Virtual Reality in Healthcare

By Vanessa Radd, Singapore Chapter President

Virtual reality has most often been associated with gaming while other sectors such as healthcare and education where VR can play a major role, has been overlooked.

In our recent VR in Healthcare session with Samsung, the XR Alliance and VR AR Association shared VRARA's findings from the latter's Digital Healthcare Committee in the U.S.A.

Understandably, funding is ranked as the top challenge.

In the next group of challenges, workflows of clinical organizations are cited - they need to change and adapt. Circumventing through organizational challenges to implement a new workflow for VR is a major barrier. Of course, the lack of VR/AR knowledge and VR/AR research is where we are at now. And the lack of data and research for VR in the APAC markets is even more so stark.

Each region would have different cultural barriers in terms of acceptance of new technology. Something to bear in mind when implementing new tech in new markets.

Use cases

MindMaze uses VR and AR to treat Parkinsons patients, amputees and stroke victims. Their VR solutions seek to help these patients to train their brain to stimulate limb movements.

Applied VR embarked on a VR trial that looks into alleviating pain management via interactive games and relaxing landscapes in 150 clinical organizations.

Cambridge University's research lab is working on rendering 3D VR treatment for cancer. With VR, they are able to study cancer tumors in 3D to come up with better treatments.

Birmingham University's VR research team, led by Bob Stone (a founding member of the XR Alliance), is looking into the use of VR for restorative therapy and, more recently, for lower limb rehabilitation and lung/diaphragm recovery support for patients in intensive care.  

In Singapore, Side Effects Asia Pacific Pte Ltd is working on VR technology systems for advanced clinical training. It simulates medical emergency scenarios in 3D to train medical students in highly stressful, decision-making scenarios.

Other examples of VR for healthcare are treating PTSD patients, ticking off bucket lists(!), pain alleviation while in the dentist chair...we are in an experimental age indeed.

We continue the discussion and maintain these questions as we work with industry players and partners.

  • How can healthcare leap into VR?
  • How can the company's technology be integrated into and optimized for clinical workflows?

Special thanks to Funan our event partner. Follow FunanSG on Facebook and Instagram.

Key Challenges to Adoption of VR/AR for Healthcare

For more info, contact us

Co-Authors: 

In April, the VRARA Digital Health Committee conducted an industry survey.  Our goal was to understand the current state of the VR/AR healthcare market and identify challenges to adopting VR/AR healthcare solutions.

In one question, we compiled a list of common hurdles to innovation and adoption of VR/AR healthcare solutions and asked respondents to rank them based on how significant each was to them, on a scale of 0 - 5 (five being “very significant”, zero being “not at all significant.”)

Our sample was small but we think reasonable conclusions can be drawn.  Below are the median rankings for each of 12 challenges, in order of significance.  (Note:  while this first round was illuminating, we’re planning subsequent surveys to do a deeper dive into some of these key issues in the near future.)

Monetary/Funding Issues

(Significant Challenge: 4 out of 5)

Many of the respondents are startups developing AR/VR content, eyewear, or end-to-end solutions. So it’s not surprising that money and funding for product development, research and other marketing costs are at the top of the list. VR/AR for healthcare is still in its infancy, in search of technology innovators and visionaries willing to demo, refine and evangelize widely marketable applications. Given the obvious benefits of various emerging VR/AR technologies including pain diminution, surgical planning and practice, 3D radiological imaging and medical education, we’re confident that it won’t be long before customers and investors start to invest in best-in-class solutions. 

Committee members have noticed that hospitals are increasing budgets for clinical simulation centers to allow them to purchase VR/AR equipment. Third party companies that work with medical organizations are starting to budget for VR/AR solutions as well.

Technical limitations; Organizational Issues; Lack of Knowledge / Research (Moderately Significant Challenges: 3 out of 5)

Technical limitations

This is a broad category and responses reflect a multitude of use cases.  For some, the size of VR systems limits their use in certain clinical settings.  For others, mobile VR platforms can only provide so much immersion with a pocket size computer. Computer specifications and resolution of available devices can also be limiting factors for some medical centers.  VRARA Digital Health committee members are working on near-term solutions to these challenges. This is another area that we feel confident will improve over time as Moore’s law and market competition lead to improvements in both size and power.

