How Virtual Reality is Being Used in the Medical Field

How Virtual Reality is Being Used in the Medical Field

It’s no longer news that virtual and augmented reality have spilled out of the gaming world onto many other industries. Some of the benefits and show-stopping moments that these technological advances have introduced to the retail, cosmetics and field services industries have been examined and highlighted, but when it comes to the healthcare industry, the stakes are, arguably, a bit higher.

Let’s delve into how VR is being used for medical treatments, training tools for future physicians and construction of hospitals.

VR for Medical Treatments

Articles and studies that depict the use of VR for treatments of patients are becoming more and more frequent. A common area that doctors are using VR is for reducing pain and anxiety.

They use VR videos to successfully distract patients from painful experiences such as dressing changes, cancer treatments and IV placements. A Cedars-Sinai Study conducted with 100 hospitalized patients last March found that “those who watched calming videos on a VR headset [had] a 24% drop in pain scores. The other 50 patients who watched a standard, 2D nature video with relaxing scenes on a nearby screen experienced only a 13.2% reduction in pain.”

At Hermes Pardini Labs in Sao Paulo, Brazil, medical staff are providing children with VR goggles and, while the young ones are mesmerized by the enticing game they’re participating in, they are being administered immunizations.

When it comes to anxiety disorders, which are the most common mental illnesses in the US alone affecting roughly 18 percent of the nation’s population, VR-inspired treatments are gaining some traction.

Andrew Huberman, researcher in the Stanford University Department of Neurobiology has developed virtual reality films, about 10 minutes in length, that pull the participant into a 360-degree camera created realm of frightening experiences. These true-to-life scenarios include climbing a 250-feet tree, being attacked by a 120-pound pit bull, getting locked in a claustrophobic elevator and swimming with sharks. The study, which isn’t a formal critical trial, has 85 participants with the goal of this number rising to 250.  Via this study, Huberman hopes to pair the fear-inducing experiences created by a virtual reality chamber his team created from scratch, with vision, our dominant mode of sensation.  After exposing patients to the nightmarish experiences that may well be the causes or significant elements of their particular disorder, they will receive training in various matters for systematic reduction of fear and anxiety.

Dementia, which is characterized by patients’ declining mobility and memory, is another disease that is receiving some newfound hope, by means of targeted VR use.  Studies and research have shown that Virtual Reality treatments can help treat pain and anxiety, which are often complementary to dementia-related symptoms, which include agitation and severe mood swings. VR targets these issues by inducing a calming effect in patients that may lead to sparking long-forgotten memories, which is often one of the main causes of their frustration. This beneficial full-circle moment offers hope to suffering patients but also their family members and health care professionals. The challenges presented by the symptoms are difficult for the patients themselves, but often, even more so burdensome on those closest to them.

VR images or videos of calming environments have shown to reduce stress by 70 percent and provide a healthy alternative to combat these behaviors. Loss of mobility in dementia patients can cause a sense of isolation and can lead to depression.

When one is unable to change their location in the physical world, VR can offer the next best thing. Patients can explore places they want to see in the comfort of their own room, without the feeling that their limited mobility is keeping them from seeing and experiencing the outside world. This may provide a considerable sense of comfort and newfound hope to patients who have, perhaps, never imagined that this may be attainable.

In this sense, VR use is, arguably, not only therapeutic, but a borderline miracle.

Psychologists have also used VR for treatment of Post-Traumatic Stress Disorder (PTSD). In 1997, Georgia tech researchers found a link between exposure therapy and virtual reality technology. In their study, they enrolled 10 volunteers who had not responded to previous treatments. The study was called Virtual Vietnam. The treatment consisted of the volunteers putting on VR headsets and watching various war simulations. As they were watching, they were asked to describe their own personal trauma. After only a month of treatment, patients showed signs of tremendous improvement. A similar study was done with burn victims from the September 11th terrorist attacks. More recently, a study recently published in the Journal of Anxiety Disorders concluded that after a six month follow up period, patients did not have any adverse events and had improved while maintaining those improvements up to six months.

