VR Art Helps Make Hospital Stays Easier for Cancer Patients

Research is ongoing in several areas into how virtual reality (VR) can help patients who are suffering from both acute and chronic pain. One such project uses interactive VR artwork to help distract paediatric cancer patients in New York.

The specially designed VR experiences came from an idea by Olivia Davis, Assistant Curator for the Montefiore Medical Center Fine Art Program and Collection who approached artist Tom Christopher to create a VR experience that would let the young patients walk into a painting.

Christopher is known for his expressionist approach to depicting urban life, and Davis thought he would be a good choice to create something that was simultaneously familiar and magical. The works don’t start out in VR, instead Christopher spends some time observing and sketching what he sees in the streets of a the Bronx before transforming the sketches into VR sculptures using Google’s Tilt Brush.

“With the advent of new technologies and the influence on younger generations, we saw that we needed to unite art and technology in hopes of enhancing the healing process,” said Davis. “We quickly realized that the power of this technology was stronger than we anticipated and Tom was able to create a unique, community-oriented work of art that is so much more meaningful than generic VR games on the market.”

“The Virtual Reality Fine Art Program at Montefiore seeks to diminish anxiety, pain and opioid addiction through stimulus-rich and curated artistic environments.” Davis continued, “These experiences will serve as ‘immersive analgesics’ allowing physicians to treat their patients more effectively by improving patient’s health and hospital experiences and reducing reliance on pain medication, especially opioids.” Davis said.

Davis went on to say that the successful collaboration means that there are plans to expanding the work in using fine art and technology to ease pain into new areas to help other patients such as the paediatric sickle cell, Hematology, Oncology and Bone Marrow Transplant patients.

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

Doctors Use VR To Ease Needle Phobias

Not many people enjoy getting injections, and for children it can be especially traumatic, with the fear making what would probably be only a brief scratch into something much worse. Luckily, there is a potential solution, as doctors are using virtual reality (VR) as a means to ease fears and make trips to get those injections less likely to end in trauma.

It has been noted before that VR can be used to combat bot anxiety and pain, with medical personnel at the Northern General Hospital burns unit in the UK using the tech to help patients be distracted from the pain, and a paediatrician in the USA has taken this idea as something that might potentially help children.

VR needles phobia study 1

Chad Rudnick is an MD and affiliate professor at Florida Atlantic University’s Charles E. Schmidt College of Medicine and founder of Boca VIPediatrics. He was inspired to use VR for ‘distraction therapy’ when an 8-year-old patient entered his office with a VR headset. When wearing the VR headset, the child didn’t even flinch when the injection was applied.

“That’s when the lightbulb went off in my head. It got me thinking whether this outcome was just a one-time incident or whether it would work again,” said Rudnick.

While VR has been used in a variety of ways in healthcare, there have been no specific studies looking at VR use for paediatric immunisations, so Rudnick has been testing his theories with the aid of two medical students, who are also co-authors of the study, Emaan Sulaiman and Jillian Orden, who are part of FAU’s Charles E. Schmidt College of Science.

The study involved participants between the ages of 6 to 17, who completed a pre and post questionnaire that evaluated their pain, fear and anxiety. Rudnick used a 3D VR headset with a smartphone app that let the children choose a rollercoaster ride, helicopter ride or hot air balloon ride. The children could then enjoy the short VR experience as the injection was administered.

VR needles phobia study 2

The results showed that the pain and fear were reduced in 94.1% of study subjects.

For future coverage on VR use in healthcare, keep checking back with VRFocus.

Hampleton Partners Says Manufacturing, Healthcare And Retail Are At The Forefront Of Immersive Technologies

Hampleton Partners, the international technology M&A advisory has said in its latest review into global market technology trends that manufacturing, healthcare and retail are at the forefront of integrating augmented reality (AR), virtual reality (VR) and mixed reality (MR) into the workplace. This is being done to help overcome some of the most complex challenges within the sectors, leveraging the technology to find creative and practical solutions, to help maintain business performance and workplace efficiency.

Hampleton Partners

The report, The Hampleton Partners M&A Market Report on AR/VR, details how the global market size of the VR sector is estimated to reach $17.8 billion (USD) in 2022, up from a base of $2 billion in 2016. The AR sector is also projected to growth with impressive value, reaching $161 billion in 20220 up from $4 billion in 2016. These two pieces of data show that not only is the market growing to embrace the technology more then ever, but it is forecast to continue doing so at a rapid and profitable rate.

