University Of Waterloo To Have First VR Optometry Lab In Canada

The University of Waterloo‘s School of Optometry and Vision Science have announced a new virtual reality (VR) training lab, which will help Canada’s next generation of optometrists learn how to diagnose vision problems and eye diseases more quickly and accurately. This new lab will accelerate the development of essential clinical skills for optometrists by simulate a patient’s eye in an immersive and authentic manner.

University of Waterloo

At a total cost of $1.5 million (CAD) the lab has been funded by an $800,000 investment by national eye care provider FYidoctors, and will be the first of its kind in Canada. The FYidoctors Simulation Lab will ensure the school at the University of Waterloo remains at the forefront in optometrist education in North America. The VR experience provides students with an opportunity to use the technology to practice on many cases that range from wellness through to diseases such as macular degeneration and diabetes, in a safe and controlled environment.

“With the simulators, optometry students will now take the time they need to practice and master skills as they progress through increasingly complex training modules,” said Stanley Woo, Director of the School of Optometry and Vision Science at Waterloo. “During valuable lab time, the foundational skills will be better established enabling our faculty to take the students more efficiently from good to great.”

FYidoctors Simulation Lab

The simulation equipment will supplement real-life training, which is limited. It will also provide hundreds of real patient cases to practice binocular indirect ophthalmoscopy (BIO), which will enable students to recognize, identify and diagnose eye and systemic disease with more speed and confidants.

“When we formed FYidoctors 10 years ago, we created it with a vision to enhance the lives of people, in our communities, and across the world. Investing in students, and in their clinical education, will ultimately enhance patient care in the communities in which we serve, and keep Canada at the forefront of optometry and vision science,” said Dr. Al Ulsifer, CEO and Chairman of FYidoctors and Waterloo alumnus. “Simulation technology is the future of healthcare learning and is directly aligned with FYidoctors spirit of harnessing innovation to help our patients lead more fulfilling lives.”

This follows the recent news that researchers at the University of Waterloo had developed a system that would allow them to predict motion sickness and counteract the effects of it for VR users.

For more on the work of the University of Waterloo in the future, along with all things VR, keep reading VRFocus.

Researchers At The University Of Waterloo Can Now Predict Motion Sickness

In the last month there has been a lot of discussion within the virtual reality (VR) industry around ways to combat the effects of motion sickness for users. Sony put through a patent recently that looks to see technology come to their headset to help reduce the impact of motion sickness. Fraunhofer also has a new headset in development that leverages new lens technology to help users overcome sickness and headaches. Now, researchers at the University of Waterloo have revealed that they have made progress towards predicting who is likely to feel sick from using VR technology.

University of Waterloo

In a recent study, the researchers at the University of Waterloo found that they could predict whether an individual will experience cybersickness (motion sickness caused by using VR) by measuring how long they sway in response to a moving visual feild. The researchers believe that this knowledge will help them to develop counteractions to cybersickness which could allow suffers to enjoy VR experiences even more.

The effects of cybersickness usually involve nausea and discomfort that can last for a few hours after experiencing a VR title. As the use of VR technology becomes more popular and used in more areas such as gaming, training and clinical rehabilitation, ensuring more people can comfortably use the technology is key to it’s growth.

“Despite decreased costs and significant benefits offered by VR, a large number of users are unable to use the technology for more than a brief period because it can make them feel sick,” Explains Séamas Weech, a postdoctoral research fellow at the Department of Kinesiology and lead author of the paper. “Our results show that this is partly due to differences in how individuals use vision to control their balance. By refining our predictive model, we will be able to rapidly assess an individual’s tolerance for virtual reality and tailor their experience accordingly.”

Oculus Rift

The researchers collected several sensorimotor measures, such as balance control and self-motion sensitive, from 30 healthy participants aged 18-30 in order to carry out the test. The team exposed the participants to VR with the aim of predicting the severity of motion sickness within each one. Using a regression model, they significantly predicted how much cybersickness each participant experienced after being exposed to a zero-gravity simulation within VR.

“Knowing who might suffer from cybersickness, and why, allows us to develop targeted interventions to help reduce, or even prevent, the onset of symptoms,” said Michael Barnett-Cowan, neuroscience professor in the Department of Kinesiology and senior author of the paper. “Considering this technology is in a growth phase with industries such as gaming, design, medicine and automotive starting to use it, understanding who is negatively impacted and how to help them is crucial.”

As more work is carried out to understand the cause, effect and treatment of motion sickness within VR, VRFocus will be sure to bring you all the latest.