How The Little Mermaid Zainab Got Her Virtual Fins

As children, days are spent lost in worlds created by our imaginations. We can be anything, have every superpower, create new abilities. In some ways, virtual reality can transform our greatest make believes from black and white into technicolor. For one little girl, her dreams of becoming a mermaid came true in the underwater world of VR.

Zainab the Mermaid recently spent a birthday party at VR Therapies, aka Virtual Reality Therapies. The organization is a nonprofit social enterprise based in the UK that is dedicated to supporting the well-being of children with special needs and adults with disabilities through the use of multi-sensory and immersive technology. Gill says one major aspect of their organization is their "magical community centre" that sets their organization apart and "allows people to break boundaries and experience things beyond their physical limitations. They believe in harnessing the power of technology to create a positive impact on people's lives."

Zainab turned 4 years old the day she grew her fins. She has been diagnosed with terminal cancer for about a year. Making her birthday something extra special started as the wish of her family, according to Gill, but it became the goal of a giant community of supporters and VR enthusiasts who were touched by Zainab’s story.

VR Therapies & Zainab

Gill had been contacted by a teacher in the community who explained the little sister of one of her students was terminally ill. Gill put out a call for help, and within hours an assortment of assistance rolled in. Gill used social media and a global network of connections in the VR community to help make her dream come true. The response was huge.

After 48 hours of non-stop work, they were ready to show Zainab a day as a mermaid.

“I spoke to mermaids and developers all over the world. I organised donations for presents, decorations, mermaid outfits, even a handmade seashell crown,” Gill wrote. “I spent Monday morning getting the centre ready with the help of the volunteers. Two students traveled from London to assist. My friend Katie dressed up as a mermaid and brought instruments and presents.”

Gill spent the weekend talking to developers and supporters from around the globe. While mermaid tails and crowns were being carefully crafted, VR programs were created and tested.

“‘Mermaid VR’ projects would not have come together without the @onboardxr community that @brendanAbradley has tirelessly cultivated along w. key contributors @clemencedebaig @MorranMichael; more help behind the scenes from @braden_roy @DavidGochfeld & fish avatars @MattBCool” — @rebecca_evans, Virtual Reality Theater Producer and Director said via Twitter.

The day of the party, Zainab and her family entered the facility to the sound of a mermaid’s song, Gill explained. The space was transformed with murals of the sea, jellyfish and dolphins. After donning her very own mermaid gown and tiara, Zainab and her big brother ventured under the sea.

“Zainab had a full multi-sensory experience where her sense of sight, sound and touch was stimulated as the real and virtual worlds merged together with beautiful colours, textures, music and magic. The walls changed colour in response to sound as we learnt what colour a mermaid sings in. The sequins and the sparkles mesmerised her as she further explored the room. We then showed Zainab our magical goggles. Soon Zainab and her 6-year-old brother were playing with dolphins and other sea creatures in the ocean. Her brother threw hoops in the water and enticed the dolphins over [to] play with Zainab, letting him take charge and be the one to bring the dolphins to Zainab, to be the one who made her smile,” according to a post on VR Therapies' website.

As the newest little mermaid looked down while wearing her magic goggles, she saw her own floating, pink mermaid fin. As she held up a mirror she saw an avatar, designed to look just like her, smiling back.

Zainab’s community of supporters, and fans online, continue to be touched by her story.

“VR has such a power to help people through difficult times, allowing us to deeply connect with experiences, other people, and ourselves. It was an honor to be able to build the mermaid mirror experience for Zainab," wrote @lucas_martinic on Twitter.

Zainab visited the center again a few days later. Her pain was greater that day, but the little mermaid and her family experienced various VR programs and explored the worlds together. That Friday Gill brought a VR headset, preloaded with the mermaid adventure, to the family’s home.

“Now she can be a mermaid whenever she wants to. She can swim with dolphins day or night. If the world gets too much or the pain is bad, the dolphins will always be there,” Gill told us. “Her brother will also be able to visit his mermaid sister whenever he needs to.”

Gill is dedicated to bringing immersive technology to people she sees as benefiting from it the most.

“We take children undergoing chemotherapy flying through space, people who can’t walk swimming with dolphins, the elderly with dementia on trips down memory lane,” she told UploadVR.

In 2018, after seeing so many people unable to access traditional therapy methods, Gill began looking for new ways to connect and reach people through therapy. She was fascinated with VR and sees in it the ability to provide “life-changing” therapies. She founded VR Therapies with the goal of improving mental health, wellbeing and rehabilitation through immersive sensory experiences.

