A new Vodaphone advert hit our screens recently and I hate it with a passion. My gym seems to have it on a loop at the moment and every time I see it I progress through a variety of emotions ranging from mild disappointment to abject rage. It starts innocently enough, depicting a bus weaving it’s way across a patchwork quilt of luscious fields. England’s green and pleasant lands, we might assume. The driver is keeping a kindly eye on his customers through the rear view mirror, a young woman is dozing on her man’s shoulder, a suited middle-aged businessman is reading his newspaper and a teenage girl is listening to music on her headphones. One row in front of our lovers a mum finds herself unable to pacify her crying toddler. We’ve all been there. It’s not a pleasant experience when the calm and tranquility is pierced by the ululations of an irate infant child. One-by-one the cast make faces betraying their discontent over the bawling nipper. In such situations – what can you do? Other than grin and bear it?
On this particular bus, in this particular locale, a hero is at hand. In a bid to bravely defend his belle from her rude awakening, that self same man (one row behind the squalling squib) unsheathes his smartphone. And using the “Power of 4G” summons a cartoon to his screen with which to mesmerise and thus pacify the aforementioned disconsolate child. Miraculously the tears dry up immediately, the sobbing quickly replaced by smiles and giggles of joy. Peace reigns over the bus once more and glances of appreciation ensue.
The boyfriend/man/husband presumably earns himself a family-sized haul of brownie points from girlfriend having demonstrating not just a strong capacity for empathy but a clear aptitude for child wrangling (what a great dad he could be!). Mum is palpably relieved that the blight to everyone’s day has been appropriately dealt with by this marvellous stroke of genius (so embarrassing when he plays up like that!). Even the stressed out businessman seems to have gone a few shades of purple lighter. The teenage girl goes as far as taking off her headphones, momentarily, to revel in the delicious, unexpected peace and quiet before breaking into a private smile. In the estimation of these fine bus passengers, the holder of the phone is clearly nothing less than an absolute legend.
Dora the Explorer is the chosen cartoon and it’s a good choice (a much better choice than Teletubbies, for example). Inexplicably, the language she utters in this British version of the ad is Spanish. I may be showing my ignorance here. Perhaps Dora the Explorer is always aired in it’s original tongue. But it occurred to me that just maybe the ad was cheekily alluding to possibility that the kid might even start to pick up a new language as a fortuitous side effect of this timely intervention. Such is the “Power of 4G”. It’s just a shame that the evidence from several studies indicates that too much screen time spent goggling at idle entertainment displaces valuable time doing other things in the real world that really facilitate a child’s neurodevelopment. Surely encouraging the habit of endlessly distracting kids with smartphones, tablets and laptops throughout their entire childhood is only going to perpetuate this problem, not to mention fueling a boom in short-sightedness.
It’s not just Vodaphone who are at it. Nissan have also released a TV ad recently for the Pulsar. Excitingly it has automatic braking. For those unfortunate circumstances where the driver’s brain is distracted away from the road at precisely the moment the vehicle in front decides to slam on the brakes without warning. The vital milliseconds saved by circumventing the pesky human can make the critical difference between a dangerous fender bender and safely completed journey.
The key message throughout is that the car is carefully built around the driver and therefore every conceivable problem has been anticipated and addressed. In the closing scene two children appear in the back seat fidgeting, shouting and generally being… well… children. In the blink of an eye technology has magically teleported into their midst – the rowdy boys instantly transformed into well-behaved, docile and, most importantly, silent little angels: one absorbed by a tablet, the other gazing out of the window listening to something on a pair of expensive looking headphones (let’s hope it’s my podcast). That’s right kids. Do not interact with each other. That would just cause a disturbance to your father, or whoever he is. Communication must be discouraged when in ear shot of your elders and betters. And remember: silence is golden!
My issue with these ads is not Susan Greenfield-esque. I don’t believe that technology is good or bad. But I do think that to unquestioningly consume limitless hours of screen entertainment at the expense of all other activities would have negative consequences for brain development across childhood. My objection to these ads revolves around that fact that they are normalising, if not positively encouraging, child-rearing behaviours that are likely to be deleterious to the best interests of the next generation.
Study after study has demonstrated that what kids really need if their brains are to develop optimally throughout childhood is lots of interaction with other people. Ideally in the context of unstructured play. Keeping them perpetually spell-bound by computer games, films or cartoons is very much against their best interests.
Infants plonked in front of Teletubbies for hours on end are measurably retarded in their language development and verbal expression in comparison to those rarely exposed to screens in their first 2 years of life. This is ironic given that, allegedly, a large team of child psychologists were assembled by the BBC to consult on what elements should be included in order to optimise neurodevelopment.
