Proposal

__Title__ “Investigating Biological Neural Networks in Cognitive-Behavioral Therapy in Order to Improve Designs in Virtual Reality Therapy Technologies” __Overview__ This is an anthropological study examining biological neural networks, artificial neural networks and their roles in mapping responses to cognitive-behavior therapies (CBT), using virtual reality and simulation technologies tools as an instrument for psychological patients dealing with traumas, both those dealing with anxiety disorders as well as military patients. VRT, or virtual reality therapy uses visual immersion devices, specifically programmed computers, and artificially created environments to diagnose and treat psychological conditions that are troubling to the patients. Generally, phobias or triggers that affect the patient are reproduced in these designed, artificial stimuli in a therapeutic context. A biological neural network, or neural pathway, is a linear series of interconnected neurons that activate such a pathway. The interface usually contains of axon terminals that interact through synapses to dendrites or neurons. In machine learning and cognitive science, artificial neural networks is a group of models derivative of biological neural networks used to make predictions on functions, depending on number of inputs and are typically unknown. ANNs are presented as their natural counterparts, interfaced via a system of neurons which share messages between them. These connections have weights, numeric weights that enable learning for AI systems and machines. They are often connected to interfacing for virtual reality technologies and designs. This study aims to make connections between understanding responses to biological neural networks in CBT and to translate them to make design innovations in software engineering within VRT technologies (ANNs). This anthropological study examines the infrastructure and cultural emergences that arrive from designing virtual environments. This study will culminate in a comparative analysis of new and emergent research in both VRT and design. In the therapeutic realm, new research includes testing in patients taking psychological drugs often associated with existing therapies, along with VR technologies. The report will add to the discussion of about how the concept of reality is constructed ” What sort of biological cues can we get from the human brain engaged in therapy to improve virtual reality designs? The overall theoretical and larger framework of the piece will add a new viewpoint to the subject of biomimicry—looking to nature to improve designs on the physical and systems level. This will answer to the hypothesis: Studying the brain’s biological neural networks when induced in therapy can offer breakthroughs in creating optimal designs in VR experiences through software engineering. In other words, looking at biological processes can further innovate technologies.

__BACKGROUND AND SIGNIFICANCE__ __PREPARATION AND SIGNIFICANCE__ Thus far I have been amassing a large library of related material and readings in Cognitive-behavioral therapy data, cognitive systems, neural networks—artificial and biological, backprobigation,--and virtual reality. In the realm of virtual reality, I have gathered works on anthropology of VR—meaning studies of cultural and societal groups that arise in virtual, built worlds; social phenomena within virtual worlds such as embodiment, design in virtual reality, and finally beginning to curate a cumulative list of resources pertaining to CBT professionals and labs. Compiling a list of labs and CBT professionals is the first step towards identifying interviewees, and understanding they work they do adds a different context to each question set per interview. I have attended one talk, on IBM’s cognitive computing systems with two cognitive scientists. I interviewed one of the men after, briefly talking about neural networks and improving virtual reality systems. Some of the conclusions that were made were that many virtual wolrds, including famed Second Life, were very limited but worked in the sense that interactions occurred in the virtual world that were carried out in the real world. Secondly, there was a very important conclusion made in that there are two major problems with cognitive computing at the moment: (1) that the brain is so complex, so large (despite its comparative non-impressiveness to the word “large), so layered that really, very little is known about it; and (2) the brain itself runs on a very low instance of power, only around 50 or so watts. So, the problem therein is, (1) how can we create computational models on an entity we know very little about, and (2) how can we do that with very little power? IBM’s best response to these questions thus far is their brain-inspired chip, TrueNorth, a technologically and architecturally innovative chip that focuses on mimicking the brain’s function and form—minimizing product of power, area, and delay to implement into state-of-the-art technology. It only consumes about 20 miliwatts. It has a parallel, modular, scalable, fault-tolerant, and flexible architecture which integrates communication and memory. It is redefining brain-inspired computers. METHODOLOGY AND PLAN OF WORK Conceptual Framework: In Cognitive-behavioral therapy, or therapies dealing with patient with phobia-based traumas, such as PTSD, or even ADHD, depression ,etc, there is a new wave of emergent therapy technologies, including virtual reality. VRT, or virtual reality therapy is a treatment in which the patient is induced in a virtual world which simulates a trigger for their ailment. Cognitive computing is the simulation of human thought process in a computerized model, using natural language processing, data mining, and pattern recognition, in applications such as AI, machine learning, neural networks, and virtual reality. It is also tied to IBM’s Watson, the cognitive super computer. Cognitive computing is certainly an ongoing realm of discovery mostly because the brain is so undefined, despite there already being much known about it. From what I have seen, the same holds true for VRT as it is still in its infancy stages.

Study components: 1) What might neural netowrks have to do with software engineering, and by the account, what might biological neural networks tell us about the brain induced in therapy agents? 2) What does embodiment mean for the therapy patient?
 * Research Questions

3) Why are virtual world limited and what is needed to overcome these obstacles? What are the leverage points in which traditional CBT therapies are optimal, and virtual reality therapies can come into play?

4) Can anthropological relationships aid a patient in CBT? 4a) What might the cultural, societal interactions within these virtual worlds create in terms of tangible tools for patients to better deal with their phobias and disorders in the real world?

5) What does creating an artificial, simulatory environment mean for patients with phobias and disorders? How might we improve designs on these environments and why is that necessary?


