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FEATURES:
VR and Interactive Simulation
for Pain Distraction: An Overview
p 12

Tools of Distraction:
Video Games vs. Handhelds
p 17

Portable VR Systems to Reduce


Preoperative Anxiety
p 21

COVER STORY:

Battlefield Pain
Management

PRODUCT
COMPARISON:
Pain Management Systems
p 21

COUNTRY FOCUS:
China
p 46

and much more...


I SS N 2 0 3 1 - 2 7 8
President’s Note
Professor Dr. Brenda K. Wiederhold

As we seek to reduce the cost of healthcare while


expanding coverage to all, the editors look forward to
increased funding of large-scale clinical trials for pain-
relief alternatives such as Virtual Reality.

Dear Reader, wards of $120 billion each year," says Marc Hahn, D.O.,
president of the American Academy of Pain Medicine.
As I write this, I have a headache. I am in good com- "That's not only in its medical treatment, but in its
pany–45 million other Americans will suffer from impact on society, in missed days, and decreased pro-
chronic headaches this year. ductivity at work." The International Association for
the Study of Pain estimates that the global cost is
Wouldn’t you be outraged if you knew that one in five about the same as the cost of cancer or cardiovascu-
people worldwide suffered from a chronic disease that lar disease.
was largely ignored and under-treated? Yet, that is of-
ten the case with chronic pain, for a variety of reasons: We cannot ignore the emotional cost of chronic pain.
Pan-European and Danish studies found:
Pain is subjective. My pain and your pain are very dif-
ferent. How can we describe it? Only recently have we From one-half to two-thirds of chronic pain patients
been encouraged to use a common vocabulary, such were unable or less able to exercise, enjoy normal sleep
as stabbing, burning, or throbbing, to communicate our
pain to our doctors, along with the familiar 0-to-10 scale.
patterns, perform household chores, attend social ac- 1
tivities, drive a car, walk, or have sex.

Secondary pain takes a back seat to a primary diagno- For one in four sufferers, relationships with family and
sis. If a doctor discovers I have cancer, they will con- friends were strained or broken.
centrate on treatments that will result in complete re-
mission. Pain caused by the tumor or the treatment For one in three sufferers, an independent lifestyle was
is recognized, but in the doctor’s mind, and maybe in either no longer an option or difficult to maintain.
my mind too, alleviating the pain is less important
than fighting the cancer. For one in five sufferers, depression was a comorbid
condition.
“It’s all in your head.” Certainly, pain has a psycholog-
ical component. If I am depressed, I am more likely to Some days, 17% of sufferers wanted to die.
have chronic pain. If I allow my negative emotions to
take over, my suffering may increase. Nevertheless, this Among chronic pain sufferers, 39% felt their pain was
is no reason to ignore my pain, rather, my underlying inadequately managed, and half of these individuals
psychological condition needs to be addressed, too. felt their doctor did not view their pain as a problem.

If I am a member of a minority group, I may not have At CyberTherapy & Rehabilitation, we believe that vir-
equal access to treatment. If I am an African-Ameri- tual reality pain-management systems can be an im-
can living in the U.S. or Western Europe, painkillers portant part of the solution. Preliminary results from
may be unavailable in my neighborhood. These bar- a study conducted by The Virtual Reality Medical Cen-
riers to effective treatment are greater in developing ter (VRMC) showed a 75% drop in self-reported pain
countries and in resource-limited neighborhoods ratings, correlated with higher temperature ratings, in-
worldwide. dicating immersion and physiological stabilization. In
studies using VR software at the clinic with patients
The cost of pain is both financial and emotional. "Pain experiencing pain lasting longer than two years in du-
in itself probably costs the American population up- ration, these patients achieved a 50% reduction in
President’s Note (continued from page 1)

