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WHEN TO CHOOSE IMMERSIVE VR HEADSET
TECHNOLOGY
Brad Tanner, MD, ME
HealthImpact.Studio
Chapel Hill, NC
Montreal, Canada
July 10, 2019
Take Home Message
Headset-based, immersive virtual reality technology offers
an opportunity to engage and motivate:
 Youth
 Adolescents
 Emerging adults
 Adults
Virtual reality also impacts health-related understanding,
decision-making, skills, and behaviors.
Bradley Tanner, MD, ME
 Health Education
 Experience in Online Training and Behavior Change
Disclosure: Not selling a product. Selling a vision.
The Quest and Rift S
 Say goodbye to the Go
Games Build Healthy Behaviors Already
 Novel Experience/Narratives
 Quick Decision-Making
 Collaboration
 Focus on Improvement, Challenge, and Growth
 Team-Building
 Eye-Hand Coordination
 3D Visualization and Modeling
 Understanding Cause and Effect
Input Opportunity #1
 Value: Traditional Single Player Games
 Multi User Games
 Single Player VR
 Multi Player VR?
Gaming Adds Value
 Learner control and self-determination
 Self-expression and creativity and drives intrinsic motivation
 Role-playing in VR engages the participant in a cycle of practicing
change
 Immersion instills flow or a sense of timelessness and focuses on
the game at hand
Gaming Adds Value - Learner Control
 Choices
 Paced decision-making opportunities (quick, medium, slow)
 Feedback
 Levels of improvement
 Success/mastery demonstration
 Enable health-related impact
Gaming Adds Value – Self Expression
Self-expression and creativity create intrinsic motivation to address
unfamiliar topics:
 Skills
 Understanding
 Empowerment
 Confidence
 Lifestyle change and sustained effort during treatment
Gaming Adds Value - Engaging
Role-playing in VR engages the participant in a cycle of practicing
change by:
 Initial self-reflection
 Taking action
 Post-action reflection
 Conclusion/outcome
 Planning that promotes longer-term real-world behavioral change
Gaming Adds Value - Immersion
Immersion instills flow or a sense of timelessness and focuses on
the game at hand that:
 Optimizes cognitive load
 Matches skills to challenge
 Complements behavior change theories
Intentional small breaks in flow will allow an opportunity for
reflection.
HealthImpact.Studio
Goal: Create games that can impact health
Synergy between health problems and fun/interesting game
experience
Why Focus on Health
 Examples of VR Use in Healthcare
 Adapting Health to Video Game Format
Why Don’t People Do This?
 Physicians are not a terribly innovative lot
 Funding Agencies are even more cautious
Share your ideas!
Input Opportunity #2
 What is a unique ability of VR
VR and Disease Understanding
VR Brain Exploration
Start with basic anatomy
VR Brain Exploration
Explore Inside the Brain
Inside the Brain - Tech Challenges
 The brain is somewhere between tofu and yogurt. Made significant areas “solid”
colors to help define them.
 Dark areas “gray matter” - collections of cells with functions. Too many, we had to
pick and choose
 White axons – wire-like communication pathways for electrical impulses. Eliminated
to give space to move.
 It’s SOLID. Used a dissolve effect to see past/through structures to get a better
overall picture.
Explore Pathways
 Recall a pleasant
experience:
 Milkshake
 Puppies
 Etc.
Pleasure Pathway
 Dopamine is produced

 Eventually overflows
Nucleus Accumbens – Small, But Key
 Stimulates the Hippocampus
(Memory)
 Amygdala (Get Happy)
Sensation + Memory
Free-Form Exploration
 Go inside the brain
 Medically-accurate immersive mode
 Multi-poly model of 3D images from commercial company
 Photogrammetric scan, remeshed
 Zbrush to create “shells”
 Remeshed to add or subtract detail depending accuracy and
Rift vs Go
 Added content from fMRI scans, added additional parts of the
brain, and added pathways
See Hunger, Addiction, Pain in the Brain
 Can VR impact the choices young children make
 How?
Can we impact behavior?
