The VR Doctor: The World’s First Accredited VR Assisted Emergency Life Support Course

On April 19th 2017 there were excited optimistic looks, piercing sceptical glances and eyes that confidently said aloud “so we are about to take a footstep into the future of medical education” – like they were prepared to see a scene from Quantum Leap or Back To The Future.

The registered nurses, health care assistant receptions and two general practitioner doctors of Estover GP surgery practice who filled the room sat aligned listening to me introducing them to the world’s first accredited Basic Life Support Virtual Reality assisted training course. The staff members of this medium sized GP surgery based in Plymouth England would be taught the fundamentals and theory underpinning basic emergency life support and given virtual reality (VR) and manikin based simulated scenarios to show competence to the goal of achieving a pass certificate thus being licensed and trained to deliver quality BLS.

None of the course trainees had ever personally experienced VR before in their lives, their recollection of the buzzword which was VR was amalgamated from Hollywood blockbusters which in some cases was an easy comparison to surpass and in other cases impossible.





The previous 6 months of development phases leading up to this case study involved expertise from a variety of specialisms including clinical medicine, medical education, psychology of learning and instruction, VR software development and gamification.

As doctors a hardwired structural scientific approach is second nature to us when undertaking projects like this in contrast to the usual methods used to lead development of VR games which is lead more so by free creativity from experienced directors. A key difference here is the objective, our aim was firstly to develop a VR emergency life support learning programme and could be used alone or alongside a traditional course to effectively train people in the skill of BLS and secondly to be engaging, fun conversely the objective of typical VR games is to create optimally enjoyable and fun gameplay experiences. During the development phase the secondary objective of being fun grew in importance as we evaluated and derived the intersection of fun, engagement, learning instructional design and learning effectiveness.

The developmental process exposed aspects of wider issues with the current medical education in particular the gap between academic research findings and utilising the statistically strong research finding for the betterment of medical education. A well-documented fallacy where by the healthcare industry is painfully slow to adopt beneficial practices, arguably a multitude of reasons contribute to this some valid and some not. A particular invalid reason for this is the culture of medical education especially in the UK where by traditional outdated methods of teaching remain in use arguably because the management personnel controlling the direction are they themselves outdated.

Another fallacy is the unwillingness of medical education institutions to innovate this is attributed mainly to limited budgets whether caused by low priority government controlled university funding and/or National Health Service (NHS) mismanagement and poor funding allocation. Perhaps the health system should take a page out of Google’s book and adopt the mentality of investing massively unorthodox budgetary proportions in R&D in the theory that the product of this investment generates more value and cost effectiveness in the long run, Google don’t seem to be doing a bad job following their theories!

This particular application of VR to medical education was selected because of the need for a more effective emergency life support training programme has been demonstrated by the European and UK Resuscitation Council’s recorded survival rates after cardiac arrests in the UK. Approximately 28,000 in hospital cardiac arrests occur annually with a survival rate (leaving hospital alive) of 9% in the UK which lags behind other developed western nations. To give examples Norway is 25%, North Holland is 21%, whilst Seattle in the US on its own is 20%.[i] Scientific Studies have shown that survival from a cardiac arrest improves greatly with effective CPR and rapid defibrillation. BLS is currently taught using lectures and with demonstration and practice on a life-size manikin, perhaps VR can increase the undertaking of BLS training and make the learning more effective.

The fundamental learning theory underpinning the hypothesis that VR simulation represents a pathway for superior learning effectiveness for clinical education is illustrated by Miller’s Prism of clinical competence, a well-recognized framework for assessing levels of clinical competence within the medical education specialty.[ii]

 

Studies show the bottom two levels, the cognition levels (‘knows’ or ‘knows how’) correlates poorly with the behavior levels (‘shows’ or ‘does’):  a student/trainee who knows how to do something doesn’t necessarily mean that they will do it when needed.  But it’s important that student/trainee do what they know in practice otherwise there’s no point learning it.

