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.

UK VR Hydrotherapy Centre Seeks Crowdfunding Support to Continue Special Needs Care

VR Therapies

The pandemic has been a boon for some areas of the XR industry and disastrous for others. Whilst there’s increased interest in virtual reality (VR), especially where remote collaboration is concerned, location-based entertainment (LBE) venues and other in-person locations have had no choice but to shutter. Some have been able to bounce back, others haven’t been so lucky. VR Therapies falls into the latter bracket, a multisensory VR centre for children with special needs and adults with disabilities that’s currently running a crowdfunding campaign to stay open.

VR Therapies

Based in Northampton, UK, VR Therapies is the brainchild of ex-learning disabilities nurse Rebecca Gill who founded the innovative enterprise back in 2018. Built to provide a range of therapies such as taking those too poorly to walk swimming with dolphins, allowing people with dementia to wander down memory lane, alleviating anxiety or simply enabling someone to head to a bucket list location somewhere in the world; all that work in now in jeopardy.

VR Therapies features a lot of specialist equipment designed in-house so that its VR experiences are fully accessible and inclusive to those that need them.

Explaining the scale of the problem on the Crowdfunder website, Gill says: “After securing financing, premises, equipment and renovating the centre we were locked down! Staff couldn’t work and we couldn’t open. With no income, bills and debts started to pile up. From the landlord to suppliers, utilities and providers, banks and funders, they all wanted payment. Nearly 2 years of bills and debt built up while we were locked down.

“We weren’t eligible for government support as we hadn’t even opened yet and banks refused to give us a loan as we couldn’t yet demonstrate “profitability”. Now we have no money left to open. We will no longer be able to help people with VR therapy and very soon we’ll be forced to go bankrupt.”

VR Therapies

Those that are interested in supporting VR Therapies can donate any amount they like but there are special reward tiers on the Crowdfunder website. These start from £15 GBP, entering you into a raffle to win a 25% discount off any therapy session. Increase that to £20 and you could enter a competition to win an Oculus Quest 2! Or for those feeling generous who want to see it all, the £250 tier gives you two hours of unlimited use of the entire centre, great for a VR party.

This does all hinge on VR Therapies raising the required £15,000 to stay open, of which it has managed to raise just over £4k so far.

While VR hydrotherapy is very unique, there have been numerous use cases of VR used for mental and physical therapies. Oxford VR raised millions towards developing immersive therapies, while Rendever has built a platform around helping seniors overcome social isolation.

Hopefully, VR Therapies’ fundraiser will meet with success. For continued updates on the latest XR healthcare developments, 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.

VR Therapy Specialist Oxford VR Secures $12.5 Million Investment for US Expansion

When it comes to virtual reality (VR) applications some of the most interesting work is being conducted in the healthcare field. Oxford VR is a company developing immersive therapy for a range of conditions and to help in this process has recently announced the completion of a new investment round totalling $12.5 million USD. 

Oxford VR
Pictured Barnaby Perks, Founding CEO, Oxford VR and Ash Patel, Principal, Optum Ventures. Image credit: Oxford VR

The Series A funding round was led by Optum Ventures and supported by Luminous Ventures with existing investors such as Oxford Sciences Innovation, Oxford University Innovation and GT Healthcare Capital Partners also participating. Oxford VR will use the funds to accelerate US expansion of its scalable automated VR therapy solutions for behavioural health issues. Additionally, Oxford VR will continue expanding work into conditions such as anxiety, depression and post-traumatic stress disorder.

“We are tremendously excited to close this investment round and to be working with Optum Ventures to drive our next level of growth. We would not be at this exciting tipping point without the collective efforts of the team at OVR, in particular Katie Bedborough, our CFO & COO,” said Oxford VR CEO Barnaby Perks in a statement. “Together with Optum Ventures and Luminous Ventures, and with the continued support from our existing investors, we can expand our clinical leadership footprint and accelerate our pipeline of automated VR therapy treatments.”

Figures from Mental Health America 2020 indicate over 26 million Americans with a behavioural health issue go untreated, so solutions like Oxford VR’s could have a significant impact. The company has already conducted its first clinical trial for fear of heights, which was published in The Lancet Psychiatry, is working with the NHS-funded gameChange project in the UK and partnered with AXA Hong Kong and The Chinese University of Hong Kong (CUHK) on several clinically-validated trials.

Oxford VR screenshot“Oxford VR has taken a technology-led approach to create evidence-based solutions that will make treatment more accessible to patients who need it,” said Ash Patel, Principal at Optum Ventures, who is joining the Oxford VR Board of Directors. “We believe Oxford VR’s solutions will benefit those who need access to high quality, effective cognitive behavioural therapy.”

As Oxford VR continues to expand its behavioural health solutions as well as the industry as a whole, VRFocus will keep you updated.

Oxford VR Picks up $12.5M in Funding for Its VR-based Therapy Platform

Virtual reality therapy startup Oxford VR today announced its secured $12.5 million in Series A financing to further its research and development into VR-based therapy programs.

