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Recent findings regarding recovery from brain injury

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Patients showed more action slips, omissions and failure to initiate ... He could then replay it to the staff in the morning. ... – PowerPoint PPT presentation

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Title: Recent findings regarding recovery from brain injury


1
Recent findings regarding recovery from brain
injury
  • Plasticity - Brian Kolb
  • Use of virtual reality
  • Use of smart technology

2
Brain plasticity
  • Changes that occur in the organization of the
    brain as a result of experience
  • The brain is constantly changing in response to
    experience.
  • Those events that alter the normal brain can be
    recruited to change the injured brain and,
    hopefully, stimulate functional improvement.

3
  • Changes in neuronal organization can be shown at
    various levels of analysis from behaviour to
    molecules.

4
  • Synapse number can be estimated by knowing the
    length of the dendritic fields and the spine
    density.
  • One key feature is that both measures can go up
    or down with experience - thus reflecting an
    increase or decrease in synapse number.
  • These changes have implications for behavioural
    change..

5
The cortex is altered by many events including
  • 1. sensory motor experience
  • 2. task learning
  • 3. gonadal hormones
  • 4. psychoactive drugs
  • 5. natural rewards
  • 6. neurotrophic factors
  • 7. ageing
  • 8. stress
  • 9. anti-inflammatories
  • 10. diet
  • 11. electrical stimulation

6
Experiential Treatments
Complex Housing Brains are larger, have more
connections, the animals have enhanced
cognitive motor behaviour BUT, age is
critical
7
Complex housing and age
  • Complex housing in adults Increased dendritic
    length
  • (including old adults) Increased spine
    density
  • Heavier brain
  • Complex housing at weaning Increased dendritic
    length
  • Decreased spine density
  • Heavier brain
  • Complex housing prenatally Decreased dendritic
    length
  • Increased spine density
  • Heavier brain
  • All treatments provide behavioural benefits
  • They also interact with later plasticity

8
There are sex differences in connections
Females have more than males in the GRAY areas
and Males have more in the BLUE areas.
9
Implications
  • Expect sex differences in behavior
  • Expect sex differences in response to
  • other experiences
  • Expect sex differences in response to
  • brain injury
  • Expect sex differences in response to treatments.

10
Different regions of the brain react differently
to medication
  • Psychomotor stimulants all have opposite effects
    in the orbital cortex compared to the frontal
    cortex
  • i.e., there is a decrease in dendritic length
    and/or spine density in response to psychomotor
    stimulants compared to an increase in the frontal
    cortex.
  • Thus, the same drug can alter differently the
    function of different regions, much like hormones
    do.

11
Experience
  • Multisensory/motor/social experience induces
    widespread synaptic changes in the normal brain.
  • Thus, such experience should enhance
    synaptogenesis that will reverse stroke-induced
    atrophy AND
  • induce synaptic growth in residual motor areas.

12
RESULT
  • Complex housing is powerful in
  • stimulating functional improvement
  • But not if only for short periods each day

How do we apply this to brain- injured people?
Best guess is intense, multidisciplinary treatment
s.
13
Summary of Repair Treatments
  • Treatments that improve functions
  • Nicotine amphetamine (conditionally)
  • Olfactory or tactile stimulation
  • Complex housing
  • Exercise
  • Electrical brain stimulation
  • NTFs

14
Summary of Repair Treatments
2. Treatments that do not improve
functions Diet (but) COX-2 inhibitors Repetit
ive practice
15
Summary of Repair Treatments
3. Treatments that make functions
worse Fluoxetine (ie., Prozac) social change
(stress??)
16
Is plasticity necessarily good?
  • 1. Shifting functions may interfere with
  • other functions.
  • One plastic change may prevent a later one.
  • But, remember, the brain is going to change
  • regardless of what we do

17
Conclusions
1. Plastic changes in synaptic organization can
support functional improvement after cerebral
injury.
2. Both pre- and post-injury experience can
affect outcome from cerebral injury.
3. A wide range of factors can influence outcome
from injury.
4. There are limits to recovery Animals with
high spontaneous recovery show little benefit
from experience or chemicals.
5. There are synergistic interactions between
behavioural and pharmacological treatments.
18
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19
Virtual Reality
  • Uses in neuropsychological assessment and
    rehabilitation

20
Dependent on information technology rapid
advances
  • Computer technology is moving from automating
    the paradigms of the past to creating new ones
    for the future
  • Kruegar 1993

21
Advantages of VR
  • Ecological validity can standardise real life
    tasks rather than relying on artificial tasks
  • Can simulate virtually any real world environment
    from a city to a kitchen
  • Can simulate the tasks people experience in their
    daily lives (eg food preparation shopping
    banking office skills use of public transport
    driving

22
McGeorge et al. 2001
  • VR Multiple Errands task in a simulated office
    (collecting office equipment, preparing
    refreshments)
  • TBI did not differ from healthy controls on BADS
    but were impaired on VR ME
  • There was a significant correlation between
    performance on real and virtual tasks
  • Advantage over real world testing (ease of
    administration, systematic stimulus control, more
    accurate response measurement)