Thus, learning systems that guide the learner to progress through the ‘shows’ and ‘does’ levels (behavior) are more effective. Virtual reality simulation as opposed to the current gold standard for clinical education; manikin based simulation specifically offers an alternate type of simulation with different dynamics, advantages and disadvantages which need to be explored by robust research to outline the optimum role for VR within clinical education to more effectively train healthcare professionals and non-health care professionals alike.[i]

Results

How Effective Was It:  A Qualitative Analysis

Feedback was collected through feedback forms, with ratings from 1-10.

  • Confidence in performing BLS before and after sitting course.
  • Enjoyment of session
  • Effectiveness compared to past courses
  • Uniqueness of teaching methods
  • Overall Rating

Each parameter rating above had space for the candidate to provide worded responses to explain their rating and to highlight positives and negatives of the session. In addition, we asked trainees whether they would recommend the course instead of a normal course to others.

User confidence before and after Medigage BLS course

Candidates globally report a higher level of confidence after the Medigage BLS course than beforehand. There is a pattern shown above that the clinically trained staff had higher confidence levels in BLS than the non-clinical staff. However non-clinical staff showed far greater improvement in confidence after attending the Medigage BLS course

User feedback on enjoyment, effectiveness and uniqueness of Medigage

Average enjoyment of Medigage BLS was 7.6/10 with most criticism coming from GP2, she reported that “the VR headset was difficult to get used to” and “the input touch pad was tricky to use”. She also mentioned that she is “not computer savvy”. Users ranked effectiveness at 8.2/10 on average and 9.8/10 on uniqueness and 8.2/10 overall.

User recommendation of Medigage BLS Course

4/5 of candidates reported that they would recommend the course to others.

Table showing user written comments

The results speak for themselves and key areas of further development to integrate VR application into medical education were demonstrated in particular an emphasis on hardware ergonomics. A less obvious inference and perhaps more valuable evaluation conclusion from this project is exposing the type and character of gaps in medical education which are more suitable for disruption by virtual reality. For example, a VR surgical training simulation could be significantly faster and more effective in teaching surgical trainees a specific procedure than all current non-VR training methods but how much faster does it need to be to be worth replacing the current status quo. In what way is it more effective and by how much quantitatively, these factors depend on many different variables in particular the actual procedure being simulated and the method by which it is current trained for. For example, the strangulated hernia repair or appendectomy is taught in broad stages of.

  • Knowledge – Reading, listening, watching outside the OR
  • Watching and assisting in the OR
  • Performing under supervision in the OR
  • Leading the procedure in the OR

In one swift statement, where in this process of stages does VR simulation fit in to contribute a significant benefit to the end outcome. End outcomes include:

  • Less complications/errors from the procedure
  • Cost effectiveness
  • More satisfied patient
  • More surgical trainees who feel confident to lead procedures in a shorter space of time.

Predictions in VR medical education

  1. The next 3-5 years will see the advent of a commercial and robust haptics glove which will be the tipping point for commercially viable and accurate VR surgical simulation.
  2. Before complex OR (operating room) surgical procedure simulation in VR is a viable possibility, simulation of non-surgical procedures will be adopted first, i.e. emergency management of critically ill patients and bed side procedures.
  3. The Toyal Colleges of Surgeons and other speciality membership level colleges must accept and qualify the validity and benefit of VR simulation training before they are widely used and accepted, especially as structural parts of specialist training programmes.
  4. Gamification will be a crucially important feature of the series of VR applications that introduce non-technology orientated individuals into VR for medical education.

Medigage Ltd continue to deliver the VR assisted BLS accredited course across the UK and abroad whilst developing the further VR emergency applications for use within the NHS.

To find out more information on the methodology and results of this and other research conducted by Medigage or to inquire into their emergency life support courses contact them.

The VR Doctor: Where Virtual Reality Meets Artificial Intelligence For Healthcare

In the next instalment of feature series Dr. Raphael Olaiya, a NHS doctor and medical education academic, who works with the NHS on virtual reality (VR) immersive training programmes for doctors and nurses. Discusses the meeting point of VR and A.I. for healthcare. 