pain symptoms in addition to improvements in because of the desire to avert the risks of using
quality of life scores. anesthesia with children, but as we gain more in-
sight into the ways VR can provide distraction and
How does it work? We do not have all the answers pain relief, the applications will become more wide-
yet, but Hunter Hoffman has done the most work spread.
in this area. His brain imaging study showed that
distraction has a real effect in decreasing the in- Additional very exciting work is ongoing by Dr. José
tensity of pain signals in the brain, and preliminary Mosso of Mexico City. Dr. Mosso has used VR to
eliminate general anesthe-
sia in over 500 patients
“...distraction has a real effect in decreas- during minimally invasive
surgical procedures. The
ing the intensity of pain signals in the brain, fact that VR can provide
and preliminary research indicates that VR significant improvements
in safety for patients is re-
actually changes how the brain physically ally remarkable. Finally,
registers pain, not just people’s perception many of these applications
continue to be supported
of the incoming signals.” on mobile phones and
other handheld platforms.
research indicates that VR actually changes how This will go a long way in migrating the advantages
the brain physically registers pain, not just people’s of VR in the clinic to outpatient settings and the
perception of the incoming signals. His latest pub- patient's home.
2 lished research on the effect of VR on pain shows
a reduction of 30% in reports of “worst pain” (sen- With the worldwide trends of reduction of health-
sory component of pain), 44% in “time spent think- care costs and expansion of coverage to all citizens,
ing about pain” (cognitive), and 45% in “pain un- we encourage increased funding of large-scale clin-
pleasantness” (emotional). It is interesting to note ical trials for pain-relief alternatives. We look for-
that this type of treatment can offer relief from the ward to the consequent acceleration of the main-
mental affects of pain as well as the physical com- streaming of VR to the millions worldwide who will
ponent of pain itself. thank us for easing their pain.

Hoffman's work and others is further proving the


advantages of using VR as a nonpharmacological
treatment option for pain sufferers. Distraction of
procedural pain in children appears to be the most Create your own reality!
mainstreamed of the uses for VR pain distraction Brenda Wiederhold
Guest Editorial
Dr. David A. Thomas, NIH/NIDA

“Although the field of ‘cybertherapy’ is in its infancy,


researchers in this field have great passion and vision, and
findings thus far are more than encouraging for an array of
applications, including pain treatment.”

Dear Reader, chronic pain, and each case is somewhat different.


There exists no single pain treatment that is good for
The National Institutes of Health (NIH), a component everyone, or even the majority of people. Research
of the United States Department of Health & Human findings are making it abundantly clear that pain has
Services, with an annual budget exceeding 30 billion many causes and courses, and can impact individu-
dollars, is the world’s largest funder of biomedical als in a multitude of ways including on the behav-
research. The NIH funds both basic and applied ioral, physiological, cognitive, emotional, psychologi-
research on nearly all aspects of disease and health. cal, social and spiritual levels. It can impact a per-
son’s productivity at work, and the lives of their
The National Institute on Drug Abuse (NIDA), part of friends and family. Further, pain and analgesic effi-
the NIH, is among the leading funders of pain cacy varies with individual factors such as age, eth-
research at the NIH. In addition to programs in basic nicity, sex, and genetics. Additionally, personal histo-
pain research and research on the connections ry differences, such as a history of chronic pain or
between pain and drug abuse, NIDA has a strong drug abuse, can also have an impact on how pain is
translational pain research program. The focus of felt, how it impacts ones’ life and how well analgesics
this program includes research on reducing the work.
abuse liability of some commonly used analgesics
and developing novel pain medications with little Just as pain varies in many ways, pain treatments
3
abuse liability. Further, NIDA has a long history of need to vary and be individualized. Research is show-
funding the development of non-pharmacological ing that cyber technologies offer one viable option.
technologies to treat pain, including the application These technologies are showing promise in reducing
of “cyber” technologies (e.g. virtual reality and e- pain, either alone or as adjunctive therapies.
medicine).
The challenges will be to discover how to better har-
NIDA does not stand alone at the NIH in its support ness the power of these therapies to treat pain, to
and development of various technologies to treat identify those patients who will benefit, and to facil-
pain, including cyber technologies. NIDA and many itate the adoption of these technologies into clinical
other NIH Institutes are members of the NIH Pain practice.
Consortium, which was established in 1996 by an act
of The United States Congress to “…enhance pain The NIH is committed to supporting research on
research and promote collaboration among understanding and reducing pain and suffering, and
researchers across the many NIH Institutes and this includes research on cyber technologies.
Centers that have programs and activities addressing Although the field of “cybertherapy” is in its infancy,
pain.” researchers in this field have great passion and
vision, and findings thus far are more than encourag-
By law, the NIH must issue announcements of areas ing for an array of applications, including pain treat-
of research interest. One major series of pain ment. With continued commitment by the NIH and
research funding announcements, issued by nine the cybertherapy research community, these tech-
Institutes and developed in cooperation with the nologies will likely be developed to the point where
NIH Pain Consortium, is titled Mechanisms, Models, wide clinical application is not only feasible, but
Measurement, & Management in Pain Research. In essential.
these announcements, many examples of interests
in technologies to either measure or treat pain are
given. In fact, one bullet specifically mentions “virtu-
David A. Thomas, Ph.D.
al reality.”
Program Officer
Why such an interest at NIDA, and across the NIH, in Division of Basic Neuroscience and Behavioral Research
technologies to treat pain? Approximately 50 mil- National Institute on Drug Abuse
lion people in The United States alone suffer from National Institutes of Health
C&R Editorial Board
GENERAL INFORMATION