The latest funding round was led by Optum Ventures and supported by Luminous Ventures. Existing investors include Oxford Sciences Innovation, Oxford University Innovation, and GT Healthcare Capital Partners.

The company says in a press release that the fresh capital will allow it to accelerate expansion into the U.S. and continue R&D into treating conditions such as anxiety, depression, and post-traumatic stress disorder (PTSD).

Founded in 2017 by Oxford Professor Daniel Freeman and biomedical engineer Barnaby Perks, Oxford VR is building what it calls “automated VR therapy,” which provides psychological treatments to patients as an adjunct to traditional therapy.

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The company says its platform is intended to “transform behavioral health care by helping overloaded providers expand access and standardize clinical excellence, ensuring adherence to treatment protocols.”

For Oxford VR’s first clinical trial, the company tested a program that exposed patients with a fear of heights to a virtual suspended walkway. The results were published in The Lancet Psychiatry; the company says the results achieved were “significantly better than expected, with the best psychological intervention delivered face-to-face by a therapist.”

The company is already delivering its automated VR therapy in real-world settings via the UK’s National Health Service (NHS). Additionally, Oxford VR is participating in trials including the NHS-funded gameChange project, a large-scale trial to use VR therapy to treat patients with behavioral health conditions.

Oxford VR has also partnered with AXA Hong Kong and The Chinese University of Hong Kong (CUHK) in a pilot program to test VR’s potential to support better mental health outcomes.

In the US, the company has also established a partnership with the Colorado-based National Mental Health Innovation Center (NMHIC) where it is running multiple pilots using VR therapy treatments.

Along with the investment, Ash Patel, Principal at Optum Ventures is joining the Oxford VR Board of Directors.

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How Starlight Is Using VR To Replace Pain Medication For Seriously Ill Children

starlight xperience children hospital vr health care pain management

Starlight is a well-known charity organization with the mission to create “moments of joy and comfort for hospitalized kids and their families” through a variety of initiatives. Initiatives include issuing gowns that let kids dress up as whatever they want to feel powerful, fun centers with things like video games, and Starlight Sites to transform hospitals into fun play zones. The most recent program, Starlight Xperience, is all about bringing the magic of virtual reality to the hospital.

In partnership with Google and Lenovo, Starlight delivers a Starlight Xperience kit to participating hospitals. The VR headset is a custom Lenovo Mirage Solo headset pre-loaded with over 20 VR experiences and customized for hospital use. The kit also includes headset-mounted headphones, charging cables, and a branded carrying case. Inside the headset the software has all been modified as well so instead of being in the Daydream UI you’re actually inside of a Starlight-branded portal with strict access to only the pre-approved age-appropriate content.

The Starlight Xperience

“Starlight is a 35-year old charity with a mission to make the hospital experience for seriously ill kids and family as positive, fun, and comfortable as possible,” said Chris Helfrich, CEO of Starlight in an interview with UploadVR. “We see children getting immersed in VR during painful medical procedures and the immersive distraction therapy lessens the need for heavy painkillers and anesthesia. VR can even take the place of pain killers in some cases.”

This isn’t the first time we’ve heard about this sort of usage for VR. I know some people personally that have worn VR headsets at the dentist to distract themselves and there are even documented cases of people using it during child birth. Not to mention use cases for VR to help combat racism, mental health treatment, physical therapy, treating a fear of flying, across the spectrum of health care, and even Oculus’ own “VR For Good” initiative.

Distraction therapy is a well-studied and well-documented form of therapy. The tricky thing is finding the right balance of stimuli. If something is purely passive, such as watching a video, it may not be enough. But if it’s too intensive and challenging, children give up or get frustrated, which exacerbates pain during a procedure.

The Magic of VR

“Our partners at Stanford developed very basic games that let administrators click a button to make it more challenging on the fly,” says Helfrich. “That lets them administer more of a cognitive load, forcing them to focus extra hard when the need is higher, so they’re fully distracted during the most painful points.”

“Whether they want to go snorkeling in the ocean or on a trip to the top of Mt. Everest, we accommodate as many interests as possible,” says Helfrich.

The types of experiences on offer vary as well, but they’ve partnered with Disney for some apps, such as the Droid Repair Bay, to deliver familiar characters in an interactive space.

“Just because you’re in the hospital doesn’t mean you shouldn’t be able to experience the wonder and magic of child life,” says Helfrich.

If you work for a hospital that’s interested in Starlight and the Starlight Xperience VR program, you can learn more at the official website and request your kit right here.

Let us know what you think of the program down in the comments below!

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Pixvana and Limbix Aim to Combat Adolescent Depression Using VR

Pixvana is best known for its cloud-based virtual reality (VR) platform Spin Studio. Recently, the company announced a partnership with VR healthcare firm Limbix to create interactive immersive therapy for adolescent depression and anxiety.

Pixvana - VR Therapy

Through a collaboration between Pixvana, Limbix, Stony Brook, UT Austin, and Harvard researchers, they’re developing experiences that depict various situations that could lead to depression in adolescents. This, in turn, teaches teens how their brain functions and how thoughts and feelings develop, which will enable them to learn about controlling them as well as changing them for the better.

