{"id":182063,"date":"2017-03-07T22:20:37","date_gmt":"2017-03-08T03:20:37","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/mwc-2017-how-virtual-reality-could-be-the-next-big-thing-for-healthcare-computerweekly-com\/"},"modified":"2017-03-07T22:20:37","modified_gmt":"2017-03-08T03:20:37","slug":"mwc-2017-how-virtual-reality-could-be-the-next-big-thing-for-healthcare-computerweekly-com","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/mwc-2017-how-virtual-reality-could-be-the-next-big-thing-for-healthcare-computerweekly-com\/","title":{"rendered":"MWC 2017: How virtual reality could be the next big thing for healthcare &#8211; ComputerWeekly.com"},"content":{"rendered":"<p><p>    This time last year, visitors to Mobile World Congress    2016 in Barcelona remarked on the sudden prevalence of virtual reality (VR) tech on many of the    stands.  <\/p>\n<p>        Look at how to orchestrate the variety of devices in use,        and how to achieve efficient workforce mobility.      <\/p>\n<p>            By submitting your personal information, you agree that            TechTarget and its partners may contact you regarding            relevant content, products and special offers.          <\/p>\n<p>              You also agree that your personal information may be              transferred and processed in the United States, and              that you have read and agree to the Terms of Use and the Privacy Policy.            <\/p>\n<p>    Then, memorably, Samsung brought the technology to global    attention when it enlisted Facebooks Mark Zuckerberg for a viral    demonstration at the launch of its Galaxy S7 handsets.  <\/p>\n<p>    Consumer virtual reality is all well and good, but in the 12    months since Samsungs PR stunt, most of the VR headsets that    were given away free with new smartphones have gone largely    unused, treated as a curiosity for a few weeks before ending up    in a cupboard.  <\/p>\n<p>    More attention is being paid to the idea of augmented reality (AR), which like its more    immersive VR cousin had a viral moment in the summer of 2016    when millions took to the streets to hunt and collect cute    little animals in the hit AR game Pokmon Go.  <\/p>\n<p>    It would probably be fair to say that VR is walking a long path    to widespread acceptance and use, but even if consumers arent    yet doing much with it beyond playing video games, the    technology continues to advance at pace, and is finding new use    cases in many fields.  <\/p>\n<p>    Some of the most interesting applications, and perhaps the most    relevant to society, are to be found in the field of    healthcare.  <\/p>\n<p>    Once upon a time, Wendy Powell of Portsmouth University worked as a private    chiropractor, but she returned to academia to take a degree in    computing and IT, which she followed up with a doctorate in    creative technologies, for which she studied walking behaviour    in VR.  <\/p>\n<p>    Now senior lecturer in applications of VR at Portsmouth    Universitys School of Creative Technologies, Powell conducts extensive research into the use of    VR and interactive technologies for health and well-being, and    regularly represents the Institute of Electrical and Electronics    Engineers (IEEE) on VR topics.  <\/p>\n<p>    My key interest is physical rehabilitation and how we can    leverage VR tech for physical rehabilitation. There are a wide    variety of different applications there, she tells Computer    Weekly.  <\/p>\n<p>    As previously explored during the early stages of her research, a    great deal of Powells work to date has centred on the use of    VR for stroke patients, using certain properties    of VR, such as the ability to change where people see their    hands moving, to regain control of their movements.  <\/p>\n<p>    Stroke patients can also benefit from programmes that help them    simulate basic tasks that may have to be relearned after an    attack. This could include boiling a kettle safely, with no    risk of scalding oneself, says Powell, or relearning how to    cross a road in an environment where there is no danger of    being struck by a vehicle.  <\/p>\n<p>    VR is proving to be of similar use in fields such as    physiotherapy, where it is being used to make mundane exercises    a little more interesting for patients.  <\/p>\n<p>    If you can gamify exercise in VR, where your    movements are tracked and get feedback, the patients are more    actively engaged  <\/p>\n<p>    Wendy Powell, IEEE  <\/p>\n<p>    If you have to get somebody to do a specific exercise 100    times, its incredibly boring, and as soon as the patient    starts to feel a bit better, they stop doing it, says Powell.  <\/p>\n<p>    If you can gamify the exercise in VR, where your movements are    being tracked and theres feedback from those movements, the    patients are more actively engaged.  <\/p>\n<p>    Thats only part of it, she continues. If you go away and do    100 repetitions, you might have done them really badly, but if    youre doing it inside VR and using full-body tracking at the    same time, you can look at your performance over time.  <\/p>\n<p>    One of the most interesting areas of research for VR    practitioners in the healthcare sector is to help amputees manage their conditions. Statistics show    that over 90% of amputees continue to feel their absent limb    as if it was still there, a condition known as phantom limb.  <\/p>\n<p>    People experience these sensations in a number of different    ways, such as tingling, itching or twitching, or even trying to    make a gesture. However for many amputees the experience of    having phantom limb is overwhelmingly painful. It is very    common for patients to be on very strong doses of medication to    manage that.  <\/p>\n<p>    Using visualisation to reduce the pain is one technique that    has gained some traction, but this is quite difficult to do and    depends a lot on the ability of the patient to internalise and    believe that, for example, a reflected image of a complete limb    in a mirror box is their own.  <\/p>\n<p>    However, researchers are now beginning to understand that there    is actually something about VR that reduces pain.  <\/p>\n<p>    Trials with amputees have shown that by using electromyography (EMG)  a diagnostic technique    that detects the electrical potential of muscle cells when they    are activated  muscle movements made in the amputees upper    arm, for example, in an attempt to control and move the absent    forearm can be rendered in a VR environment.  <\/p>\n<p>    So if I use the upper arm muscles that clench my fist, the EMG    reads the intent to clench the fist, even if there is no fist.    We can use that to clench an animated fist, so that when they    have the headset on they can see the animation, says Powell.  <\/p>\n<p>    This is what we call emotive visual feedback. The patient    connects the loop back and tells the brain that the hand is    okay and they can move it. That seems to be a very powerful    tool not just to reduce pain, but to allow the patient to    mentally let go of some of the problems of having a missing    limb.  <\/p>\n<p>    Obviously, amputees cannot spend the rest of their lives in a    VR environment, but Powell envisages that in the future, once    prescription protocols for VR are properly developed, people    may use it a couple of times a day to help them manage their    pain without needing to fall back on powerful drugs. This    would, however, require extensive clinical trials.  <\/p>\n<p>    Powell is at pains to point out that there are still many other    unknowns when it comes to VR. She compares its development to    something like a drug trial being conducted in reverse. Weve    found a drug that works, which is called VR, she says, but    what we dont know yet are the ingredients, or precisely how    its working.  <\/p>\n<p>    The need to find out exactly VR reduces pain is an urgent one.    Functional magnetic resonance imaging    (FMRI) scans of the human brain do indeed show that the pain    sensors of the brain do indeed dull their activity when the    patient is in VR, Powell explains, but the jury is still out on    why this should be the case, or at what level of the brain it    is being driven.  <\/p>\n<p>    In physiotherapy work, the very fact that VR is being used to    change how people are behaving means there can be other    negative effects. Powell compares it to the early days of the    Nintendo Wii games system, when there was a brief fad for    exercise games, such as Wii Tennis.  <\/p>\n<p>    However, players very quickly discovered that they could trick    the system to win more easily by swinging from the wrist  instead of from    the shoulder as a tennis player would. This caused a lot of    cases of repetitive strain injury (RSI).  <\/p>\n<p>    Yes, you can use VR and experiment with it but you have to be    very aware that it changes how people behave and lets them    cheat  because patients cheat and VR doesnt stop them from    doing that, says Powell.  <\/p>\n<p>    The other, more publicised problem with VR is that it can make    users feel slightly nauseous, which is not ideal when they may    already be ill. In the early days of VR, this was largely a    hardware issue, with graphics taking too long to render if the    user moved their head too quickly. This problem has largely    been developed out now, but others have taken its place.  <\/p>\n<p>    One is what we call accommodation convergence conflict, which    sounds terribly complex but really its that VR is tricking my    eyes into thinking that youre sitting over there but the    screen Im looking at is here, so my eyes are focusing on a    screen here but trying to interpret you as being further away,    says Powell.  <\/p>\n<p>    That conflict between where my eyes are actually focusing and    where theyre virtually focusing can cause eye strain as well,    so thats one issue we havent solved yet. Some of that is    about good VR design and where you get people to look.  <\/p>\n<p>    Most of the cyber sickness problems now are either core design    or the conflict between what you expect to feel and what you    actually feel. So if Im sitting in a motionless chair and in    VR Im hurtling down a rollercoaster, Im going to feel sick    because Im not moving and yet everything in my vision is.  <\/p>\n<p>    As an example, one demo tried at Portsmouth saw Powell being    floated around a VR Roman villa environment, an experience    she found very nauseating because it gave her the sensation of    moving without actually physically moving.  <\/p>\n<p>    One way to solve this could be to build moving elements into    the external environment, such as a vibrating chair like you    might find in a fairground flight simulator. Meanwhile, inside    the VR villa the users avatar could be being carried around in    a litter chair, and both the external and internal stimuli    would match up. Of course this would be very expensive, so in    practice it is more likely that the problem will be solved    through closer attention to VR scenario design.  <\/p>\n<p>    If designers can match the narrative to their input technique,    its much better, says Powell. If the user is sitting, have    the VR narrative have them sitting, or teleport them    instantaneously. Dont make them walk as an avatar if theyre    in a chair.  <\/p>\n<p>    Theres a lot of research being done on this. The IEEE VR    conference is doing a great deal of technical underpinning    research to look at things like stable horizons and frame of    reference; things we can use to reduce nausea.  <\/p>\n<p>    Nevertheless, Powell has found that, whether it is being used    to help elderly people learn exercises to    keep active and remain in their own homes; to make sure people    with broken bones keep on top of their physio; or to help    amputees relieve their pain, VR is being well accepted across    the board.  <\/p>\n<p>    When I was first using VR, there was an inherent bias where I    expected elderly people in particular to be very resistant, but    they actually often engaged with it very well as long as was    not complex or cumbersome, she says.  <\/p>\n<p>    Thats why mobile VR excites me, because were using that with    people in their 80s and above who put a headset on and there    are no wires, theres nothing to worry about catching their    hands, its not uncomfortable, and they just engage with it.  <\/p>\n<p>    Amputees, particularly those with injuries sustained during the    wars in Afghanistan and Iraq, tend to be even more    enthusiastic. Young and otherwise fit people dont want a    lifetime of taking morphine or other similar drugs to manage    their pain; they prefer to be as drug free as possible.  <\/p>\n<p>    A lot of them will say I will try anything, literally    anything that can solve my pain. One of them told me if I    could stick it in a fire to get rid of it I would, if I could    have it amputated again I would, says Powell.  <\/p>\n<p>    So when you find something thats not just helpful but is    actually quite fun too, people get pretty excited. The pain can    be intense. But where you can repurpose something like VR to    help, why wouldnt you try it?  <\/p>\n<p>    Clinicians, too, are increasingly open to the power of VR in    healthcare, says Powell, much more than they were in the past,    because the technology has advanced to the point where all you    need to use it is a smartphone and a headset.  <\/p>\n<p>    Its another tool for doctors to use, and they want everything    they can get to help their patients manage their pain, says    Powell.  <\/p>\n<p>    If they have another tool in their armoury, particularly one    they can send patients home with like mobile VR, that helps    with pain management and improves quality of life for their    patients, then they will try it.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See more here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.computerweekly.com\/feature\/MWC-2017-How-virtual-reality-could-be-the-next-big-thing-for-healthcare\" title=\"MWC 2017: How virtual reality could be the next big thing for healthcare - ComputerWeekly.com\">MWC 2017: How virtual reality could be the next big thing for healthcare - ComputerWeekly.com<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> This time last year, visitors to Mobile World Congress 2016 in Barcelona remarked on the sudden prevalence of virtual reality (VR) tech on many of the stands. Look at how to orchestrate the variety of devices in use, and how to achieve efficient workforce mobility.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/mwc-2017-how-virtual-reality-could-be-the-next-big-thing-for-healthcare-computerweekly-com\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":6,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-182063","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182063"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=182063"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182063\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=182063"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=182063"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=182063"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}