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Walter Greenleaf PhD
Virtual Reality and Healthcare:
The Past, The Present, and The Future
Presented at the VR & Healthcare Symposium
University of Arizona, Tucson March 7th 2019
Walter Greenleaf PhD
Virtual Reality and Healthcare:
The Past, The Present, and The Future
The Stanford Laboratory for
Brain Health Innovation and
Entrepreneurship
VR-IT
Stanford Virtual Reality
Immersive Technology Clinic
My Academic Affiliations
My Non-Academic Affiliations
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
Transforming HealthCare with Technology
Digital Health
Revolution
• Mobile Health / eHealth
• Wearable Sensors
• Patient Centered
• Leverages Internet:
social, quantitative, collaborative
Every Medical Device Reinvented
Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
Medical Applications
of Virtual Reality &
Augmented Reality
Technology
Digital Health Revolution
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
Now is the time for VR & AR
VR technology is now affordable,
scalable and accessible
Facebook - Oculus
Samsung - GearVR Sony – PlayStation VR
Microsoft - HoloLens
HTC - Vive Google - DayDream
AR MR XR Technology
11.3
16.9
27.3
41.5
56.2
68.0
Year 2 Year 3 Year 4 Year 5 Year 6Year 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
https://www.statista.com/chart/4602/virtual-and-augmented-reality-software-revenue/
Within 6 years, VR will likely be $35B Market
The Medical
VR / AR
Market
Segment is
projected to be
$5.1 B in 2025
My Journey….
Treating Post
Traumatic
Stress
With Virtual
Reality
2008 Sichuan
Earthquake
Treating Post
Traumatic
Stress
With Virtual
Reality
2017 Mexico City
Earthquake
Academic research has indicated that Virtual Reality can effectively treat a
wide variety of clinical problems – ranging from addictions, to stroke, to PTSD
Phobias / PTSD
Stress Management /
Relaxation
Surgical Training /
Planning
Physical
Rehabilitation
Pain & Difficult
Procedure
Management
Exercise
Cognitive
Rehabilitation
Optical
Rehabilitation
Addictions
Neuropsychological
Assessments
Cognitive Training
Wellness Sports Medicine Disability Solutions Speech Therapy
Autism Spectrum
Disorder
Mood Disorders Patient Education Preventive Health ADHD Senior Care
270 Medical VR/AR Companies
20 Clinical Sectors
Investments in VR Health Startups
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?
• Prevention and Wellness
• Objective Assessments
• Functional Training
• Improved Interventions
• Facilitate Adherence
• Distributed Care Delivery
VR and AR technology will significantly impact Medical Care
• 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
• Facilitate Empathy
Medical Training
Knee
arthroscopy
simulator
Surgical Training
Surgical Procedure Training
Medical Device Training
Virtual Patients for Clinical Skill Training
Team Training
Todd Chang. MD
Joshua Sherman, MD
CHLA Emergency Department
Disaster Preparation
Multi-Department Training and Rehearsal
Situation Awareness
Stress Inoculation
Staff Training – Team Training
Rehearsal for Unusual Situations
AR - Data Fusion, Situation Awareness
Empathy for the Patient Experience
Clinical Training
Patient Education & Informed Consent
Anatomy and Physiology Training
• Response to the acute shortage of human
cadavers
• Allows for repetitive training and self-study
• More detailed examination of micro-
features of organs, tissue etc.
• Integration of text, video and other media
to further enhance learning
Preoperative Planning & Image Guided Surgery
• Medical Image Review
• Neuropsychological
Assessments
• Activities of Daily Living
Assessments
• Physical Medicine – OT / PT
• Behavioral Medicine –
psychology, psychiatry
DIAGNOSTIC ASSESSMENTS
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Migrates traditional paper
and subjective evaluations
to a more sophisticated
level.
Provides robust
assessments that can
challenge cognitive skills in
a more natural,
standardized, objective
and reproducible manner.
