Life In 360°: Mary Jane’s California Role

Monday it was a discussion about the make-up of a health threatening virus, Zika. Today we move from disease to drugs, in fact we take on the topic of medicinal drugs.

Following the vote to legalise Marijuana back in November there continues to be much discussion about the potential ramifications of the decision. Of course having locations devoted to the production of marijuana for medicinal use is actually nothing new.

In the video Garden Of Weed’n, Seeker VR headed over to PolyKulture to discuss owner Micah Faluse’s hopes for a bright future for his cannabis vineyard (his ‘cannyard’) and how a community grew up around the growth and cultivation of farming weed.

VRFocus will be back on Friday with another Life In 360° video.

Life In 360°: A Viral Strain

GDC is creeping into view over the horizon, and that means plenty of news and revelations for all concerned. That means we can presumably expect this week to be a bit more heavy on the business and tech side than the gaming side of virtual reality (VR) as people hold off their announcements until the time comes. Save for the few parties who will no doubt

Baring all this in mind we naturally start off the week with that most exciting of things, disease!

Okay, perhaps that’s not the most exciting way to start the week but that’s the case. We’re in for a 360 degree degree scientific treat courtesy of Visual Science who have brought to life the Zika virus in 3D. You may well recall the Zika virus causing much alarm last year and in 2015 following a cross-continental outbreak. In fact it has been just over a year since the World Health Authority (WHO) declared Zika an international health emergency. Zika infection is believed, for it is actually not yet proven, to be the cause of reduced growth in the brain and skull resulting in a significantly shrunken head.

There are, at this time no vaccines for the Zika virus either. So this will be a problem for some time to come.

Watch below as Visual Science give you a rundown of how the viral strain operates and interacts within the body. VRFocus will be back on Wednesday for our second of three scheduled weekly visits to the world of 360 degree video. What will it be? Tune in then to find out.

 

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.

 

VR vs. In Other News (December 2016)

Welcome back to another edition of VR vs. Your weekly feature from yours truly, in which I take on a subject, usually to do with something going on in the virtual reality (VR) industry or a topic that is presently under discussion (for whatever reason). Andd, through an array of words – sometimes even known to include a workable joke – I give you my personal take on things as an observer. Be that laying out some truths of the ‘hard’ or ‘home’ variety or just give you something to go think about you maybe have not previously.

However, something I introduced last month was a detour into the realm of ‘other news’. That’s stories we’ve just not covered here on VRFocus for one reason or another. Be they small minor updates, or stories that fell by the wayside due to time or other things coming along of a more urgent need to inform you.  This quickfire barrage of news was, I was pleasantly surprised to note, actually quite popular with people as they learnt a lot of things in a short space of time and got to see how VR is changing things across quite a wide spectrum of industry.

Soooo, let’s make this a semi-regular thing shall we? As with last time these are things we’ve not covered for whatever reason, if you’ve seen the story on another new outlet or in a forum, great. But that’s not the point of the list.