Another area that has peaked interest in Andrew Huberman’s investigation of VR-supported treatments is glaucoma – a disease of the eye caused by a buildup of optical pressure that can lead to blindness. As described in a 2016 Nature Neuroscience article where Humberman and his colleagues used gene therapy and focused light stimulation on mice with glaucoma, they also use a  virtual reality device that causes visual stimulation to try to encourage the damaged neurons in the eye to regenerate. In a clinical trial involving humans, virtual reality eyewear provided patients with partial vision an opportunity to partake in an effort to slow the process of vision-loss: “To keep things interesting, the virtual reality experience involves more than white dots. When patients put on special headsets, they’re transported into an art gallery with empty frames on the walls. They can move their eyes or their head to explore the gallery, but the point of it all is the visual stimulation of those flashing white dots, which dance across the screen for periods of one to three minutes at different sizes and speeds.”

While using VR for treating various disorders has been around since the 1990s, the methods and the sustainability and depth of research is gaining more traction with the advancements of technology. A key element of this is the fact that images are now more realistic and have minimal lag time which has created a better experience for the patients.

VR Training of Future Physicians

Medical schools and hospitals are increasingly using VR to train future physicians. VR can help build students’ medical skills development by providing a sufficient way to learn complicated surgical procedures. This type of training can be used for a number of surgeries, but it’s most useful when learning complex procedures. Typically, students do not get real-world experiences of being a practicing doctor until their third year of medical school, during their clinical rotations. Even then, they still have limited amount of hands-on surgical room experience.

With VR, medical schools and hospitals can create simulated surgeries to supplement the need for hands-on training for students. These simulated surgeries provide a true-to-life experience that they would only receive when entering surgical residency and give an up-close view as if they were in the room. W. Brian Sweeney, M.D. published an article called “Teaching Surgery to Medical Students,” where he concludes that “simulation can increase the learner’s knowledge base, improve decision making, teach teamwork, develop psychomotor skills … and ensure some degree of competency in the learner.” Along with operation simulations, VR can be implemented as an interactive medical training simulator. For instance, the Royal College of Surgeons in Ireland (RCSI) has created the world’s first fully interactive virtual reality training simulator. Participants are put in the role of an emergency trauma department leader where they must make quick decisions and perform surgeries under the immense pressure of saving a life. In this specific case, they use a car accident victim whose life depends on the decisions of the doctors. This is just one example of how interactive simulators in VR can help train students without jeopardizing real patients.

VR for Hospital Construction

Virtual reality is vastly changing the landscape of healthcare construction and the way renovation and expansion projects are being approached and delivered. The immersive experience offered by VR provides clarity to hospital staff, enabling them to pinpoint key elements that are most important to them and deliver the feedback in a faster and more effective manner to the architects and design team. Moving equipment in a hospital is costly and once machinery is in place often it will not get moved. For example, to move an MRI machine to a new wing of the hospital could cost upwards of $1 million dollars. Making sure the equipment is in the proper location beforehand is crucial. Currently some groups may rent out warehouses and create cardboard mockups of the new space, but this is often not as effective from a cost, quality and time perspective.

With costly medical equipment and treatment rooms, it is important that the construction of these rooms is done right. With VR, you can walk through the treatment rooms to make sure there is enough space for the equipment, medical staff and patients before the construction even starts.

For new hospital wings the benefits of this time and cost saving approach is also observed in repetitive spaces, such as patient rooms and exam rooms. If a facility has a large number of such rooms, as most hospitals do, even the smallest detail that is overlooked at time of installation can have significant repercussions, impact the budget, schedules and likely, the clients’ trust. With VR infused methods, making a seemingly slight change such as moving a trashcan to a more convenient spot in an effort to increase staff efficiently can be a significant game-changer.

Providing medical staff with an opportunity to virtually partake in the design process of the facility where they are expected to perform the most challenging and stressful work there is – saving people’s lives – is equally beneficial and rewarding.

Conclusion

With the vast benefits it can offer to the medical world, it’s safe to say that the use of VR in this industry is only at the surface scratch phase. As technology progresses and creativity abounds, more advances are sure to come about and spill over into patient treatments, medical staff training and construction of hospitals.

Augmented and Virtual Reality Differences

Augmented and Virtual Reality Differences

“Virtual reality and augmented reality have the potential to become the next big computing platform, and as we saw with the PC and smartphone, we expect new markets to be created and existing markets to be disrupted”
-Goldman Sachs Investment Research

Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR) have become increasingly popular within the last few years. People use the terms AR, MR and VR often, but do you know what it actually means? VR, MR and AR differ in how digital content is combined with the physical world. AR and MR overlay holograms on top of the physical world, while VR is a fully immersive experience that replaces the world around you and transports you to a new location.

What is Augmented and Mixed Reality?