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
Standardized Environments for Neurocognitive Evaluation
New Approaches for Cognitive Assessment
BioMarkers - Cognitive and Emotional State
Collecting and analyzing emotional and physical
responses in VR
Improved cognitive function assessment at
the primary care level – using AR and
smartphone sensors
10 minute test
Diagnostic accuracy of 94%
FDA Class II Medical Device
Continuous data of everyday functions
250 features assessed at 300Hz
3D trajectory neuromotor parameters
• Stroke and Traumatic Brain Injury
• Physical / Occupational Therapy
• Acute and Chronic Pain Mitigation
Virtual environments are currently used clinically
Here are a few examples -
• Post-Traumatic Stress Disorder
• Generalized Anxiety Disorder
• Social Anxiety Disorder
• Depression
• Mild Cognitive Impairment
• Autism Spectrum Disorder
• ADHD
Virtual environments are used clinically to treat several
important mental and behavioral health problems
§ Generalized Anxiety Disorder
§ Phobias
§ Obsessive Compulsive Disorder
§ Anger Management
§ Eating Disorders
§ Schizophrenia
Virtual environments are used clinically to treat several
important mental and behavioral health problems
New Approaches to Mental Health
• Improve Cognitive Function
• Promote Exercise & Weight Management
• Stress Management
• Mood and Resilience
HEALTH AND WELLNESS
• Disability Solutions
• Addressing Isolation
• Grief Counseling
Portable Telemedicine Platform
Virtual Humans For Training, Confidential Interaction,
and Telemedicine Support
Virtual Humans For Training, Confidential Interaction,
and Telemedicine Support
“Smart Avatar” with a virtual voice,
image and mannerisms via AI
Preparation and Training for Difficult Situations
Some Examples
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
Palliative and Hospice Care
Cognitive Assessments for ADHD
• Enhanced Continuous Performance Test (CPT) in a real-
world classroom environment
• Can introduce visual and auditory distractions during CPT
administration
• More familiar for children than traditional PC-Based CPT
• Performance and response times more closely
approximate true classroom
• Can become a skill building platform
RISK AVOIDANCE TRAINING
Refusal skill training, Situational Confidence
Virtual Hospital Tours Used To Relieve Pre-procedure Anxiety
VR for Pain Distraction
Clinical Research and Validation
Interactive virtual environments significantly
reduce pain from as much as 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
Digital Health Platforms deliver interventions to patients, and
parse data for enhanced analysis and improved protocols
VR & AR - A Key Part of a Combination Therapy
Digital Health Platform
Patient-facing software
designed to enhance
medication efficacy
Medication with
clinical benefit
eFormulation-
pharmaceutical
product with
enhanced efficacy
=+
A Fully Integrated, Closed Loop Solution for Mental Health and Wellness -
Enabled on a Mobile, Digital Health Platform
Miniaturized, programmable,
low power electronic
architecture w/extensive therapy
delivery options
The Neuroscience of How VR Promotes Behavior Change
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 reward feedback loop –
show progress
Leverage mirror neuron systems
VR systems can:
Neuroscience Rationale
Repetition is required
It is critical to engage the
brain's reward systems
It is necessary to activate the associated brain system
to enable neuroplasticity
Ability to change attitudes and behavior after “being” one’s future self.
Leveraging Mirror Neurons
Your Future Self
Students interacted with 3-D avatars of future self.
Participants who interacted with future self put more than twice
as much money into retirement account.
Why Use Interactive / Immersive Systems for Health?
• Active Involvement: AR/VR systems provide
patients with immersive experiences that make
them feel more involved in their care.
• Feedback: behavior is reinforced by direct,
immediate and relevant feedback that reinforces
positive behavior.
• Engaging and Motivating: gives patients
something to control and can provide immediate
rewards. (Contingency Management)
• Social Connections: provide and enhance
social resilience. (Social Physics)
• Cost Effective: Systems extend the effect of
therapy while reducing the cost of face-to-face
contact.
Novels
Theater
Film
Games
AR/VR
Wired for Narrative Stories
Research shows that STORY:
• Provides superior retention
(memory and recall)
• Provides improved understanding
• Creates context and relevance
• Creates empathy
• Makes readers/listeners pay attention
• Enhances the creation of meaning
What Are The Constraints?
What are the gating-steps to
adoption?
Rapid evolution = fears of obsolescence
Mobile / PC-Based vs. All-in-One
Which platform will prevail?
Graphics-based vs. 360 video
Concerns over infrastructure needs
Lack of IT support
No Clear Technology Path – Too Many Options
Body of literature is expanding with encouraging results,
But remains insufficient
Available research varies by condition treated
Lack of randomized controlled trials
Population-specific studies
Obsolete platforms and equipment
Small sample sizes
Research Gaps
Perception of VR as a Gaming Platform
Full practices – no need to attract new patients
Evidence-based treatments are already available
Products need to be aligned with
healthcare system needs
What is the financial and time benefit?
Does it interfere with the clinic workflow?
