Experts Consider if VR Is A Solution to Chronic Pain

Virtual reality (VR) is already being utilised in hospitals to distract patients from pain during and after medical procedures. Some researchers are also looking into the idea that VR could be used to help patients who are suffering from chronic pain.

Doctors and other experts are researching to see if VR technology can assist patients with reducing chronic pain. For those suffering from chronic pain, it is often a lifelong, debilitating condition that can only be controlled with powerful painkillers such as those with an opioid base.

One company, the start-up CognifiSense is testing out a VR system that involves the patient donning a VR headset. They are the presented with an image of their own body, with the areas experiencing pain highlighted in sharp colours. The idea behind this visualisation is that it allows the patient to distance themselves from the pain.

The effectiveness of this therapy is currently unknown, as trials and tests are in extremely early ‘proof-of-concept’ stages. However, this form of treatment is being approached seriously by mainstream medical experts, who are looking for ways to tackle the ongoing opioid crisis in the USA.

“Given that we’re in early developmental stage, we are not able to share publicly the details of our testing to date, except that the qualitative testing completed so far looks promising,” CognifiSense CEO Tassilo Baeuerle said in a statement, “Given this early stage, we also feel providing testimonials might be premature and not give a meaningful, balanced picture.”

The American Academy of Pain Medicine recently had a session where the use of VR techniques for pain management for both acute and chronic pain were discussed, and experts commented that the technology was ‘gaining traction’ within the field.

“It’s definitely worth studying,” says Philip Bain, a primary care doctor and division chief with Madison, Wisc.-based SSM Health Dean Medical Group, an integrated healthcare system. “Chronic pain is very complicated and different things work for different patients.”

For future coverage of VR technology in medicine, keep checking back with VRFocus.

HypnoVR Announce Successful Funding Round

Virtual reality (VR) has seen use in various medical settings, from training future doctors to helping educate patients and families on complex medical conditions. One of the most interesting is the use of VR to help relieve pain. One company that specialises in this area, HypnoVR, have announced that it has secured funding from investors.

HypnoVR - Logo€700K in funding has been secured from investors including Guillaume Richard, founder and chairman of OuiCare, Daniel Caille, founder and chairman at Vivalto Santé Holding and La Javaness, along with Bpifrance, the French public investment bank and other business investors.

The funding is a combination of cash investment and equity will allow HypnoVR to work on further product development and enhance its sales and marketing team. The company is planning to bring its medical hypnosis VR solution in September 2018.

The HypnoVR solution is designed to help relieve patient pain, stress and anxiety by providing alternatives to chemical treatments. The technology is in the final stages of acquiring a class 1 medical device CE marking and uses commercially available VR headsets such as the Samsung Gear VR or Oculus Rift.

“HypnoVR is excited to be joined by such a diverse group of investors, bringing a broad spectrum of experience in healthcare, finance and industry,” said Nicolas Schaettel, president and co-founder at HypnoVR. “We are on a mission to bring the benefits of medical hypnosis to the widest number of patients to enable faster recovery, better pain management, lower stress and less anxiety. Following successful clinical trials, where 90% of patients responded with positive feedback, our team is prepped and ready to launch our first product in September 2018.”

HypnoVR

“HypnoVR offers healthcare facilities and personnel a supplementary and beneficial therapeutic tool that facilitates the day-to-day duties of patient care,” says Guillaume Richard, founder and CEO of OuiCare. “This careful consideration for the well-being of others is one of the key values we pay close attention to at OuiCare.”

For further coverage of VR use in healthcare, keep checking back with VRFocus.

First VR Radiology Training Video Unveiled At SIR 2018

The Society of Interventional Radiology debuted the first-ever virtual reality (VR) 360-degree training video for interventional radiology in practice at the recent SIR’s Annual Scientific Meeting in Los Angeles.

SOCIETY OF INTERVENTIONAL RADIOLOGY LOGO

The one-hour long multisegment movie was a special project of its peer-reviewed journal, the Journal of Vascular and Interventional Radiology (JVIR) and its pioneering editor-in-chief, Ziv J Haskal, M.D., FSIR, a professor with the department of radiology and medical imaging at the University of Virginia Health System in Charlottesville.

The VR training video shows Haskal and his colleagues at the University of Virginia Health System performing a TIPS procedure where they create new blood vessel within the liver using tiny catheters, balloons and stents under image guidance.