“VR can really change lives. For those whose time is running out, it allows us to tick off bucket lists," Gil told us. " To do the things we’ve always dreamed of and to break down the barriers of the physical world. It doesn’t matter what else is going on in the world, for a short while it is just you and the dolphins."

Gill says she is currently working to set up a fund for families, and children like Zainab, so preloaded headsets can be supplied when they can’t manage to visit the center themselves.

“It will support families of sick children or those with life limiting conditions, those recovering from ill health and hospitalisation or those on palliative end of life care,” she said.

In her funding application she wrote:

“This week we did a session with a 4 year old girl dying from cancer …Through the power of VR we were able to make her dying wish come true – to become a mermaid. We helped her brother join her so they could swim and play with dolphins together … We would now like to loan them a headset so after his sister passes, this 6 year old boy will be able to return to the ocean and visit his mermaid sister. VR is helping this family through the most traumatic period of their lives. I want the little girl to be able to swim with dolphins day or night, when the pain gets bad she can escape this world. I want her brother to be able to visit his mermaid sister when he is struggling with his grief. I want the parents to know support is out there and can join peer support groups virtually.”

Gill passed along the following message she attributed to Zainab's father:

"Rebecca we are indebted for the kindness and compassion you and your team showed us We have no words to repay this. Zainab had a great time and we will cherish these memories and pictures for the rest of our life."

Innovations in AR: Healthcare

It’s fair to say that augmented reality (AR) hasn’t quite caught the public imagination in the same way virtual reality (VR) has. It’s one of those technologies that forever seems to be being hyped while simultaneously always being a few years away.

Indeed, according to one study, in 2018 the AR market was worth $4bn to VR’s $7bn. But while consumer adoption of augmented reality may be lagging some way behind, it is in industry where AR is proving to have the most impact – leading the same study to conclude that by 2030, AR will be larger than VR, reaching $76bn in comparison to VR’s $28bn.

In this series on augmented reality, we’ll be determining how likely that future is by examining the good and bad of AR technology across a number of industries, starting today with healthcare.

Surgery

One exciting area for AR in medicine is surgery. In high-stakes procedures, it’s easy to imagine the utility of technology that can guide the surgeon’s hand while still affording them a view of the situation. As such, mixed reality headsets allow surgeons to operate on patients more effectively, blending the real world with projections of computed Tomography (CT), and Magnetic Resonance Imaging (MRI) scans of the patients in order to detect exactly where an operation should be performed. 

A prime example of this came in 2017 when the first surgical procedure using Microsoft’s HoloLens was performed by Dr. Gregory Thomas, Head of Orthopedic Surgery and Traumatology at the Hospital Avicenne AP-HP. During the procedure, the doctor was able to view holograms and 3D models of the patient projected in real-time, as well as call on the assistance of other doctors who could appear via proxy holograms.

Image credit: Assistance Publique Hôpitaux de Paris

Thomas likened the technology to having a smartphone in the operating theatre, saying: “I realized that I was able to use the HoloLens as a computer or a smartphone to get any information I need when I need it, during surgery. That allows surgeons to be quicker, to be more efficient and to improve performance.” AR’s utility for surgery is further proven by the virtue of hands-free control, with manual gestures and voice commands being used to access information that would otherwise be inaccessible to an operating surgeon in a sterile room.

Since that time, there have been numerous initiatives to make use of the technology in a surgical setting, as well as before the surgery actually takes place. Holographic representations of the area being operated on can be constructed and observed in 3D before surgery takes place, affording surgeons a much more visceral understanding of what they need to do while also allowing infinite practice attempts.

“Medicine, particularly surgery, is still an apprenticeship. You watch a person operate 100 times before you’re allowed to,” said Dr. John Sledge, an orthopaedic surgeon in Louisiana who makes use of augmented reality. “But now we can have residents run through 100 operations on the HoloLens, complete with rare complications and their solutions. We can do worst-case scenario training. With the HoloLens, we can make a problem occur and the doctor in training has to solve it.

Problems remain, however, not least the potential of issues with the cleanliness of augmented reality headsets in an operating theatre as well as the question of how they can be restored if they stop working. Other approaches to AR bypassing the use of a head-mounted display have duly been tested, including an advanced form of projection onto a patient’s body. That solution requires 3D reconstruction of a bodily region so that a flat X-ray image can be properly projected onto the skin without distortion. 

