Virtual Reality in Health Context
Method
P1: Pawel Bun et al (2016)
Participants: 20 Individuals, inclusive of people with and without fear of heights, and people with and without sight impairments.
Gender: 17 male, 3 female
Age range: 23 to 32 years old
Participants are divided into 4 main groups, according to their individual features:
Group 1: With no sight impairment and no fear of heights
Group 2: with both sight impairment and fear of heights
Group 3: with no sight impairment but with fear of heights
Group 4: with sight impairment, but no fear of heights
After preparation and initial pulse measurement, each user was transported to the roof of the building (in VR) and perform the following actions:
1) Enter one of the moving platforms
2) Go one level down
3) Leave the platform and enter a bridge between buildings
4) Go to another platform
5) Enter the platform
6) Go down to the ground level
7) Repeat the sequence in inverted order (get back to the roof using the same route)
The above tasks were done twice:
- first one using nVisor MH60 (expensive VR device)
- second one using Oculus Rift CV1 (low-cost device)
Measurement for fear of height symptom during experiment:
1) Pulse Rate with 2 Pulsometers
2) Manual pulse checking on neck artery for 30 seconds
3) Self-report from participants
4) Observation of participants reaction
Results
1. Group 3 participants took more time to complete the tasks.
2. Group 3 participants' body movement was less stable than other groups, and they also reported typical acrophobia (fear of heights) reactions, such as vertigo and leg tremor.
3. Group 3 has the highest overall pulse rate.
4. Maximal pulse rate was recorded during platform(elevator) ride, in Group 3. (113.2 bpm and 113.8 bpm)
5. For Group 1, 2 and 4, The difference in mean pulse rate value was approximately 8 bpm. While the maximal recorded value was 10bpm higher.
For Group 3, the diffference in mean pulse rate value was 13.2 bpm, and the maximal value was 17.2 bpm.
The difference in measured values were significantly higher in Group 3, when compared to the other groups.
P2: B. Giap et al (2019)
Participants: post cancer patients with self-reported moderate to severe 'chemo brain' symptoms
(number of participants was not specified in this study)
First 2 weeks: Participants was randomized to play VRT system or 2-D Luminosity, at their own home. 15-30 minutes session per day, 5 days a week.
Second 2 weeks: Rest. No game activity.
Last 2 weeks: Play 2-D Luminosity
Each participants were provided with the necessary equipments for both VRT system and 2-D Luminosity.
If participants over-exerted (e.g Heart Rate too high or Oxygen Saturation too low), system will pause and display warning.
Measurement of Dependent Variables
Primary Dependent Variables
1) PIPER fatigue score
To measure participants subjective fatigue level
Secondary Dependent Variables
1) standardized Patient Health Questionnaire (PHQ-9)
To measure participant's depression level
2) Mini Mental Status Exam (MMSE)
To assess Cognitive Dysfunction
3) Subjective Report
To assess pain
4) Observation of pain medication used by participants
To assess pain
Evaluation
First evaluation were scored pre-treatment
Followed by evaluations in 2 week intervals, for a total of 5 evaluations
Result
Mean score for fatigue using PIPER score.
Scale of 0 to 10
Severity:
0 none
1-3 mild
4-6 moderate
7-10 severe
8.6 for placebo
7.9 for 2-D Luminosity game
5.5 for VRT system
Mean score for depression using PHQ-9
Depression severity:
0-4 none
5-9 mild
10-14 moderate
15-19 moderately severe
20-27 severe
10 for placebo
7 for 2-D Luminosity game
3 for VRT system
Cognitive Dysfunction assessment using MMSE.
The lower the score, the more severe the level of dementia.
Improvement on MMSE by 5
P3:
Participants : 20 post stroke individuals
Players interact with the virtual objects in the virtual park through three scenarios (case studies)
1. Reach-Graps-Release fruit game
2. Reach-press-hold buttons game
3. Reach-Press button game
it is further assesed using an engagement questionnaire that was developed to assesed ReHabGame.
