development, research, and training projects/studies involving technology interventions for self management of health behaviors. The newly formed center, led by Michelle Meade (PI, Rehab Medicine), will be an interdisciplinary endeavor, involving clinicians, researchers, and engineers from multiple departments on campus. This will allow UM researchers to continue to study how technology (including applications for smartphones/tablets, video games) can benefit individuals with spinal cord or neuro-developmental disabilities.

S.C.I Hard – an educational mobile game teaching independence to young adults with spinal cord injuries

For the past three years, the Duderstadt Center has been developing SCI Hard, a transformative game facilitating skill development and promoting the ability of individuals with Spinal Cord Injuries (SCI). Through game-play, SCI Hard teaches players how to manage their health and interact more readily in home, health care and community environments. Combining practical teaching methods with the element of play, SCI Hard aims to give autonomy and confidence back to individuals who find their world drastically altered after a spinal cord injury, specifically young men (ages 15-25) with a recent SCI.

Players navigate the game by wheelchair, enabling them to face their real-world challenges: juggling doctors’ appointments, attending therapy sessions to build muscle, and learning to drive a wheelchair-accessible vehicle. Even banal tasks such as waiting in line at the DMV are covered in a way that exposes the new obstacles individuals with a SCI may face. SCI Hard tackles this difficult subject matter with optimism and an earnest of humor. (The player’s quest is ultimately to stop the evil Dr. Schrync from taking over the world with zombie animals.)

Funds from this grant will be used to study how playing games like SCI Hard can directly benefit the health or alter the behaviors of individuals with a SCI, an effort that has been supported and well received by the accessibility advocacy, gamification, and health science communities. Receiving the Center Grant allows Duderstadt Center to continue to develop SCI Hard and other projects through Android support, more health/configuration options, voice acting throughout for greater immersion, and leader boards to help track progress.

To learn more about how the grant will be used and what University of Michigan departments are involved, read The Record’s write up on this great accomplishment. For a sneak-peek at SCI Hard and what it entails, check out the video below.

Using the MIDEN for Hospital Room Visualization

Using the MIDEN for Hospital Room Visualization

How can doctors and nurses walk around a hospital room that hasn’t been built yet? It may seem like an impossible riddle, but the Duderstadt Center is making it possible!

Working with the University Of Michigan Hospital and a team of architects, healthcare professionals are able to preview full-scale re-designs of hospital rooms using the MIDEN. The MIDEN— or Michigan Immersive Digital Experience Nexus— is our an advanced audio-visual system for virtual reality. It provides its users with the convincing illusion of being fully immersed in a computer-generated, three-dimensional world. This world is presented in life-size stereoscopic projections on four surfaces that together fill the visual field, as well as 4.1 surround sound with attenuation and Doppler Effect.

Architects and nursing staff are using the MIDEN to preview patient room upgrades in the Trauma Burn Unit of the University Hospital. Of particular interest is the placement of an adjustable wall-mounted workstation monitor and keyboard. The MIDEN offers full-scale immersive visualization of clearances and sight-lines for the workstation with respect to the walls, cabinets, and patient bed. The design is being revised based on these visualizations before any actual construction occurs, avoiding time-consuming and costly renovations later.

New Discoveries Exploring Renal Gene Clusters

New Discoveries Exploring Renal Gene Clusters

Sometimes a mess of data is just a mess of data. But sometimes, as Dr. Suresh Bhavnani discovered, it is an opportunity for a new type of visualization. Ted Hall, advanced visualization specialist at the University of Michigan’s Duderstadt Center, set up an immersive stereoscopic projection of Bhavnani’s data in the MIDEN (Michigan Immersive Digital Experience Nexus), a small room that surrounds the user with 3D images. An antenna headset and a game console controller give Bhavnani a position in space relative to his data, from which he can virtually navigate the web of relationships between genes and diseases. This allowed him to see new patterns and identify unexpected regularities in gene function that are very difficult to untangle in 2D