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
• Current technologies and concepts are founded on more than 30 years of research and development
• Recent changes in cost and access make digital health technology affordable
• Digital health technology is currently used for prevention, evaluation, treatment and chronic disease
management
• After years of validation and use by early adopters – validated systems are poised to move to the
mainstream
• On the horizon: enhanced, ubiquitous, informative and integrated
Digital Health Technology For Medicine
Walter Greenleaf PhD
Virtual Reality and Healthcare:
The Past, The Present, and The Future

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Virtual reality and healthcare - the past, the present, and the future

  • 1. Walter Greenleaf PhD Virtual Reality and Healthcare: The Past, The Present, and The Future Presented at the VR & Healthcare Symposium University of Arizona, Tucson March 7th 2019
  • 2. Walter Greenleaf PhD Virtual Reality and Healthcare: The Past, The Present, and The Future
  • 3. The Stanford Laboratory for Brain Health Innovation and Entrepreneurship VR-IT Stanford Virtual Reality Immersive Technology Clinic My Academic Affiliations
  • 5.
  • 6.
  • 7. 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
  • 9. Digital Health Revolution • Mobile Health / eHealth • Wearable Sensors • Patient Centered • Leverages Internet: social, quantitative, collaborative
  • 10. Every Medical Device Reinvented
  • 11. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols
  • 12. Medical Applications of Virtual Reality & Augmented Reality Technology Digital Health Revolution
  • 13. 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
  • 14. Now is the time for VR & AR VR technology is now affordable, scalable and accessible Facebook - Oculus Samsung - GearVR Sony – PlayStation VR Microsoft - HoloLens HTC - Vive Google - DayDream
  • 15. AR MR XR Technology
  • 16.
  • 17. 11.3 16.9 27.3 41.5 56.2 68.0 Year 2 Year 3 Year 4 Year 5 Year 6Year 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. https://www.statista.com/chart/4602/virtual-and-augmented-reality-software-revenue/ Within 6 years, VR will likely be $35B Market The Medical VR / AR Market Segment is projected to be $5.1 B in 2025
  • 22.
  • 23. Academic research has indicated that Virtual Reality can effectively treat a wide variety of clinical problems – ranging from addictions, to stroke, to PTSD
  • 24. Phobias / PTSD Stress Management / Relaxation Surgical Training / Planning Physical Rehabilitation Pain & Difficult Procedure Management Exercise Cognitive Rehabilitation Optical Rehabilitation Addictions Neuropsychological Assessments Cognitive Training Wellness Sports Medicine Disability Solutions Speech Therapy Autism Spectrum Disorder Mood Disorders Patient Education Preventive Health ADHD Senior Care 270 Medical VR/AR Companies 20 Clinical Sectors
  • 25. Investments in VR Health Startups
  • 26. 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?
  • 27. • Prevention and Wellness • Objective Assessments • Functional Training • Improved Interventions • Facilitate Adherence • Distributed Care Delivery VR and AR technology will significantly impact Medical Care
  • 28. • 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 • Facilitate Empathy Medical Training
  • 32. Virtual Patients for Clinical Skill Training
  • 34. Todd Chang. MD Joshua Sherman, MD CHLA Emergency Department
  • 35. Disaster Preparation Multi-Department Training and Rehearsal Situation Awareness Stress Inoculation Staff Training – Team Training Rehearsal for Unusual Situations AR - Data Fusion, Situation Awareness
  • 36. Empathy for the Patient Experience Clinical Training
  • 37. Patient Education & Informed Consent
  • 38. Anatomy and Physiology Training • Response to the acute shortage of human cadavers • Allows for repetitive training and self-study • More detailed examination of micro- features of organs, tissue etc. • Integration of text, video and other media to further enhance learning
  • 39. Preoperative Planning & Image Guided Surgery
  • 40. • Medical Image Review • Neuropsychological Assessments • Activities of Daily Living Assessments • Physical Medicine – OT / PT • Behavioral Medicine – psychology, psychiatry DIAGNOSTIC ASSESSMENTS
  • 41. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment Migrates traditional paper and subjective evaluations to a more sophisticated level. Provides robust assessments that can challenge cognitive skills in a more natural, standardized, objective and reproducible manner.
  • 42.