Radiology VR training 02

“Interventional radiology has always been on the forefront of modern medicine and VR360 is the cutting-edge of medical simulation, so this project embodies the innovative spirit of our specialty,” said Haskal. “We took one of the hardest procedures we perform and created an all-enveloping, in-the-room VR film allowing an operating physician to return to any complex segment they wish for learning, review and perspective.”

Premiering at the Extreme IR session at SIR 2018, session attendees were given VR head-mounted displays (HMDs) in order to experience the video and become immersed in the procedure. With treatment for interventional radiology and other medical areas continuing to develop rapidly, using the technology available such as used here allows for more details and realistic training material.

“VR is a force multiplier, providing expert training to physicians around the world, those wishing to refresh their skills or gain confidence for delivering care in environments where clinician experts cannot provide them in-room training,” Haskal said.

Haskal is already planning the next VR projects to educate patients, trainees and attending physicians about interventional radiology and leverage VR to make it as beneficial to the viewer as possible. A small segment of the one-hour long video is available to watch below.

For more stories like this in the future keep reading VRFocus.

We Are Living in The Future: How XR Has Brought us into a Sci-Fi World

Science Fiction is dedicated towards exploring the fantastic things that might be possible in the future with science and technology. Often, they explore how these developments can be a two-edged sword. That doesn’t stop us from dreaming about what may be possible, but some of those possibilities are far closer that you might think, thanks to developments in immersive technologies like virtual reality (VR).

Remote Conferencing

Have you seen Kingsman: The Secret Service? If not, you should, because its a brilliant film. There’s a couple of scenes where characters are sat at a conference table, but most of the seats are empty – until you see the view through the glasses they are all wearing and realise that other people are there as augmented reality (AR) avatars.

There has already been a huge rise in VR and AR tele-conferencing software, with companies such as Hyperfair producing enterprise-based social VR to allow users collaborate with colleagues from all over the world, bringing up virtual prototypes and designs for others to examine, comment or improve upon.

Medical Technology

One of the low-key but impressive things about Star Trek technology was its ability to just let someone lay on a bed and wave a device over them to discover what ailed them. Though this kind of magical technology is still a few years away, VR and MR bring us tantalisingly close.

Doctors can now take advantage of immersive imaging technology to overlay X-Rays, ultrasound or MRI images on a patient, giving significant insight during complex surgical procedures. It is also possible to simultaneously take advantage of the tele-conferencing technology mentioned above to consult with world experts on the procedure being conducted.

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Design and Prototyping

When the Iron Man movie came out in 2008, almost everyone I knew – and myself – really, REALLY wanted for those magical holographic display interfaces that Tony Stark uses to be real. The easy, intuitive nature of simply using your hands to pick up, turn expand or throw away something cannot be over-stated.

This idea is starting to seep into reality with the use of finger-tracking, haptics and immersive CAD technologies. The newly emerging generation of haptic gloves allows for a level of precision when interacting with VR, AR and MR objects that has previously been out of reach. Some companies are also already using things like the HoloLens for inexpensive prototyping options. Though this still requires a headset, very soon developments in light field technology could mean we are all using magical holographic interfaces.

Volvo Hololens

Education and Training

Many of us dream of acquiring new skills, whether that is learning how to play an instrument or getting into martial arts, or simply trying to keep fit. The impossible fantasy of having new skills downloaded into your brain like in The Matrix might still be pure fantasy, but another idea from The Matrix, the training program, is moving ever closer to reality.

If you are trying to take up regular running its difficult to remain enthusiastic if you are jogging through a typical grey, overcast English day. Similarly, its easy to feel ridiculous trying to practice your drumming skills in your garage, surrounded by dusty boxes and broken furniture.

With VR, you can strap on a headset and enter your own training program, which can become any environment you like. Want to jog across an idyllic tropical beach? Or drum on stage at the Albert Hall? There’s a VR app for that.

Access Sports Use VR To Ease Medical Anxiety

Waiting for a medical procedure, even a minor one, can be nerve-wracking. Research has shown that virtual reality (VR) can help educate patients on medical issues, and can also help ease anxiety symptoms. Access Sports are utilising this technology to help its patients stay relaxed without using anti-anxiety medications.

Access is trialling the use of VR headsets to ease anxiety in patients who are awaiting medical procedures. Patients will be offered the option of donning a VR headset while waiting for a procedure to begin, or while in post-operative recovery. The option does not cost extra and is available to surgical patients or those undergoing simple office procedures.