We can see it, feel it, touch it, taste and even smell it, virtual reality (VR) is very tangible and its sophistication and fidelity are increasing at a rate where anyone who self-identifies as a technology fan must chase updates biweekly to prevent being left behind. An accepted consensus is that by 2030 VR/Augmented Reality (AR) with be the fundamental platform for mobile communication and be firmly embedded as a mainstay within the industries of energy, entertainment, education, training and healthcare.

Raphael Olaiya

Conversely A.I., artificial intelligence from the perspective of the average self-identified technology fan can only be perceived in depictions from what Hollywood directors spoon feed us. An optimistic but plausible feat all the same, however actualizing it seems much more of a lucid dream than reality for the masses. When Siri, Catana and Amazon Echo are publically self-hailing themselves as having artificially intelligent capability it throws the masses of technology hobbyists into confusion because the only thing they see here is glorified voice recognition search tools.

A.I.: Glorified Voice Recognition Search Tools

A.I. to the masses means firstly on demand adaptive learning and android-esque tendencies physically, emotionally or intellectually stemming from Hollywood’s portrayal of characters including J.A.R.V.I.S from Iron Man, Skynet, Bicentennial Man, Ex Machina, Star Wars amongst others. This example highlights a problem with the classification of the definition of A.I. which has lead to a degree of trivialization of commercial A.I. and reducing its appeal because the recurrent depictions are just simply not realistic technology right now.

Trivialization of Commercial A.I. and Reducing its Appeal

Robot Earth

Delving deeper in A.I. technicalities, A.I. is certainly alive and kicking. IBM Watson at the forefront with Google Deepmind, Microsoft Oxford and currently changing the way businesses trade, the way doctors diagnose and how engineers construct. Deep learning algorithms that are able to re-synthesize formulae for future tasks based on the results of previous formulae. However, the reach of IBM Watson and its cousins seems somewhat disconnect to the masses. Why? This boils down to the sedimentary reasons of;

  1. The current level of cutting edge A.I. in 2017 focuses on area specific ( i.e. IBM Watson X Sloan Kettering partnership focusing on more effective and efficient cancer diagnosis and treatment ) big data processing and delivers directed specific answers after arduous instructions and direction from the subject matter experts i.e. world-renowned oncologists. So the focus of technological advancement is not on A.I. for consumer tech rather for area specific specialist.
  1. There is not a strong enough tie yet between the organisations/companies with mass consumer reach and the tech communities working hard on breakthrough expert level programming needed to adapt up to date artificial intelligence tech to a use that will serve the masses directly. This disconnection will soon bridge.
  1. Tangible applications to channel current available A.I. tech into “perceived real A.I.” applications have not taken off in the open market yet. Eager A.I. fans wait for the anticipated killer/golden app. The app that will utilise A.I. technology in a way that bridges away from the island of gimmick and enters a realm of the value add whether it be saving time, money, or enhancing entertainment.

VR/AR represents a golden ticket opportunity to present to the mass consumer market a application of artificial intelligence that is very easy to relate to and get excited about for anybody. This highlights the importance of the user experience and perception of A.I., for example, an A.I. application field that billions of dollars are currently being invested to currently is an A.I. medical diagnosis tool for patients with no/delayed access to a doctor. It doesn’t take a controlled experiment for us to agree that the user experience would be more successful with a realistic CGI android style VR/AR artificially intelligent voice

A Golden Ticket Opportunity

Recognising an A.I. nurse/doctor as such more than a messenger style chat box despite having the exact same level of A.I. sophistication is such.

Health Robot

Whether or not we define or perceive A.I. as algorithmic formulae clever enough to generate more formulae and build upon past experience, in order to learn deeply coupled with a powerful searching function doesn’t take away the fact that how we interact with it is the most important feature of all! After all, A.I. is for the betterment of our lives, to increase joy and pleasure, ease suffering and further the realisation of our ability as humans to supersede ourselves.