3 concepts that will be evaluated in the questionnaire
Flow , the enjoyment of the game
Presence , the sense of being within the game
Absorption , the total engagement in the present experience
a Motor Assessment Scale (MAS) is the standardised assessment tool for this study
RESULT ?
The majority of participants enjoyed the rehabilitation sessions and the ReHabgame
activities
the participants commented very positively and reported that
the activities covered a good ROM for the upper body
The finding showed that the therapy provides an adequate physical and mental engagement through sufficient visual feedback throughout the sessions.
P4 : Oh ,et al (2019)
Participants: 31 patients in the chronic phase of stroke who had previously undergone inpatient poststroke rehabilitation
Patients were randomly divided into a group by a computer program
Experimental
underwent real instrument training in a VR environment and were supervised by an occupational therapist.
Controlled
seated at a table and were subjected to a standardized treatment program
Measurements were evaluate and analuzed using certain guidelines
Manual Muscle Test (MMT)
hand grip test
Box and Block Test
9-Hole Peg Test (9-HPT)
modified Ashworth scale (MAS)
the Korean-Montreal Cognitive Assessment (K-MoCA)
RESULT?
experimental group exhibited significant improvements in the MMT and MAS for wrist extension
both control and experimental groups showed significant improvements in the MMT for finger extension
The experimental group showed significant improvements in the Box and Block Test
P5:
Participants: 60 older subjects aged 65 & above living in a nursing home.
Using VR Wii Fit
Exercise organized in 1 hour session held on 3 days a week for 6 weeks.
Conventional exercise
RESULTS
Independent test showed that there were no statistically significant difference in the average pre-test PPA values and numbers of falls over previous one year between two groups.
Two-way repeated measures of ANOVA did show significant interactions in the PPA scores and falls incidence.
P6:
A brief study on Virtual Reality and its applications for the COVID-19 pandemic is carried out by
employing keywords as Virtual reality or VR and COVID-19 from the databases of SCOPUS, Google
Scholar, PubMed, Web of science Academia and ResearchGate.
P7:
Participants: 14 stroke survivors with disabilites
Two-part study
Field study of traditional art-making
Weekly site visits that lasted for 2 hrs and 30 mins
Experiential VR interviews using 3D tool as technology probe
One-on-one experiential interviews in person while participant used VR
Each participant had a single session of 35 minutes
Asked participants to describe the experience, perceptions of VR art compared to traditional art
P8:
gameChange
Scenarios
The list of six gameChange scenarios was generated by the Lived Experience Advisory Panel(LEAP), and includes:
•a bus;
•a street;
•a cafe;
•a pub;
•a doctor's waiting room;
•a shop.
Specifically designed to activate fearful cognitions and thus provide opportunities for the patient to test out their fears
VR Therapy
Begins in the coach’s room where the patient meets Nic, their virtual coach
Each session lasts approximately 30 minutes
In each scenario, patients have to carry out key tasks
Usability testing
Usability questionnaire was developed during the project
Patients with lived experience of psychosis completed a session of gameChange VR therapy, providing feedback and completing the usability questionnaire.
Formal usability testing (pre-completion)
5 patients
Second usability testing (post-completion)
6 patients
Success criterion set at beginning of project was for 90% of users to rate gameChange as immersive, easy to use and engaging.
Success criterion was achieved
P9:
Participants:Four experts working in the field of physiotheraphy tested the product
Physical rehabilitation is bounded to the rotator cuff on the right shoulder
The game developed in this work focuses on abduction & adduction
The rehabilitation session can be either supervised or
autonomous
The sight is block when the patient wear the virtual reality, so he is unable to see himself moving his upper trunk joints (ie the shoulder, elbow & hand)
RESULTS
The movement performed by the patient would correspond to those required by a treatment of active kinesiotherapy and performing shoulder abduction of over 90 degrees would achieve an increase of the shoulder joint mobility, which would in any case depend on the patient and the injury severity.
None of the experts suffered from dizziness, nausea or other sickness while wearing the virtual reality glasses
They all think that the animations are fluid
(The game is running at a minimum rate of 30 frames per second).
