Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

How Virtual and Augmented Reality Will Transform Healthcare

2,180 views

Published on

Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality technology, the deepest and most significant market for Virtual Reality technology will be in clinical care and in improving health and wellness.

We know from years of clinical research that VR can address and ameliorate the most difficult problems in healthcare - ranging from mood disorders such as anxiety and depression to Post Traumatic Stress Disorder, Addictions, Autism, Cognitive Aging, Neuro and Physical Rehabilitation.

The list of clinical interventions made possible by Virtual Reality technology is long. VR technology also facilitates clinical assessments and medical training, as well as providing for improved surgical skill training and procedure planning. Personal health and wellness can be improved by using VR to engender better nutrition, promote healthy lifestyles, and to reduce stress and anxiety. As the cost of healthcare rises, VR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.

This presentation will provide an overview of how VR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.

Walter Greenleaf, PhD
Virtual Human Interaction Lab, Stanford University

Published in: Healthcare
  • Hello! High Quality And Affordable Essays For You. Starting at $4.99 per page - Check our website! https://vk.cc/82gJD2
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here

How Virtual and Augmented Reality Will Transform Healthcare

  1. 1. How Virtual and Augmented Reality Will Transform Healthcare Walter Greenleaf PhD
  2. 2. Healthcare Crisis: Aging Populations 0 50 100 150 200 250 300 350 400 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000 2010 2015 2020 2025 Age 85+ Age 75-84 Age 65-74 Age 45-64 Age 5-44 Under Age 5
  3. 3. Transforming HealthCare with Technology
  4. 4. Digital Health Revolution •  Mobile Health / eHealth •  Wearable Sensors •  Patient Centered •  Leverages Internet: social, competitive, collaborative
  5. 5. Every medical device reinvented
  6. 6. The Quantified Self Movement: Early Adopters
  7. 7. Digital Health Platforms deliver interventions to patients, and parses data for enhanced decision-making Dashboards Physician Payor Admin Wearable sensors Mobile Backend User auth Device mgmt App provisioning Restful API Access codes Messaging Mail service Batch/scheduling Push notification Analytics Engagement RT analytics Content store Data tracking Metrics Storage Transactional store Real time event store Data warehouse Data store Infrastructure Log aggregation Monitoring Deployment agents SDK Patient Facing Applications Assessments Reminders Badges Interventions Graphics data direction data access/analysis
  8. 8. Objective data Behavior and activities Linked to intervention Population trends Digital Health Platforms deliver interventions to patients parse data for enhanced decision-making
  9. 9. Medical Applications of Virtual Reality Technology Digital Health Revolution
  10. 10. Although entertainment, social connection and gaming will drive the initial adoption of VR technology, the deepest and most significant market for VR will be in clinical care and in improving health and wellness. Medical Applications of Virtual Reality Technology
  11. 11. •  Current technologies and concepts are founded on more than 30 years of research and development •  Recent changes in cost and access make VR affordable •  VR tech is currently used for prevention, evaluation, treatment and chronic disease management •  After years of validation and use by early adopters - VR technology is poised to move to the mainstream •  On the horizon: enhanced, ubiquitous, informative and integrated Virtual Reality Technology For Medicine
  12. 12. •  Prevention and Wellness •  Objective Assessments •  Improved Interventions •  Distributed Care Delivery •  Management of Chronic Conditions VR and AR technology will significantly impact Medical Care
  13. 13. First general purpose and commercially available VR systems. Now, after more than 30 years of research and development… VR Technology Has Evolved
  14. 14. Treating Post Traumatic Stress With Virtual Reality 2008 Sichuan Earthquake
  15. 15. Now is the time for VR VR technology is now affordable, scalable and accessible to the marketplace. The VR category is attracting interest and investments from major players. Facebook - Oculus Samsung - GearVR Sony – PlayStation VR Microsoft - HoloLens HTC - Vive OSVR
  16. 16. There are numerous companies working in VR technology
  17. 17. 11.3 16.9 27.3 41.5 56.2 68.0 Year 2 Year 3 Year 4 Year 5 Year 6 Year 1 Initial adoption will be driven through game console, PC gaming and mobile phone bundling. Within 3 years, VR will likely be adopted by 30 million users. *Based on agent based modeling by Lieberman Research Worldwide Within 6 years, VR will likely be adopted by 70 million users
  18. 18. AR Technology
  19. 19. Academic research has demonstrated that Virtual Reality can effectively treat a wide variety of clinical problems– ranging from addictions, to stroke, to PTSD
  20. 20. Over 30 years of academic research and over 3000 studies demonstrate that VR can improve behaviors, attitudes, and health Until now, the technology was expensive, bulky, and difficult to use. Today, we have the advancements to bring VR to scale in healthcare. Why Now?
  21. 21. •  Medical Interventions •  Clinical Assessments •  Medical Training •  Health & Wellness MEDICAL APPLICATIONS OF VR
  22. 22. •  Clinical Skill Training •  Surgical Skill Training •  Interpersonal Skill Training •  Use of Equipment and Tools •  Team Training - eg: Emergency Department, Surgical Team •  Emergency Response Training and Rehearsal •  Empathy Medical Training