VR and A.I. intertwining in a multidisciplinary approach to serve us more holistically is the goal. Healthcare a universal priority is a worthwhile focus point for this blending.

Application for A.I. and VR/AR for healthcare: (Non-exhaustive)

  1. Hospital or healthcare facility management and work flow visualisation, planning and implementing.
  1. On demand patient healthcare triage system to prioritise medical or surgical emergencies.
  1. On demand patient home diagnosis. (limited without clinical judgement and examination)
  1. Artificially intelligent VR/AR assistants for Medical doctors to reduce errors.
  1. Medical education and simulation training adaptive to the own users learning style to optimise learning and retaining knowledge.
  1. Demonstrating the neural pathway of the artificially intelligent system in use: There will be a point where the AI being used for healthcare reaches a point that we as humans cannot comprehend the process. VR/AR represents a method by which these processes can be explained to us more effectively than code.

So just as this article started to see it, feel it, touch it, taste and even smell to do this is to make A.I. a human experience.

You can contact Dr. Raphael Olaiya on this topic or his work at Medigage Ltd via raphael.olaiya@nhs.net.

 

 

 

The VR Doctor: The Design Fundamentals For Effective VR Learning

In the 2nd instalment of feature series Dr Raphael Olaiya, a doctor and medical education academic, who works with the NHS on virtual reality (VR) immersive training programmes for doctors and nurses. Discusses the fundamentals and design necessary to make effective VR learning and education applications

THE VR DOCTOR

 

Winning and being elected by a unanimous decision, the education and learning sector is the chosen one. The pilot study for Virtual Reality technology application to industries outside gaming, its the cause for acceleration and mass global investment wider than just for gaming. Before we all get too excited and spoil the potential revolutionary fruits of education and learning in VR. Education and learning is an industry older than technology itself, not to mention that of VR which is in its 30s ,and despite this the recommended gold standard approach, paradigm and fundamentals of education and learning are still significantly up for debate so the question is what is the best way to apply VR to education?

 The Question is: What is the best way to apply VR to education?

Utterly amazing that the art of optimising education & learning which is the basis of all knowledge transfer since the beginning of humankind is still yet to be concretely define. The answer to this lies in the fact that it is most certainly a blend of science and ART: flexible and dynamic just like the human experience itself which is as individualistic as the way we are physically formed. As a medical doctor, a published medical education academic author and a creative I have seen how rigorous stimulation of the creative muscle can complement seemingly uncreative fields. It doesn’t take a quote from Einstein on creativity to believe this!

“It is most certainly a blend of science and ART: flexible and dynamic just like the human experience itself which is as individualistic as the way we are physically formed

Medigage-Ltd--Lifelike-VR

 Image courtesy of Medigage Ltd- Lifelike VR clinical simulation training

 To optimise application of VR to learning and education we need to be methodical, scientific with a creative spark (I look forward to explaining this later).

The wide education and learning industry (not just medical) is perceived by the tech community as a secure and powerful global adoption force for VR tech, taking the baton and going centre stage to push the growth of virtual reality further into the living rooms and classrooms.

Since 2015 tech juggernauts Google, Microsoft and dozens of well-funded VR start-ups funnel millions into educational and learning VR business development, every step of the ladder from primary school education all the way to post-graduate learning and vocational simulation training.

We all agree on some clear obvious factors that make VR a superior learning medium than most traditional methods, broadly speaking. 

  • Increased Engagement
  • Increased recall and retention
  • Less distractions

However speaking broadly about VR for learning and being non-meticulous is the trap, it will lead to sub-optimal VR learning and education applications that depend on the wow innovation factor of VR instead of measuring the learning products by how effectively they further optimise the transfer of knowledge and skill!

 

Speaking broadly about VR for learning and being non meticulous is the TRAP

The opportunity with VR for learning is too great to be dampened by unneeded sub-optimization driven by hastiness to market products.  Why settle for sub-optimal especially when the developmental processes to create optimal education resources has already been defined.

Design thinking: A popular concept in silicon-valley/start-up communities, architects, UX designers and physical product designer.