Wayfinding in Assisted Living Homes

Wayfinding in Assisted Living Homes

Rebecca Davis, professor and researcher at the Grand Valley State University, received a research grant from the National Institute of Health to research how patients with Alzheimers disease navigate their living space. Assisted living homes can be drab or nondescript with long hallways adding to the confusion and frustration for those living in these homes. To research this problem and possible solutions, Davis recruited 40 people in the early stages of Alzheimer’s and 40 without the disease to virtually walk through a simulation of an actual assisted living home in the MIDEN. Staff and students at the Duderstadt Center modeled a 3D environment to re-create details such as the complicated lighting or maze-like hallways, to create a natural and immersive experience. This allows users to fully experience how the color schemes, lighting, and wall detail can affect the experience of living in the home. Various “visual cues” are placed throughout the space at key locations to determine if these help the subject in remembering which paths lead to where they need to go. Rebecca currently utilizes two environments in her study, one with visual cues and one without. Subjects are shown the path they must go to reach a destination and then given an opportunity to travel there themselves-if they can remember how.

Migraine Brain – Quick Mapping of Brain Data

Migraine Brain – Quick Mapping of Brain Data

Through some innovative work done by Dr. Alexandre Dasilva and his team in the School of Dentistry, the Duderstadt Center was presented with some exciting new data related to migraines and their effect on the brain. We had to quickly turn the data into an image suitable for a pending journal submission. While we can’t go into details at this time about the research being done, we created a quick model of the data and brought it into the MIDEN for further exploration. The model was created by taking cross-sections of the MRI dataset and projecting those onto the surface of a brain mesh. The resulting model & textures were exported and then brought into the MIDEN.

SCI-Hard Mobile Game

SCI-Hard Mobile Game

Those with spinal cord injuries (SCI), often males ages 15-25, encounter a drastically different world when they are released from the hospital. With varying degrees of disability, mobility and function, the world around them becomes a collection of physical and mental challenges which is a complete departure from their previous lifestyles. Whether they are in crutches or manual/automatic wheelchairs, they need to learn mobility, scheduling, and social tasks once again. Stairs may now be an unsurmountable obstacle. The individual may receive glaring looks from others on the street or be taunted by children. Daily activities often surround the scheduling of their colostomy bag. The list goes on.

This project was initially the conceptualization of several ideas for a complete “manual” to be used by health care professionals working with individuals with SCI. It has since been turned into a larger development effort which has recently been funded by the U.S. Department of Education. This extension of the project would involve the development of a game which teaches those with SCI the necessary skills they need to now learn in a fun, edgy way. Tasks such as scheduling, mobility, and social interaction all become elements of the game as the player builds up their character’s abilities and opens up new locations and mini-games they can do.

Back Pain Is Not A Game (Except When It Is)

Back Pain Is Not A Game (Except When It Is)

BackQuack, a recently released video game, lets gamers play the best or worst doctor. By joining a “good” or “evil” clinics, players can win points and accolades or prison time. The player can fill the role of doctor or patient, learning about our health care system along the way. Players (in the “patient” role) can even enter their own information to learn more about back pain specific to them. Developed by the Duderstadt Center with Dr. Andrew Haig and funding from the Center for Healthcare Research and Transformation, the game is part of a multimedia package that includes pamphlets, books, and events–all with the purpose of teaching people about the real causes of backpain and best treatment practices.

Virtual Disaster Simulator

Virtual Disaster Simulator

Mass casualty scenarios are inherently dangerous with many risks to those on site. Subjecting novices to such scenarios prematurely could lead to additional risks or dangers due to inexperience and poor decision making. Additionally, such scenarios are often far too expensive to replicate at any complexity or scale that mimics the real world. For example, staging a training scenario that faithfully recreates the 9/11 events would be a production that rivals blockbuster Hollywood movies as fire, smoke, debris, victims are all staged and coordinated. Even then one would begin to introduce additional dangers to the trainee and eliminate the possibility of trainees having *exactly* the same scenario unfold before them.

This project is an extension of earlier work done for the CDC and Department of Homeland Security in which first responders were trained for a specific disaster scenario to great effect. The focus of this revision was to target the needs of the Emergency Medicine residency program while also making significant advances in visual quality and immersion. It became important for trainees to identify wounds quickly and effectively. Advanced shaders were used to allow for a greater amount of detail per surface so the details of burns and lacerations could be realized. Additionally, advanced skeletally animated characters were also introduced to allow for full articulation of characters.

The project was a large success as the related studies showed the simulator was just as effective at training residents as using standardized patients.
Additionally, the project was recently featured on the Big Ten Network as part of the “Blue in Brief” segments.