  • 43. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment
  • 44. Standardized Environments for Neurocognitive Evaluation New Approaches for Cognitive Assessment
  • 45. BioMarkers - Cognitive and Emotional State Collecting and analyzing emotional and physical responses in VR
  • 46. Improved cognitive function assessment at the primary care level – using AR and smartphone sensors 10 minute test Diagnostic accuracy of 94% FDA Class II Medical Device Continuous data of everyday functions 250 features assessed at 300Hz 3D trajectory neuromotor parameters
  • 47. • Stroke and Traumatic Brain Injury • Physical / Occupational Therapy • Acute and Chronic Pain Mitigation Virtual environments are currently used clinically Here are a few examples -
  • 48. • Post-Traumatic Stress Disorder • Generalized Anxiety Disorder • Social Anxiety Disorder • Depression • Mild Cognitive Impairment • Autism Spectrum Disorder • ADHD Virtual environments are used clinically to treat several important mental and behavioral health problems
  • 49. § Generalized Anxiety Disorder § Phobias § Obsessive Compulsive Disorder § Anger Management § Eating Disorders § Schizophrenia Virtual environments are used clinically to treat several important mental and behavioral health problems
  • 50. New Approaches to Mental Health
  • 51. • Improve Cognitive Function • Promote Exercise & Weight Management • Stress Management • Mood and Resilience HEALTH AND WELLNESS • Disability Solutions • Addressing Isolation • Grief Counseling
  • 53. Virtual Humans For Training, Confidential Interaction, and Telemedicine Support
  • 54. Virtual Humans For Training, Confidential Interaction, and Telemedicine Support “Smart Avatar” with a virtual voice, image and mannerisms via AI
  • 55. Preparation and Training for Difficult Situations
  • 57. 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
  • 59. Cognitive Assessments for ADHD • Enhanced Continuous Performance Test (CPT) in a real- world classroom environment • Can introduce visual and auditory distractions during CPT administration • More familiar for children than traditional PC-Based CPT • Performance and response times more closely approximate true classroom • Can become a skill building platform
  • 60. RISK AVOIDANCE TRAINING Refusal skill training, Situational Confidence
  • 61. Virtual Hospital Tours Used To Relieve Pre-procedure Anxiety
  • 62. VR for Pain Distraction Clinical Research and Validation Interactive virtual environments significantly reduce pain from as much as 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
  • 63. Digital Health Platforms deliver interventions to patients, and parse data for enhanced analysis and improved protocols
  • 64. VR & AR - A Key Part of a Combination Therapy Digital Health Platform Patient-facing software designed to enhance medication efficacy Medication with clinical benefit eFormulation- pharmaceutical product with enhanced efficacy =+
  • 65. A Fully Integrated, Closed Loop Solution for Mental Health and Wellness - Enabled on a Mobile, Digital Health Platform Miniaturized, programmable, low power electronic architecture w/extensive therapy delivery options
  • 66. The Neuroscience of How VR Promotes Behavior Change
  • 67. 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 reward feedback loop – show progress Leverage mirror neuron systems VR systems can:
  • 68. Neuroscience Rationale Repetition is required It is critical to engage the brain's reward systems It is necessary to activate the associated brain system to enable neuroplasticity
  • 69. Ability to change attitudes and behavior after “being” one’s future self. Leveraging Mirror Neurons
  • 70. Your Future Self Students interacted with 3-D avatars of future self. Participants who interacted with future self put more than twice as much money into retirement account.
  • 71. Why Use Interactive / Immersive Systems for Health? • Active Involvement: AR/VR systems provide patients with immersive experiences that make them feel more involved in their care. • Feedback: behavior is reinforced by direct, immediate and relevant feedback that reinforces positive behavior. • Engaging and Motivating: gives patients something to control and can provide immediate rewards. (Contingency Management) • Social Connections: provide and enhance social resilience. (Social Physics) • Cost Effective: Systems extend the effect of therapy while reducing the cost of face-to-face contact. Novels Theater Film Games AR/VR
  • 72. Wired for Narrative Stories Research shows that STORY: • Provides superior retention (memory and recall) • Provides improved understanding • Creates context and relevance • Creates empathy • Makes readers/listeners pay attention • Enhances the creation of meaning
  • 73. What Are The Constraints? What are the gating-steps to adoption?
  • 74. Rapid evolution = fears of obsolescence Mobile / PC-Based vs. All-in-One Which platform will prevail? Graphics-based vs. 360 video Concerns over infrastructure needs Lack of IT support No Clear Technology Path – Too Many Options
  • 75. Body of literature is expanding with encouraging results, But remains insufficient Available research varies by condition treated Lack of randomized controlled trials Population-specific studies Obsolete platforms and equipment Small sample sizes Research Gaps
  • 76. Perception of VR as a Gaming Platform
  • 77. Full practices – no need to attract new patients Evidence-based treatments are already available Products need to be aligned with healthcare system needs What is the financial and time benefit? Does it interfere with the clinic workflow?
  • 78.
  • 79. 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
  • 80. • Current technologies and concepts are founded on more than 30 years of research and development • Recent changes in cost and access make digital health technology affordable • Digital health technology is currently used for prevention, evaluation, treatment and chronic disease management • After years of validation and use by early adopters – validated systems are poised to move to the mainstream • On the horizon: enhanced, ubiquitous, informative and integrated Digital Health Technology For Medicine
  • 81. Walter Greenleaf PhD Virtual Reality and Healthcare: The Past, The Present, and The Future