Treatment – Skill Practice + Fun
 Medical students to decrease stress/burnout
 Environmental issues are key
 Smell we can’t do yet (just as well?)
 Sound
 Small spaces
 For this application, we wanted controlled realism for
“anticipatory guidance.”
VR BurntOut
 Where can VR take us?
Preparing for the Future
VR and Medicine/Health
 Controlling acute and chronic pain including cancer, burn, and
phantom limb pain
 Countering anxiety including phobias and PTSD with exposure,
relaxation, and mindfulness
 Rejecting cues in a virtual environment and impacting addiction
 Enhancing amputee rehabilitation and correcting misperceptions of
body image countered by virtual self-imaging
Digital Therapeutics
 Games and Interactive media to be used in treatment
 Goal:
 Brain Exploration could aid in addiction treatment
 Food Fight in diet and weight loss treatment
 BurntOut in stress
 Starting to see lots of examples - ADHD, PTSD
 Actively control the jelly fish
 Tie the immersion to biomarker (e.g. pulse or other measure)
 For burn patient, use a motif of putting out fire
 Support minimal activity since movement might hurt – control
with head movement
VR Pain Treatment Game
 In a virtual brain, manipulate loops to represent loops of
feedback
 Rebuild the damaged vehicle
 Make time go backwards
 Introduce triggering sound and manipulate the sound
 Multi-user functionality for support
 Aid a virtual person in a similar situation
VR PTSD Treatment Game
VR - Cancer Treatment
Chirico A et al. Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment. -
PubMed - NCBI
 Tie to recent blood-work – e.g., cortisol level
 Use to counter noisy environment
 Introduce predictability by mirroring the steps of treatment in the
game
VR Cancer/Inpatient Treatment Game
VR For Pain
 Li Lan, Yu Fei, Shi Dongquan, et al. Application of virtual reality technology in clinical medicine. Am J Transl Res. September 15,
2017;9(9):3867-3880.
 Koo Kyo-in, Park Dae Kwon, Youm Yoon Seok, Cho Sung Do, Hwang Chang Ho. Enhanced Reality Showing Long-Lasting Analgesia after Total
Knee Arthroplasty: Prospective, Randomized Clinical Trial. Sci Rep. February 5, 2018;8. doi:10.1038/s41598-018-20260-0.
NIH is actually asking for grants to use VR to address pain!
VR - Anxiety
 Riva Giuseppe, Baños Rosa M,
Botella Cristina, Mantovani
Fabrizia, Gaggioli Andrea.
Transforming Experience: The
Potential of Augmented Reality
and Virtual Reality for
Enhancing Personal and
Clinical Change. Front
Psychiatry. September 30,
2016;7.
doi:10.3389/fpsyt.2016.00164
 Maples-Keller Jessica L,
Bunnell Brian E, Kim Sae-Jin,
Rothbaum Barbara O. The Use
of Virtual Reality Technology in
the Treatment of Anxiety and
Other Psychiatric Disorders.
Harv Rev Psychiatry. June
2017;25(3):103-113.
 Malbos E. , et al. Virtual reality
in the treatment of mental
disorders
 Practice situations in virtual environment
 Tie to pulse to provide immersion and flow linked to
biofeedback
 Introduce sensory object in VR (soft fur)
VR Social Anxiety Treatment Game
 Minecraft
 Build the environment you are afraid of
 Build the challenge that you have
 For example build the bridge across the buildings to make it
wide enough to challenge, but not so wide it is too scary
 Build additional bridges
VR Height Fear Treatment Game
VR and Medical Training
Mixed Results
 Confidence increases – for
1st/2nd years
 Didactic knowledge increases
 Procedure knowledge-
sometimes
Stanford GIBLIB videos, VR, Oculus based
Chon et al 2019 https://games.jmir.org/2019/1/e13028/ https://games.jmir.org/2019/1/e13028/
https://games.jmir.org/2019/1/e13028/
*Device training works well. Haptic tech advances– may make a real
difference
HealthImpact.Studio
Games for Health Impact

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When to Choose Immersive VR Headset Technology

  • 1. WHEN TO CHOOSE IMMERSIVE VR HEADSET TECHNOLOGY Brad Tanner, MD, ME HealthImpact.Studio Chapel Hill, NC Montreal, Canada July 10, 2019
  • 2.