They have pointed out that an average assisted kinesiotherapy for a patient with shoulder injury takes
about 20 minutes, and engaging in the soccer game could allow them to complete the exercises on their own
They agree on the fact that at least the first session must be supervised by a physiotherapist to check that
the patient is performing the right movements, and the supervised session mode has proven successful for that
purpose.
One expert stated that the system should have a feature to limit the exercises time, to prevent patients from
performing the movements during too much time, thus reducing the effectiveness of the treatment.
experts showed interest and expectation in the developed proof of concept, and they agreed on the fact that virtual reality and motion tracking are promising technologies to be applied to physical rehabilitation
P5:
Participants: 60 older subjects aged 65 & above living in a nursing home.
Using VR Wii Fit
Exercise organized in 1 hour session held on 3 days a week for 6 weeks.
Conventional exercise
RESULTS
Independent test showed that there were no statistically significant difference in the average pre-test PPA values and numbers of falls over previous one year between two groups.
Two-way repeated measures of ANOVA did show significant interactions in the PPA scores and falls incidence.
Issues / Limitation
P1: Pawel Bun et al (2016)
Small sample size + Low statistical power
The results on this study might not be generalizable to all people with acrophobia (fear of heights).
Low ecological validity
This is because, the experiment is conducted in a highly controlled environment. This means that the findings in the study might be ungeneralizable to real-life situations.
Decrease in Immersion level for some participants
Participants with sight impairments were not allowed to wear glasses or contact lenses. This makes the their sight blurry through-out the experiment, heavily decreasing their immersion level.
P2: B. Giap et al (2019)
Number of paritcipants not specified.
P3:
sample of participants
not fully representative of the diverse population of stroke patients
ethics approval process
time-consuming therefore the study was limit to the volunteers of communities.
P4 : Oh ,et al (2019)
Small sample size
did not evaluate the long-term effects of the intervention, only the effects at 1 month after training.opic
baseline parameters were not set closely between the experimental and control group due to the small sample size of this trial.
P5: N/A
P6:
Some of them are in starting phase. In the future, it will be more challenging and competitive
for VR in terms of effectiveness, precision, economic facts, etc.
P7:
Lack of control
Unable to apply fine pressure with fingers and hands with controller
Inability to achieve a desired shape
Virtual brush strokes created with a controller and trigger yielded less sense of control
Tiring
Mid-air gestures may require more strength hence losing precision with fatigue
Lack of social interaction with other participants
Constrained timing
Participants did not have time to develop knowledge and facility with the materials
Result was not as expected
Printed screenshot was relatively meaningless and disconnected from the embodied experience of art-making
VR headset made several participants nervous
P8:
N/A
P9:
N/A
P10: N/A
Software and Hardware
P1: Pawel Bun et al (2016)
Hardware
nVisor MH 60
Represents expensive VR device
Oculus Rift V1
Represents low-cost VR device
Beurer PM200+ meter
Measure Pulse Rate (bpm: beats per minute)
OMRON M2 HEM-7121-E
Measure Pulse Rate (bpm: beats per minute) and blood pressure (measurements of blood pressure not stated in the study). Additional pulse rate measurement, to confirm validity.
Windows Compatible Joystick
To be used with VR devices, for movement in VR environment.
Software
3D Studio Max
Create VR application
EON Studio
3D engine for nVisor MH 60
Unreal Engine
3D engine for Oculus Rift V1
P2: B. Giap et al (2019)
Hardware
VR Headset (Model not specified)
To be used in VRT System
Body Motion Sensor (BMS)
To be used along with 'Portable peddler' to simulate cycling motion in VRT System.