  • We get things underway with a report on market growth. Now, we love these. There doesn’t seem to be a week goes by without us getting a couple of them. The latest from Technavio however focuses not on VR head-mounted displays (HMDs) but instead on VR gloves. The market for which is, according to the report set to expand with a CAGR (that’s a compound annual growth rate) of a pretty significant 82% over the course of this year through to 2020.Whilst the American and European markets are expected to be strong, the Asia-Pacific market is set to become the fastest growing section of the market by 2020, taking nearly 24.5% by 2020. With a CAGR of 126% and sales expected to reach $12.31 million (USD).
  • Speaking of the market: VR was listed as one of the top eighteen technologies set to shape the future of healthcare by analysts Frost & Sullivan in a new report that looks into just what the year 2025 will bring in terms of technological growth and application. Other technologies include things such as digital avatars, medical tricorders (yes, exactly like Star Trek) and advances in artificial intelligence (A.I). You can order a copy of Vision 2025 – Future of Healthcare here.Wearable-Technology-and-Health
  • Over to the world of jobs in the industry itself, as we know from Sunday’s weekly visit to The VR Job Hub the merry-go-round of roles never stops. But, it’s always interesting when one company starts taking an interest in a specific group of staff at another company. Such is the case with Tesla, who recently acquired the services of Andrew Kim, a Senior Designer on Microsoft’s Hololens team and former member of the XBox One S design team who is now working as Lead Designer at Tesla.  This in itself would not be strange however Tesla also acquired a member of the Hololens team last year in computer vision expert Yekeun Jeong. Will there be any more hires for Tesla with Hololens experience and what does it all mean? We’ll be keeping an eye on Tesla’s activities, certainly.
  • The PlayStation Experience 2016 livestream featured a number of livecast segments after the main event, one of which showcased EVE: Valkyrie courtesy of CCP Games’ Andrew Willans and Teddy Keefe. You can see the session in full below.
  • Then there was the one for Gran Turismo Sport, with PlayStation.Blog interviewing Kazunori Yamauchi.
  • If you wanted to see the ‘sizzle trailer’ produced for the event you can also see it here.
  • Did you know VLC can now handle 360 degree video clips and images? It’s true. At least in a new technical preview courtesy of the developers VideoLAN which utilises the technical skill of Giroptic to show off 360 content in a variety of ways. You can get it from here.
  • Virtalis have had a busy few months, with a number of different announcements. Their latest sees them enter into an agreement with Lockheed Martin to provide two new VR simulators to help with training helicopter pilots. Based on the company’s existing Helicopter Crew Reality System (HCR), which has been used as part of Virtalis’ historic dealings with VR training. If you think VR training is new, Virtalis has been working with the UK’s Royal Air Force (RAF) for almost two decades on VR helicopter training. That’s quite something.
  • Want to pet a cheetah? You can. At of all places Canberra Airport in Australia thanks to some augmented reality (AR) trickery introduced by APositive. As you might expect at an airport there’s a tourism connection here, with the installation promoting a visit to the National Zoo & Aquarium. Indeed the screen itself was partially funded by the government tot he tune of just under $250,000 (AUS). It all comes hot on the heels of a Star Wars: Rogue One takeover of Gatwick Airport in London that included a new 360 degree experience called Rogue One: Recon.
  • Speaking of AR, research from the University of Central Florida has shown that the technology employed in Google Glass, and, one presumes by extension similar wearables may not be better than natural vision in all ways. With the brain having to take in multiple things – the true vision and the vision being seen on top of that – the resultant multitasking needed can see a downgrade in your reaction time. Depending on what you’re doing that could have some potentially serious issues.”The idea here is to explore to what extent displayed secondary information might interfere with the primary task at hand, such as driving,” Mark Neider, of UCF explains. “What our data suggests is secondary information presented on a heads-up display is likely to interfere, and if that happens while driving, it may be distracting and dangerous.”
  • From Australia, to America and now on to China! Deepoon have revealed a new partnership which will see them bring their VR HMD, software and associated infrastructure to the Shanghai Oriental Pearl Tower. A building which is truly marvelous in its design.
  • Back to PlayStation Experience once more where we never got to see the trailer for Bossa Studios’ PlayStation VR title Surgeon Simulator ER. Will Nigel Burke hold to his oath to do no harm? Well… no. I mean have you seen Surgeon Simulator before?
  • And lastly, we covered the announcement of StarBlood Arena but the trailer itself was revealed a while afterwards. You can find more PlayStation VR action below.

That’s all for this time around. I’ll be back next week with the final VR vs. prior to Christmas and after that we’ve still got to look back over the course of the year and to what awaits us in 2017 ahead.

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!

VR & The Mind: Motion Sickness – Why Can VR Make You Feel Dizzy?

Motion sickness is a notorious issue for virtual reality (VR) and something of a personal one for me. It’s what provoked me to look even deeper into how VR impacts the brain and it’s something which still deeply concerns me today.

Following the recent launch of Playstation VR, there could soon be millions of people strapping on headsets in their living rooms. Coupled with continued innovation from the likes of Google and Facebook’s Oculus, next year this could be in the tens of millions.  A growing number of these will be children, their brains much more malleable than the adult early adopters building the industry.  Now is the time to talk about this potential elephant in the room and address the issues that still exist.

vrvana_user1

I’ll dig into what really lies behind motion sickness, why VR can make us feel dizzy, what the technology needs to improve to reduce it and how we should manage it today.