“The purpose of the project is not only to bring insight into depression – and let kids know they aren’t alone in their struggles – but also to teach kids how to process, confront and work through their feelings and challenges,” said Elise Ogle, Program Manager at Limbix in a statement. “Pixvana served as the perfect production partner, allowing us to focus on the lesson plan and research integration, while they ensured high-quality video and provided expert consultation.”

The VR project was filmed at Youngstown Arts and Cultural Center using a Google Jump camera, with each scene attempting to depict situations in a gender and age appropriate context so they can be shown in school classrooms. They will also be used by the professional therapist community.

Pixvana - VR Therapy scene

“The use of virtual reality as a medium can quickly put adolescents in familiar classroom settings, or immerse them in real-life scenarios, engaging them in a very meaningful, safe and lasting way,” said Rachel Lanham, Chief Operating Officer at Pixvana. “It’s an immersive and stimulating learning experience, and highly effective at communicating important messages and coping strategies. We hope this project can make a difference among teens by using technology to help break down stigmas that may exist about depression.”

VRFocus will continue its coverage relating to the latest VR therapy’s, reporting back with more announcements.

VR-based Vision Therapy ‘Vivid Vision’ Expands into Europe with CE Mark, Asia Next

VR-based vision therapy company Vivid Vision announced today that it has secured the EU’s regulatory CE Mark, which certifies that the product conforms to the region’s relevant health, safety, and environmental protection standards. Following the certification, the company is expanding its offering into Europe, with Asia next on the roadmap.

Vivid Vision employs VR headsets and gamified vision therapy software to treat binocular
vision disorders such as amblyopia, strabismus, and convergence insufficiency. The treatment, which last year saw positive results in a peer-reviewed study, is an alternative to treatments like eye patches and eye drops. The company asserts that their VR approach to these disorders leads to greater rates of success because of the treatment’s high levels of patient engagement.

Vivid Vision announced today that it’s working with medical imaging distribution company VISUS, based in Stuttgart, Germany, as a European distributor of their VR-based vision therapy solution.

The Vivid Vision software isn’t something you can download yourself; it’s a tool for optometrists who can decide if the therapy is right for patients. The company says 116 providers are presently offering the treatment, and actively maintains a list of providers on their website.

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While initially the treatment was only offered during office visits, back in October the company introduced the Vivid Vision Home suite, which allows doctors to send patients home with a headset to complete the therapy on their own time, between checkups.

In addition to bringing their VR-based vision therapy to Europe, Vivid Vision says they’ve opened their first office in Tokyo, and plan to expand their solution into Asia throughout 2018.

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TRIPP Raises $4 Million to Develop ‘Mood Altering’ VR Experiences

Los Angeles-based VR software development company TRIPP has announced a $4 million Series A round investment lead by venture capital firm Mayfield. TRIPP describe themselves as “mood architects”, aiming to create VR software that improves mindfulness.

Many types of VR experiences already function as powerful forms of escapism, but TRIPP believes their approach to creating ‘mindfulness’ VR software can deliver a more-focused brain stimulation that could improve a person’s well being and mental health. According to their website, the team will apply their decades of game development experience combined with “emerging mindfulness research” in VR experiences that affect the user “in deeply positive, and highly targeted ways that take you well beyond ‘fun’.”

In the press release provided to Road to VR, CEO and co-founder Nanea Reeves describes how TRIPP’s approach avoids typical guided meditation techniques, instead going for a deeply immersive experience that happens all around the user.

“We are combining multiple elements to create a completely immersive, supercharged experience that is crafted to put users in a different headspace,” writes Reeves. “Using visuals, sounds and targeted interactivity to first create a state of calm, we then take you on a journey that can stimulate a number of different feelings and moods – enabling users to take a step back from their busy lives and enjoy a sensory experience unlike any other.”

image courtesy TRIPP

Reeves believes there are limited examples of their ‘stimulation over simulation’ philosophy in the VR marketplace today. “Despite the amount of time spent innovating in VR, the applications built for it have mostly attempted to recreate this reality or more immersive 360 versions of content originally created for another medium,” she says. “Taking a TRIPP will not be like anything that exists in the real world.”

Speaking to Dave Westin on the Mobile Growth Podcast in May, Reeves teased how their software aims to be exceedingly pleasurable – “the most fun ten minutes of your life that you’ve ever experienced, that’s our goal from a product standpoint” – and also explained how TRIPP first formed as a result of bringing her cousin and world-famous actor Keanu Reeves to Oculus headquarters for an early Crescent Bay demo.

No specific platforms or dates have been announced, but TRIPP is targeting VR hardware first, with an eye on bringing their software to ‘mixed reality’ in the future, saying they want TRIPP to feature “on every meaningful device that has deep immersion capabilities.”

Mayfield Fund partner Tim Chang joins as a TRIPP board member. Along with his experience in technology investment and engineering, Chang describes himself as a “body- and consciousness-hacking enthusiast” on his Mayfield bio.

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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.

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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.

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