  • 3. Take Home Message Headset-based, immersive virtual reality technology offers an opportunity to engage and motivate:  Youth  Adolescents  Emerging adults  Adults Virtual reality also impacts health-related understanding, decision-making, skills, and behaviors.
  • 4. Bradley Tanner, MD, ME  Health Education  Experience in Online Training and Behavior Change Disclosure: Not selling a product. Selling a vision.
  • 5. The Quest and Rift S  Say goodbye to the Go
  • 6. Games Build Healthy Behaviors Already  Novel Experience/Narratives  Quick Decision-Making  Collaboration  Focus on Improvement, Challenge, and Growth  Team-Building  Eye-Hand Coordination  3D Visualization and Modeling  Understanding Cause and Effect
  • 7. Input Opportunity #1  Value: Traditional Single Player Games  Multi User Games  Single Player VR  Multi Player VR?
  • 8. Gaming Adds Value  Learner control and self-determination  Self-expression and creativity and drives intrinsic motivation  Role-playing in VR engages the participant in a cycle of practicing change  Immersion instills flow or a sense of timelessness and focuses on the game at hand
  • 9. Gaming Adds Value - Learner Control  Choices  Paced decision-making opportunities (quick, medium, slow)  Feedback  Levels of improvement  Success/mastery demonstration  Enable health-related impact
  • 10. Gaming Adds Value – Self Expression Self-expression and creativity create intrinsic motivation to address unfamiliar topics:  Skills  Understanding  Empowerment  Confidence  Lifestyle change and sustained effort during treatment
  • 11. Gaming Adds Value - Engaging Role-playing in VR engages the participant in a cycle of practicing change by:  Initial self-reflection  Taking action  Post-action reflection  Conclusion/outcome  Planning that promotes longer-term real-world behavioral change
  • 12. Gaming Adds Value - Immersion Immersion instills flow or a sense of timelessness and focuses on the game at hand that:  Optimizes cognitive load  Matches skills to challenge  Complements behavior change theories Intentional small breaks in flow will allow an opportunity for reflection.
  • 13. HealthImpact.Studio Goal: Create games that can impact health Synergy between health problems and fun/interesting game experience
  • 14. Why Focus on Health  Examples of VR Use in Healthcare  Adapting Health to Video Game Format
  • 15. Why Don’t People Do This?  Physicians are not a terribly innovative lot  Funding Agencies are even more cautious Share your ideas!
  • 16. Input Opportunity #2  What is a unique ability of VR
  • 17. VR and Disease Understanding VR Brain Exploration
  • 18. Start with basic anatomy VR Brain Exploration
  • 20. Inside the Brain - Tech Challenges  The brain is somewhere between tofu and yogurt. Made significant areas “solid” colors to help define them.  Dark areas “gray matter” - collections of cells with functions. Too many, we had to pick and choose  White axons – wire-like communication pathways for electrical impulses. Eliminated to give space to move.  It’s SOLID. Used a dissolve effect to see past/through structures to get a better overall picture.
  • 21. Explore Pathways  Recall a pleasant experience:  Milkshake  Puppies  Etc.
  • 22. Pleasure Pathway  Dopamine is produced   Eventually overflows
  • 23. Nucleus Accumbens – Small, But Key  Stimulates the Hippocampus (Memory)  Amygdala (Get Happy)
  • 25. Free-Form Exploration  Go inside the brain
  • 26.  Medically-accurate immersive mode  Multi-poly model of 3D images from commercial company  Photogrammetric scan, remeshed  Zbrush to create “shells”  Remeshed to add or subtract detail depending accuracy and Rift vs Go  Added content from fMRI scans, added additional parts of the brain, and added pathways See Hunger, Addiction, Pain in the Brain
  • 27.  Can VR impact the choices young children make  How? Can we impact behavior?