TheVRDoctor (3)

A human usercentered development process to VR application development, that draws upon evidence supported systematic reasoning and creativity to explore horizontal design possibilities through utilising the technological advancements of which the innovation is based to then create further benefits to the user than current solutions. 

To further explain this and give it pragmatic context:

  • What degree of interactivity is useful
  • What degree of simulation of physical presence is useful
  • UX and User journey
  • 3As Accessibility, affordability, acceptability
  • How to personalise to suit individual user’s learning styles and preferences
  • Intended use of knowledge or skill after learning has taken place
  • When considering the VR learning solution as options what does the user compare it to
  • The content (complexity, type, length )
  • Human user-centered approach: identify the priorities for the user and focus on optimal delivery through VR:
  • Evidence supported reasoning: Address the user priorities by using what evidence and experience suggests not just logic alone. Freely available academia research online often sheds objective light on seemingly difficult design questions. And if academic research comes close to help your decide on design features then your own primary research is best.
  • Creatively explore obvious and hidden learning dynamics exposed by the new technology
  • Don’t be paralysed by the degree of open creative options when designing learning programs through VR instead, see this as the advantage to tread new ground for better or for worse. It may be useless or it could lead to the discovery of a disruptive revolutionary learning dynamic.
  • Throughout focus on the end goal of furthering user benefits and preferences
  • Don’t get caught up in design for design sake, ensure all cannons points towards to target.
  • Optimising the learning process itself : The Constructivist approach;

 

The most important user priority is of course the content delivery so this needs to be addressed early on in the design process. Whether or not the VR user/learner journey design compliment the learning theory underpinning the content delivery will dictate whether the user ultimately likes it, so its very important.  The current dominant theory for how things should be taught to optimise learning is the constructivism theory of learning coined by Robert Gagne an academic educational psychology pioneer in the 70s. The constructivist theory explains how people may acquire knowledge and skill it says;

Each of us as individuals experience every sensory stimulant differently and then construct our own understanding and knowledge of the world through reflecting on those experiences and external and internal feedback loops. When we encounter something new, we have to reconcile it with our previous ideas and experience, maybe changing what we believe, or maybe discarding the new information as irrelevant. In any case, we are active creators of our own knowledge. Our individual constructed worlds can be vastly different but the constraints of linguistics and our thirst for objectivity gives us the impression that we seem to share an equal internal learning world which is largely false. 

So how do we exploit this for the betterment of Learning and education resources?

By building a platform that creates a dynamic that’s lends itself to giving knowledge construction ownership to the learner themselves. Empowerment and entrustment are key, learning is organic and only poor learning resources try to force rigid blueprint for knowledge and skills onto learners learning pathways. Nonetheless, too much learning freedom can be paralysing and give ambiguity of where to start constructing our learning a fine balance is needed.

“Lends itself to giving knowledge construction ownership to the learner themselves.

Nonetheless too much learning freedom can be paralysing and give ambiguity

The more rigid the learning blueprint the stronger the analytical and problem solving mental faculty needed in to deconstruct the fixed information chunks and convert to be received by the one’s unique learning pathways.

Take for example: Remember using multiple books, videos and asking different people to research the exact same topic this is because you were looking for the one that fits your learning pathway most snugly.

Factors that increase a learning systems ability to give knowledge construction ownership to the learner include:

  • Exploration
  • Immersion
  • Immediate feedback
  • Ability to rewind, repeat and skip at will
  • Customizability of content delivery that suits learner’s learning style
  • Hands-on practice and experimentation
  • Embarrassment and risk-free practice
  • Gamification
  • Visible tracking of progress and achievement
  • Increasing difficulty on progress
  • Convincing the user why the content is important for them to learn
  • On demand option for social collaboration in reaching learning or creation objectives

Finally, virtual and augmented reality gives us the perfect platform to facilitate an amalgamation of these factors.

Each one of these factors requires technical expertise and experience to implement correctly and also the optimal combination selection is important not all factors are appropriate for each learning program.

