PTSD Exposure Therapy in VR: Importance of Storytelling & Emotional Presence in Healing Trauma

skip-rizzoDr. Skip Rizzo heads the Medical VR Research Group at USC’s Institute for Creative Technologies, which has been exploring how to use VR for psychological treatments, cognitive assessment, motor rehabilitation therapy, as well as interactions with virtual humans. He’s been on the forefront of using virtual reality to treat soldiers with post-traumatic stress disorder with virtual exposure therapy.

LISTEN TO THE VOICES OF VR PODCAST

VR is used to incrementally trigger an embodied sensory experience in PTSD patients by placing soldiers within the virtual sights, sounds, feelings, and smells of common combat scenarios in Iraq and Afghanistan. This virtual exposure therapy stimulates the original embodied experience of traumatic events for soldiers so that they can connect to specific details of their memories so that they can engage in cognitive restructuring by telling the story of their experience. Rizzo says that a key component of healing from PTSD is if the patient is able to connect to the underlying emotions of the experience while sharing the narrative of their experience, and that this can unlock a cascade of healing effects that USC has been able to measure over the years.

I had a chance to try out a demo of the VR PTSD Exposure Therapy project during a reception at USC ICT during the IEEE VR 2017 conference in Los Angeles in March, and was struck by their holistic multi-modal approach of using subwoofers, smells, and passive haptic guns. I caught up with Dr. Rizzo to talk about his work in using VR to heal from PTSD, the importance of storytelling and emotional presence, and their future work in expanding treatment scenarios for victims of Military Sexual Trauma, and moving into civilian trauma with first-responders like police and firemen.

He also talked about an episodic, interactive storytelling experience that will be like an emotional obstacle course of navigating different traumatic scenarios with the help of a virtual human that is helps guide the patient through the cultivation of coping skills for stress management, mindfulness techniques, and cognitive reappraisal. This work at USC ICT shows that immersive virtual environments can stimulate a deep sense of embodied and emotional presence that has vast healing potential that goes well beyond just the gaming and entertainment applications.

More:


Support Voices of VR

Music: Fatality & Summer Trip

The post PTSD Exposure Therapy in VR: Importance of Storytelling & Emotional Presence in Healing Trauma appeared first on Road to VR.

Ericsson and Room One Demonstrate How Surgery Can Be Learned in VR

A joint project between Room One, BT, King’s College London, Ericsson and OPTO has demonstrated how medical surgery can be livestreamed globally in virtual reality (VR) in order to allow students and doctors to learn from operations, no matter where they are in the world.

The demonstration showed how a surgeon could control a robot arm from a distance using a connected glove, which could control the robot arm with low-latency 5G. The video and audio were then streamed to other participants, who were also given haptic feedback pads, so the tactile sensations felt by the surgeon were also transmitted.

Melissa Doré, COO of Room One, said: “VR will have a transformative impact on all aspects of our lives, including learning and mentoring, and this is a demonstration of just that. The Room One team is now working on a CGI-powered version, providing surgery students with a fully immersive environment to practice surgery. We were delighted to work with Ericsson, BT, KCL, and OPTO intimately on this project. We have a number of additional exciting virtual reality projects in the pipeline, and hope to continue to work with technical and creative partners from a range of backgrounds to find innovative solutions to existing problems.”

Mahdi Yahya, President of Room One, said: “The connectivity revolution is bigger than the industrial revolution. We are only at the start of what is possible. Remote surgery over the Internet; the creation of fully immersive virtual worlds; homes, cars, and phones that speak to each other instantly over the network. As creatives, designers and technologists, it is our duty to realise this future.”

Peter Marshall, Head of MBB, UK and Ireland at Ericsson, added: “Over the last 18 months Ericsson has been developing a strong relationship with Room One. We both have ambitions to show the value of VR/AR in a connected society where immersive experiences become the norm. This co-creation approach and the evolving ecosystem of various partners are the key ingredients to developing 5G, and allow us to provide new services, applications and devices. Having the opportunity to work with Room One is a great addition to this.”

VRFocus will bring you further news on medical uses of VR as it becomes available.

Update: Research Shows VR Can Improve Vision In Young People

Parents have often chiding their offspring for sitting too close to the TV, warning that doing so would ruin their eyesight. With the advent of virtual reality (VR) and head-mounted displays (HMDs) that put the screen right next to your eyeballs, some were concerned over the effect this could have upon children and their eyes. This worry appears to have been wide of the mark, however, since some research indicated that VR actually helps improve eyesight.

The Beijing Advanced Innovation Center for Future Visual Entertainment has been working alongside several organisations, including the Beijing Insitute of Technology to study the impact of VR use on young people. Students ages between 9-12 were recruited for use in the testing, which was part of an on-campus VR experience.