If you read nothing else, when trying VR please take away these three things:

  • If you feel sick at all, just stop, don’t wait it out
  • Take regular breaks every 20-30 minutes
  • Talk about it. Rather than dismiss it as one of those things, we need to learn more about what the neurological impact of this technology could be and develop the appropriate guidelines

 

So, What Is Motion Sickness?

Everyone has probably experienced motion sickness at some stage.  That sickly, light-headed feeling you get when reading a book in the car or travelling on a boat in choppy seas. For our brains, it’s a product of dealing with mixed messages from what we see and our vestibular system that’s monitoring balance in our inner ear.  As neuroscientist Dean Burnett puts it, “It’s getting signals from the muscles and the eyes saying we are still and signals from the balance sensors saying we’re in motion. Both of these cannot be correct.”

An early theory from Michel Treisman argued that motion sickness could be an evolutionary response to food poisoning – a last ditch defence mechanism that makes our brain process the sensory mismatch as a reaction to toxins in our food and forces us to vomit them out.  Naturally, these type of theories are tough to prove and consensus focuses on the visual-vestibular mismatch. This was rather bizarrely tested in 1968 by placing deaf participants (without a functioning vestibular system) on choppy seas off Novia Scotia and seeing who felt ill.

None did.

But this is far from an exact science and as an investigation by the BBC concluded, “we still can’t predict who will get motion sickness, or when and where it might happen.”

As a result there’s no cure as such and treatments range from eating ginger to targeted medication.  Ultimately, the most effective treatment is repeated exposure to the environment which allows the brain to adapt to the new sensory inputs.
Why Can VR Make Us Feel Ill?

In the 90’s when VR made its first big push for the mainstream, motion sickness remained a major problem.  Nintendo’s Virtual Boy famously flopped in part due to its unique propensity to make people feel sick and have headaches.

Virtual Boy

I feel ill just looking at it now.

VR causes motion sickness by confusing your senses in the same way a moving car does.  If you move in a virtual environment in a way that doesn’t match what your body experiences, you’ll trigger motion sickness.  But,. unlike seasickness or car sickness VR doesn’t require motion. It can make you vomit in your living room.  In this sense VR has a lot higher propensity to make us feel ill because all movement is a mismatch to what our body actually experiences.

That is, at least, until we all have full haptic body suits where every physical input and output is reflected in the experience.

Unfortunately, motion isn’t the only issue.  Low latency and slow frame refresh rates can create a laggy experience which you might associate with slow loading web pages.  In VR the results are experiences that are disorientating and nausea inducing as well as frustrating.

Optics are another challenge. When in VR we are confronted with the vergence-accommodation problem where our eyes are having to focus on and accommodate a screen whilst also trying to converge on objects in the distance.  And these are just common issues, there are a range of other more specific and complex problems as explored further here and here.

In short, replicating a comfortable reality for our brains is a hard problem.


What Is Being Done About It Today?

Reports of the amount of people suffering are mixed.  The general cacophony of VR hype within the industry far outweighs the voices of caution as a VR entrepreneur has recently reflected himself. Beyond anecdotal individual reports however, widespread mass studies simply don’t exist yet.

That said, this is something that major players in the industry are paying serious attention too.  Oculus has its own documentation that specifically addresses simulator sickness and provides advice to developers on how to limit the impact.  As we’ve seen, managing movement is key.  Developers should avoid taking control of the camera away from the user and limit acceleration wherever possible.

Field of view (FOV) is another area receiving attention.  We see the world in 180 degrees whereas most devices currently provide a FOV around the 100 degree mark.  Logically, for an ever more realistic simulation, we need to drive towards a wider FOV. Counter intuitively, a larger FOV actually increases the likelihood of motion sickness as we’re more sensitive in our peripheral vision.  This is one reason why fixing a user in a static environment such as a cockpit or vehicle can help limit motion sickness.  Microsoft Labs are also developing an innovative solution using LEDs as a replacement for pixels in this wider field of vision – and if that doesn’t work, we could always just add a fake nose to every VR experience… Yet these methods are more akin to managing the symptoms rather than developing a full solution.