  • 28. Treatment – Skill Practice + Fun
  • 29.  Medical students to decrease stress/burnout  Environmental issues are key  Smell we can’t do yet (just as well?)  Sound  Small spaces  For this application, we wanted controlled realism for “anticipatory guidance.” VR BurntOut
  • 30.  Where can VR take us? Preparing for the Future
  • 31. VR and Medicine/Health  Controlling acute and chronic pain including cancer, burn, and phantom limb pain  Countering anxiety including phobias and PTSD with exposure, relaxation, and mindfulness  Rejecting cues in a virtual environment and impacting addiction  Enhancing amputee rehabilitation and correcting misperceptions of body image countered by virtual self-imaging
  • 32. Digital Therapeutics  Games and Interactive media to be used in treatment  Goal:  Brain Exploration could aid in addiction treatment  Food Fight in diet and weight loss treatment  BurntOut in stress  Starting to see lots of examples - ADHD, PTSD
  • 33.  Actively control the jelly fish  Tie the immersion to biomarker (e.g. pulse or other measure)  For burn patient, use a motif of putting out fire  Support minimal activity since movement might hurt – control with head movement VR Pain Treatment Game
  • 34.  In a virtual brain, manipulate loops to represent loops of feedback  Rebuild the damaged vehicle  Make time go backwards  Introduce triggering sound and manipulate the sound  Multi-user functionality for support  Aid a virtual person in a similar situation VR PTSD Treatment Game
  • 35. VR - Cancer Treatment Chirico A et al. Virtual Reality in Health System: Beyond Entertainment. A Mini-Review on the Efficacy of VR During Cancer Treatment. - PubMed - NCBI
  • 36.  Tie to recent blood-work – e.g., cortisol level  Use to counter noisy environment  Introduce predictability by mirroring the steps of treatment in the game VR Cancer/Inpatient Treatment Game
  • 37. VR For Pain  Li Lan, Yu Fei, Shi Dongquan, et al. Application of virtual reality technology in clinical medicine. Am J Transl Res. September 15, 2017;9(9):3867-3880.  Koo Kyo-in, Park Dae Kwon, Youm Yoon Seok, Cho Sung Do, Hwang Chang Ho. Enhanced Reality Showing Long-Lasting Analgesia after Total Knee Arthroplasty: Prospective, Randomized Clinical Trial. Sci Rep. February 5, 2018;8. doi:10.1038/s41598-018-20260-0. NIH is actually asking for grants to use VR to address pain!
  • 38. VR - Anxiety  Riva Giuseppe, Baños Rosa M, Botella Cristina, Mantovani Fabrizia, Gaggioli Andrea. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change. Front Psychiatry. September 30, 2016;7. doi:10.3389/fpsyt.2016.00164  Maples-Keller Jessica L, Bunnell Brian E, Kim Sae-Jin, Rothbaum Barbara O. The Use of Virtual Reality Technology in the Treatment of Anxiety and Other Psychiatric Disorders. Harv Rev Psychiatry. June 2017;25(3):103-113.  Malbos E. , et al. Virtual reality in the treatment of mental disorders
  • 39.  Practice situations in virtual environment  Tie to pulse to provide immersion and flow linked to biofeedback  Introduce sensory object in VR (soft fur) VR Social Anxiety Treatment Game
  • 40.  Minecraft  Build the environment you are afraid of  Build the challenge that you have  For example build the bridge across the buildings to make it wide enough to challenge, but not so wide it is too scary  Build additional bridges VR Height Fear Treatment Game
  • 41. VR and Medical Training Mixed Results  Confidence increases – for 1st/2nd years  Didactic knowledge increases  Procedure knowledge- sometimes Stanford GIBLIB videos, VR, Oculus based Chon et al 2019 https://games.jmir.org/2019/1/e13028/ https://games.jmir.org/2019/1/e13028/ https://games.jmir.org/2019/1/e13028/ *Device training works well. Haptic tech advances– may make a real difference