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UC Davis Virtual Hallucinations

Page history last edited by PBworks 16 years, 1 month ago
 
UC Davis, Virtual Hallucinations Project; Sedig 26, 41, 22
 
Jonathan Welchner (GarpWingtips) - Psychology Validity Of UC Davis Virtual Hallucinations
 
Description
 
The UC Davis Virtual Hallucinations clinic in Second Life was created to depict the inner psychological state of a person suffering from schizophrenia. A mental health research team from the University of California created the virtual world by basing both the auditory and visual hallucination on interviews with two specific patients suffering from schizophrenia.
 
As you navigate through the virtual building one is bombarded with multiple malevolent voices that make the hair on the back of your neck stand on end. The voices tell you that you are “worthless” or to engage in self-harming acts such as “kill yourself now” or “pick up the fucking gun” as a gun materializes on a table.
 
The visual hallucinations are not as menacing but still make you imagine the horrors that a schizophrenic patient has to deal with. One of the most disturbing images is that of a bathroom mirror containing a facial reflection that becomes blood-spattered as you move closer towards it. The bloodied facial expression is paired with the daunting music of a funeral march played by bagpipes. The other visuals are less cumbersome and more restrained, such as the word “death” on a newspaper popping out at you, a poster that reads “partnerships for recovery” turns into “shit recovery” and a floor that falls away into the sky as you walk.
 
Being a psychology student, I found that the tour of the environment improved my understanding of the auditory and visual hallucinations experienced by schizophrenics. During an undergraduate program in psychology you study schizophrenia ad nauseum. Reading case studies of schizophrenic individuals has aroused my curiosity of what it would be like to live with the symptoms for a day. I no longer have to wonder because the UC Davis virtual world is as close as I ever want to get. After about 5 minutes I just wanted the voices to shut up because I had trouble concentrating on the surrounding environment. Even after I shut my computer off the voices still echoed in my head and provided me with vivid dreams for two nights. One of the hallucinations in particular that really affected me was a broadcast on a TV news program that begins speaking directly to you if you listen to it for more than a few seconds, saying, “You are contaminating my society.  Kill yourself now”.
 
Educational benefit and Psychology Validity
 
The virtual experience does provide a sense of how intrusive and menacing hallucinations can be for schizophrenics. Due to the graphic nature of the site I would not recommend it to high school students or to anyone who is faint at heart. I would suggest that the site is beneficial for psychology and medical students or anyone with an interest in schizophrenia. One drawback is that the site only provides a superficial understanding of the disorder. I found the virtual clinic did not provide information on etiology. Hence, it fails to mention current neurological theories on the causes or origins of disease, and factors like genetics that may produce or predispose an individual to schizophrenia. The site does briefly provide information on the epidemiology, stating “1% of the population will develop schizophrenia during a lifetime. It usually strikes during the late teens and early twenties and is very debilitating.” However, this statement fails to mention that schizophrenia is more prevalent in males. There is also no mention of the various subtypes of schizophrenia and the distinctions made between them i.e. cationic type, disorganized type, paranoid type, undifferentiated type and residual type. Furthermore, they fail to mention that in addition to hallucinations and delusions, schizophrenics suffer form other symptoms such as blunted affect, algoia, avolition, social withdrawal and disorganization in both verbal communication and behaviour.
 
The biggest disappointment of the virtual hallucination site is that in describing schizophrenia as a serious brain disorder, they fail to mention that schizophrenia is treatable. They also make no mention of any current treatments or research on schizophrenia, and do not provide any links to fill in the missing information.
 
There are great informational websites such as, http://www.medicinenet.com/schizophrenia/article.htm and,http://www.schizophrenia.ca/english/index.php that may provide the necessary background information to fully understand the disorder. If you are ready to see what the UC Davis virtual world has to offer check out, http://www.youtube.com/watch?v=s33Y5nI5Wbc.
 