23
Providing distractions and stressors
  • Conventional tests devoid of these yet those with
    executive disorders often said to have an
    inability to inhibit external distractions
  • In VR they can be manipulated to produce
    conditions which are controlled yet more like
    real life
  • In rehab distractions can be initially removed
    and then gradually re-ntroduced

24
V-STORE
  • Virtual fruit shop
  • Representation of user in front of conveyor belt
    with baskets (1-3) crossing the room
  • Can introduce distractions light going on/off,
    progressive dimming, phone ringing, belt speed
    changing to increase difficulty and time
    pressure
  • Able to look at how participants compensated

25
Flexibility, self-initiation and organising
  • IN VR limitations of monitoring and recording
    behaviour are removed
  • Eg Morris et al. (2002) virtual bungalow used
    to assess prospective memory, strategy formation
    and rule breaking in 35 patients following
    pre-frontal surgery with 35 IQ-matched controls
  • Task to help owner of 4 room bungalow move to a
    larger 8 room house collect items in specified
    order, remember to put fragile notices on
    specified items

26
Morris et al. (2002)
  • Both able to do the task but patients used less
    efficient strategies, exhibited more rule breaks
    and more prospective memory deficits

27
Introducing a social dimension
  • Avatars
  • Even basic avatars with limit repertoire of
    behaviour found to be a promising way on
    including a social dimension to assessment
    (Pertaub et al. 2002, Blascovich et al. 2002)

28
Ecological Validity
  • VR ensures test materials of consistent quality,
    reduces errors and inconsistencies of
    administration by the clinician and avoids
    unwanted/uncontrolled changes in the environment

29
Zalla et al. 2001
  • VR apartment consisting of a bedroom, bathroom,
    kitchen and living room.
  • Task to verbally formulate a plan to get ready
    for work in the morning and then use this in the
    virtual apartment
  • 7 patients with prefrontal damage and 16 controls
  • Patients showed more action slips, omissions and
    failure to initiate
  • Controls took longer to execute plan than to make
    it, patients spent similar amount of time on
    planning and executing

30
Compliance and Motivation
  • VR allows tasks to resemble video games and this
    may be more motivating , particularly for young
    tbi patients.
  • Elkind et al. 2001 developed a version of the
    WCST which involved a virtual beach and
    delivering frisbees, sodas, popsicles and beach
    balls to bather under umbrellas depicting these
    items
  • Compared to computer version of WCST found VR to
    be more difficult, interesting and enjoyable

31
Conclusions
  • Work is only at preliminary stages of development
  • The theoretical advantages of VR in
    neuropsychological assessment have been shown to
    be advantageous in practice but only in small
    scale pilot studies
  • No VR instruments have yet been developed
  • Costs/skills involved in their development hinder
    their development
  • The potential is there but needs to be realised

32
Smart technology
  • Technology that includes a level of intelligence
  • Able to provide autonomatic assistance rather
    than simply detecting problems and calling for
    help
  • 1.Behaviour monitoring sensors, 2. assistive
    support technology, and 3. a communication link
    between the two

33
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34
Sensors
  • Readily available
  • Can detect
  • Movement, smoke, CO, toilet use, fridge use, bar
    codes, epileptic seizures

35
Support devices
  • automatic cooker shut-off valves
  • bath tap shut-off devices that dont take control
    away from the user
  • means for providing prompts and reminders eg
    detect movement near an external door and,
    knowing it is an inappropriate time to go out, to
    prompt them with a message to that effect.

36
An example
  • A client was often restless and would often
    wander out of his room at night.
  • A wander reminder detected movement near a door
    during the night, and replayed a message to
    discourage the client from going out.
  • He would still go looking for staff in the night.
  • Discussions with him indicated that his sleeping
    was severely affected by night-time anxieties.
  • He reported that he would often wake up with some
    deep concern that he wished to talk about, and
    couldnt get back to sleep. He said that he knew
    his memory was poor, and that if he had waited
    until the morning he would have forgotten all
    about the issue that was bothering him.
  • Consequently he would go and try to find a staff
    member to relay his anxious thoughts.

37
  • Given this understanding, a piece of technology,
    a voice recorder was developed that would enable
    him to record his concerns during the night
    rather than go and search for a staff member. He
    could then replay it to the staff in the morning.
  • He seemed quite happy with this proposal as it
    meant that the issue would still be dealt with in
    the morning even thought he knew he would have
    forgotten about it.
  • A design was constructed that just used one large
    record button on the top. He found this very
    easy to operate, as he just had to reach over to
    his bedside cabinet, press the button, and say
    what was bothering him. Several messages could be
    recorded.
  • Unfortunately the messages that he recorded were
    not very coherent, and it was difficult for care
    staff to understand what was bothering him.
  • Although he couldnt remember what the issue was
    by the morning he did realise staff were not
    clear and this reduced his satisfaction.
  • Illustrates both the potential of simple
    technological interventions once a clear
    understanding of the problem is known, and also
    of the need for close and careful involvement of
    the user in any design solutions.
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