The LA based Mayo clinic is looking to get closer to the key issues.  It has developed technology which combines sensors and software to sync up your brain’s vestibular system to the virtual experience.  It claims it can use this to reduce the sensory mismatch that causes motion sickness.  It’s had limited uptake so far but demonstrates a potentially promising avenue of directly tapping into the fundamental neurological functions controlling balance where all these issues originate.

So, What Should You Do?

Unfortunately, the jury is out on whether motion sickness in VR can ever be fully nullified – if you’re susceptible to it, then certain experiences are going to make you uncomfortable.  Ultimately, given our brain’s unique propensity to adapt to its environment, the most effective method for people to overcome these sensations is to simply spend more time in VR.

As Oculus themselves state, “experience with VR makes you resistant to simulator sickness (which makes developers inappropriate test subjects)”

Worryingly, in one TechRadar review, despite the reviewer actively noting Black Mirror-esque reactions to his VR experiences: “The closest feeling I can pick out is the one where you look at yourself in the mirror and don’t really understand the person looking back at you. You’ll still be you, but it won’t feel like you at first.”

He continues to actively encourage his extended use approach and breezes over the issue -“These side-effects aren’t something that concerns me”. Well these side-effects should concern us.

Right now, with so many open questions around what extended exposure to VR could be doing to your brain we need to at least be cognizant of the potential issues.  Simple guidelines are a start and they can be boiled down to three things.  The same things mentioned at the start of this article:

  • If you feel sick at all, just stop, don’t wait it out
  • Take regular breaks every 20-30 minutes
  • Talk about it. Rather than dismiss it as one of those things, we need to learn more about what the neurological impact of this technology could be and develop the appropriate guidelines

On a personal level, I am still cautious every time I put on a VR headset.  Much of how I feel is potentially a psychosomatic symptom and something which others hopefully never experience.  What concerns me most is that left unchecked, we could be adapting our brains more for virtual reality than actual reality and introducing a much more troubling sensory mismatch.  If VR is ever going to go truly mainstream, more work needs to be done on not just making experiences more comfortable but also understanding the fundamental neurological impact.

Only then can we effectively educate people on how to use this potentially transformative technology.

VR In Health: Global Medical Holography Market Growth Predicted In New Report

If you have followed VRFocus for some time now you will know we like to give you a healthily varied view of everything that is going on in the fields of virtual reality (VR), augmented reality (AR) and anything that fills the void between the two. One such topic, and a popular one we’ve found, is that of Health and how VR and AR are being used. In fact readers of VRFocus can expect two guest features within the next week on very different slants on that topic alone and if you haven’t read it yet we’d recommend checking out this article on the subject from Collette Johnson, Director of Healthcare at Plextek

Mativision VRinOR - Medical Training

2016 has already been quite the year for VR and that industry, with new ways to assist rehabilitation, investment in therapy, use in personal fitness tools, use in training, documenting operations and more. 2017 in turn promises to be another intriguing year for how the industry develops, building on the investment and development done so far. The latest news coming out of India however is that the latest market report into the matter of what is termed ‘Global Medical Holography’ shows that the industry is set to grow by over a third – nearly 34% to be precise – from 2016 through to 2022.

Occams Business Research & Consulting (OBRC) cites companies such as Echo Pixel, Eon Reality, Holoxica Limited, Jasper Display Corporation and Leia Inc. as being leaders in the field which sees patient data and information transformed into both two and three dimensional representations. The aforementioned EchoPixel for example created the True3D Viewer, which takes information obtained through other medical imaging hardware such as CT and MRI scans and converts them into VR. OBRC also cites future innovations for use of AR in performing surgery.

Interested parties who want to find out more in depth details can do so, including purchasing the full report, here. VRFocus will continue bring you more updates relating to the full spectrum of VR and AR use in the days ahead.

Medical trainers look to virtual reality tech

Royal College of Surgeons explores 3D hologram headsets and other high-tech devices to replace cadaver-based tuition

Surgeons are embracing technology’s cutting edge, using the latest in augmented, virtual and mixed reality, to transform medical training.