 
General Opinions on SL
 
Second Life has quite a bit of educational advantages for students. I feel it helps to keep students engaged in the class by providing a chance to be part of an interactive community of students who genuinely love to learn. It also offers students the educational potential for hands on learning through navigation of simulated worlds that may not otherwise be experienced in real life. For example, Second Life could enhance my love for history by providing me with an opportunity to navigate Italy during the Renaissance.
 
I also feel Second Life could be highly beneficial for class discussion and review sessions. Being somewhat of a shy student, I do not always actively participate in class discussions. Second Life has the advantage of altering that experience if a student wanted to contribute something to the class discussion by simply typing their opinions into a chat box. Real benefits may exist with the ability of the virtual world to provide introverted students with a chance to participate and overcome fears of the public-speaking aspect of class discussions.
 
Screen Shots

 

 

 

 

 

 

 

 

      

"A facial reflection that becomes blood-spattered               "A poster that reads “partnerships for recovery” turns into “shit recovery.” "

as you move closer towards it"

 

    "A floor that falls away into the sky as you walk"

 

 

 

 

Kim Hornburg (Oona Brandenburg) - Auditory Hallucinations:

 

Description

 

We all hear voices in our heads, voices that tell us that we should have worked harder on that project, that we shouldn’t have eaten that second chocolate bar, or that we should really get started on that exercise regime. But most of us know that these voices aren’t real, but are the internalized voices perhaps of an authoritarian parent who chastised us for being lazy, perhaps of a media-saturated universe that tells us we should all be skinny and fit. People with schizophrenia are not always able to make this distinction. They may hear voices, scary voices that tell them that they are not fit for human society, voices that tell them to commit unthinkable acts, and they may believe that these voices come from some source outside themselves. They cannot control these voices. They cannot say “Stop”.

 

The Virtual Hallucinations Psychiatric Evaluation and Treatment Clinic of UC Davis attempts to replicate this experience of auditory hallucinations, “based on the hallucinations of two specific people with schizophrenia” (according to a greeting note card). As you enter, you don a "hallucinations badge", and the experience begins, with a disorienting chorus:

 

Devious laughter . . . 

  female voice: You're just pathetic. You're mean, you've been really awful to everyone. You shouldn't be out there with people. You're just a scumbag.

You're going to ruin everything. You're just a load on their lives.

  male voice: You're evil. You're so evil. You're the most evil person in the world. You ... are ... evil.

Devious laughter . . .

  male voice: I can hear you. I can see your thoughts . . . You have no secrets from me, from anyone. we can all see everything.

  female voice: She thinks that you've got a big nose, and you know that you really look horrible. She thinks you're ugly. She thinks you're a scumbag. Don't listen to what she says because she wants to undermine you all the time.

Devious laughter . . .  

 

As visitors we have the option to turn the voices off at the entrance; imagine not having this option, being compelled to listen to this chorus in an unending loop as you make your way through the clinic. Before a patient's bathroom mirror reflecting a corpse-head with bleeding eyes, a new voice mixes in with this repeating chorus:

 

You're dead. You're dead. Dead.

 

 

 

You may even hear bagpipes. (Apparently, one of the people whose hallucinations inspired the project heard bagpipes as he saw himself dying in the bathroom mirror.)

 

The other voices become louder, more insistent. You make your way down the hallway, and find yourself in a media room, where a beam of light illuminates a gun laying on a table. Immediately, a male Cockney-accented voice enters the fray:

 

You've got 5 seconds to get the bloody gun. Get the gun out of the holster and shoot yourself. Shoot that bloody copper too . . . Do it now."  

 

 

You turn away, towards a television that turns itself on as you approach. An announcer begins:

 

Coming up next, we continue our discussion of the political, moral, and ethical factors that shape a modern society.

 

And then his voice speaks to you directly:

 

My society. You are contaminating my society. Kill yourself now . . . You are the most worthless person in the world. And I won't have you contaminating my society.

 

You turn your back, you try to block the voices out, but you cannot. You must listen.

(Of course, you can turn off the voices at the entrance, but, confused, you've forgotten.)

 

 

As you might imagine, the experience is more than a little disorienting.

