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- Giuseppe Riva, Ph.D.
- http://www.cybertherapy.info
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- Outline the actual trends in the use of Virtual Reality in health care
- Identifying applicative areas
- Identify a possible future scenario - the emergence of p-health – based
on Immersive Virtual Technologies and Ambient Intelligence
- Understanding how this scenario can influence future health care
provisions
- Identify a tentative roadmap
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- Is a shared immersive e-therapy in which the presence, simulation, and
experience components are key
factors of the therapeutic process.
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- Since the development of methods of electronic communication clinicians
have been using information and communication technologies in health
care.
- However, the possible impact of virtual reality (VR) on health care is
even higher than the one offered by the new communication technologies
In fact, VR is at the same time a technology, a communication interface
and an experience.
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- VR is usually described as a collection of technological devices:
- a computer capable of interactive 3D visualization,
- a head-mounted display and data gloves,
- equipped with one or more position trackers.
- The trackers sense the position and orientation of the user and report
that information to the computer that updates (in real time) the images
for display.
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- For many years one of the main obstacles to the development of VR
applications was the price of the equipment: a typical VR system
required a costly Silicon Graphic workstation in the range of 250000
US$.
- The significant advances in PC hardware that have been made over the
last five years, are transforming PC-based VR into a reality.
- A simple immersive VR system now may cost less than 6000 US$.
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- N-gage from Nokia:
- 330 Euro
- Symbian OS
- Bluetooth and GPRS
- Graphic Power similar to a Playstation 1, MP3, MJPEG
- Zodiac from Tapwave:
- 350 Euro
- Palm OS
- Bluetooth and Wi-FI
- VGA output
- Graphic Power similar to a Playstation 1, MP3, MJPEG
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- There are two visions of VR:
- Simulation technology: a collection of technologies that allow people to
interact efficiently with 3D models in real time using their natural
senses and skills
- Communicative interface: a advanced form of human-computer interface
that allows the user to interact with and become immersed in a
computer-generated environment in a naturalistic fashion
- In synthesis: a synthetic experience providing the feeling of “presence”
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- Presence is the key characteristic of VR, differentiating it from other
media.
- It is “sense of being there” , or the “feeling of
being in a world that exists outside of the self”
- can be described as a selection mechanism that helps the self in
organizing the streams of sensory data: by differentiating between
internal and external states.
- Self versus non-self
- Self versus present external world
- Self relative to present external world
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- The concept of presence clarifies the possible role of VR in medicine:
- a communication interface based on interactive 3D visualization, able to
collect and integrate different inputs and data sets in a single real-like
experience.
- It is up to the health care provider to decide if the VR application
will be more focused on the integration of different data sets or on the
realism of the virtual experience.
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- 1989: First VR company (VPL Research) founded
- 1991: Virtuality Game System
- 1993: Suggested the use of VR in psychological treatment
- 1993: Suggested the use of VR in surgical simulation
- 1995: First research papers on VR in neuro-psychological assessment and
treatment
- 1996: Completed Visible Human (male)
- 2003: more than 1000 papers in MedLine
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- Medical Education
- Through 3-D visualization of massive volumes of information and
databases, clinicians and students can understand important
physiological principles or basic anatomy => For instance, VR can be
used to explore the organs by "flying" around, behind, or even
inside them.
- A significant step towards the creation of VR anatomy textbooks was the
acquisition of the Visible Human male and female data made in August of
1991 by the University of Colorado School of Medicine
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- Surgical simulation and planning
- Surgeons know well that in training there is no alternative to hands-on
practice => since early 1990s different research teams has been
trying to develop VE simulators.
- Another application is the planning of surgical and neuro-surgical
procedures. It usually relies on the studies of series of
two-dimensional Magnetic Resonance and/or Computer Tomography images,
which have to be mentally integrated by surgeons into a
three-dimensional concept => A VR-based system can incorporate
different scanning modalities in a 3D view.
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- Neuropsychological assessment and rehabilitation
- VR is a highly flexible tool, providing a large amount of controlled
stimuli and, simultaneously, monitoring the possible responses generated
by the user of the virtual world.