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VR vs. In Other News…

There are only so many hours in a day, as I am sure you are aware. As 2016 ticks down and I slowly approach the end of my second year on VRFocus it’s incredible how much things have changed since those early days. You remember. The pre-retail days when people were chattering on about what the newfangled Oculus Rift DK1 and DK2 signified. Amazing isn’t it? Barely a handful of years and things have already changed so dramatically. In those early days there was of course a lot less news, which obviously follows since what “the product” of virtual reality (VR) was going to be was still very much up for discussion. Now there are breaking stories all over the place. With all manner of industries and platforms taking an interest in an ever increasing number (no, really we should probably make a list at some point) of head-mounted displays (HMDs) for VR, augmented reality (AR), mixed reality (MR) and…some… other terms people are touting mostly so they can perhaps trademark them.

Something you probably don’t know is, among the various hats I wear at VRFocus – I occasionally joke that my true job title is ‘hatstand’ – is I find a lot of the stories we write about.  As such I can confirm that we’ve gone from a trickle of stories we could tell you about to ‘Oh dear God, it’s coming into the house! The barricade is doing nothing – everyone get to the roof!’. It’s one of the benefits to there being several VR specialist websites out there. I would hope you get, to a degree, different viewpoints and different stories through this; as I likewise hope you believe that we at VRFocus give you a great variety of stories and topics. but the truth of the matter is we simply can’t tell you everything so we give you as good a selection as we can before they are deemed to old to really bring up any more. As, naturally, other stories come up to replace them.  I was thinking on this when deciding what to write for this week’s VR vs, and I thought ‘why not actually cover these’. Not just some either. What if I actually gave you a rapid fire summary of things we’ve not covered. Because the items we aren’t able or in the end choose not to write about as they are relatively minor in the grand scheme of things come from all over the place and is indicative of just how the technology is spreading.

A note before we begin: There may be things you know, and there may be things you’ve seen elsewhere. Not being you, I don’t know that. So telling me in the comments that you saw it on VR So-and-so last Wednesday is kind of irrelevant, as that’s not the point of this. So here we go…