The VR equipment has been specially designed for clinical settings, and allows patients to be virtually transported to a variety of locations and experiences, with patients able to choose from options such as games, travel, sports, music or nature. According to research conducted by AppliedVR, pre-clinical results showed a 63% reduction in anxiety for patients using the VR technology, as well as a 24% decrease in pain.

A video demonstration provided by Access shows how a six-year-old boy was able to benefit from the VR anti-anxiety option. Children stand to benefit significantly from this option being available, and children are often likely to be anxious or upset about medical procedures, as it is often more difficult for them to understand the often complicated medical terminology. In addition doctors are often understandably reluctant to prescribe anxiety medication to people under 16, so the VR alternative will likely be welcomed by many parents and young people.

Other medical facilities have also been experimenting with using VR for patient applications. A care centre in Australia has been using VR to help elderly people escape the clinical environment, while a children’s hospital has been using VR as an education tool to help patients and relatives understand the often complex medical conditions being treated. There is also ongoing programs involved in using VR to treat addictions and reduce pain.

Sansum Clinic - VR HMD Trial

For further news on medical uses of VR technology, VRFocus will be sure to bring you the latest.

SyncThink Closes $3.5 Million Series A Funding to Further Develop VR-based Concussion Detection

SyncThink, a Berkeley-based eye-tracking and brain firm, announced the closing of a $3.5 million Series A-1 funding round led by Quadrant Management. The company expects to use the funds to continue development on their EYE-SYNC technology, a VR-based eye-tracking technology to help diagnose concussions on the playing field.

On-field concussion detection is still woefully primitive, contends the company, largely relying on the traditional ‘follow my finger’ routine to determine if someone is concussed or not. Using a GearVR with embedded eye-tracking tech, the company says their Eye-Sync technology is able to view and analyze ocular-motor impairment—one of the big clues in diagnosing concussion. As a part of a larger diagnostic platform, Eye-Sync is said to quickly diagnose brain health via ocular-motor, ocular-vestibular, SCAT 5, and BESS assessments.

image courtesy SyncThink

“The EYE-SYNC technology was initially developed to identify changes in brain function after injury, however its application has evolved significantly in recent years, and we intend to leverage our core technology to expand the many ways we can help people get the most out of their daily life activities,” founder and Stanford Neurosurgeon Dr. Jamshid Ghajar stated.

The company says the Series A funding round “marks the next step for SyncThink to assist medical professionals in making objective decisions on the sidelines of sports fields, in clinics, and beyond.” The company’s Eye-Sync tech received FDA clearance in 2016 to record, view, and analyze eye movements in support of visual tracking impairments. SyncThink also boasts partnerships with the Pac-12 Conference, the University of Texas, and the NBA Champion Golden State Warriors.

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Sixense Partner With Penumbra for Medical VR Venture

With virtual reality (VR) and mixed reality (MR) in healthcare a rapidly growing sector of the overall immersive technologies, several companies are seeking to enter the sector. As such, Penumbra Inc and Sixense Enterprises have partnered for a new joint venture in the VR healthcare area called MVI Health Inc.

Sixense Enterprises have done a great deal of work in providing VR and augmented reality (AR) products and software for business and enterprise, such as its work with HTC Vive to bring Computer-Aided Design tools into VR with MakeVR Pro.

Sixense will be bringing its experience with enterprise-level VR technology along with its immersive computing platform while Penumbra will be focussing on developing advanced medical therapies that incorporate immersive technologies and devising means of commercialising them. It is anticipated that this combination of expertise will eventually lead to the creation of a new digital health platform.

Penumbra has been involved in providing innovative healthcare products for some time, and experts have noted that its dedication to keeping up with newly developed technology to remain on the cutting edge has served the company well.

“We have long believed in the tremendous potential of immersive, full-presence virtual reality to help improve lives though better healthcare and Penumbra is the perfect partner for us to collaborate with in this vision,” said Amir Rubin, CEO and founder of Sixense Enterprises. “We believe that by combining our unique immersive computing platform with Penumbra’s innovative approach to development and commercialization of medical products, MVI Health can establish itself as a leading digital health platform.”

“We are excited about the potential of the Sixense technology and its ability to improve patient experiences across broad areas of healthcare and wellness,” said Adam Elsesser, chairman and CEO of Penumbra and CEO of MVI Health. “We look forward to collaborating with healthcare professionals and institutions to address a wide variety of medical conditions that can impact a vast number of people.”

Fur further news on new developments in the immersive technology industry, keep checking VRFocus.