Clinical organizational issues

You’ve probably heard that healthcare is a hard industry to change, and not lacking in bureaucracy. Electronic medical records, for example, have been in use at major hospitals for almost two decades, yet there are many places that still use paper charts.

Committee members and respondents identified several aspects of modern clinical organizations that can impede adoption of VR/AR technologies in healthcare, such as:  availability of and access to infrastructure (i.e. bluetooth connectivity);  platform friction (compatibility of VR/AR software with other healthcare software, EMR issues, and privacy issues);  and procurement procedures (vendor relations, lengthy and complex public tender processes, and arduous hospital board decision making processes.)

AR solutions are likely to be adopted more quickly due to decreased platform friction of widely-adopted smartphone technologies.  But it’s our guess that clinical organizational issues are likely to be some of the hardest (and slowest) issues to resolve.

Lack of knowledge

About VR/AR and its uses for your end users/customers

This is an area of particular interest for the VRARA committee. Many of our contacts and colleagues have heard of VR/AR being used for gaming and entertainment, but are unaware of the medical use cases and the research behind them. Disseminating this knowledge is an important goal of the committee. We know many people say they “get it” as soon as they demo VR/AR for the first time because it’s very intuitive, but most patients and providers have never had a live VR/AR experience. Understanding immersion is best done through one’s own eyes.  

 

Lack of enough research studies around VR/AR in healthcare

A quick search of research studies shows over 3536 publications with “virtual reality” or “augmented reality” or “mixed reality” in the title since 1991. However, depending on the clinical use case there may only be a handful of useful studies.  AR/MR tech is so new that only a small fraction of published research (574) examines its use in healthcare. Several areas still need randomized control trials to show evidence for mainstream adoption of AR/VR/MR by healthcare providers.

 

Regulation, Resistance, & Market Forces

Somewhat significant:  2 out of 5

Regulation/Insurance/Policy issues

Regulatory, insurance and policy issues always pose major hurdles for those working in healthcare. We’re speculating that they’re not more significant for responders right now because many times, regulation comes after wide-scale adoption. It’s on everyone’s minds, but we may not see a significant amount of red tape until VR/AR is more widely used in healthcare.

Resistance to new technology with end user/customers

The baby boomers still make up the largest percent of population by generation. Thus, they make up a large portion of both healthcare providers and patients. Nevertheless, reluctance to try new tech doesn’t seem to be a major concern for most respondents.  There could be several reasons why this is true: for one thing, the majority of companies that responded are not making products or content for a specific demographic so age isn’t relevant.  Second, physicians are typically early adopters of both professional and consumer tech, and interest in this new technology is high.

Market Issues and Cultural Obstacles (cultural competency)

Several respondents cited geographic and cultural obstacles as they try to market products in multiple countries, and a few mentioned resistance from Pharma to tech-based therapeutics.  While it wasn’t called out as a major challenge we think it’s still important to keep culture in mind, especially given the international make-up of both the medical and VR/AR innovation communities.  

 

Lack of Interest, Concern About Side Effects

Minimal Challenge: 1 out of 5

Lack of interest in VR/AR amongst patients and healthcare staff is of little concern to providers for now.  As Facebook, Google, Oculus, Samsung and Sony continue to aggressively market VR/AR experiences for consumers, more people will be exposed to it and interest will grow.  That said, patient demand and pull-through will eventually have a powerful influence on administrative and clinical decision-makers.

Early VR studies (in the 2000’s) caused a minority of patients to report feeling nauseous when using immersive VR.  Over time, improved graphics, frame rates and game design have fixed some of the problems that caused that particular side effect and it seems to be less of a problem today. Motion sickness may continue to be a problem for a shrinking percent of populations studied, but is not a significant issue for this group of respondents.

VRARA Digital Health Committee Industry Survey Results

The VRARA Digital Health Committee conducted an initial industry survey for companies making VR/AR products in healthcare among healthcare providers. The goal was to understand current state of VR/AR healthcare market and identify challenges to adopting VR/AR healthcare solutions. The results are shown below. For a detailed slide presentation of the survey and Committee's work, including action steps, contact us. 