 * Interview guide:


 * Aim 1: Identify aims of cognitive-behavior psychotherapy ||
 * Q1. What are the scientific constructs that make up cognitive-behavior psychotherapy? How have other researchers understood these constructs differently? || To what extent have you had to learn the core concepts of other fields than your own in your efforts to conduct your therapies?

Do you have your own techniques in conducting your therapies that deviate from the standard literatures? What are the limitations to the literatures? ||
 * Q2. What are the misconceptions around cognitive-behavior therapy? The “scientific imaginaries?” || Is there a demand for VT in CBT?

How have demands for virtual reality therapies shaped the way scientists think about using new technologies in therapy?

Have particular concerns with VR inspired your own concerns with the technology or others in particular?

What is your view on the treatment? Should there be more access to it? Is it realistic to think it could change therapy? Is it “emerging” or has it reached its limit?

How do you think the field of cognitive-behavior therapy respond to virtual reality therapy, and will it be affected? ||
 * Q3. What are there different approaches to CBT? What are some of the discrepancies in approach between therapists and doctors? || What organizations have been crucial to the development of virtual reality therapy?

Has funding supported interdisciplinary initiatives in VRT?

In your field, how does the scale of analysis affect findings?

What process do you rely on to develop your study designs, integrate appropriate researchers, and sustain the collaboration? ||
 * Q4. What is the total list of mental illnesses that this sect of psychotherapy approaches? || What study designs have you used to understand cognitive-behavior therapy, and what are their limitations you have found over the years in your work?

Are there any particular fields in CBT or beyond that you keep your eye on because they seem particularly methodologically innovative or adept at dealing with complex phenomena? ||
 * Q5. How have technological advances affected the field of cognitive-behavior therapies (and psychotherapies in general)? || What technological innovations have been important in enabling exposure science research?

What has been the role of virtual reality technology in cognitive-behavior therapies (or psychotherapy in general)?

How have researchers and doctors in your field taken advantage of virtual reality technology? ||
 * Q6. What are the clues in natural systems that can be crucial to understanding therapy? || What can be said of CBT and neural networks? Is it possible to diagnose mental illnesses or disorders through understanding neural networks?

What might be said of a CBT professional in understanding biological neural networks in making diagnoses or developing new technologies or new therapies? Or, is it just a part of being a psychology professional? ||
 * Aim 2: To understand how virtual reality therapy is used in cognitive-behavior ||
 * Q2. What kinds of organizational structures are being built around VRT and other innovative solutions within CBT? Who is leading these initiatives? || In a daily kind of way, how do you maintain transdisciplinary collaborations?

In the last five years what specific barriers to CBT and further VRT that you have encountered? How difficult is it for practicing psychotherapists that use VRT to overcome them? ||
 * Q3. How are VRT designers and engineers reaching out to different CBT professionals and the psychology field? || What is the relationship between major psychological organizations and professionals and VR designers and professionals? How are software engineers viewed by psychotherapists that use VR?

On a product level, how do professionals in your field view VRT as a product? Is it seen as a tool or nuisance, for example?

Do VRT designers look to how therapists conduct sessions with their patients as research or as parts to the design of their VR experiences?

What clues do software engineers and game designers take from therapy with patients to design their experiences? ||
 * Q4. How is awareness of the need for and challenges in applying VRT technologies? || Are many professionals in the CBT/psychotherapy fields aware of VRT? How are these technologies used?

Is there a growing trend or awareness in understanding the need for virtual reality technologies in CBT? Are more professionals gravitating towards the technologies for their own tools? Why or why not? Is there reluctance?

If applicable, can you expand on any stigmas that may be associated with VRT in the professional setting? ||


 * Aim 3: To understand neural networks in therapy, and neural networks in immersive, virtual technology ||

Where is VRT today? Are ANNs a thing of the past? How have they evolved and what could they mean for the future?
 * Q1. What can neural networks tell us about the brain when induced by certain stimuli? || --see Q1 ||
 * Q2. What is the relationship between neural networks and future, disruptive technologies? || How will neural networks play a part in immersive technology? Virtual reality?

How might ANNs take away limiting factors in cognitive computing/analytics? What problems do they solve, if any? ||
 * Q3. What is the evolution of immersive technologies and their relation to neural networks? || What are the applications for IBM’s immersive technology and what could they be

How much is creating artificial environments down to understanding neural networks?

What are problems now in creating augmented and virtual realities for cognitive scientists and software engineers? What about these problems is insurmountable at this point? ||

Schedule of activities: Week 10/4: -Pinpoint Aspect of VR

- Assess interviewees, What I want out of them

-Discover what is not being discussed, do Wiley Library exercise

-Wed: Go through resources, map questions asked in VR, do Wiley narrow search exercise, find what is not being discussed

Week 10/12

Week 10/18: Identify interviewees
 * Assess Interviewees
 * Find/identify in which section they would help
 * Assess what they would be used for

Week 10/25: Concept map aspects/themes and how they interact--MIND MAP

Week 11/1: Draft Lit review
 * Begin to narrow

Week 11/8: Contact interviewees

Week 11:15: INTERVIEW

DISSEMINATION This work will contribute to my studies for my B.S. in Sustainability Studies and Design, Innovation, and Society. As far as the work is concerned, it will ultimately make the case for biomimicry in software and visual design.