“I think AR is big and profound.” “I don’t think there is any sector or industry that will be untouched by AR.”
-Apple CEO Tim Cook – CNBC and Vogue

Augmented Reality is defined as “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view.” What does this actually mean? In simple terms, AR shows digital images on your glasses, phone or tablet that can only be seen on these devices, not in the real world. The real world is still seen when using AR, it is just enhanced with digital images. Users are not constricted to a fully enclosed headset such as Virtual Reality; thus, you can make a clear distinction between reality.

AR can be used in a number of applications including but not limited to gaming, interior decorating, architecture, fashion, tourism. One of the popular early uses of AR was the Pokémon Go app which allowed users to capture, train, and fight virtual characters in your real world location as if it was happening right in front of you.

Examples of AR would be Radical Galaxy’s furniture app that’s in development that allows consumers to furnish their homes and see what items look like in scale in their living room. What is great about using AR for interior design is that you can see what the furniture would look like in your home. This means that what you see on your phone is what it would look like in real life; from the look of it to how much space the piece of furniture would take up. Using AR to select furniture pieces is great for those who are more visual and to avoid potential furniture mishaps such as ordering a sofa too big for your living room.  

Besides being used for personal uses, devices such as the Hololens is being used in a professional setting from architecture, construction, medical and oil and gas to reduce downtime and costs and saving on travel expenses sending specialized staff to specific locations. A Hololens is a pair of glasses that lets you see holograms of objects overlaid in the real world. You can click with your fingers, move things around the room with ease, and interact with everything from games to web browsers in a very natural format.  

Recently, Baker Hughes replaced parts of a turbine at a petrochemical plant in Malaysia in five days and no travel expenses. An on-site technician was guided by engineers supervising the work remotely from a Baker Hughes site in the US. If the team had to go onsite the time would have taken longer which is costly given the downtime of the machinery, in addition to the estimated $50,000 of travel costs to get the team to Malaysia as was reported in Bloomberg.

What is Virtual Reality?

“We are setting a goal: we want to get a billion people in virtual reality”
-Mark Zuckerberg, Facebook

Virtual Reality is defined as “the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment (a headset)” In other words, Virtual Reality is when you are fully immersed in the virtual world and cannot see actual reality. As you turn your head or move your body, the graphics in the headset react to your movements, allowing you to feel as if you are inside another world.

Major players in the VR space are Oculus (Facebook), HTC, and Microsoft to name a few. Virtual Reality is being used for a number of real estate applications. Architects can use virtual reality to design the projects they are working on. Instead of building costly physical models, they can produce VR models which is more interactive, allows modifications to be made easily and a great tool to use for community meetings, the entitlement process and sales and marketing. Using this can potentially save clients millions of dollars on construction costs. It also allows a platform for everyone involved in the design process to see the same thing and give notes to each other. This avoids confusion and the necessity to have everyone meet all in the same place. Optionality can also be built into the VR model, therefore you can see what different materials for walls, floors, and furniture can look like in the space. Having the optionality allows customers to make designs quicker and gives all parties involved a better understanding of what the client wants.

Challenges with AR and VR

“The phone is probably going to be the mainstream consumer platform [where] a lot of these AR features become mainstream, rather than a glasses form factor that people will wear on their face.”
-Mark Zuckerberg, Facebook

In VR environments, low latency requirements are of great importance as the human eye needs to perceive accurate and smooth movements for providing an enjoyable VR experience. Given latency issues on current mobile devices it can create a motion sickness feeling in some users.  Tethered VR (Oculus, Vive, Windows Mixed Reality) eliminate some of these issues, but there is still further improvement needed.

Along with latency issues mobile VR is very data demanding.  When the industry moves from 4G to 5G wireless technology it will be a major step forward as the new system efforts aim at supporting the upcoming growth in data rate requirements.  

Future of AR and VR Technology

“Why shouldn’t people be able to teleport wherever they want?”
Palmer Luckey, Oculus Founder

AR and VR devices are being constructed and perfected by many well known companies such as Microsoft, Google, HTC, Apple to name a few. The possibilities are endless for the future in both the professional and gaming markets. Who knows, maybe in the future we will have contacts powered by kinetic energy that will have these capabilities.

BisNow: Beyond The Bio: 16 Questions with Matthew Shaffer

BisNow: Beyond The Bio: 16 Questions with Matthew Shaffer

This series profiles men and women in commercial real estate who have profoundly transformed our neighborhoods and reshaped our cities, businesses and lifestyles.