“The new reality for many businesses will involve augmented, virtual and mixed reality technologies to increase efficiency and improve customer service and employee engagement.” Said Heiko Garrelfs, sector principal, Hampleton Partners.

According to the report, AR and VR application within the healthcare sector is the leader for 2018, with wide adoption of the technologies throughout the sector. From genetic research and emergency room management to virtual nurses and drug discovery, patient experience is being improved across the board with the cost of care lowering as technology helps push the sector to new heights.

Hampleton Partners

“With AR and VR’s technical roots in the gaming industry, it’s transfer to the entertainment industry was always the next likely step, but what we’re finding exciting and what we believe will fuel the major growth in this sector is its take-up by in industry and manufacturing processes.” Garrelfs continues: “Progress is slower than the optimists had hoped, yet it seems to be stronger and more sustainable than the pessimists predicted. The reality is that many businesses now need to have a full AR/VR strategy to ensure they are not left behind.”

Manufacturing and retail are other key areas that adoption and business of AR and VR solutions are growing. Companies like Amazon are pursuing AR technology to fuel a new focus on auto parts, with a number of other AR technology being used in their iOS and Android apps to allow customers to project furniture and electronics into their home. Even Walmart are on-board with the technology with the recent release of their VR apartment.

The Hampleton Partners M&A Market Report on AR/VR is available now from their website and for more updates in the future, keep reading VRFocus.

NUS Medicine Using Virtual Reality To Replace The Need For Cadaver

With all the advancements in virtual reality (VR) it is no surprise that the National University of Singapore’s Yong Loo Lin School of Medicine (NUS Medicine) is using the technology to further their educational training.

NUS Medicine

Since last September NUS Medicine has been fine-tuning a system called Virtual Interactive Human Anatomy (VIHA) which allows students a chance to explore the anatomy of the human body by freely manipulating and looking inside different parts and structures using the motion controls of their selected VR headset. The system was showcased at NUS Medicine on May 31st, offering more a chance to see it in action.

The VHIA offers real-life situations, such as rigorous exercise’s effects on leg muscles, and how a hip fracture may affect blood flow in certain arteries. All of these are viewable within virtual space offering questions and animations that will test a students knowledge on how the different cases and the best way to treat each one.

The driving force behind the system was Associate Professor Suresh Pillai, director of the Centre for Healthcare Simulation at NUS Medicine, who noted the deficiencies in anatomy knowledge and a lack of appreciation for how different body structures work foamed the foundation for the development of the system. This was also supported by the limited number of cadavers available for anatomy teaching making the need for a replacement system more valuable.

NUS Medicine

Replacement the current method of teaching via cadaver’s, the VR solution will allow for students to spend more time in a one-on-one environment which will ensure more effective learning. Currently NUS Medicine only have a limited number of cadavers with students usually only getting around two hours a week with one for teaching, often in groups of 10 to 15 per cadaver.

All of these factor resulted in NUS Medicine to use the home-grown talent and resources from the NUS Smart Systems Institute to develop the VR system which would meet their teaching needs and offering more students a chance to learn in an immersive way. The hope for the future is to improve the VR system by incorporating more real-life scenarios and features which will be of benefit to students. Associate Professor Suresh Pillai hopes to make the simulation foam up to 20 percent of the curriculum for medical students, up from around 15 percent that it currently stands.

For more on NUS Medicine in the future, keep reading VRFocus.

PeerWell Brings Augmented Reality Fall Prevention Feature To Mobile Devices

San Francisco-based PeerWell has added an augmented reality (AR) feature to its app platform which will help post-surgical patients manage their recovery.

PeerWell Company Logo

The feature allows users to take advantage of their mobile devices camera to scan and analyze their home environment and be provided with suggestions on how to minimize the risk of falls. The app, called PeerWell’s Trip and Fall Hazard Detector, is another step forward in ensuring that post-surgical patients are able to become more aware of their road to recovery.

“Falling is a top driver of injuries in older adults, and of special concern after a surgical procedure like a hip or knee replacement,” Dr. Michael Mont, orthopedic surgeon, said in a statement. “Right now, we do not have any tools to help patients identify and remove trip and fall hazards in their homes besides costly home visits or confusing brochures. PeerWell’s interactive AR extension in a sense extends physicians’ reach to help patients properly set up their home and ensure the safety in recovery.”