Telehealth

During the COVID-19 pandemic and its associated lockdowns, telehealth has risen to the fore as a means of accessing healthcare without being somewhere physically. While this can be achieved with a simple video call, bringing AR into the mix opens up more meaningful interaction possibilities. Case in point being the Alder Hey Children’s NHS Foundation Trust, which brought in AR to reduce physical contact between staff, patients and visitors with virtual ward rounds. That enabled one clinician to make the rounds wearing a HoloLens 2 device with others joining in remotely via Microsoft Teams – enabling them to see what the clinician sees as well as engage in two-way audio and video communication.

The capacity for remote collaboration in augmented reality also opens up many training possibilities, allowing more experienced but not physically present doctors to witness and even holographically appear to trainees as they learn – potentially a huge boon to healthcare professionals in developing parts of the world.

Aside from educating professionals, AR has taken on a role in educating ordinary members of the public about their health, as demonstrated by the recent BBC television programme Your Body Uncovered. Away from the television cameras, the technology is being used to prepare patients for surgery by demonstrating to them exactly what the problem is and how it will be fixed via a virtual twin of their bodies.

Mental Health

One area where AR can best demonstrate its unique capabilities is in so-called “exposure therapy”, whereby a therapist attempts to help a patient overcome fears, anxieties and phobias. With AR, patients can be exposed to a virtual representation of something that scares them while knowing that they are in a safe environment and that the object of their fears isn’t real.

Image credit: Phobys

One study using an augmented reality smartphone app to reduce fear of spiders found the “intervention led to significantly lower subjective fear” over a controlled two-week trial. While virtual reality could be used for similar purposes, using AR means that a user is able to see their own body and surroundings while interacting with virtual elements, helping them to better engage in the treatment. The fact that AR can be so readily accessed from a smartphone means such exposure therapy can also be accessed as a self-help tool, not requiring the presence of a therapist.

The practice of using AR for such treatments is certainly in its infancy, but there are signs that AR is gaining ground as a method of treatment. According to GlobalData’s 2021 poll on digital health in neurology, 18% of 109 industry respondents thought AR and VR solutions would be the most suitable technology to treat mental and behavioural health conditions.

Summary

While augmented reality technology may currently be lagging behind the bigger brother that is VR, it has found a natural home in the world of medicine, where it has enjoyed a long and fruitful history. Despite that, it has very much yet to reach its full potential. As new approaches to AR continue to be developed and barriers to entry are lowered further, expect augmented reality to play an ever more prominent role in the healthcare of the future.

The Future of Healthcare in the Metaverse

While medicine has traditionally been a hands-on encounter, the pandemic has rapidly accelerated the adoption of remote care technologies. Before COVID-19, a reported 43% of healthcare facilities were known to offer telehealth services. In 2020, we saw this percentage rise to 95%.

Across the globe, many of our healthcare systems have also become the subjects of abject scrutiny. With pressures of rising costs, ageing populations, limited resources and the strain of a global pandemic, the idea of bringing parts of healthcare from the hospital to the home might not sound like a bad idea.

As our everyday lives become more and more digitised, the pandemic’s push on our developments has certainly unearthed more health-related opportunities and business models for us to explore. Let’s highlight some of the ways where we will see these new developments start to shape the future of healthcare in the metaverse.

Osso VR Tool Use
Image credit: Osso VR

Digital twins will revolutionise everything

The consensus amongst experts is that digital twins will be the foundations that build the metaverse. Digital twin technology also has the potential to transform several key areas of healthcare — including the treatment and diagnosis of patients, better-optimised preventative care, better surgery preparation and much more. 

Currently, 25% of healthcare executives have reported using digital twins within their organisations — while an estimated 66% believe their investment in digital twins will increase within the emerging metaverse. And while we are still in the early days, healthcare leaders across the globe have already begun connecting networks of digital twins to create virtual models of supply chains, facilities and even human organs and other body parts. 

Some experts even believe that everyone could one day have access to a digital twin of their genetic profile, which would be created for them after birth. In the case that they would be subject to illness or disease, their “virtual profile” would be computationally treated to provide doctors with advanced solutions on how to best treat their real bodies.

Digital twins will also certainly improve surgical practices in the metaverse. Surgery would be practised on a digital twin before an actual real-life procedure would be carried out, enabling surgeons to reference points in the simulation’s anatomy as needed. This would also allow for experimental techniques or treatments to be trialled on digital twins before being applied to real bodies, thereby reducing the level of risk to patients.