Admittedly endless hours of interacting with young kids are shattering. And undoubtedly the most effective method of conjuring some much needed peace and quiet from the endless barrage of questions, perpetual motion, mess, mood swings and tears are screen-based innovations designed specifically to captivate young minds. But the easiest route is rarely the best path and whilst this approach may well be very convenient for frazzled parents it is demonstrably not best for the child.
Advertisers will jump on any scenario that their intended market might be able to relate to so the theme of pacifying noisy kids with tech is not surprising. Yet it supports the proliferation of lazy, unhelpful parenting tricks that ultimately work against the best interests of a whole generation of humans. Whether or not this amounts to a whole hill of beans in the long run is yet to be seen. Yet from what is known with any certainty so far, there are clear indications that screen time should be monitored and possibly limited, or else it will displace the human face-to-face interactions that so beautifully sculpt young brains in preparation for a long life of interacting with other humans.
If you want a child’s neurodevelopment to proceed optimally you should, in my humble opinion, forego the lure of using technological paraphernalia to distract them – unless you are carefully restricting its use at other times – and instead encourage them to engage in some form of play in the real world. And whilst we’re at it you should ensure that as much as possible you give them your full attention. Having your eyes on your smartphone whilst talking to your child is a terrible example to set. So much of communication happens via eye contact and active (as opposed to partially distracted) listening, so if you rob your children of valuable experience with this mode of interaction then their communication skills and social dexterity will suffer.
I’m not saying people should consign their tablets to the rubbish, nor permanently ban children from using all tech. I’m merely encouraging parents to avoid using these tactics habitually. Save it for when you really need it and you will help your kid to develop the full range of skills, both hard and soft, to give them the best possible start in life.
And if you think I’m a luddite after this rant you’d be wrong. If you explore my blog further you’ll find plenty of articles relating to the brain benefits of various computer games. Everything in moderation I say (unless we’re talking about working memory training using the Dual N-Back task or reading books in which case I see no harm in overdoing it so long as combined with a healthy social life :-))
As 2014 draws to a close my thoughts have recently turned to pondering the greatest neuroscience discoveries of the year. For me I’ve been struck by several developments in an area of biomedical science that during most of my lifetime has been considered beyond the powers of medical therapy to provide a decent remedy.
Ever since Christopher Reeve (the actor who played Superman in the much loved films of the late 70’s and 80’s) became paralysed from the neck down during an equestrian accident in 1995, the plight of people who suffer traumatic spinal damage has seemed utterly futile; despite the huge amounts of money various benefactors have ploughed into research. However this year we have seen huge leaps in scientific advancement enabling previously wheelchair-bound people to stand up and take some small but important steps forward under their own volition.
A paralysed person kicked off the 2014 World Cup in Brazil during the opening ceremony using an EEG-controlled robotic exoskeleton. But given that the person in question had to be carried onto the pitch on a golf buggy, as opposed to rising up out of their wheelchair as promised, that feat should only really be considered a drop in the ocean compared to the much more remarkable progress in paralysis rehabilitation we’ve seen over the course of 2014.
At the beginning of the year I was invited to make an appearance on “Newsround” – the Children’s BBC channel’s daily news show – to explain a totally unexpected and extraordinary breakthrough in rehabilitation research with paralysed army veterans in the USA. A chip was surgically inserted into their spinal cord, below the sites of damage, to apply weak currents of electricity in an effort to reinvigorate the involuntary spinal reflexes that enable us to maintain our balance whilst standing (no input from the brain necessary).
This unexpected development occurred when, after a few weeks of further intensive rehabilitation exercises, several people regained voluntary movement of their legs for the first time in 2-4 years. Can you imagine how good that must have felt for the people in question? As someone who personally spent three weeks of 2014 with an almost completely paralysed arm after complication during routine surgery, it brings tears to my eyes to think how amazing it must have been to have control over legs that had previously seemed utterly useless for so many long months. It seems that the current injected by the chip had unexpectedly boosted signal strength across the area of damaged spinal cord sufficiently for the electrical messages (action potentials) to get all the way down to the leg muscles.
In 2004 whilst I was doing my PhD at University College London, I attended a talk by Prof Geoff Raisman, now chair of Neural Regeneration at the Institute of Neurology in Queen Square. He presented brand new data that he was clearly extremely excited about in which he showed data that clearly depicted new neuronal growth across the site of a spinal lesion. I cannot remember whether the experiment involved rodents or non-human primates but he made it clear that it would be many years before this pioneering research could ever be used to help paralysed humans. Today, in 2014, this dream is a reality.