The results were startling to many, showing that in certain cases, use of a HMD can actually have a positive impact on eyesight, especially when compared to an equivalent amount of time using a tablet or smartphone. The researchers were led to a conclusion that HMDs with a properly designed and calibrated vision system that used high-performance system to generate the virtual images, such as a HTC Vive may even be able to correct vision. Data collected by the researchers showed that the image distance during the experiment was 1.7 meters, which is up to 0.45 meters further away than the focal length used when using a tablet. The researches believe this focal distance may have a role in the improvement of eyesight in young people.

With VR moving steadily towards mainstream adoption, and VR technology moving rapidly, it would seem to be a positive step for the industry to be able to reassure parents that VR use will not negatively impact their children. A PDF of the Research Paper can be found here.

It remains to be seen if this research will be taken any further into the realms of therapeutic uses of VR technology for improving deteriorating eyesight. VRFocus will bring you the latest if and when it does.

Update: Edited to add a link to the PDF of the Research Paper.

Facial Paralysis Treatment Aided With VR Technology

Virtual reality (VR) has begun to see a variety of medical uses, from teaching surgeons about complex medical procedures, to helping patients get over phobias, or even helping to overcome a smoking addiction. Another new and innovative use of VR technology is being trialled at the Queen Victoria Hospital in the UK, VR to help with overcoming facial paralysis.

Facial paralysis can have a variety of causes, from stroke, to viral infections that cause Bell’s Palsy or neurological disease. When the muscles of the face weaken due to any of the these factors, the result can be damage to facial nerves which leads to paralysis of the face, which can affect the movement of mouth, eyes and other facial areas. Facial exercises are a vital part of the recovery process from facial paralysis, but often patients become too upset or traumatised to look in a mirror to confront their ‘changed’ face, making finishing the required exercises very difficult.

Dr. Charles Nduka, a consultant plastic surgeon at Queen Victoria Hospital is leading a trial into new treatment that involves patients wearing a VR headset and looking at a 3D avatar instead of a mirror as they perform the facial physiotherapy.

“Visual feedback is vital to successful exercising. Now, facial sensors incorporated into virtual reality goggles offer these patients an avatar – a three-dimensional computer representation of themselves – to look at instead. This will feed back to them in the same way as a mirror,” Dr Nduka told the Daily Mail, “Over the past ten years we’ve found that patients who perform exercises regularly have better outcomes.”

The custom VR headset used for the therapy is fitted with electrodes that provide data to trigger the expression of the avatar, so as the patient frowns or smiles and carries out the required exercises, the expression on the avatar changes, also, with many patients finding the avatar much easier than a mirror.

A larger trial of the technology involving 40 patients will begin next year.

VRFocus will bring you further news on innovations in VR medical technology as it becomes available.

Using VR to Diagnose and Treat Concussions with SyncThink

Dan-BeelerThe process of diagnosing a concussion is largely a subjective process of variations of attention, focus, and balance, which means that the existing self-reporting methods are unreliable and easily gamed. Using foundational research from military research, SyncThink has created a portable concussion diagnostic tool that uses a tablet and either a Gear VR or Oculus Rift DK2 fitted with an SMI eye tracker. They claim to be able to objectively detect symptoms of a concussion within 60 seconds through subtle variations of attention and an impaired ability to make predictions of a moving dot within VR. I had a chance to catch up with SyncThink CTO Dan Beeler at TechCrunch Disrupt SF in September 2016 to talk about the science and technology behind their EYE-SYNC product.

LISTEN TO THE VOICES OF VR PODCAST

SyncThink just announced the second generation of their EYE-SYNC product on June 26th with features a “cloud-connected, HIPAA compliant analytics platform that delivers results in under 60 seconds without bias from the patient or clinician.” Watch their promo video for more information or check out their website. Note that the demo being shown at Disrupt last September was using a DK2, but that their latest promo video shows a Gear VR being fit with SMI Eye Tracking technology.


Support Voices of VR

Music: Fatality & Summer Trip

The post Using VR to Diagnose and Treat Concussions with SyncThink appeared first on Road to VR.

Osso VR Helps Train Surgeons To Keep Patients Safe

Doctors and medical professionals train for years, sometimes over a decade, depending on the speciality. Even after training is finished, they never stop having to learn new things, as medical technology is moving all the time. Sometimes technology moves so quickly that it becomes very difficult for doctors, particularly surgeons, to keep up with the technology that can mean life or death for those under their care. Osso VR offers a safe way for surgeons to train with new technology and new techniques in virtual reality (VR).

The team at Osso VR include Dr. Justin Barad, a Harvard and UCLA-trained orthopaedic surgeon who noticed the skills gap created by the development of new medical technology. Although the technology is designed to save lives, the extremely busy schedules of surgeons means that have little opportunity to visit locations offering training in the new technology.