  • We start though with AR and with Pokémon GO, which is now the subject of a second class action lawsuit. It seems a number of people weren’t very happy about having crowds of people descend on their property just because a Snorlax is in their back garden or their driveway is a Pokéstop. This “intentional, unauthorised” placement of gyms and stops represents, according to (the ironically sounding like it should be a Pokémon name) law firm Pomerantz LLP,  a “continued invasion” of their privacy. An attorney on the case stated that ,”Defendants recklessly developed and marketed a product without properly considering its impact on private homeowners, depriving them of their right to enjoy their property without nuisance.  The Pokémon Company, Nintendo, and Niantic failed to realize that their virtual game has very real-world consequences.”
    Pokemon Go GIF
  • It is probably something of a blessed relief to our American readers that the election is nearly over. However if everything somehow spirals down into a worse hell than it already seems to be you may want to escape into the bliss of VR – and thanks to a tour going on which re-commences tomorrow in Chicago you might well be able to do that. Entitled the Virtual Reality Experience Tour, the tour is being run by VR Voice in conjunction with the Creating IT Futures Foundation. Running from 1AM to 5PM, local time at the Conference Center at University of Chicago advanced registration in free. Future stops for the tour are New York (November 15th), Boston (November 17th) and Las Vegas on January 6th 2016.
  • Onto education, Virtualspeech have launched a new application called Language VR, as you might imagine with company and application names such as those it is a vocabulary learning app. It offers an array of different options as it aims not just to teach you the language but teach you about the culture of the language you are studying too. Allowing you to listen to literary classics such as Treasure Island and Alice In Wonderland in audiobook form with both language texts on screen, take in 360 degree images of various locations around the world with descriptions about their history. The app even has roleplay tasks for you to help hone your skills.VirtualSpeech
  • Sony’s recent financial results for Q2 of 2016 missed their target according to a report over at Bloomberg, in part due to an earthquake back in April which damaged one of its chip making facilities. The main direction and focus of profit generation for the company at present is the PlayStation however which enjoyed 320 Billion Yen in sales netting the company a cool 19 Billion Yen in profit.  PlayStation VR is believed to be the driving force for this future push, however according to one quoted analyst Sony’s setup to launch wasn’t the best. “Their guidance for PSVR shipments didn’t sound particularly strong, so perhaps that didn’t meet expectations which is why we’re seeing some disappointment.” Hmm, I seem to recall someone saying something about Sony not doing enough on this very column…
  • Drinks company Mountain Dew is not a stranger to appearing on VRFocus. Previously we’ve covered representatives being high on the potential for VR advertising, a snowboarding experience from them, a NASCAR related tie-in from them and the company used 360 degree video as part of a campaign back in May. The company has just wrapped on the first appearance of art, fashion and technology showcase The Camo Collective which also featured the debut of CamoFlector. Created by Portland-based studio dotdotdash, CamoFlector is an AR experience that uses special mirrors to ‘virtually’ outfit people in custom patterns from the Collective’s “Camo Out” campaign and then puts you in a music video. You can expect to find it, and other aspects of the convention at other Mountain Dew promotional events throughout the remainder of 2016 and into 2017.
  • Over to Education, Canada’s Groupe Média TFO has launched LUV – an incubator for the next generation of content and specifically for virtual universe production. It’s a laboratory designed to create French-language educational content. Speaking at the launch, Minister for Education Mitzie Hunter said, “It’s important that Ontario’s students engage with technology and develop global competencies like critical thinking, problem solving and creativity. Thanks to partners like Groupe Média TFO, students have access to online educational resources that will allow them to build on these skills and ensure they thrive in tomorrow’s economy.”
  • Next more AR and the field of healthcare: AR companies such as Vuzix, Ubimax and Pristine are amongst those mentioned as those expected to lead the way in medical training by ABI Research. An impact that will truly begin to be seen and felt not in 2017 but during 2018 and 2019. “Before medical AR reaches its inflection point, several key milestones need to be met,” according to Michael Inouye, the Principal Analyst at ABI Research whose reported findings can be viewed here. “Early first responder trials need to move forward to deployments. Expansion into more medical education applications will be critical, because they will ensure that AR becomes a tool that future professionals learn and can use after graduation, in the medical field and beyond. Interest for AR in surgery shows great promise but will require significant investment as well as safety trials.  We expect to see this all start to take shape as early as 2017.”
    Vuzix M300
  • Speaking of market predictions, a report from Scalar Market Research indicates that the wearable technology sector – of which AR is included, alongside such technologies as smart watches – is set to have a total market worth of over 71 Billion US Dollars by 2021. North America and Europe are expected to lead the way in terms of adoption and “key players” are expected to include Sony, Microsoft and Google, as well as company’s such as Xiaomi.
  • Back to health, and among a number of topics Digital Health Summit at CES 2017 will be examining the role of technology in modern medicine from everything from training to prevention to cure and rehabilitation. Naturally VR and AR are a part of the conversation and their use in treatment for mental illness, trauma and other afflictions as well as its use in pain reduction will be a topic discussed. The session takes place on January 6 at 11:30 AM, PT.
  • Lastly film, and one from a little bit further back as this was mid-October: At Paramount Pictures’ VR On The Lot a keynote speech from Robert Stromberg (winner of an Oscar for special effects and more recently the crafter of the VR tie-in for The Martian) discussed Steven Spielberg’s reaction to putting on a modern-era VR headset for the first time. “I remember how truly excited he was when he took the headset off… it was like he was a kid again.” A promising statement indeed, one can only imagine what someone like Spielberg could craft with the medium. Stromberg himself finished with the assertion that “I truly believe that VR will reach into all of our lives.”

There we go, a quick helter-skelter rider through just some of the other stories out there we never even got a chance to cover. It shows you just how much VR and AR there is out there. Games, film, education, health, industry – it’s all happening. Changing, evolving all the time. What will be revealed next? Let’s find out…

How virtual reality is changing the game in healthcare

UK hospitals are turning to simulation and the virtual world to train healthcare professionals in medical procedures

In a small operating theatre underneath University College London hospital, a team of cardiologists are in a race against time. They’re performing an angioplasty, a delicate and dextrous procedure where tiny wires are inserted into the heart to widen coronary arteries narrowed by plaque buildup. Things have gone badly wrong.

One of the wires has perforated the artery walls, causing a rapid leakage of blood. With fluid building up around the heart, the team must act quickly. A microscopic balloon has to be blown up inside the artery to stop further blood loss, before a drain is inserted through a tiny keyhole incision to remove the excess. This has to be done in less than five minutes to prevent the patient going into cardiac arrest.

Related: Linda turned up at A&E twice a day. A dedicated team now stops that

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