Darek Fidyka was paralysed from the chest down for several years after a knife attack that severed his spinal cord. The 8mm gap that prevented messages sent from his brain to reach the muscles of his leg, penis and bladder were bridged using stem cells extracted from his brain. Mr Fidyka first underwent surgery to remove one of his two olfactory bulbs – the antennae like structures that extend forwards from the brain’s limbic system, running above each nasal cavity and extending smell receptors across the skull and into the nasal epithelium. Because the olfactory receptors come into contact with so many volatile compounds (just think of how potent the gases are that get into your nostrils when you’re downwind of a bonfire) a fair amount of damage happens to these brain cells and so they must be constantly replenished. This means that the olfactory bulbs / neurons of the nasal epithelium are a great source of stem cells.
Once sufficient numbers of Olfactory Ensheathing Cells (OECs) had been cultured and several million of them injected into the gap in his spinal cord a period of intensive rehabilitation exercises got underway. 6 hours per day 5 days per week. A few no-doubt-frustrating weeks later he graduated from walking with the assistance of parallel bars in the rehabilitation gym, to walking with a frame outside the hospital in Wroclaw, Poland where the surgery took place. Perhaps as important he regained some bladder control and sexual function. An incredible achievement for Mr Fidyka, but an absolutely triumph for Prof Raisman and the hundreds of people that have contributed to the groundwork that led to this unbelievable feat of brilliance.
This story was covered in episode 10 of the podcast Geek Chic’s Weird Science – co-presented by yours truly and the gorgeous Lliana Bird – which you can subscribe to on iTunes, absolutely free of charge, by clicking here.
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Immersive virtual reality gaming is good, frighteningly good. So good that it makes me worry that people will increasingly choose the excitement of virtual worlds over the relative mundanity of the real one. Recently I was walking through the British Film Institute (under Waterloo Bridge in London) on my way to the library when I stumbled upon something rather marvellous. The experience I had was so wonderful (it genuinely filled me with wonder) that I quickly reached a chilling conclusion: immersive virtual reality (VR) gaming is now so good that it seems clear that in the not too distant future it will be a miracle if parents ever manage to get their kids to leave their bedroom and venture out into the real world.
Last year I interviewed Prof Mel Slater, a widely respected guru of VR technology formerly of UCL and now at the University of Barcelona, in which he stated in no uncertain terms that immersive virtual reality gaming is now affordable enough to be accessible to everyone.
Chancing upon a computer gaming conference at the BFI gave me the opportunity to get into the demonstration suite ahead of the delegates, which meant I had the computer game programmers all to myself and discovered first hand exactly how good these games have become already. The experience of actually being inside the computer game is incredibly compelling.
I made a beeline to a game called “Sandman” that made use of a Head Mounted Display (HMD). An HMD creates a truly immersive 3D VR experience via two key features that trick the brain into feeling as if you have been physically transported into the game. Firstly, a different image is presented to the left and right eye, slightly offset in terms of perspective (in a manner identical to real life circumstances) from which the brain can create 3D vision. Secondly, and this is critical to the illusion of being physically immersed in the 3D world, the HMD also tracks the movements of your head so that the image presented to the eyes changes as it would do in the real world. If you look up, you see the sky. As you move your head to the right the images presented to the eyes scrolls across to give a view of whatever is to your right in the 3D environment. Twist all the way round and you can see what is directly behind you. Look down and you can see your own computer-generated body. This creates an extremely compelling illusion that you really are “inside” the game.
“Sandman” involves paddling a canoe along waterways within an enchanted forest. It was absolutely magical. Meditative even. I immediately felt calmer having been transported into this alternate gaming universe. The images provided at the top of this post simply don’t do it justice (even when you click on it to reveal the full high def image). It looks so much better when you are wearing the HMD. The colours of the forest canopy were so vivid. The sounds of the water lapping at the boat and from the oar as it pushes against the water each time you paddle is very realistic.
Using a normal Sony Playstation controller you can paddle on the left or right side of the boat and even paddle in reverse to guide the canoe just as you would a real one in the normal world. Of course the controller doesn’t give you the usual haptic feedback – but just wait – it soon will. If you can’t wait that long read READY PLAYER ONE by Nathan Cline – it’s a fantastic science fiction account of how good this kind of technology is likely to get in the not-too-distant future. Patrolling the perimeter of a lake I eventually stumbled across a narrow stream and slotted my virtual boat between the rocks on either side I navigated the chicane they created and came across a small boy on the bank to my right. Behind him an old man was calling him back from the waters edge. As I turned to look at them the sound of their voices in the headphones shifted from just the right ear to both ears equally, demonstrating that not only was the visual world updated according to my head movements but so too were the acoustics.
As I shot down the white water rapids encountered a short while later I giggled and whooped like a boy half my age. I was really enjoying myself and have never been one to hide my emotions. After about 20 mins I took off the HMD and headphones only to find, to my slight embarassement, that the room was now packed full of delegates (having been completely empty when I started the gaming experience). And there was a queue of about a dozen people behind me waiting to play!