Biometric Sensor for Heart Rate (HR) and Oxygen Saturation (O2Sat)
To check if participants are over-exerted when playing the game in VRT System
Portable peddler
To be used along with Body Motion Sensor (BMS), to simulate cycling motion in VRT system
Software
VRT Software
2-D Game Luminosity
P3:
Hardware
Microsoft Kinect™
The postural balance (increments of displacement of the person’s centre of mass and upper body joints)
Thalmic™ Labs Myo
upper-arm function; hand movements; and advanced hand activities data
Software
The Monte-Carlo Tree Search (MCTS)
Random object (ROG) generator
P4 : Oh ,et al (2019)
Joystim for the VR combined with real instrument training
3-dimensional manipulator
Monitor
Conventional computer
various instruments with 3 degrees of freedom
P5:
Hardware
Nintendo Wii Fit Balance Board
P7:
Software
Google's Tilt Brush
used as the technology probe
an open-ended painting tool
works with two different controllers
Hardware
Oculus Rift controller
designed for a specific left and right hand
HTC Vive controller
designed for use for the left and right hand
P8:
Software
gameChange is an automated psychological therapy
Development was carried out by Oxford VR
a spin-out company from the University of Oxford
Hardware
gameChange can be delivered using commercially available VR equipment
P9:
Hardware
Oculus Rift DK2 (VR Glasses)
Intel RealSense (Motion-Tracking device)
Software
Developed using Unity3D
Soccer game and the patient takes the role of the goalkeeper
P10:
Hardware
Oculus GO VR
Software
Forest of Senerity (Holosphere VR, Birmingham,UK) application
Definition of VR
P1: Pawel Bun et al (2016)
(None stated)
P2: B. Giap et al (2019)
(None stated)
P3 : Esfahlani ,et al (2017)
virtual reality (VR) rehabilitation techniques could create an environment that recovers health conditions as well as community integration
VR as a computer-based, interactive, multi-sensory
environment that occurs in real-time.
It provides enhanced feedback about movement
characteristics, and advanced motor task learning and execution
P4 : Oh ,et al (2019)
Virtual reality is a computer hardware and software systems that generate simulations of imagined environments via visual, auditory, and tactile feedback
P6: Singh, et al (2020)
Virtual reality (VR) is defined as developing simulated expertise which is somewhat similar to the real-time situation.
P7: Alex et al., 2021
Virtual reality provides a sense of presence fostered by a head-mounted display that situates the user in an immersive environment.
VR has been lauded as a promising form of rehabilitation because of its ability to provide rich visual experiences and transferable skills, control over dynamic environments and measurements of responses, and the ability to present greater risks than would be possible in real life.
P8: Lambe et al., 2020
VR is described as a three-dimensional computer simulations of environments that can be navigated around and interacted with.
Virtual environments can elicit similar cognitive and emotional responses to their real world counterparts.
P8:Baldominos et al., 2015
The term "Virtual Reality" is referred explicitly to immersive 3D virtual reality such as that attained using 3D glasses
Conclusion?
P1: Pawel Bun et al (2016)
The conducted studies has proven that the low-cost, newly developed VR devices can be successfully used for building immersive Virtual Reality applications for exposure therapy
of certain phobias.
As predicted earlier, using large area tracking system allows better immersion.
P2: B. Giap et al (2019)
The combination of VR gameplay and mild exercise in the VRT system can improve Quality of Life by reducing pain and depression while improving fatigue and cognitive function.
Since VRT is non-invasiveness and entertaining, it improves motivation and compliance.
P3:
The therapy provided an adequate physical and mental engagement that offered sufficient visual feedback throughout treatment sessions.
Some positive elements of the ReHabgame that was claimed by the player were the beautiful scenery and appealing feedbacks they received which had a direct relation to the
engagement of a player.
aimed to distract the player’s attention towards the
exciting aspects of the game to avoid fatigue
P4 : Oh ,et al (2019)
real instrument in a VR environment is an innovation transactional intervention options for the comprehensive rehabilitation of patients in the chronic phase of stroke.
it has improved the functional ability of the upper extremites in the chronic phase of stroke.
it is more effective at promoting the recovery of the fine motor function compared to conventional therapy.
P5:
Wii Fit balance training was more effective than conventional balance training in reducing falls risk and incidence among these institutionalized older persons with a history of falls.