PeerWell AR

The app will point out hazards like cords, potentially loose rugs, and uneven floors in realtime as the user points the devices camera around the space. After the tour of the space has finished the app will deliver an itemized list of hazards, with images, for the user to review. This could even be used to review post-surgical plans with a doctor beforehand to discuss what adjustments might be needed to accommodate their recovery and for record keeping.

“Until now, augmented reality has mostly been used in gaming,” Manish Shah, CEO of PeerWell, said in a statement. “We’ve combined it with real-time image recognition powered by our AI to bring this life-saving tool to patients. This technology continues to put us years ahead of the industry. Most image recognition systems are trained using publicly available data sets. Here, there is no data set like this, so even the foundational data is proprietary.”

PeerWell offer two apps, which are designed to help patients with the long road that is surgery. PreHab helps patients prepare for their surgery while ReHab is designed to help with the recovery after the surgery. Now with the addition of the Trip and Fall Hazard Detector, PeerWell has a complete and comprehensive set of apps that will assist users with their road to recovery along with taking advantage of AR technology.

VRFocus will be sure to bring you all the latest on PeerWell in the future, so stay tuned for more.

SAE Students Are Using VR To Help Treat Anxiety and Depression

SAE Creative Media Institute has announced it is teaming up with Australian-based virtual reality (VR) company, Liminal VR to develop applications that help to treat mental health.

SAE_Creative_Media_Institute_LogoThe collaboration will see 12 SAE Institute students studying videogame development in Sydney to play a lead role in developing technologies that offer tangible health benefits to people of all ages. VR is already being used for a number of medical applications but the aim here is to target mental health, such as anxiety and depression, and provide solutions to help treat them.

Liminal VR was co-founded by CEO Damian Moratti in 2015 on the the idea that VR technology could play a significant role in improving emotional and cognitive states. SAE Institute partnered with the company in 2017 as an education partner to help support this goal and, in turn, lead to this new venture today.

SAE Students 01

“It’s our hope that this technology can ultimately be integrated into everyday health management routines,” Moratti said. “We have been impressed by the preliminary prototypes produced by the students. They have really understood the brief and I have every confidence in the students’ ability to produce high quality content aligned to our vision.”

The venture between SAE Creative Media Institute and Liminal VR is planned to continue as they aim to expand the project to improve focus and cognitive function. By allowing students to explore the application of VR across diverse industries, and to see the possibilities for application are near limitless, they are becoming inspired to break boundaries and create new content.

General Manager of SAE Australia, Lee Aitken, said the partnership reflected SAE’s commitment to provide all of its creative media students with real-world learning opportunities: “By working with companies such as Liminal VR, our students can develop their technical skills, enhance soft skills such as teamwork and learn directly from industry professionals. The ultimate aim is to enhance their employability skills and help students carve successful careers.”

As part of the venture, examples of student work will be on display on 19th April at SAE Sydney in Chippendale to inspire aspiring videogame developers, filmmakers, audio engineers, animators, designers and other creatives. More information on the display can be found at the SAE website.

VRFocus will be sure to bring you all the latest on this partnership in the future, so keeping read for more.

Common Sense Report Highlights Potential Impact VR Has On Children’s Development

Common Sense, a leading nonprofit organization dedicated to helping kids thrive in a world of media and technology, have released a new report that looks into the potential impact of virtual reality (VR) on kids’ development.

Virtual Reality 101 Infographic 01

The new report, made in collaboration with SurveyMonkey, looked into what concerns and opinions parents have on VR in regards to it being used for child development. Looking into the impact that VR can have on cognitive, social, and physical well-being, including VR’s ability to shape the perspectives of young minds. As VR technology continues to develop at a rapid rate and become more widely adopted, Common Sense set out to understand the effects of children’s use of immersive technology on their still-developing brains alongside parental attitudes and concerns.

Titled ‘Virtual Reality 101: What You Need to Know About Kids and VR’, the report explores a number of different areas that might be of concern to parents and developing children. Leading experts also took part in the report and are found to be advocates of moderation, supervision, and additional research as VR becomes increasingly prevalent in entertainment, education, and health care. The report also highlighted a number of positive opportunities for parents and educators to be aware of with VR technology. This includes children beginning to develop the ability to understand the perspectives of others.