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Any environment in which we immerse ourselves on a daily basis will eventually induce changes in the very fabric of our brains. This observation is based on brain scanning experiments investigating the brains of taxi drivers and professional musicians before and after they have acquired their expertise. Intensive training over many months and years physically changes the size of the hippocampus and motor hand area of these individuals, respectively. This occurs as a direct result of repeatedly challenging the brain to perform specific tasks, navigating around London in the first instance and manipulating an instrument to emit the desired sounds in the second, so that the connectivity between areas involved in executing that task is improved. This occurs at the flick of a few genetic switches that increases the number of synapses across which one neuronal brain wire influences the next in line in pathways that are used often and intensively. It seems reasonable to assume that any cognitive capacity that we regularly use over long periods of time will have a similar impact via the same mechanism.
In the past I’ve written about our incredible aptitude for using tools to manipulate our environment. One of the best examples of recent human ingenuity in this regard are the virtual environments we have created – video games, internet, online social networking and the like. Millions of people are immersed in such virtual environments intensively, regularly and consistently over extended periods of time, exactly the pre-requisites for interaction that drives brain changes; occurring whether the environment in question is real or virtual. I’ve written previously about the potential impact of this on the adolescent brain but, of course, adult brains also adapt to the demands of any virtual environments they may be regularly immersed in too, albeit at a reduced rate.
These brain changes occur for better or for worse. Adults who engage in intensive action video gaming for endless hours slowly but surely begin to accumulate cognitive improvements, namely enhancements in certain aspects of vision, memory and rapid decision-making. On the other hand, those who automatically respond to any bleep, buzz or vibration from their laptop or smartphone appear to be training themselves into a state of constant distraction. A recent study has suggested that so-called heavy media multi-taskers are gradually losing their capacity to block out distractions, an unintended consequence of “dual screening” behaviours like surfing the internet and responding to electronic messages whilst watching television.
My message is simple. Technology is neither good or bad, it’s all about how you choose to use it. Stopping to contemplate your habits when it comes to using technology and considering whether the likely changes to your brain will serve you well or badly, might be advisable. Evidence is currently quite sparse, but rapidly accumulating. Just bear in mind the rule of thumb that anything you do intensively, daily, for months on end has the potential to re-wire your brain to perform that task more efficiently. Some behaviours honed in this way do not always serve your best interests when operating in the real world.
A report hit the press this week describing as yet unpublished brain data from Cambridge University demonstrating that people addicted to internet pornography show a heightened sensitivity in the reward pathways (specifically in the ventral striatum) when exposed to sexually explicit images. Results were not dissimilar to that observed in the brains of alcoholics and illicit drug addicts when viewing images of the target of their addiction. How might this hypersensitivity to pornography have developed? I’m sure you can guess what’s coming next… by viewing pornographic images with great scrutiny, regularly and over periods of months if not years – pleasurable sexual responses have become honed to whatever stimuli have been encountered in the virtual environments with which they are regularly immersed.
My concern is the impact that such outcomes of neuroplasticity might have on people’s real life behaviours. Could it be ruining people’s real life sex lives? The anecdotal evidence presented in Norman Doidge’s excellent book: “The Brain That Changes Itself” certainly backs up this notion. From the perspective of basic neuroscience it also seems likely. Once a brain is trained to respond in a manner that results in feelings of pleasure when viewing hyper-sexual body shapes performing wild and gratuitous sex acts, it is likely that less powerful sexual images – a real life sexual partner, for instance – no longer hit the spot. Given how much of a boost a healthy active sex life gives to real romantic relationships it seems a real shame (if not a blight to wellbeing in society as a whole) that sexual relationships might be harmed by unconstrained consumption of pornography.
I’m not an advocate of censorship. It doesn’t work anyway. I believe in freedom of informed choice. I am an advocate of encouraging people to think carefully about what their habitual behaviours might be doing to their brains from the perspective of neuroplasticity. This I hope will enable them to make choices that benefit them in the long run as well as in the short term. Carving out periods of the day when emails are ignored and phones switched to silent will preserve the ability to sustain attention, engage in deep thought and enable people to remain the master rather than slave of technology. And actively avoiding indulging in online pornography on a daily basis might help people to evade brain adaptations that set the bar of satisfaction ever higher so that the real thing can maintain its lustre. “Everything in moderation” will steer us all clear of unwanted brain adaptations.
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The first time I came across this kind of technology was at the Society for Neuroscience annual conference in 2003. But back then it was a monkey who was controlling the robotic arm, to reach out for a piece of fruit and bring it close enough to eat, using the power of thought alone.
Now in 2012, the first peer-reviewed study has been published in the scientific journal Nature, demonstrating that a 96 electrode implant can enable paralysed human beings to manipulate objects via a robotic arm just by “willing it” as an able-bodied person would do: click here for full story