 

Educational Potential of the Auditory Hallucinations

 

 

But what of its educational potential? The virtual psychiatric clinic, created by Nash Baldwin (the avatar name of Dr. James Cook), was based on research by a team headed by Dr. Peter Yellowlees, professor of psychiatry at the University of California, Davis, “to help medical students understand what it is like to have schizophrenia” (Fell, 2007). Dr. Yellowlees has said that "Quite a few people [with schizophrenia] say it's like something they've experienced" (Fell, 2007). The clinic also has the potential to sensitize others, including family and friends of people with schizophrenia, to schizophrenic experiences of hallucinations through a simulated first-hand experience.  According to a pilot study, "73% of the visitors said afterwards that it 'improved [their] understanding of schizophrenia'" (Schmoller, 2006). One visitor reported that it "kept me up at night like two days afterward" (Au, 2007) -- perhaps an overstatement, but you get the idea of how profound the educational experience can be.

 

A greeting notecard announces that "You should get a sense of just how intrusive the voices of schizophrenia really are." Indeed, a journey through the clinic makes clear just how hard it is to concentrate with all these voices that just won't shut up, as expressed by Nash Baldwin: "I can't actually work in this environment; it's so annoying and intrusive, I can't get anything done" (Au, 2004).  In fact, upon entering the clinic you are warned that "some people find the virtual hallucinations disturbing, particularly the voices", and that those with a history of mental illness should not tour the facility. For this reason -- and because of some graphic language -- I would not use this site with secondary students (and certainly not with elementary students).

 

I, too, found the experience somewhat unsettling -- see my description of my tour above -- but not to any extreme. I felt that I got a window -- albeit a small one -- into the world of schizophrenia. The auditory component of the site is essential; I toured once without the looping chorus, and the overall effect of the virtual hallucinations clinic was weak. As for the auditory hallucinations, I felt that the creators could have gone farther: we have the option of turning the voices off, but what if there was some effort involved? What if we had to perform a series of tests to try to control the voices, to turn them off, but were ultimately unable to do so (without knowing that this inability had been programmed into the experience)? I think in this way we might have a better idea of what it’s like for people with schizophrenia who cannot control the voices.

 

Opinion of Second Life 

 

Overall, I’ve found Second Life a bit of a letdown, especially in terms of interaction with other avatars. For the most part, I’ve been alone in my travels, and have found myself wondering, “Where the heck is everybody?” Nevertheless, I believe that it has great educational potential when educators organize experiences for their students. For example, I am currently studying social skills training strategies for students with learning and behavioural difficulties, and see potential in Teen Second Life for teaching adolescents socialization skills. They could use their avatars to practise social interactions in a safe environment, to try out various approaches to, for example, conflict resolution. Indeed, Second Life has already been used to teach such skills to adults with Asperger’s syndrome, a mild form of autism (Mangan, 2008). I also read about an Eye4You Alliance created in Teen Second Life to offer adolescents a wide range of educational experiences, from “classes on how to run an SL business” to “author ‘appearances’ and other book-related events” organized by Random House (Czarnecki & Gullett, 2007). It will be up to us as educators to imagine new ways to use this technology in our classrooms.

 

 

References

 

Au, W. J. (2004, September 9) A lever to move the mind. New World Notes. Retrieved on March 15, 2008, from http://nwn.blogs.com/nwn/2004/09/a_lever_to_move.html

 

Czarnecki, K., & Gullet, M. (2007). Meet the new you: In Teen Second Life, librarians can leap tall buildings in a single bound and save kids from boring assignments – all before lunch. School Library Journal, 53, 36-39. 

 

Fell, A. (2007, October 12) Psychiatrist uses virtual world to make hallucinations seem authentic. Dateline UC Davis. Retrieved on March 15, 2008, from     http://www.dateline.ucdavis.edu/printable_dl_detail.lasso?id=9787&preview=no

 

Mangan, K. (2008). Virtual worlds turn therapeutic for autistic disorders. Chronicle of Higher Education, 54, A26.