VR Surgery
Photo by © EPStudio20 – Shutterstock.com

Several vendors have also made progress with creating customised virtual organs for patients, which can be used for research, observation and better surgical planning. Leading electronics providers Philips and Siemens have both developed digital twins of the human heart to simulate cardiac catheter interventions and other custom treatments. Dassault Systemes has also created a specialised digital heart model in collaboration with US-based hospitals, where these digital twin models have helped surgeons calculate the shape of a cuff between the heart and its arteries. Sim&Cure’s Sim&Size platform also now helps brain surgeons treat aneurysms with the use of simulations, allowing for better pre-operative strategies.

Brian Kalis, managing director of digital health at Accenture, puts things nicely: “Digital twins have potential across both clinical and operational dimensions in the healthcare industry. The ability to model the physical world in a digital format could help with medical education, research and care delivery in the future.” 

Moreover, Kalis believes that: “Digital twins also have the potential to improve operational efficiency of healthcare enterprises through the ability to track and trace healthcare facilities, equipment and supplies in near-real-time, [allowing them to] more efficiently match supply and demand.”

It will transform medical training as we know it

VR has been used by companies to conduct medical training for a number of years now. However, emerging metaverse platforms are now presenting the combined use of VR, AR and AI to offer more effective, real-time guidance for training medical staff. For instance, there is immense potential for surgical training to be completely revolutionised within the metaverse. Alongside the backdrop of immersive experiences replicated from surgical practices, real-time guidance can be provided within surgeons’ fields of view on XR devices.

Metaverse technology may even one day allow students or trainees to “enter” a simulated body, allowing for a full-scale view and replication of actual procedures. AR is also a great way to provide students with better hands-on learning, giving medical students a better opportunity to practise and visualise new techniques before actually performing them in real life.

Veyond Metaverse aims to be a leading future healthcare metaverse ecosystem — citing advanced cloud and real-time communication technology as part of their communication infrastructure. Under their platform, their goal is to: “bring global participants into [their] metaverse world, enabling healthcare professionals to interact in real-time. Thus, simultaneous education, training, planning and collaborative medical procedures are possible.”

It will enhance mental health resources and treatment

While some analysts suggest that the metaverse has the potential to remove users from reality and negatively impact their mental health, a great deal of research suggests that the next phase of the web will also make way for more innovative mental health treatment. As it turns out, there are multiple ways for mental health-related conditions to be improved through VR technology

A peer-reviewed study from Oxford University recently concluded that patients who tried VR therapy saw a 38% decrease in anxiety or avoidant symptoms over the course of a six-week period. Another study also found that patients suffering from paranoid beliefs noticed a reduction in their phobias after even just one VR coaching session.

VR Mental Health
Photo by © DC Studio – Shutterstock.com

Doctors are also already recommending VR videogames to treat mental health-related conditions such as brain fog, ADHD, PTSD and depression. In June 2020, Akili Interactive became one of the first “prescription-strength” video games to be approved by the FDA to treat ADHD in children.

And Rey, a growing Texas-based metaverse startup, secured its round of Series A funding within the last year. Rey offers VR sessions to help users work through challenges that will “rewire the circuitry” that causes anxiety. Through VR, Rey’s users can access simulations of various social situations — offering an opportunity for them to better acclimate to concepts that may trigger their anxiety symptoms. Throughout these sessions, human coaches also provide guidance to help users develop stronger coping mechanisms.

So, why exactly is virtual therapy effective? In short, VR’s ability to trick our brain into thinking it is reacting to a real encounter is also able to teach us healthier coping strategies — a phenomenon that we may see become more commonplace in treating mental health conditions in the metaverse. 

Oxford professor Daniel Freeman (who also happens to be a scientific founder at Rey) has remarked on the effectiveness of VR therapy: “The beautiful bit… is that there’s also a conscious bit of your brain saying it’s not real, therefore I can try things differently. It doesn’t break the spell — it just enables you to make the learning.”

It will pave the way for more digitised and decentralised interfaces

The COVID-19 pandemic forced people worldwide to turn to digital services for wider (and safer) healthcare access. As a result, people have become increasingly more comfortable with the ideas of teleconsultations and accessing their medical data through digital services. 

We are likely to see this level of comfort deepen within the metaverse — with some analysts suggesting that we will eventually see the creation of an entire meta-health ecosystem. This may come in the form of avatars for more life-like consultations, or with treatment and diagnosis being provided through data interconnectivity.

Immersive Healthcare Interface
Photo by © Elnur – Shutterstock.com

UK-based non-profit organisation DeHealth has stepped into the forefront of the digital healthcare industry, announcing the start of a decentralised metaverse platform that hopes to see millions of doctors and patients interact with each other in full 3D format. Users can even earn virtual assets by selling their anonymised medical data. And to top things off, DeHealth also plans to power its own economy using blockchain technology: the HLT (health) token will be offered as a primary means of settlement within the ecosystem.