After a decade-long career in hedge fund management, Matthew Shaffer decided to turn the tables and launch a design firm centered around disruptive technology he would have bet on during his hedge fund days.  Bellevue, Washington-based Radical Galaxy Studio is a commercial and residential digital architecture firm that uses technology, including virtual and augmented reality, to design properties. The firm creates architectural renderings and 360-degree videos that allow clients to take virtual tours through their properties.

Read More At:

https://www.bisnow.com/national/news/commercial-real-estate/beyond-the-bio-16-questions-with-radical-galaxy-founder-managing-partner-matthew-shaffer-90236

IREI: The Proptech Landscape

IREI: The Proptech Landscape

For the venture capitalists funding this new sector, proptech is a broad category, encompassing commercial and residential real estate, and tools that support data/investment as well as construction/operations — real estate technology comprises everything from software to sensors. If you consider the broader proptech sector as divided into four quadrants, then institutional investors in real estate are likely to be most interested in the quadrant that covers commercial real estate investment and data tools.

“The real estate industry is at the beginning of a major transformation, with significant advancements in technologies that are creating a better investment profile for institutional investors and operators,” says Matthew Shaffer, managing partner of Radical Galaxy Studio, a startup focused on augmented and virtual reality for the construction industry. “Some of the advancements allow the ability to build and monitor better, while other advancements create operational cost savings and the reduction of tail risk events.”

Read more at:

https://irei.com/publications/article/the-proptech-landscape/

Are Custom Homes Prime for Virtual Reality?

Are Custom Homes Prime for Virtual Reality?

In today’s technology-driven era, we consume, look forward to and find inspiration in the latest tech advances that make our lives easier. Though the human touch is an unbeatable force when it comes to design, there is no doubt that technology is essential in propelling our society towards spectacular advances, new discoveries and achieving goals.

In spite of the great efforts custom home builders invest in showing home owners the desired design of their future home, builders sometimes face issues when it comes to communicating their vision to the client. This miscommunication can result in a client writing checks with only a slight sense of what their newly designed home will look like.

What if this type of mutual discomfort could be avoided?

Custom Builders’ Comfort Zone

While technology advances have slid into virtually every industry and improve the way the professionals in those industry perform their tasks, a vast number of professionals within the home building industry are lagging to follow suit. Instead of taking advantage of society’s newest technology, they are using outdated and inefficient methods when showcasing their solutions to clients. For instance, home building professionals will merely bring a client to a showroom to show them interior finish option samples, leaving it up to their imaginations of what this may look like in their custom home.

Relying on clients’ imaginations and their ability to visualize what their interior design finishes will look like can be tricky.  Some builders provide clients with renderings built on tools such as SketchUp, Rhino or 3DS Max, showing them a fixed view of a room which is step forward, but still not ideal in offering a sense of the scale and a true “getting them there” sort of experience. These methods may have been viable in the past. However, today far more superior options propelled by technological advances in virtual and augmented reality are within reach, making those options seem passé and ineffective.

What is Virtual Reality?

Virtual Reality is an immersive experience that can seamlessly transport homeowners into their future living space, allowing them to walk around and see all the finishes exact to scale.

This experience creates a palpable emotional connection between the home buyer and their new home, before they even break ground. It takes the imagination factor out of the equation, as one can actually see, experience and even feel what is like to be their dream home. This process allows clients to make educated choices when it comes to design options.

What if Homeowners, Architects and Builders Could Walk Through a New House Before it’s Even Built?

Some custom home builders have grasped the immense value of virtual reality and the way it can facilitate the process of building and delivering their clients’ new dream home. The sheer prospect of a homeowner, an architect and builder walking into a future home and making design decisions in real time – before the first brick has actually been laid out – makes for an unbeatable experience, a cost and time saving solution and an overall winning option for all parties involved.

VR gives clients the ability to walk into their future home and make design decisions by changing finishes.  Whether it’s the Marble countertop, paint, wood flooring options or even specific Crate and Barrel chairs, West Elm rugs or Pottery Barn tables.

The cost- and time-saving benefits of VR technologies is best exemplified in one of Radical Galaxy Studio’s earliest works: it began with a client who discovered us just before commencing construction on a custom home in Seattle area. Intrigued by our VR capabilities, the client asked for a virtual reality model of the architect’s 2D plans. Once we created the model, the client quickly realized that the scale of the home’s rooms did not match the vision for the project. Luckily, this issue was discovered pre-construction, allowing our client to ask the architect for modifications without sacrificing too much time or money. In addition, the client was able to use our model to see and compare a variety of custom-modeled interior design finishes, allowing them to fully experience the options before making informed, final decisions.