- The patient can manage successfully the problematic situation or
rehabilitation task:
- the patient is more likely not only to gain an awareness of his/her
need to do something to change
- but also to experience a greater sense of personal efficacy.
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- “Perceived” and Actual Costs
- “Perceived” and Actual Complexity
- Platform Compatibility
- Wires!: The Interface Challenge
- Display Hardware
- Side Effects
- Front End Flexibility
- Back End Data Extraction, Management, Analysis, Visualization
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- No Moore’s Law Operating in the area of HMDs and other quality
peripherals
- Need Cost/Benefit Proofs!
- Aftereffects Lawsuit Potential
- Ethical Challenges
- The Perception that VR Tools will eliminate the need for the Therapist
- Limited Awareness/Unrealistic Expectations
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- Ambient Intelligence (AmI), a new paradigm in information technology, in
which people are empowered through a digital environment that is :
- aware of their presence,
- sensitive, adaptive,
- and responsive to their needs,
- habits, gestures and
emotions.
- It is a direct extension of concept
- of ubiquitous computing: a pervasive and unobtrusive intelligence in the
environment supporting the activities and interactions of the users.
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- AmI integrates different complementary areas:
- health care information provision,
- administrative and clinical data collection,
- therapy and assessment provision.
- In particular, new and emerging technologies will provide personalized,
intelligent, assistive technology that can promote recovery and sustain
independence and quality of life.
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- Provision of therapeutical contents using 3G portable phones;
- Advanced telemedicine settings based on mobile mixed reality;
- Biofeedback like VR:
- interaction based
- on biosensors’ data;
- Integration of patients
- data in wide networks for
- behavior analysis and better therapy planning.
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- REHABILITATION
- Through its capacity to allow the creation and control of dynamic
3-dimensional, remote, ecologically valid stimulus environments within
which behavioral responding can be recorded and measured, p-health
offers clinical assessment and rehabilitation options that are not
available with traditional methods.
- Possible clinical areas: memory,
motor abilities, executive functions and spatial representation.
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- EATING PATHOLOGIES
- Through its capacity to
- modify the perceptual/cognitive bodily distortions, a major reason
patients want to lose weight .
- support the empowerment process. VR has the right features to support
empowerment process, since it is a special, sheltered setting where
patients can start to explore and act without feeling threatened
- p-health offers new options that are not available with traditional
methods.
- Possible clinical areas: anorexia,
obesity, binge eating disorders, bulimia - Addictions (smoking, drug,
etc.)
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- PHOBIAS
- p-health through its simulation and mobility power has:
- the potential to precisely control what is presented;
- the ability to tailor treatment environments to the needs of each
individual;
- the ability to expose the client to a range of conditions that would be
impractical or unsafe in the real world;
- the ability to improve confidentiality by substituting for group
treatment or in vivo desensitization.
- Possible clinical areas: panic
disorders, generic phobias (fear of driving, flying, etc.)
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- Processing Power/Graphics/Video Integration
- Integration with mobile communication
- Academic and Professional Acceptance
- Well-Matched VR Rehab/Clinical apps also have widespread intuitive
appeal to the public: phobias, eating disorders, Alzheimer, etc.
- Close Knit VR Community
- Gaming and Entertainment Industry Drivers
- Integration with Imaging and Psychophysiological Approaches
- TeleRehabilitation
- Virtual Humans
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- In 2002 different US government institutions funded research in this
area to the amount of 26 million US$ (Source: DARPA bulletin, 2003).
- In the same year the European institutions funded research in this
field with less that 6 million Euros (estimated from CORDIS database,
2003): less than 1/4 of the US effort.
- Up to now, Europe has matched the reduced funds with the creativity of
its researchers.
- According to the leading
scientific databases the European researchers have the highest
number of published papers in this area on peer-reviewed journals
(Sources: MedLine, Science Citation Index, PsycLit, Nov. 2003, Keyword
“Virtual Reality”).
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