Anna Bondarenko, co-founder of De-Health, has outlined the company’s goal as: “Providing people with the most advanced technologies to preserve their health, so that every person in the world, regardless of their place of residence, social status and financial capabilities, can control their health and life.” And thanks to HLT, the hope is that anyone in the metaverse will one day be able to sell and control their impersonal medical information.
DeHealth will be available for download in late 2022, offering access to 3 million Hospital OS users.

Final thoughts

In this article, we’ve been able to observe some of the immense ways in which the metaverse will transform the course of the healthcare sector. There is a long list of opportunities for populations one day to harness better control over their own healthcare data, or for medical students to learn from more advanced training modules. Incredibly, surgeons will also one day be able to reduce the number of trials they perform on patients and increase the efficiency of their procedures through digital twin models.

Overall, health leaders should lean into the metaverse and continue to explore the ways in which it can be used to make healthcare safer, more inclusive and more accessible for all.

A VR Human Cadaver Lab is the Latest Teaching Tool for Students

Fisk 5G-VR-Cadaver-Lab

The teaching and training potential of virtual reality (VR) is massive, nowhere more so than in healthcare. The latest example of this comes from Fisk University in Nashville, Tennessee, partnering with HTC Vive, T-Mobile and VictoryXR on an interactive VR human cadaver lab for students.

Fisk VR Cadaver Lab7

In the virtual lab, students in pre-med or studying biology-related majors will be able to explore the complete skeletal structure, muscle structure and eleven organs, dramatically reducing the high cost and maintenance associated with cadavers. “With this cadaver lab, our pre-med students will no longer need to rely on other universities for advanced anatomy and biology classes,” said Dr. Shirley Brown, Dean of Fisk University in a statement. “Virtual reality technology takes our university to a level equal to the most advanced schools in the country.”

Students will be using the latest HTC Vive Focus 3 all-in-one (AIO) headsets to step inside the virtual cadaver lab developed by VictoryXR. They’ll be able to engage with other students and professors, removing organs that can then be passed around the class. Students can also enlarge any of the organs to a size where they can look inside and see how it works.

In the future, the virtual cadaver lab will be upgraded with new specialities like surgical procedures, comparative learning between humans and animals as well as microbiology at the cellular level.

Fisk VR-Cadaver-Lab4

“We’re combining the best aspects of virtual and in-person learning, and this is the future of education,” said Dr. Vann Newkirk, President, Fisk University. “Fisk University is emerging as a tech leader among colleges, and our effort to bring a virtual reality cadaver lab to campus exemplifies our commitment to provide students with a state-of-the-art education.”

It’s not just virtual cadavers Fisk University will be deploying in VR. The institution is set to offer in-person VR history courses allowing students to visit important historical areas like civil rights locations such as the Montgomery Bus Boycott, and the Edmund Pettus Bridge in Selma, Alabama.

Virtual training has grown in prominence in the healthcare industry because of the huge cost reductions and the versatility in remote learning. Companies like Osso VR and PrecisionOS are just two VR surgical training specialists utilising the technology to help train the latest surgeons. As the growth of virtual learning continues, VRFocus will keep you updated.

Osso VR Raises $27m To Grow its Surgical Training Solution

Team in Osso VR virtual operating room

There’s been plenty of virtual reality (VR) investment news already this month with the latest coming from surgical training specialist Osso VR. The company has announced the completion of a $27 million USD Series B funding round to help it expand its training platform.

Osso VR Tool Use

The round was led by GSR Ventures, with participation from Signalfire, Kaiser Permanente Ventures, OCA Ventures, Scrum Ventures, Leslie Ventures and Anorak Ventures. The funding will help Osso VR maintain the rapid growth the company saw during 2020 when multinationals like Johnson & Johnson, Stryker, and Smith & Nephew looked towards digital training models because of the pandemic.

“Osso VR is positioned to transform how surgeons are trained on new devices and surgical procedures,” said Dr. Sunny Kumar, a partner at GSR Ventures in a statement. “The Osso platform’s level of immersion provides an experience that mirrors the operating room in a manner more efficient, more accessible, and more effective than any surgical training platform that’s come before.”

Founded in 2016, Osso VR allows surgeons, sales teams and other trainees within the healthcare profession to safely carry out procedures as many times as they like, all inside a highly realistic training environment. With a surgical training library offering 120+ modules in 10+ specialities, these range from orthopaedics and endoscopy to interventional procedures and more. 

