#02 Diving into Virtual Reality

Like I said in the first blog post, I want to use these posts as a means to delve into different topics. I look forward to widening the scope of this topic. But before that, I want to note down a specific topic I have in mind. Virtual reality therapy. I will try to keep this as concise as possible. Therefore, without further ado, let us jump right into it.

What is Virtual Reality?

Before delving into the subject matter, it is essential to establish a shared understanding of the term Virtual Reality (VR). The Oxford English Language dictionary defines it as such:

The computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors.

This is a very technical description, but it defines VR quite clearly. A VR setups is compromised of three parts: there is a computational machine which performs the calculations needed, in other words, a computer. This can be a simple image, video or entire 3D generated worlds. These 3D worlds are often created using a game engine which allows for interactive real time environments. Two notable examples which support VR would be Unity and Unreal. Then there is an output device which displays the generated images. Traditionally this would be a screen, in this case, it is a VR headset, also referred to as a Head Mounted Display (HMD). Finally, though strictly not mandatory, the inclusion of an input system may be necessary. This spans from conventional controllers to VR hand-tracked controllers. Or, as we just recently saw with Matt Corall’s presentations about Ultraleap, there is also the possibility of tracking the hands and using them for input without any controller. Haptic feedback, the simulation of touch, is also a notable component which can drastically increase the immersion and the effectiveness of VR.

However futuristic it may seem, the roots of VR extend significantly into the past. In 1838 the concept of stereopsis, the fact that the brain overlays two images to create a 3D image with depth, was first described. In the 1950s Morton Heilig created Sensorama, a device with the goal of fully immersing the user by using a stereoscopic 3D image, sound, smell, vibrations and simulated wind.

Sensorama

In 1960, Morton Heilig, the innovator behind Sensorama also patented the Telesphere Mask, which can be considered the first HMD. Skipping ahead, in 1997 Georgia Tech and Emory University collaborated to utilize VR as a therapy method for the treatment of Post-Traumatic Stress Disorder (PTSD) in war veterans.

With this short history overview, I wanted to shake the notion that VR is something entirely new. While I provided a brief glimpse, I glossed over many other captivating inventions. If you are interested, I recommend having a read of the full articles – they really are fascinating. The links can be accessed in the Sources section below.

Use cases in therapy?

Though there is often an overlap I would differenciate between two different use cases:

  • physical
  • mental

Let us begin by considering the physical use case,. For example, partial paralysis of a body part or side. While conventional treatment methods exist, Virtual Reality (VR) presents distinctive advantages. The therapy experience can be tailored to exact use cases, which would be hard to train reliably in real life scenarios, such as relearning how to drive. A driving simulator setup, i.e. a chair with a steering wheel and shift lever should not be used instead of VR, but they should work in tandem to increase immersion and effectiveness. Furthermore, the experience may easily be gamified, meaning turning the process of therapy into a fun game. This may especially help when dealing with children who may not have the discipline or motivation to push through rigorous training programs.

VR is also especially useful in the treatment of mental problems. A notable use case involves the treatment of specific phobias, including but not limited to the fear of flying, arachnophobia, elevator anxiety, or social anxiety. Treating a fear like flying is difficult with more traditional treatment methods. Arranging a plane, traveling to a specific location, and repeating such processes multiple times can be logistically difficult and time-consuming. Using VR, a 3D scene can be comparably easily created and the treatment can be done in a very controlled fashion. Furthermore, as previously mentioned, VR has been employed by the military for the treatment of war veterans grappling with Post-Traumatic Stress Disorder (PTSD).

BraveMind – a VR treatment method for war veterans struggling with PTSD

In this context it is used to allow soldiers to relive the traumatic experiences and work through them with a specialist, in a carefully designed and controllable manner. Soldiers who may not be able to cope with their experiences may decide to commit suicide as a result. Therefore application of VR in trauma-focused therapy provides a crucial and potentially life-saving intervention for individuals dealing with the profound impact of their military service.

Personal experience

In my previous blog post, I delved into my personal motivations surrounding this topic. Since then, I have talked with my brother and the kind of experiences he had using VR therapy. In his particular case, VR served as a tool for training the left side of his body, which experienced partial paralysis, resulting in reduced speed. Additionally, VR was employed to address issues related to his partially impaired field of vision.

He recounted three different programs which were used in his treatment. Firstly, a car driving simulator, which was used to train both his motor function and his ability to perceive traffic. A virtual room in which he needed to search for objects and, on occasion, connect different objects using wire. And lastly, a game in which balls were being thrown at him, and he had to deflect them using his hands. He expressed a strong preference for the visual feedback of seeinghis hands in the VR environment. He also noted that he talked quite a lot with his therapist and at least in Austria, the options of VR treatment programs is very limited. Few programs exist and they can not really be customized to the needs of the user. In the last example, my brother wanted to train his left side more but have the objects be slower and the therapist said that this cannot be changed, unfortunately. This seems to be a common problem with these programs – the customization options for individual patients is limited.

Summary

In summary, VR has a long history, yet its potential as a treatment method remains underutilized, presenting a lot of potential for innovation and research in this area. The versatility of VR spans both physical and mental health topics. VR therapy proves useful because it can be individualised and is both time- and cost-effective. As we continue to

, offering the distinct advantage of tailoring experiences to individual users while proving to be time- and cost-effective. As we continue to uncover the multifaceted applications of VR in the realm of therapy, its transformative impact on healthcare interventions is poised for further realization and advancement.

Sources

The history of virtual reality
History Of Virtual Reality – Virtual Reality Society (vrs.org.uk)
History of VR – Timeline of Events and Tech Development (virtualspeech.com)

BraveMind video
Virtual Reality Therapy: PTSD Treatment for Veterans (soldierstrong.org)

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