 

Schmoller, Seb. (2006). Economist feature about Second Life, a "virtual online world". Retrieved on March 15, 2008, from http://fm.schmoller.net/2006/10/economist_featu.html

 

 

Nicolo Cornacchia - (Logann Loring) - Interaction Plays a Key Role.

 

Description

 

        The fundamental element that sets aside Second Life from the standard methodology in education is the virtual experience. Moreover, it goes beyond the imagination resulting from reading a book by actually interacting and experiencing unfamiliar territory through the lense of your virtual character. The objective behind the creation of the UC Davis Hallucinations Project is to help individuals understand the effects of schizophrenia through a first person narrative.

As you begin exploring the clinic, the anticipation in the quest  for discovery is cut short, as the clinic itself is considerably small. However, despite its size, a significant amount of objects are found in each room. Furthermore, these objects play a crucial role as they are the elements that are part of the learning process.

 

Throughout the virtual clinic, figures like pyramids or triangles are placed strategically to indicate certain functions behind the objects near by.

The first interaction begins when walking through the main corridor. The experience begins with a visual hallucination, as you notice the tiles of the floor disappearing into what seems as a simulation of walking on clouds. There is a "pop up" that narrates what an individual suffering from schizophrenia would do as the floor would "fall away".  

At the end of the hallway, you will find a table where you have the option of hearing the inner monologue from either a male or female perspective with the click of the left button of your mouse.   

 

As you turn left, rooms with a variety of objects are found. The first couple of objects that you come across are books.  As you come into close proximity, there is a "pop up" that tells you that all the book titles would focus on "fascism". However, there is no further interaction made available. Having no possibility of interaction, your journey continues as you begin to explore the remaining objects in the room. Yet, as you encounter the remaining objects such as the pistol floating on the table or the television set nearby, you may not be as intrigued by them as there are no functions that allows you to interact with them. Despite the fact that the television screen does turn on, no images are shown as the screen simply turns blue. The only form of interaction are the random "pop ups" that state a few lines at best.

 

   There are a few elements worth mentioning such as the mirror for example; as interaction sets in as your facial reflection becomes distorted as you position your character closely in front of the mirror. Other examples, include the red poster placed near the main corridor, as interaction is made available to show you how ones perception can be faulty when reading certain words.

 

 

 

 

 

Educational benefit

 

When evaluating the value for education, the UC Davis Hallucination Project in Second Life, it is clear that what is offered is a new and dynamic methodology. However, the experience itself is very basic and lacks a substantial amount of  interactivity to intrigue visiting students. In terms of education, it would beneficial if students have the ability to participate in an interactive quiz for example, (true or false questions regarding schizophrenia), in order to maximize the learning potential of what Second Life has to offer. More "depth" is needed concerning the objects that are found throughout the clinic. In other words, it would be a great idea to implement a variety of functions that give students the possibility to use the objects in part of a process that requires them to "use their brains", rather than being spectators. The "pop ups" do provide visitors with a narrative description and a few random facts regarding schizophrenia, however, it would be necessary to expand on this simple function by getting students more involved through interaction. In addition, relying on the visual and auditory simulation alone might lead to misrepresentation of people suffering from schizophrenia. Overall, more “facts” are needed and should be implemented with the further use of interaction.

 

 

 

Opinion on Second Life 

 

       I personally think that they are on the right track in the attempt to provide an alternative and dynamic education. Yet, as new ideas are put on the table, there is much needed improvement. In contemporary society, technology is seemingly and increasingly vital in youth culture. With the proper fine tuning, i.e. student interaction with intriguing online quizzes, Second Life can attract students to learn more about a particular event or destination. Overall, I have the impression that the UC Davis Virtual Hallucinations Project is both promising, yet still undeveloped. For example, in one of the rooms where several notebooks are placed on the tables, you have the ability to "open" and "close" them, however, what function does this serve? In my opinion, more time should have been focused on getting visiting students involved in learning rather than implementing certain functions that do not benefit individuals in an educational context.

 

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