“Osso VR’s vision is to improve patient safety and outcomes by addressing the critical training issues facing the modern surgeon,” says Dr. Barad. “Today, busy healthcare providers’ time is dominated by electronic medical record systems and other obstacles, leaving them little room to take care of patients or even to see their families. Travelling to a remote training course to learn about new medical technology is becoming less feasible and less effective. Osso VR brings these courses to the provider, giving them an on-demand, hands-on way to train with new medical technology allowing them to bring the safest and most effective procedures to their patients.”

The aim of Osso VR’s training is to offer on-demand education to surgeons and other medical personnel in a way that is measurable and repeatable. The analytics contained in the software means that feedback on the performance can be offered, complete with tailored guidance to help users improve.

Osso VR has recently receive a round of funding, totalling $2 million (USD) from SignalFire and Anorak Ventures. “Osso VR is unique, with a founding team that combines the deep domain expertise of leading medical practitioners and device industry veterans with the technical savvy of AAA developers” said Wayne Hu from SignalFire. “We were extremely impressed by the industry feedback on their market ready solution that is the most effective and safest training method for healthcare providers and device company representatives. We couldn’t be more excited to help the team continue to unlock greater access to cutting-edge, life-changing technologies for patients.”

VRFocus will continue to bring you news of medical VR technologies.

VR Helps Medical Students Learn How To Impart Bad News

One of the most difficult parts of being a medical professional is having to deliver bad news. While there is no real ‘easy’ way to say ‘You test came back positive’ or ‘Your loved one has died’. A virtual reality program is trying to help make doctors better prepared for those difficult conversations.

The software is called Mpathic VR and was created by developers at Medical Cyberworlds to teach ‘Effective, empathic communication skills’. A study showed that students who began using Mpathic VR had better patient communication skills and felt more confident about their ability to handle those tough conversations than those who used traditional methods.

The software involves the students talking to virtual characters who are designed to react in a realistic way, using facial expressions and body language in tune to the way the conversation is proceeding in real time. The software also examines the body language and mannerisms of the student in order for the virtual character to react in an appropriate way. Of course, unlike real life, the students can always just restart if the conversation does not turn out the way they would prefer. A short video demonstrating how it works is available to view below.

According to Medical Cyberworlds, poor communication between staff and patients is a major cause of preventable medical error. A stressful environment can make it more difficult to switch gears into a gentler mindset needed for difficult conversations, which is where Medical Cyberworlds are hoping Mpathic VR can make a difference by better preparing medical staff for those moments.

Mpathic VR can also offer training for other tough scenarios, such as a conversation with a nurse who feels they are being left out in the workplace, or solving a family dispute regarding a patient’s care.

VRFocus will continue to bring you news on innovative uses of VR for training and education.

Intel Partners With Surgical Theatre for VR Imaging

Having accurate information and images is vital during surgery, especially when performing surgery on the delicate area of the brain. Virtual reality (VR) is becoming an important tool for doctors working with complex neurological issues. So Intel has teamed up with Surgical Theatre in order to bring improved VR imaging to hospitals.

Frank Soqui, General Manager of Virtual Reality and Gaming at Intel announced the partnership between Intel and Surgical Theatre at the VRX Europe 2017 conference in London this week. Surgical Theatre specialise in providing VR technologies that not only assist doctors with enhanced VR imaging of areas that need to be operated upon, but also to explain often complex medical problems to patients and their families.

Intel will be providing the hardware for the Surgical Theatre’s medical visualisation platform, which will deployed to an acute care hospital in Q3 of 2017. The technology is powered by Intel Core i7 processors and allows for precise planning of surgical procedure, as well as education and engagement of patients.

The technology was used by Dr Aria Fallah when treating a young patient named Kobe Morrow, who had a dangerous malformation in the brain. Use of the VR imaging technology helped Kobe and his family understand how the abnormal blood vessels in his brain were causing the problems Kobe had experienced with his motor functions and how surgery could be used to help. A short video is available to view below showing Kobe Morrow’s journey.

This VR imaging technology is just one of the ways that VR and augmented reality (AR) is being used in medicine to improve training and treatment. VR is being used for other applications, such as training medical personnel for emergency situations, or providing a way for patients to escape the hospital environment.

VRFocus will continue to bring you news of new uses for AR and VR technology in medicine.

Advanced Brain Monitoring EEG Metrics and Experimental VR Treatments for Neurodegenerative Diseases

chris-berkaAdvanced Brain Monitoring is a 17-year old neurotechnology company that has been able to extract a lot of really useful information from EEG data. They’ve developed specific EEG Metrics for drowsiness, inducing flow states, engagement, stress, emotion, and empathy as well as biomarkers for different types of cognitive impairment. They’ve also developed a brain-computer interface that can be integrated with a VR headset, which has allowed them to do a couple of VR medical applications for PTSD exposure therapy as well as some experimental VR treatments for neurodegenerative diseases like Dementia.