Osso VR Screenshot 2020

“After proving the clinical effectiveness of the platform and its unique ability to scale up to the millions of providers around the world, we are ready to accelerate,” said Justin Barad, MD, CEO and Co-Founder of Osso VR. “With this latest round, we plan to exponentially expand our library and platform so that every patient in the world can have the peace of mind knowing they are getting access to the safest, highest-value procedures.”

Currently deployed in over 20 countries, Osso VR is available in multiple languages and used in hospital residency programs at Brown University, Johns Hopkins University and more. Previously, Osso VR raised $14m in its Series A funding round which also featured GSR Ventures.

As Osso VR continues to improve its training platform, VRFocus will keep you updated.

Emerging Healthcare Trends in VR

SimX - Healthcare

Virtual reality (VR) has seen a leap in both technology and accessibility in the past decade. A wide variety of standalone and tethered devices are available to consumers at a reasonable price, like the Oculus Quest 2 and the HTC Vive. A majority of the public interest around VR has been as an immersive gaming experience, but the practical applications of VR go far beyond videogames. In recent years, VR has become a subject of intense interest in medicine and medical education.

SimX - Healthcare

A Treatment Modality

One of the major subjects of interest for VR has been post-traumatic stress disorder and anxiety disorders. Several studies have investigated whether VR can be used to help people suffering from PTSD. These found that VR could enhance the effects of exposure therapy on PTSD symptoms. Still, it is unclear how applicable these results are to a general population as the sample groups were predominantly male military service members. Other studies examining VR as a treatment for members of the general public with anxiety disorders or depression found promising results regarding symptom relief.

Clinicians have also found novel methods to apply VR in the context of other psychiatric disorders. Patients with major psychotic symptoms like paranoia, persecutory delusions, and functional impairments found symptom relief by VR-based cognitive therapy. Some studies have found that addiction disorders like substance use and gambling demonstrated that VR could provide a safe environment to undergo exposure therapy without relapse. Body image disorders seem to respond well to VR as well, with bulimia and binge eating disorder patients experiencing symptom relief for up to a year after VR therapy.

VR has also been applied to the management of neurodevelopmental differences as well. Promising results have emerged, revealing that VR improved attention span similar to the more traditional continuous performance test training but with greater enthusiasm from participants. Some therapists use VR to help children on the autism spectrum develop social skills in a consequence-free environment with guidance from a therapist.

An Educational Tool

The field of medicine does not only benefit from VR as a treatment, but also as a powerful educational tool. VR is enabling immersive training programs that can reduce costs by avoiding costly props and other expenses. These simulations have the advantage of being versatile and highly customizable. The SimX system, for example, allows for the creation of tailor-made simulations to match the specific needs of each user. This is especially useful for training for less common conditions wherein finding simulations would require travel or pose a long wait time.

Finally, VR is bringing the promise of remote learning to new levels. With VR and online services, learners worldwide can work together to tackle each scenario in real-time. In times of social distancing and learning from home, VR provides an alternative to endless web meetings that is both engaging and effective.

Conclusion

The field of medicine is finally reaping the benefits of decades of advancements in VR technology and public interest. Although more research is needed to determine the best methods to use VR in healthcare, it is apparent that the technology will play an ever-increasing role in medicine in the coming years and shape the future of medical education.

Osso VR Expands Surgical Training Specialties Into Endoscopy & Interventional Procedures

Osso VR Tool Use

There will likely come a time where most surgeons will have received some form of training utilising virtual reality (VR), with several companies specialising in this field. Previously focusing on orthopaedic training, Osso VR has announced the expansion of its VR modules to include specialities such as interventional procedures and endoscopy.

Osso VR Screenshot 2020

The addition of these allow surgeons, sales teams and other trainees to practice techniques within a safe and repeatable environment, ideal in the current climate. And thanks to Oculus Quest support, professionals are able to train and assess themselves anytime, anywhere in realistic settings.

An example of the endoscopy can be seen in the video below, showcasing Osso VR’s highly realistic digital representation. This level of detail was rolled-out in 2020 as the company aimed for film-level quality throughout is platform.

“As an orthopaedic surgeon I have seen firsthand the need for an on-demand training and assessment tool for healthcare professionals,” said Justin Barad, MD, CEO and co-founder of Osso VR. “Initially Osso VR started mainly in orthopaedics, but what we have found is the unique platform we have built has been widely applicable across a range of specialities.  We’re excited to formally launch this expansion in order to reach more healthcare professionals in order to provide value for their patients. This is an important milestone in Osso’s ambitious mission to improve patient outcomes, increase the adoption of high-value medical technology, and democratize access to surgical education worldwide.” 