Ordering the content delivery is in essence an important part of the UX or UJ (user experience or user journey) and is a priority in VR educational design. The expertise comes into play when balancing freedom of exploration of learning and ordered step by step learning. Robert Gagne published the Gagne 9 steps of instruction a step-by-step guideline for learning programs to present comprehensive and successful learning experiences. Each step is designed to be placed in the prime position to help learners understand and retain information effectively.

Gagne’s nine levels of learning provide a checklist:

Gagne9Steps

Although Gagne’s model is different from other popular training models, you can still combine it with other models. A good example is 4mat method that helps you to structure your approach so that people with different learning styles will learn just as effectively as everyone else.

The ARCS model works well with Gagne’s model, it focusing on motivation and ensuring that learners understand the benefits of the content.

The last puzzle piece: Creativity

A seemingly objective brick on brick topic: the dogma of learning and education can innately shun using creativity to explore new opportunities for better learning experiences. We must indeed remember creativity is a fundamental of learning and education and especially for VR where the experience boundaries are even yet to be defined. There are no VR education and learning experts only those daring enough to blend systematic scientific approach with boundless creativity.

 

The VR Doctor: How To Effectively Apply Virtual Reality To The Largest Global Industry, Healthcare?

In a new feature series Dr. Raphael Olaiya MBCHB, who works with the NHS on virtual reality (VR) immersive training programmes for doctors and nurses. Discusses how VR’s impact will be and should be felt throughout the healthcare industry.

Are we there yet? No, not yet.

2016, heralded as the brink of the horizons of virtual technologies reaching the mass consumer sectors including the medical sector. If your, like most people, intrigued by the fast developing tech industry there’s no doubt you’ve been bombarded with viral technology news updates via social media, TV news, or Hollywood reaffirming that the VR industry has been born and is here to stay, become your best friend and then grow and take over.

TheVRDoctor (1)

Waiting patiently for the VR wave to come and revolutionise the medical world.  

No VR conference, hype blog or article goes without talking about VR influencing the medical industry in a serious way. As a industry that undoubtedly affects every human on the planet its no wonder the general public are excited about the innovations even the specialists leading the medical world, doctors, professors and surgeons are they themselves watching and waiting for something to happen with great concentration. But therein lies the massive problem.

The great saying goes “Everybody’s job is nobodies job”

And this applies very well to the delayed mass launch of VR in the medical sector. The largest global sector itself in current times and for at least the next 50 years is healthcare. Naturally the most active drivers bringing VR to healthcare are non healthcare professionals as one might expect they are generally entrepreneurs and innovation focused corporate enterprises looking to win big in the colossal opportune market.

For the optimal application of virtual technologies to the medical world the medical sectors insiders need to lead the march forth into the unknown and yes it is unknown.

Applying virtual technologies to the medical/surgical sub-sectors is not a simple face lift or a drag and drop into the VR folder on the desktop.  

Just like in medical research and clinical trials where progress is made by using the well establish scientific evidence based approach, statistical significance and then forming hypothesises and conclusions. This thought process is needed for VR application to the medical world because there are thousands of directions possible each dangerously easy to get excited about and literally invest billions into.

The current situational paradigm for VR being introduced to medicine is via developmental partnerships where VR entrepreneurs and innovation focused corporate enterprises lead the partnership made with medical professionals and healthcare subject matter expertise to work together to develop useful VR applications.

The design of this developmental pathway is deeply flawed in that the subject matter expert is not leading the development journey. VR expert developers know that the factors and elements that determine high quality VR are very complex and dynamic.

Factors that determine high quality VR are very complex and dynamic

To discover the optimal design and application for VR to health care is to equip the subject matter expert with the knowledge and mastery of what has been learned by the VR industry over the last 3 decades since VR became a possibility. Still a young art, trade and industry for VR there are undoubtedly many more mistakes that will be made to learn from but the task on our hands now is to limit these mistakes by optimising the quality of the thought leadership of those in position to direct the road map of VR integrating into healthcare.

