{"id":201099,"date":"2017-06-24T14:20:09","date_gmt":"2017-06-24T18:20:09","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/15-health-and-wellness-use-cases-for-virtual-reality-mobihealthnews\/"},"modified":"2017-06-24T14:20:09","modified_gmt":"2017-06-24T18:20:09","slug":"15-health-and-wellness-use-cases-for-virtual-reality-mobihealthnews","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/15-health-and-wellness-use-cases-for-virtual-reality-mobihealthnews\/","title":{"rendered":"15 health and wellness use cases for virtual reality &#8211; MobiHealthNews"},"content":{"rendered":"<p><p>    Virtual reality    has moved from science fiction to marketable consumer product    astonishingly quickly, partly because the incorporation of the    smartphone into the technology makes it accessible, if not    ubiquitous. Its looking more and more like those who bet that    virtual reality is here to stay, and not a flash-in-the-pan    trend, made the smart bet.        But what about in healthcare? Could a technology primarily    associated with gaming turn out to be a serious therapeutic    tool? Well, a growing number of doctors, researchers, and    entrepreneurs think it can. Some are even starting to collect    efficacy data to that effect. In May,     Kalorama reported that the virtual and    augmented reality market in healthcare grew from $525 million    in 2012 to an estimated $976 million in 2017.        Virtual reality is showing promise in treating pain, phobias,    post-traumatic stress disorder, smoking cessation, and even at    the dentists office. Below, weve rounded up 15 VR use cases,    the companies or research institutions that are investigating    them, and the successes theyve had so far. Read on for the    whole list.        1. Surgical Training        As far as medical understanding and technological advancements    have come, educating current and prospective doctors is still    largely done the old-fashioned way: books, tests, pens and    paper. Virtual reality enthusiasts arent standing for    it, especially when it comes to training medical professionals    for surgery.  <\/p>\n<p>    Fed up with the almost comical-sounding current method of    surgical training,  which take place at a few specialized    centers around the country and requires the use of expensive    artificial body parts  a few innovators are offering a new    option.        Osso    VR, which just     raised $2 million, provides software that    creates a virtual operating room on VR platforms like Oculus    Rift\/Touch or the HTC Vive. Practicing surgeries in virtual    reality allows surgeons to get in more reps, particularly on    complicated procedures.  <\/p>\n<p>    \"Right now the way theyre doing it is people have these    devices in their trunks, you can only fit like one in and they    drive around with hundreds of dollars in disposable, simulated    bones to allow people to practice one procedure once,\" founder    and CEO (and trained orthopedic surgeon) Dr. Justin Barad        said last year in a presentation at Health    2.0. \"Ive done surgeries where I just sat there    reading the instruction manual like we were putting together    IKEA furniture because people dont have a training option    thats something like this. So I really hope this is the future    of medical training to increase patient safety, decrease    complications, and increase the learning curve for complex    medical devices.\"  <\/p>\n<p>    Chicago-based Level EX is another surgical training innovator.    Airway EX, the company's first app, is a surgical training    simulator built by video game developers and physicians from    real footage of surgeries.     It was launched in beta in October 2016    and available for free on iOS and Android, and the app offers    physicians the opportunity to perform virtual airway surgery on    realistic patients  which are detailed down to their pores     across 18 different procedures on the airway. The game is    designed for anesthesiologists, otolaryngologists, critical    care specialists, emergency room physicians and pulmonologists.    Along the way, they can earn Continuing Medical    Education credit by playing the game.        The idea came to CEO Sam Glassenberg after realizing there was    a dearth of surgical simulation centers around the country, and    that the simulators lacked the sophisticated graphics and video    he saw in the video game industry. Glassenberg, a game    developer who comes from a family of doctors and has many    friends in medicine, had also been asked several times to help    build surgical training programs.  <\/p>\n<p>    There is a big gap between surgery training simulations and    the video game industry. Its like the old business video game    distribution model where the equipment was expensive, so you'd    grab your roll of quarters and go across town to an arcade,    Glassenberg told MobiHealthNews. Of course, now you dont do    that, because what you have in game consoles and computers is    way better, but the surgical training simulators of today are    still like the Pac-Man arcade games. It's that level.\"  <\/p>\n<p>    Through realistic simulations of human tissue dynamics,    endoscopic device optics and moving fluids to recreate    life-life surgeries, doctors who need to practice surgical    techniques can do so in a way that doesnt run the risk of    harming anyone, even though mistakes in the game can end up a    bit shocking.  <\/p>\n<p>    It bleeds, it coughs, it reacts and its running on a device    you already own, Glassenberg said. Its a totally reactive    patient.  <\/p>\n<p>    Additionally, the availability of the app means surgeons can    really explore in ways they otherwise couldnt with traditional    training modes.  <\/p>\n<p>    Right now, if you want to try out a new device, they reserve a    cadaver lab, or you a mannequin in a room, Glassenberg said.    But the beauty of this is you have it on a tablet or phone and    it reacts, but its not a live patient. Its perfectly safe.    You can try things you never would.        2. Pain Management        Probably the virtual reality use case weve covered the most at    MobiHealthNews is pain management, specifically Cedars Sinais    virtual reality program, headed up by Dr. Brennan Spiegel. As    Cedars Sinai, patients use virtual reality to escape the    bio-psycho-social jail cell, as Spiegel calls it, of the    hospital bed. Using apps made by Applied VR, they have deployed    VR headsets to a number of patients to help them manage    pain.        Weve now done this with well over 300 of our patients and we    have been learning a lot about when it works and when it    doesnt work, Spiegel said. How effective is this for    managing conditions like pain, managing depression, managing    anxiety, even managing hypertension?        In a small controlled study, the VR technology was able to drop    patients average self-reported pain scores from a 5.4 to a    4.1. A 2D distraction experience in the control group only    dropped that score to 4.8. And theres some evidence that, by    noting whether the headset helps or not, the technology could    be used to help determine when pain is a result of something in    the body or purely mental.        