Those in the VR/AR community are looking forward to the day that VR/AR becomes mainstream. Currently the technology is starting to be used in the Enterprise settings, but the healthcare industry has many of its own unique challenges. Achieving mainstream adoption in healthcare will require overcoming several hurdles. Each needs to be understood in detail if we hope to increase the rate of progress. Thus, The VRARA Digital Health Committee is dedicated to understanding the challenges around bringing VRAR to healthcare so that the solutions can be seen.
— Brandon Birckhead, Immergence Tech

Thank you to all who answered the survey and to the Committee participants, and special thanks to Brandon Birckhead of ImmergenceTech, George of Mativision, Paula of Amalgamated Vision, Dom of Corporation Pop, Ali of Cinglevue, Henry of Corvecto and Amy of endeavorVR for making this Publication possible. Graphics made by Ada Chiu. 

Dr. Brandon Birckhead talks about Distraction Therapy

Dr. Brandon Birckhead of Immergence Tech joins the podcast to talk about distraction therapy and the benefits of virtual and augmented reality technology in the medical and dental industries.

Also learn more about his new company, Immergence Tech, as well as cold pressor immersion testing as it relates to distraction therapy. We also learn why Dr. Birckhead made the decision to join the VR/AR Association Digital Healthcare Committee.

Listen here

Healthcare Solutions in VR AR MR

People are constantly asking how to move forward or more to the point, what’s beyond the hype in the VR industry? So let me say that what is clearly gaining traction in the market is improved Health Solutions. People want more, faster, and less evasive diagnostic, treatment and technology options.

The VRARA Digital Health Committee is proof. Since the inception of the committee, both companies and healthcare professionals wanted in. The goal is to develop and share best practices as the industry matures.

Everyone from Medical Doctors to private companies are participating to build tangible tools based on real use cases. The entire process of the patient journey; not to mention education both for patients and medical personnel alike is being parsed and planned.

As an example of the possibilities on this topic, we need look no further than  Cambridge University; who is now working on a program to render 3D VR treatment for cancer.

“We want to create an interactive, faithful, 3D map of tumors that can be studied in virtual reality that scientists can ‘walk into’ and look at it in great detail,” said lead researcher Greg Hannon in a Cambridge news post.

A 3D model would be ideal for researches to study and analyze with in-depth precision; showing the minutia of the cancer which has never done before.

“I think this is the very cutting edge of how people will in the future understand not only cancer but organismal development,” said Hannon in a video from the university.

This and more medical research utilizing VR/AR & MR is now happening and hopefully setting the new standard in excellence of care.

VRARA Digital Health Committee

Written by Craig Stanland, Virtual Reality Observer

To people outside of the industry Virtual Reality (VR) is most commonly associated with gaming. While the technological investments and forward progress in gaming carries benefits for all other industries, news outside of gaming is often overlooked.

VR has already had a major impact on all the major industries including, Architecture and Design, Entertainment, Education and the Health industry. Health is particularly of interest to us due to its overall impact on society. Better health care practices benefit us all.

The healthcare Industry has increasingly been turning to simulation and the virtual world for training and education of its staff.

With its launch of the Digital health VR AR committee the VR/AR Association has acknowledged the importance and impact of VR on the Healthcare industry. The committee will create best practices, guidelines, and call to actions (e.g., recommendations for standards) for VR AR in Digital Health, Medical, Healthcare, and Education.

With 10 industry experts already on the committee, they are off to a great start. Still in the early stages the 10 experts are crafting a working doc which will set the foundation for the committee moving forward.

The VR/AR Association (VRARA) is the global industry association for Virtual Reality, Augmented Reality, and Mixed Reality, connecting leading solution providers with brands and customers. VRARA goals are to accelerate growth, foster research and education, and help develop industry standards, connect member organizations and promotes the services of member companies.

“This Digital Health Industry Committee already has representatives from Meta Co, Medical Realities, Mativision, doctors and surgeons like Rafael J. Grossmann, MD, FACS and Shafi Ahmed PhD FRCS, and digital health experts like John Nosta, indicating the importance of this vertical and the industry’s willingness to work together to accelerate the VR AR industry with smart growth.“ Kris Kolo, Global Executive Director of the VRARA.

This is an amazing opportunity for health care professional to participate in the early stages of this emerging technology and practice. You can be a part of change that benefits us all.

The first official kickoff call for this Industry Committee is being scheduled at the end of January, early February. Anyone who’s interested in DIgital Health/education/healthcare should join.

Interested to learn more or participate? Email kris@thevrara.com

Original article was published by VR Observer