P7:
VR art-making has some potential as a rehabilitation medium because it enables artists to use the space around their bodies as a canvas through physical gesture.
VR art-making has some promise but needs significant improvements to support social interaction, situated decision-making, reflection, physical engagement with digital materials and meaning-making before it will be appropriate for artists with stroke-related impairments.
P9:
four experts tried and evaluated the game, concluding that its show promising results for the sake of shoulder rehabilitation, pointing out that an expert should supervise at least the first session.
P6
This concept has been broadly employed in the domain of the health sector and effectively
proposed in various diseases.
This approach also provides an extensive edge to defend and confront the present epidemic COVID-19
by enhancing the skill, confidence, performance and overall attitude of healthcare persons
Futurework
P1: Pawel Bun et al (2016)
Treat various phobias, using various low-cost VR gear
P2: B. Giap et al (2019)
(None stated)
P3:
experiments involving individuals with motor impairment
to incorporate the possibility of implementing social
interactionsthrough online gameplay at patient’s home
That increases the motivation by gathering more patients to cooperatively (or competitively) interact and play the game
P4 : Oh ,et al (2019)
prefer to have a larger scale of participants
to clarify the limitation and to confirm the findings regarding the efficacy of VR combined with real instrument training on the neurorehabilitation of patients with stroke.
P7:
Social interaction
Could be possible to share VR displays to peer's devices
Unfolding materiality
Allow colors to 'age'
VR space
Teleport functionality should be redesigned to be simpler and more intuitive for low-mobility users
Accessibility
Customization function could help enable color selection with a single controller
Meaningful art
Animated graphic that captures the making from the perspective of participant
Comfort
Augmented reality has the additional benefit of a lighter headset similar to glasses
P6:
Further virtual reality application should be targeted over the formation of specifically planned rooms providing with several bigger screen fronts additional to the presently existing small camera screen front in the virutal reality headsets.
P8:
Aim is to recruit 432 patients with psychosis who are anxious going into everday situations
Patients are randomised either to the VR therapy plus usual care or to usual care only
The primary outcome measure is avoidance and anxiety in the real world
Secondary outcomes include activity levels measured by actigraphy and psychiatric symptoms
The clinical trial will be completed in January 2021
A process evaluation is being conducted to identify the facilitators and barriers to delivering gameChange in the UK’s National Health Service
P9:
For future work, full rehabiliation (abduction, adduction, flexion, extension, internal rotation and external rotation) as well as supporting rehavilitation of other muscles and joints (from both the upper and lower trunk)
P10:
N/A
P5:
N/A
Benefit / advantages
P1: Pawel Bun et al (2016)
Confirms the usability of Low-Cost VR device to treat Acrophobia.
Allows acrophobic patients to get wider access to this therapy (VR Exposure Therapy)
P2: B. Giap et al (2019)
The VRT system is very considerate towards the patient. It pauses and display warning signs if patients is over-exerted.
This decreases the risk of having ethical issues, as it protects the patients from harm's way.
The study procedure is conducted in the patients' own home (real life setting), increasing its ecological validity.
The study proves that a combination of VR gameplay and mild exercise in VRT system, improves quality of life (QoL) of cancer patients.
This option might be cheaper in the long run, when compared to expensive medication or psychotherapy sessions, if integrated into their lifestyle gradually.
P3:
Their findings showed that the first process (combined VR and traditional treatment) was more efficient than the other.
movements learned in a VR environment are transferable to real-world similar motor tasks.
P5:
N/A
P6:
Decrease of harm & mistakes and more successful surgeries
Valuable approach for standard and unified education
Improving the teamwork in the medical team
Better learning of anatomical positions
P7:
8 participants enjoyed the experience
Increased upper limb activity
Several participants commented positively on the immersive nature
P8:
Results from the usability testing showed that participants found gameChange easy to use
P9:
An important advantage of virtual realityits that it can be used t0 enhance the development of proprioception
(Proprioception-perception or awareness of the position and movement of the body)