Virtual Reality 101 Infographic 02

“VR is an exciting new technology that is already showing promise in teaching children important life skills such as empathy and perspective,” said James P. Steyer, CEO and founder of Common Sense. “There is still a lot to learn about VR, and we have a responsibility to parents and educators to understand how it impacts child development so
they can minimize the potentially negative effects while maximizing the positives. As advocates and researchers, we have a unique opportunity to stay on top of this emerging technology and influence its development to help kids learn, achieve better health outcomes, and enhance their entertainment.”

The methodology that was used for the report by Common Sense and SurveyMonkey was an online poll that was conducted between December 21st to 31st, 2017 among a national sample of 12,148 adults. Of those, 3,613 were the parent of at least one child under 18, and 471 indicated that they have a child between 8 and 17 who use VR. From these, the report was generated and key findings include:

  • One in five U.S. parents today reports living in a household with VR, though many parents (65 percent) say they are not planning to buy a VR device.
  • VR is likely to have powerful effects on children because it can provoke a response to virtual experiences similar to a response to actual experiences.
  • Characters in VR may be especially influential on young children, even more so than characters on TV or computers. This can be good or bad depending on the influence.
  • Overall, 62 percent of parents believe that VR will provide educational experiences for their children, and that number is higher (84 percent) among parents whose children are already using VR.
  • Sixty percent of parents say they are at least “somewhat concerned” that their children will experience negative health effects while using VR.
  • Some parents report that kids are already experiencing health issues, including 13 percent who have bumped into something; eleven percent who have experienced dizziness; ten percent who have had headaches; and
    eight percent who have had eyestrain.
  • VR can potentially be an effective tool for encouraging empathy among children for people who are different from them, although parents are skeptical: Thirty-eight percent of all parents think VR will help children empathize with different people. This number increases to 56 percent for parents of VR-using 8- to 17-year olds.

Jeremy Bailenson, the head of Stanford University’s Virtual Human Interaction Lab, added: “While VR research is limited, parental concerns about safety are legitimate, and there are some simple things they can do now to help protect their kids, from physical protections, like setting time limits and creating a safe space for kids to sit down and experience VR, to being aware of content and talking to kids about what they are experiencing, including the difference between real and virtual characters.”

The full report ‘Virtual Reality 101: What You Need to Know About Kids and VR’ is available to read online in detail. As VR technology continues to become more common in day-to-day life, we will be sure to see more reports like this one in due course. The continued study and review of the potential impact that VR has on children is an on going concern for many and further study will be required to find find all the possible impacts.

For more on immersive media in the future, keep reading VRFocus.

BemoVR Aims to Help With Self-Improvement

Estonian startup has created a new virtual reality (VR) platform that it hopes will aid in changing the lives of millions of people for the better.

BemoVR provides the user with access to experiences in full 360-degree video that will aid them in improving themselves in a number of soft skills. These soft skills including things such as confidence boosting, relaxation techniques, critical thinking and even conflict resolution. The content available on BemoVR is designed to help a user improve one or more of these soft skills via motivation, relaxation or even spiritual, educational content. These sessions could be delivered in the form of a yoga class, for example.

BemoVR logo

The product has been developed by Estonian Entrepreneur Jörgen Laumets, who said he came up with the idea after looking for a more motivating and rewarding way to become more well-educated and healthy. By using Blockchain technology for content distribution and author security, BemoVR started to become a reality. With VR continuing to becoming a more accessible platform and already being used for a number of medical applications. It made sense for Jörgen Laumets to bring the idea to VR and help to educate and motivate himself and others with soft skill lessons.

“We are looking to fill the gap between larger scale VR usability and the lack of content, which we feel like can be filled with real-life VR footage that is relatively less expensive compared to the high-cost animated and digitally created environmentContent on the BemoVR can be purchased and sold in a marketplace as a subscription and on-demand service, similar to Netflix, but developed for 360-degree content on mobile devices, and with the intent of offering people self-improvement realities.” says Jörgen Laumets, commenting on the create of BemoVR.

BemoVR are currently opening the doors to any interested investors or investments that want to join they already existing group of investors. The platform is still in development and is planned to be released later this year will a mobile release hinted at as being ‘soon’.

VRFocus will be sure to bring you all the latest on BemoVR in the future so make sure to keep reading.

Stroke Rehabilitation VR Game Debuts At SXSW

AppAttic have shown off Magic Moovr, a new virtual reality (VR) rehabilitation game that aims to turn patients into players.