Virtual Reality Reducing Change Orders

Another essential benefit of introducing VR into the building process is the fact that the amount of change orders will be significantly reduced. Dealing with a vast number of change orders by clients puts a great amount of stress on the builder as such changes are often attached to serving the client with the uncomfortable news of having to increase their budget. In fact, this part of the process puts considerable strain on both parties, as it involves both time and cost increases. By using VR, the homeowner can review everything pertaining to their future house down to the interior design and finish selections, in unison and in scale.

The builders themselves, including architects, contractors and subcontractors can easily evaluate each other’s work, contribute to the project as a whole and identify problems before construction, regardless of their location. This brings immense value to everyone involved, as they will be able to mark potential issues by embedding notes in the virtual settings, as they would on paper: for example, “Please check the height of half wall,” or “Can we move the fireplace 3 feet to the left?”

The benefits of VR for custom home builders essentially boil down to providing their target audience – the homeowners – with an opportunity to truly simplify the process, while reducing the two most essential resources: time and money.

Apple Rumored to launch AR and VR products by 2020

Apple Rumored to launch AR and VR products by 2020

Apple is rumored to be launching new Augmented Reality (AR) and Virtual Reality (VR) products by year 2020. They have been researching this technology for over 10 years, but with the increase in popularity and demand of this technology, insiders report that they have hired hundreds of new employees to a research unit dedicated to finding ways AR and VR can be implemented in future products. To those who do not know the difference between Augmented and Virtual Reality,  Augmented Reality (AR) is when you have a modified view of the real world while VR is when you are fully immersed into the virtual world. In other words, with VR you cannot see anything in the real world while in AR you can still see the real world around you.

The rumors and hype surrounding Apple creating new products with AR and VR capabilities does have merit since Apple has acquired multiple VR and AR companies since 2015. Some of these companies include Metaio, VRvana, Primesense, Faceshift, and FlyBy Media to name a few. Metaio was a AR startup that created an AR app that allows you to create AR scenarios in just a few minutes. Last year Apple acquired VRvana that created a mixed reality headset called Totem but it was never released to the public. Primesense is a 3D body-sensing firm. This acquisition sparked many conversations that motion sensing capabilities for Apple TV but it was never implemented. Faceshift uses 3D sensors to capture facial expressions and transformation your face into an animation character. Lastly, FlyBy Media created an AR app that allows messages to be seen on real world objects.

AR has surpassed Apple’s self-driving car initiative, as Apple’s biggest priority behind the iPhone per market speculation. Further evidence of this is a statement Tim Cook, CEO of Apple, made about AR/ VR saying “it’s something we’re doing a lot of things on behind that curtain that we talked about.” “I view AR like I view the silicon here in my iPhone, it’s not a product per se, it’s a core technology. But there are things to discover before that technology is good enough for the mainstream.” Several sources also claim that Apple is working on a headset capable of running both AR and VR applications. The rumors are that Apple’s headset would connect to a dedicated box, resembling a PC tower containing short- range wireless connection. Apple’s technology will be similar to the recent windows mixed reality headsets that have the sensors built into the headset.  

There is also talk about Apple creating AR smart glasses. The smart glasses would be different than the full blown headset needed for VR capabilities because you wouldn’t need to have the glasses fully enclose your eyes. Apple has refused to comment on any of these speculations of current projects, however, Tim Cook has said “I can tell you the technology itself doesn’t exist to do that in a quality way. The display technology required, as well as putting enough stuff around your face — there’s huge challenges with that.” “We don’t give a rat’s about being first, we want to be the best, and give people a great experience.” Apple’s main priority is to bring the best product to the market, even if it means taking longer than their competitors such as Microsoft, HTC, Facebook, Google and Sony. Apple already has given glimpses into their VR and AR research and products with releasing certain devices that support VR such as Metal 2 macOS High Sierra and in iOS 11. For AR, Apple launched ARKit API which allows app developers to create AR- based apps with minimal effort. ARKIT combines motion tracking, camera scene capture, top of the level screen processing, and display ease to create AR apps conveniently.

Whether Apple will choose to release their highly anticipated VR and AR products by 2020, who knows, but we are all waiting anxiously for them to do so!