![]() |
|
|
Video games and cute, furry robots hardly seem the stuff of serious medicine, but the right repurposing of frivolous fun might help physicians and patients alike. Early research suggests that virtual reality and other computerized imitations of the world may be able to train surgeons and treat patients who have certain psychiatric disorders. Surgeons who amuse themselves with video games may be doing their patients a favor. They are less likely to make errors during laparoscopic surgery, according to researchers at Beth Israel Medical Center in New York and Iowa State University. Their study asked 33 participants12 physicians and 21 residentsto play video games and a program designed to teach laparoscopic surgery and suturing skills. The researchers also surveyed the participants regarding their general video gaming and surgical experience. Among the researchers findings was that subjects who have played video games for at least 3 hours a week commit 37 percent fewer errors and finish surgical tasks 27 percent more quickly. The paper, presented at the Medicine Meets Virtual Reality Conference in California earlier this year, is summarized at www.mediafamily.org/press/20040114.shtml. If buying a Microsoft Xbox gaming system still doesnt seem like a plausible business expense, perhaps buying a Sony Aibo robot dog will. From Japan to England, researchers are testing whether robots will be useful in treating elderly patients with dementia or Alzheimers disease. A theme in much of the research, including a project at the University of Washington and Purdue University (www.ischool.washington.edu/robotpets/ elderly/index.html), is that afflicted elderly patients often interact eagerly (both physically and psychologically) with live animals, but such pets are not hygienic, could suffer from neglect, and can be difficult to control. A sufficiently engaging robot pet could not only evoke the smiles, petting, and walking that real pets do, but could some day remind patients to take medicine and even take temperatures or blood pressures. Robots could become therapeutic companions for patients and important helpers for care givers. Some robot therapy projects are looking into whether robots can help soothe sick children. In the UK at the University of Hertfordshire, researchers are studying the interaction of autistic children with robots (http://homepages.feis.herts.ac.uk/~strrjh/Aurora/). The hypothesis is that although autistic children often find people too unpredictable and complex to interact with easily, robots can act as simplified beings that are easier to interpret. If autistic children can build up their social skills by playing with the robots, they may be better prepared to interact later with people. Another area in which researchers hope computer simulations can play more than just an entertaining role is in virtual reality. One university-research spawned company, Virtually Better (www.virtuallybetter.com), uses virtual reality programs to treat anxiety disorders. To help beat a fear of flying, a patient would don a headset that depicts the sights and sounds of an airplane window seat. Meanwhile, a custom-altered chair with a rumbling speaker in it simulates turbulence. Other anxiety-treating programs include a virtual glass elevator to treat a fear of heights and a virtual audience to tame a fear of public speaking. Virtual reality still is very much a technology novelty, but if it has genuine therapeutic value, it certainly is no mere amusement. David Orenstein is a technology and business writer in Silicon Valley. To learn more about a technology topic in Computing Care, e-mail him at davealli@comcast.net.
|
||||||||||