What does published academic research show about VR for the medical sector:

Surprisingly little and where there are efforts to establish some sort of evaluative consensus about VR being used for healthcare there are many weaknesses in the fundamentals of the studies. For examples a reoccurring problem is that the definition of VR seems to be a blurred line and the control on the factors that determine the quality of the VR are not controlled. I.e. structured reviews comparing studies that compare VR healthcare applications to their tradition counter parts, in this sort of study it is imperative to ensure accurate representation of VR are used but you will find  desktop PC based medical CGI simulators being compared to real life medical dummy simulations being compare to haptic feedback clinical skills/surgical simulators being compared to headset based simulators. This is as ludicrous as trying to compare electric cars to fossil fuel cars by studying the difference between electric cars made in the 1980s and modern TESLA electric cars and modern fossil fuels cars from Mercedes.

Dr. Raphael Olaiya

Comparing electric cars made in 1980s to TESLA cars and the latest Mercedes Benz

These technical inaccuracies stem from a disconnection between:

  1. the cutting edge VR innovation expertise relating to the latest technology itself and how best to apply the technology.

And

  1. The medical sector innovators and academic looking to bridge the gap between VR and the healthcare world.

How do we fix this disconnection: 

The innovators in the medical sector looking to apply VR need to appreciate the complexities of VR and take the time, energy and resources to get to grips with what factors and details need to be considered when designing VR applications in health care. The best way to do this is for meaningful and strong relationships to be made with the real VR development experts  not just those looking for a fast opportunity to apply VR to health care and attract venture capital in this VR bubble we find currently growing.

By putting a priority focus on the scalability and acceptability of any VR application for healthcare. By letting VR technical specialists lead the way as is being done, marvellous healthcare VR application are developed but;

  1. i) lack of design provision for the psychology of the healthcare sector target market I.e. the patients, doctors, nurses and anyone who will interact with the VR applications. Standard patients psychology is still not fully understood despite the decades of research by the medical industry, the VR industry cannot just waltz in and believe they know what the industry want and how it should look, feel and perform.
  2. ii) lack of design provision for scalability will limit the scaling of these innovations to find examples of this it doesn’t take long on google.

iii) The price point logistical and practical elements needed to allow the VR applications to be used by the target customer/client.

  • VR Development teams need to ask what are the priorities for healthcare systems, what budgets and objectives do they have. It’s well understood in healthcare that technological innovations in healthcare have a incredibly slow rate of reaching far and wide and even slower to those communities that need the innovations the most. As our rate of development of technological advances as a human race, speeds up by geometric proportions, in healthcare we must keep a key focus on designing our innovations so they can be scaled to benefit not only the top 1% economically prosperous communities. This train of though benefits the commercial perspective and the moral perspective.

An additional limiting factor of scalability is that the key ingredients that will cause exponential viral growth, product “stickiness” and maximum word of mouth factor will only be known by the industry subject matter expert, those that have been through the system both from the inside and from the outside plus understand the social element. The provision for these factors need to present from the beginning.

Sub-sectors of healthcare with VR application scope: 

  • Patient-Doctor adherence to medication and lifestyle advice
  • Medical and Surgical theory education
  • Remote surgical procedures
  • Virtual Doctor patient consultations- Telemedicine
  • Visualisation of bespoke per patient anatomical profiles to assist procedures
  • Clinical setting work flow and communications
  • Patient disease education
  • Team Task Virtual exercises
  • Clinical situational judgement education, assessments and simulations
  • Medical and surgical Clinical Skills simulation training

Virtual technologies for the healthcare industry should achieve following: 

  • Increase patient safety
  • Save more lives
  • Increase the preparedness and competency of health care professionals
  • Save health systems financial resources
  • Cost benefit analysis should show significant beneficial outcomes
  • Empower patients in decision making
  • Increase the access to medical informational resources
  • Increase efficiencies in health systems
  • Increase the efficiency of reaching medical educational learning outcomes

 

Where do we begin: thought leadership and design thinking is a good enough start!