Osso VR

These improvements have been made possible thanks to Osso VR securing a $14 million USD investment in a Series A funding round led by Kaiser Permanente Ventures, with SignalFire, GSR, Scrum Ventures, Leslie Ventures and OCA Ventures also participating.

Osso VR was founded in 2016 by Harvard-trained orthopaedic surgeon Justin Barad, MD, with the platform currently used by 20+ teaching hospitals and 11 top medical device companies in 20 countries. It has built a medical illustration team consisting of veterans from Industrial Light & Magic, Electronic Arts, Microsoft, and Apple. As further advances are made in the medical VR space, VRFocus will keep you updated.

Virtro Advances Healthcare Care Home Training With AI & Virtual Humans

Virtro

The current Covid-19 pandemic has put extreme amounts of pressure on healthcare workers whilst highlighting the need for more advanced training techniques. Recently, training simulation Virtro announced work on a project designed specifically for workers in long term care homes.

Virtro

Those living in these care homes tend to be more susceptible and are at greater risk if they catch Covid-19. So Virtro is developing this soft skills application which addresses both PPE training and ways to talk with residents in a suitable manner.

Virtro is using AI technology to create an advanced conversation engine so that staff can have unscripted conversations with Virtual Humans. This enables them to develop their conversational experience in a more natural way, rather than systems require multiple-choice answers.

“COVID-19 has impacted the world in an unprecedented way, and the interactions that healthcare workers are having with patients are drastically different, and we want to create applications that can contribute to positive health outcomes for people around the world,” said President of Virtro, Lee Brighton in a statement.

Virtro

“Our goal is to emulate the emotions and feelings that healthcare workers may have when engaging with patients or colleagues; this is why we emphasize the importance of having free-flowing conversations in our applications,” Brighton continues. “With the assistance of AI, we can truly make innovative purpose-based learning programs that provide higher learning engagement and retention.”

Currently going through testing, Virtro aims to roll the new application out early this year, supporting both virtual reality (VR) headsets as well via web browsers for PC and Mac. For further updates on VR in healthcare, keep reading VRFocus.

VR in Therapy: VR’s Positive Impact on Mental Health

Oxford VR

When we think of virtual reality I tend to think of gaming and fun virtual experiences. But the benefits of VR stretch far wider than just entertainment – Both virtual and augmented reality (VR/AR) have been used in a range of industries like sport, surgery and even dogs in the military. And, one other area that is seeing an increased benefit is mental health.

Mental health continues to be a growing concern nationally, with mental illness estimated to be costing the UK economy up to £100billion a year with it being reported that 1 in 4 people in England will experience a mental health problem of some kind each year. In addition, it’s predicted that the impact of Covid-19 will see up to 10 million people needing mental health support as a direct consequence of the crisis. That’s almost 20% of the population of England needing additional support from an already burdened system.

Virtual reality has already been assisting treatments for mental illnesses, such as phobias, anxiety, eating disorders and post-traumatic stress disorder. Digital apps are already widely being used by the NHS to support patient’s mental health and with the cost of technologies falling, it’s predicted that medical care and therapy will seek to further utilise digital technologies to include wider use of VR in mental health care.

Healthcare

VR therapy and its promising impact

There is currently a clinical trial taking place across NHS trusts throughout the UK, the largest of its kind, led by the University of Oxford and Oxford Health NHS Foundation Trust, which sees participants with severe mental health disorders challenge their fears through VR therapy. Under the guidance of a virtual coach, the gameChange VR study aims to allow participants to complete everyday tasks that they might have otherwise felt overwhelmed by.

Dr Rob Dudley, consultant clinical psychology and lead for the gameChange VR study at Northumberland, Tyne and Wear NHS Foundation Trust explained: “By using virtual reality technology treatment people can experience feared places like a local shop, cafe or GP surgery in a virtual environment which feels real enough to allow people learn how to manage, and that they are safer than they feel.”

Although the trial is still in early stages and continuing over the course of 18 months, it is hoped that by users experiencing challenges in a realistic virtual environment, they will be able to manage their fears and anxieties in a controlled way without the added real-world stressors.

VR therapy vs. face-to-face therapy

OxfordVR is one of the partners of the gameChange VR study. Founded by Daniel Freeman, the team behind OxfordVR believe that an effective mental health treatment plan is an active one, where the patient can practice helpful behaviours in realistic situations, something that is not always possible during face-to-face therapy.