LISTEN TO THE VOICES OF VR PODCAST

I had a chance to catch up with Advanced Brain Monitoring’s CEO and co-founder Chris Berka at the Experiential Technology conference where we talked about their different neurotechnology applications ranging from medical treatments, cognitive enhancement, accelerated learning, and performance training processes that guide athletes into optimal physiological flow states.

Advanced Brain Monitoring operates within the context of a medical application with an institutional review board and HIPAA-mandated privacy protocols, and so we also talked about the ethical implications of capturing and storing EEG data within a consumer context. She says, “That’s a huge challenge, and I don’t think that all of the relevant players and stakeholders have completely thought through that issue.”

They’ve developed a portfolio of biomarkers for neurodegenerative diseases including Alzheimer’s Disease, Huntington’s Disease, Mild Cognitive Impairment, Frontal Temporal Dementia, Lewy Body Dementia, Parkinison’s Disease. They’ve shown that it’s possible to detect a number of medical conditions based upon EEG data, which raises additional ethical questions for any future consumer-based VR company who records and stores EEG data. What is their disclosure or privacy-protection obligations if they are able to potentially detect a number of different medical conditions before you’re aware of them?

SEE ALSO
Privacy in VR Is Complicated and It'll Take the Entire VR Community to Figure It Out

The convergence of EEG and VR is still in the DIY and experimental phases with custom integrated B2B solutions that are coming soon from companies like Mindmaze, but it’s still pretty early for consumer-based applications for EEG and VR. Any integration would have to require piecing together hardware options from companies like Advanced Brain Monitoring or the OpenBCI project, but then you’d also likely need to roll your own custom applications.

There are a lot of exciting biofeedback-driven mindfulness applications or accelerated learning and training applications that will start to become more available, but that some of the first EEG and VR integrations will likely be within the context of medical applications like neurorehabilitation, exposure therapy, and potential treatments for neurodegenerative diseases.


Support Voices of VR

Music: Fatality & Summer Trip

The post Advanced Brain Monitoring EEG Metrics and Experimental VR Treatments for Neurodegenerative Diseases appeared first on Road to VR.

Managing Pain & Anxiety in Hospitals with AppliedVR

Josh-SackmanThere’s been more than 30 years of research into the medical applications of virtual reality, but it’s not until the recent consumer VR revolution that the technology has been cost-effective enough to use. The research shows that the combination of immersion with interactivity can help to reduce pain up to 70%, and in some studies do as well or better as using morphine. AppliedVR was spun out of Lieberman Research Worldwide, and so they’ve been looking at previous medical VR research, creating new VR experiences, and then doing clinical research studies to prove out the efficacy of using virtual reality to manage pain and anxiety before, during, and after hospital procedures.

I had a chance to catch up with the President of AppliedVR Josh Sackman at the Experiential Technology Conference in May 2016. We talked about how VR can improve the overall patient experience metrics, the clinical metrics that VR could impact, and how VR can create a sense of connectedness, pleasure, and empowerment in patients. We also discuss the future of integrating biometric feedback like heart rate variability as a control input for VR experiences.

LISTEN TO THE VOICES OF VR PODCAST

I had a chance to try out AppliedVR’s guided meditation application, and I was struck with how engaging they were able to make it. Usually a static VR scene is fairly boring and not very interesting, but AppliedVR was able to change the light throughout the course of a sped-up sunrise scene to show a lot more progress within the scene. Google Earth VR also uses a lot of dynamic light changes throughout their pre-recorded animation sequences to provide a sense of progress and a feeling of a beginning, middle, and end to an individual scene. AppliedVR also uses music from a sound healer and a guided meditation script to help with the pacing and sense of progress within their experience.

Here’s a 360 video with some the Applied VR experiences

The other thing that was really interesting was to hear more about the changes in how hospitals are getting reimbursed with new patient satisfaction and healing efficiency metrics. If medical applications of virtual reality can demonstrate that they have impact on some of the key metrics and potentially even save insurance companies money by reducing the cost from opioid drugs or the length of stay, then VR could be seen as way to increase efficiencies and improve the overall patient experience.

This interview was conducted in May, and in June 2016 AppliedVR announced that they’re using VR technologies in the Spine Center, Department of Surgery, and Orthopaedic Center at Cedars-Sinai Medical Center in Los Angeles.

Here’s a trailer for AppliedVR


Support Voices of VR

Music: Fatality & Summer Trip

The post Managing Pain & Anxiety in Hospitals with AppliedVR appeared first on Road to VR.