You can read more about Spiegels efforts at Cedars Sinai        here and     here.        3. Patient Education        Pain management is just one area where Cedars Sinai is    exploring virtual reality. The hospital is also partnering with    Holman United Methodist Church in south LA on     a community health education initiative    aimed at reducing hypertension in a vulnerable population.        The education initiative is much bigger than VR. But the VR    aspect is interesting. Members of the Holman congregation used    a VR program that takes users into a virtual kitchen where    foods are labelled with their sodium content. It then takes    them inside the body for a visualization of what hypertension    does to the heart. Finally, Cedars-Sinai and Holman UMC created    a relaxation app to help congregants deal with stress, which    also contributes to hypertension. Holman Pastor Rev. Kevin    Sauls narrates the guided meditation in the app.        Another virtual reality company, BioLucid, also uses VR for    patient education, designing virtual tours of the human body.    BioLucid was recently     acquired by digital health M&A juggernaut    Sharecare.        Visual storytelling technologies  particularly virtual    reality blended with 360-degree video  have boundless    potential in healthcare and patient engagement, yet    consumer-facing innovation in VR has been limited mostly to    entertainment and gaming, Jeff Arnold, chairman and CEO of    Sharecare, said in a statement at the time. By differentiating    our platform with BioLucids immersive simulation of the human    body, we can turn data into actionable, visual intelligence,    and make a transformative impact on patient engagement, health    literacy, medical education and therapy adherence.        4. Clinician Education        Gone are the days where text books and two dimensional    anatomical images are the only way for physicians to learn    about common afflictions. Salix Pharmaceuticals, a New    Jersey-based drug development company that focuses on    gastrointestinal conditions,     developed an interactive virtual reality platform to    guide clinicians through an open-minded approach to    treatment, which can be difficult to pin down due    to the mysterious etiology of IBS.        In an educational voyage up close and personal with the GI    tract, Salix will guide healthcare providers through the    numerous theories floating around on the potential causes of    IBS, including changes in the gut-brain axis, an imbalance in    the gut microbiome, hypersensitivity to pain signals in the    intestinal wall, or a chronic imbalance set off by a temporary    gastrointestinal bug.  <\/p>\n<p>    As a gastroenterologist who treats conditions like IBS on a    daily basis, I believe this virtual reality experience will    move GI treatment forward by helping healthcare professionals    better understand this complex condition,\" Dr. Brooks Cash, one    of Salix's gastroenterology advisors, chief of gastroenterology    and director of the Gastroenterology Physiology Lab at the    University of South Alabama Digestive Health Center, said in a    statement.        5. Physical Therapy and Rehabilitation        A few years ago, the Microsoft Kinect and similar 3D motion    tracking cameras were     set to revolutionize physical therapy. By    tracking and gamifying movement, the Kinect could be used to    send patients home with exercises, motivate them to do those    exercises, and collect hard data on things like range of    motion.        VIrtual    reality enhances that capability even further. VRPhysio is a    Boston-based company that offers immersive, interactive virtual    reality environments that trick patients into doing physical    therapy exercises without even knowing it. For instance, one    game puts virtual swords in the patients hands and asks them    to slice through a line of targets that appear on the screen.    To accomplish that goal, the patient will necessarily test out    the range of motion in their shoulders. Another gives patients    an always-on water cannon that shoots in the direction their    head is pointed, then instructs them to fill a moving barrel --    all the while taking their neck through a full range of    movement.        On the backend, a physical therapist can see data collected    through the device and can change the parameters of the game on    the fly in order to guide the patient to the most beneficial    exercise.        Another company,     MindMaze, is using VR for stroke recovery.    For stroke victims who have lost the use of the left hand but    retain the use of the right, for instance, the computer will    project a virtual reality depiction of the nonfunctional left    hand, which is controlled by the patient's movement of the    working right hand. This can trick the brain into kickstarting    the functionality of the other hand.        That functionality doesnt use the mask, but another MindMaze    product, called Mask, does. Mask is a thin sensor that can be    worn with a VR headset. It can detect the user's facial    expressions and map them onto an in-game avatar.        \"If you go into, say, the autism spectrum or other aspects of    social interactions, you can imagine a scenario where a patient    is controlling something and youre able to emote,\" CEO Tej    Tadi told MobiHealthNews. \"Its helpful in a therapeutic    context, but also as a true clinical monitor for other kinds of    deficits, not necessarily stroke. The Mask is designed to    capture emotions either for therapeutic effect or just for    consumer gameplay. It just works on both metrics.  <\/p>\n<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the article here:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.mobihealthnews.com\/content\/15-health-and-wellness-use-cases-virtual-reality\" title=\"15 health and wellness use cases for virtual reality - MobiHealthNews\">15 health and wellness use cases for virtual reality - MobiHealthNews<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Virtual reality has moved from science fiction to marketable consumer product astonishingly quickly, partly because the incorporation of the smartphone into the technology makes it accessible, if not ubiquitous. Its looking more and more like those who bet that virtual reality is here to stay, and not a flash-in-the-pan trend, made the smart bet. But what about in healthcare <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/15-health-and-wellness-use-cases-for-virtual-reality-mobihealthnews\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-201099","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\/201099"}],"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\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=201099"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/201099\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=201099"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=201099"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=201099"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}