Report Predicts Medical VR Market Will Be Worth $285m by 2022

Virtual reality (VR) has already begun to see use in a variety of medical areas, including addiction treatment, training, stress relief and surgical assistance. While still not mainstream it is still a large growth are for VR. A new report by ABI Research suggests this growth will continue.

The report indicates that the rise in interest in medical VR is being driven by a variety of interests, including medical professionals, hospitals, colleges and medical technology companies. ABI Research forecasts that the medical VR sector will generate $8.9 million (USD), rising to $285million by 2022.

The report identified four main areas of activity for medical and healthcare VR: therapy, training, surgery related applications and medical research. The report noted that therapy applications are currently the are where VR is most frequently used, covering uses where supervision by a therapist is not always needed, such as for sleep management or smoking cessation programs.

Many organisations have begun trialing or deploying VR as it moves into the mainstream and its benefits becomes better known. The report cites several examples such as MindMaze VR rehabilitation platform, or the Kortex sleep and stress management application.

“Non-medical therapeutic applications which usually don’t require strict regulations compared to medical therapies are growing in the consumer segment too. VR applications such as smoke cessation, sleep management, stress management, and memory improvement for the elderly are increasingly used by consumers for their general health,” notes Khin Sandi Lynn, industry analyst at ABI Research.

The research does note that for areas such as surgical preparation, VR is largely not seen as precise or responsive enough to create scenarios that can accurately provide for complex surgical scenarios. This will no doubt change as technology advances.

VRFocus will continue to report on developments in the VR industry.

Is Body Image from Perception or Attitude? – Studying Anorexia with VR Self-avatars

betty-mohlerDo patients with anorexia nervosa suffer from body image distortion due to how they perceive their body or is it due to attitudinal beliefs? Betty Mohler has been using VR technologies to study whether body representation is more perceptual or conceptual.

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Mohler captured a 3D body scan of patients, and then used algorithms to alter the body mass index of a virtual self-avatar from a range of +/- 20%. Patients then estimated their existing and desired body using a virtual mirror screen which tracked movements in real-time and showed realistic weight manipulations of photo-realistic virtual avatars. Mohler’s results challenge the existing assumption that patients with anorexia nervosa have visual distortions of their body, and that it’s possible that body image distortion is more driven by attitudinal factors where patients consider underweight bodies as more desirable and attractive.

Mohler works at the Space & Body Perception Group at the Max Planck Institute for Biological Cybernetics. She’s collaborates with philosopher of neuroscience Dr. Hong Yu Wong to research foundational questions about self-perception like: Who am I? Where am I? Where is the origin of my self? Where is the frame of reference? What is the essence of me? How do we know that there’s an external world? What does it mean to have a shared self where multiple people share the same body experience? What does it mean to have a body? How big is my body? Is it possible to be at multiple locations at once while in VR?

I interviewed Mohler for the third at the IEEE VR conference in Los Angeles this past March exploring all of these provocative questions (see my previous interviews on the uncanny valley and avatar stylization).


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‘Bioflight VR’ for Medical Training, Patient Behavior Modification, & Diagnosis

The design team behind Bioflight VR has worked on television shows such as CSI and ER, and they’ve been able to translate their VFX visualization skills into a virtual reality medical education venture. Their original plans were to use virtual reality to help doctors utilize the volumetric information captured in MRIs, CAT scans, and ultrasounds to improve upon medical diagnosis from 2D slices of data, but they started to gain more traction by creating a number of different types of educational VR experiences.

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Bioflight VR started creating time-lapse experiences showing the long-term impacts of sodium consumption and smoking in videos meant for doctors to show patients to inspire behavior modification, and they also created a number of interactive medical training scenarios that would allow medical students to experience intense emergency room scenarios that would allow them to be evaluated based upon their competency and performance.

I had a chance to catch up with co-founder and chief creative officer Rik Shorten at the Silicon Valley Virtual Reality conference both in May 2016 as well as a follow-up and update in March of 2017. This interview tracks the evolution of Bioflight VR starting with ambitions to use VR for medical diagnosis, and then their pivot focusing more on medical training and patient behavioral modification and education the following year. There are a lot of opportunities for virtual reality to become a huge part of telemedicine and providing a platform to visualize data that you collect about your body, but virtual reality seems to be making its first strides into the medical field through patient and student education before the more advanced and higher-end applications of medical diagnosis and distributed telemedicine are adopted.


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