Daniel Freeman is a pioneer in the use of VR treatments for mental health patients after he first began working with VR in 2001. In 2017 he conducted research by reviewing 285 studies from a 25 year period that had used VR to treat mental health conditions. His review concluded that: “the results unequivocally confirm that VR is a proven modality for delivering rapid, lasting improvements for patients.”

This research was followed up by a trial in 2018 conducted by OxfordVR and University of Oxford, where Freeman is professor of Clinical Psychology. The trial saw 100 people with a prolonged fear of heights either receive VR therapy or no treatment. Those who received VR therapy experienced 5 treatment sessions guided by a virtual assistant, resulting in an average 68% reduction in their fear of heights.

Freeman explained: “Virtual reality is transforming psychological therapy in all sorts of areas…There are very few conditions VR can’t help because, in the end, every mental health problem is about dealing with a problem in the real world, and VR can produce that troubling situation for you.”

Oxford VR screenshot

The benefits of VR therapy

VR systems produce a controlled environment, with therapists able to control what a patient sees and hears. They are also able to make adjustments and provide a tailored approach to the individual needs of the patient. Guided virtually, patients experience a safe space to develop their emotional responses.

VR therapy offers an accessible solution to people seeking help for their mental health. While many can hit a stumbling block finding a therapist, or meeting a therapist face-to-face, VR allows the user to access therapists from home without wait times with systems even able to be used with mobile devices and smartphones.

Dr Albert “Skip” Rizzo, the Director of Medical Virtual Reality at USC’s Institute for Creative Technologies, spoke at the Psych Congress Elevate conference in 2020, stating that VR should be used as a tool in conjunction with traditional methods: “We’re not eliminating the need for well-trained clinicians,” he said. “In fact, what we’re really doing is giving clinicians tools to extend their skills. Technology doesn’t fix anyone. It’s a tool in the hands of a well-trained clinician.”

Where does VR therapy go from here?

When I first started investigating VR within therapy I was taken back by how much positive influence the technology had already impacted the industry. And like most industries, it’s not about replacing the current working methods, but instead, it’s about enhancing them and making life better.

With VR therapy being more cost-effective and easy to use, it’s looking to be a promising solution to the growing mental health crisis in the UK in 2021. Although more studies need to be completed, as evidence of its efficacy continues to rise, VR therapy will become more available and be used more widely.

FundamentalVR now Supports Ophthalmology Training

FundamentalVR

FundamentalVR launched its virtual training platform back in 2018, combining patented haptics with realistic visuals to help teach surgeons various procedures including Spinal Pedicle Screw and Total Knee Arthroplasty. Today, the company has announced an expansion to its programs, adding ophthalmology.

FundamentalVR

Ophthalmology deals with the diagnosis and treatment of eye disorders, with the Fundamental Surgery platform now able to offer immersive, data-driven medical educational simulations for lost cost teaching of the subject. Traditionally this is done through classroom lectures, instructional videos, medical meetings, operating room observations and tissue-based wet lab training.

With a lot more industries having to move to remote learning and training methods in 2020, solutions such as Fundamental Surgery help to continue that educational process. Students are still able to accelerate their learning whilst teachers have the ability to collect and objectively measure performance data.

Key to this is FundamentalVR’s HapticVR architecture, designed to mimic the physical cues of surgical actions, medical tools and tissue variations. All student interactions from their surgical gaze and respect for tissue to their movement efficiency is recorded for analysis.

FundamentalVR

FundamentalVR has also created tailored solutions for various companies, such as a cataract surgical simulator for Orbis International. The organisation aims to stop avoidable blindness by training teams in low and middle-income countries, helping their communities. Deploying the solution to select training programmes, Orbis is evaluating the impact immersive training has to surgical skills to help further development.

“Industry analysts now estimate adoption curves for immersive technologies have accelerated by around three years asCOVID-19 permanently changes traditional teaching methods,” said Richard Vincent, co-founder and CEO of FundamentalVR in a statement. “With the addition of ophthalmology capacities, we are meeting this increased demand with proven technology that allows medical device companies and medical educators to more effectively train the next generation of surgeons and bringing innovative new procedures and equipment to market permanently.”

Fundamental Surgery currently supports off-the-shelf devices such as Oculus Quest and HTC Vive Focus Plus, for an unlimited number of remote simultaneous users. VRFocus will continue its coverage of FundamentalVR and the healthcare industry, offering up to date news on the latest advancements.