MagicMoovr Logo

AppAttic have designed an immersive VR experience that is designed to offer rehabilitation for those affected by strokes by taking advantage of neurological physiotherapists and Pico Neo 6DoF mobile head-mounted display (HMD) along with two motions controllers and Leap Motion 180-degrees hand tracking. By taking expertise from neurological physiotherapist along with their history in creating videogame styled products, AppAttic have taking the latest in technology and applying it to adapting to a users physical ability.

Debuting at South by Southwest (SXSW), Magic Moovr is a movement-based mobile VR product that has be developed in partnerships with patients, clinicians and patients. A user is able to play through all stages of the patient’s rehabilitation journey at the same time as being able to enjoy the experience with friends, family and carers in a social environment.

Pico Neo

AppAttic CEO, Carley Morrow, commented on Magic Moovr by saying: “Our ultimate vision is to empower patients and their loved ones by turning them into players and participants. Magic Moovr takes them out of reality and into a virtual world where they can see different, play different and be different.”

Magic Moovr has been designed for the new Pico Neo standalone VR HMD which offers an all-in-one experience. As Magic Moovr is versatile and can be leverage to offer controller-less interactive but is being demonstrated at SXSW with the use of the upcoming Leap Motion 180-degree embeddable VR and augmented reality (AR) module. AppAttic are using it to showcase the power and simplicity of hands in VR that empowered stroke rehabilitation.

AppAttic CTO, Rachel Gawley, commented: “We’re leveraging emerging six degrees of freedom (6DoF) mobile VR headsets and advanced hand tracking to create a fully immersive, wireless and controller-less experience. These near-future technologies are in advanced stages of development and are expected to become ubiquitous personal entertainment and productivity devices in the coming
years.”

The demonstration of Magic Moovr at SXSW by AppAttic is the first public display of the solution and is one of ten companies that were selected by the UK Department of Trade and as a showcase company for Immersed In Northern Ireland.

VRFocus will be sure to bring you all the latest on Magic Moovr and AppAttic in the future, so make sure to stay tuned.

Kortex Expands List Of Compatible Titles

Kortex, the device used in partnership with virtual reality (VR) experiences has announced a number of new titles and expereines that are compatible, offering users more options for immersive stress relief.

Kortex Promo 01

The device uses electrodes which attach to the skin to provide gentle neurostimulation, which in some studies has been shown to stimulate the production of serotonin and lower cortisol. After a large number of beta testers gave feedback on how positive the combination of Kortex and Land’s End: A VR Adventure was, the company have now expanded the umber of titles that will be ideal for use within Kortex. The list is a taste of suggestions put forward by VR World Director of Content, Tommy Goodkin which is based on his six weeks of using Kortex.

For Samsung Gear VR users there are now two additional titles that will work with Kortex. This includes the 2017 Emmy winner title Invasion! from the director of Madagascar, featuring the voice of Ethan Hawke. The second title being Asteroids! which is once again from the director of Madagascar and will take users on an 11-minute immersive cinematic experience through space as part of the crew. Both of these are available via the Oculus Store and are free to download.

KORTEX

For Oculus Rift and HTC Vive users there are even more titles which are now able to be enjoyed along with KortexThe Climb (Oculus exclusive) will see users climbing up huge heights, feeling the exhilaration of extreme free solo climbing like never before. Take your time and enjoy the views or complete for the fastest time to the top, the choice is up to you. Just make sure you are not afraid of heights.

Google Earth VR is also now supported, allowing users to take a stroll through the streets of their local town or famous cities, soar over the Grand Canyon, or walk around key landmarks such as the Eiffel Tower.

If the ocean is more your thing than TheBlu is for you. Explore the wonder and majesty of the ocean from the comfort of your own home. Visit a range of different habitats and come face to face with some of the most interesting and largest species on the planet. Fantastic Contraption will let users engage in a surreal building title as they build life-sized contraptions that fill the skies, and use them to sure puzzles on the other side of a floating island. No solution is right or wrong, so let your creativity run wild.

Real-time strategy (RTS) title Tethered awaits for users t o lend their guiding hands in a beautiful series of islands that will offer an experience unlike anything a user has seen before. Lastly, Dear Angelica (Oculus exclusive) is a journey through a magical and dreamlike world by the Emmy Award winning Oculus Story Studio. Featuring artwork painted entirely in VR, Dear Angelica is an immersive short story starring Geena Davis and Mae Whitman.

Kortex are continuing their work to develop the neurostimulation solution further and expand the library of suitable content as well. It is currently available to order direct from their website and is compatible with most VR units.

For more on Kortex in the future, keep reading VRFocus.