  23. 23. Knee arthroscopy simulator Surgical Training
  24. 24. Medical Device Training Training System – Placing a Tibial Nail
  25. 25. VR for Team Medical Procedure Training
  26. 26. Rapidly becoming the standard for training… …and soon to be part of the standard of care. Surgical Training: Preoperative Planning & Image Guided Surgery
  27. 27. •  Medical Image Review •  Neuropsychological Assessments •  Activities of Daily Living Assessments •  Physical Medicine – OT / PT •  Behavioral Medicine – psychology, psychiatry DIAGNOSTIC ASSESSMENTS
  28. 28. Digitized Neurocognitive Tool Sets Migrates traditional paper and automated evaluations to a more sophisticated level. Provides robust assessments that can challenge cognitive skills in a more natural, standardized, objective and reproducible manner. New Approaches for Cognitive Assessment
  29. 29. •  Neuro-Rehabilitation - Stroke and Traumatic Brain Injury •  Physical and Occupational Therapy •  Speech- Language Therapy •  Optical Rehabilitation – Strabismus, Amblyopia •  Acute and Chronic Pain •  Weight Management Virtual environments are currently used clinically to treat many important medical problems Here are a few examples -
  30. 30. •  Drug and alcohol abuse •  Schizophrenia •  Post-traumatic stress disorder (PTSD) •  Generalized Anxiety Disorder •  Mood Disorders - Depression •  Mild Cognitive Impairment •  Autism Spectrum Disorder •  ADHD Virtual environments are used clinically to treat several important mental and behavioral health problems
  31. 31. •  Phobia and anxiety disorders •  Obsessive Compulsive Disorder (OCD) •  Developmental disabilities •  Conduct disorders •  Anger management •  Eating disorders •  Impulsive disorders •  Learning disabilities •  Neuro-cognitive disorders Virtual environments are used clinically to treat several important behavioral health problems
  32. 32. •  Weight Management •  Cognitive Function Training – Sequencing, Situational Awareness, Decision Making •  Exercise HEALTH AND WELLNESS •  Stress Management •  Disability Solutions •  Addressing Isolation •  Grief Counseling •  Mood and Resilience
  33. 33. Portable Telemedicine Platform
  34. 34. Virtual Humans For Training, Confidential Interaction, and Telemedicine Support
  35. 35. Some Examples
  36. 36. PTSD, Phobias, and Anxiety Disorders •  Exposure-based treatments can be conducted in the safety and comfort of an office setting •  Effective tools for treating a variety of clinical problems, in particular anxiety and addictive disorders •  Fully immersive environments, with include the use of a head mounted display, 3D sound, tactile stimulation via shaking platform, and olfactory stimulus are used for PTSD therapy
  37. 37. PTSD, Phobias, and Anxiety Disorders Exposure-based treatments can be conducted in the safety and comfort of an office setting
  38. 38. Digitized Neurocognitive Evaluation for ADHD New Approaches for Cognitive Assessment
  39. 39. •  Improved Assessments and Diagnostics •  Addressing Isolation and Loneliness •  Acute and Chronic Pain •  Depression and Anxiety Disorders •  Physical and NeuroRehabilitation •  Design for Disabilities •  Post-Discharge Follow-up •  Staff Training: not just procedures, but empathy Virtual Environments and Senior Care
  40. 40. RISK AVOIDANCE TRAINING Refusal skill training for those who need help with addictions
  41. 41. Stress Inoculation – Risk Preparation
  42. 42. Virtual hospital tours used to relieve pre-procedure anxiety
  43. 43. VR for Pain Distraction Clinical Research and Validation Interactive virtual environments significantly reduce pain from 25-44% during the most painful procedures (ex: burn wound treatment) Diverts patient attention away from perceiving and feeling pain; (selective attention theory) Decreases pain-related brain-activity Reduces need for anesthesia, opioid medication No pharmacological side effects
  44. 44. VR for Pain Distraction Lessons Learned Pain reduction persists over 3+ treatment sessions Immersive systems more effective than less immersive Active distraction more powerful than passive Pain can actually increase when intervention is passive
  45. 45. Preparation and Training for Difficult Situations
  46. 46. Build physician empathy for patients receiving difficult diagnoses
  47. 47. Investments in VR Health Startups
  48. 48. The Neuroscience of How VR Promotes Behavior Change
  49. 49. The Neuroscience of How VR Promotes Behavior Change VR can promote behavior change by taking advantage of the way our brain’s learning and reward systems function •  Activate neuroplastic change via reward systems •  Shorten the feedback loop – show progress •  Leverage mirror neuron systems VR systems can:
  50. 50. Ability to change attitudes and behavior after “being” one’s future self. Leveraging Mirror Neurons
  51. 51. Your Future Self •  Students interacted with 3-D avatars of future self. •  Asked to allocate $1K between present expenses, a fun splurge, checking account, & retirement account. •  Participants who interacted with future self put more than twice as much money into retirement account.
  52. 52. •  Current technologies and concepts are founded on more than 30 years of research and development •  Recent changes in cost and access make VR affordable •  VR tech is currently used for prevention, evaluation, treatment and chronic disease management •  After years of validation and use by early adopters - VR technology is poised to move to the mainstream •  On the horizon: enhanced, ubiquitous, informative and integrated Virtual Reality Technology For Medicine
  53. 53. How Virtual and Augmented Reality Will Transform Healthcare Walter Greenleaf PhD

×