CyberTherapy & Rehabilitation Magazine Professor Brenda K. Wiederhold Professor Dragica Kozaric-Kovacic,
ISSN: 2031-278 Ph.D., MBA, BCIA M.D., Ph.D.
GTIN-13 (EAN): 9771784993017 Editor-in-Chief University Hospital Dubrava
C&R Magazine Croatia
CyberTherapy & Rehabilitation Magazine is published quar- Belgium
terly by the Virtual Reality Medical Institute (VRMI), 28/7
Rue de la Loi, B-1040 Brussels, Belgium. The magazine ex- Professor Paul Pauli, Ph.D.
plores the uses of advanced technologies for therapy, train- Professor Rosa M. Baños, Ph.D. University of Würzburg
ing, education, prevention, and rehabilitation. Areas of University of Valencia Germany
interest include, but are not limited to, psychiatry, psy- Spain
chology, physical medicine and rehabilitation, neurolo-
gy, occupational therapy, physical therapy, cognitive re- Professor Simon Richir, Ph.D.
Professor Cristina Botella, Ph.D. Arts et Metiers ParisTech
habilitation, neurorehabilitation, oncology, obesity, eating
Universitat Jaume I France
disorders, and autism, among many others.
Spain
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TABLE OF CONTENTS

PRESIDENT’S NOTE
B. Wiederhold p 1

GUEST EDITORIAL
D. Thomas p 3

COVER STORY
Battlefield Pain Management
C. Manni p 10

PRODUCT COMPARISON CHART


Pain Management Systems p 21
FEATURES VR to Relieve Burn Patients’ Pain
VR and Interactive Simulation for Pain Distraction
M. Wiederhold, B. Wiederhold p 14 The former belief that Virtual Reality as a dis-
VR Analgesia in SnowWorld traction technique to relieve pain works only
H. Hoffman p 19 for low-threshold pain is being dispelled by re-
search on burn victims who suffer from some
“Surreal” Pain Research of the highest degrees of pain during healing
J. Gutierrez-Maldonado p 23 and rehabilitation. Here, a soldier receives im-
Tools of Distraction: Video Games vs. Handhelds mersive Virtual Reality to reduce his pain dur-
K. Miller, S. Rodger, B. Kipping and R. M. Kimble p 25 ing severe burn wound care.

Warfighters and Pain


M. Stetz, R. Folen, C. Myers, K. Brown p 27 7
Multisensory Environments and Their Effect on Pain
M. Tse p 28

Which Virtual Environments Do We Need for Pain?


A. Mühlberger and P. Pauli p 29

Mobile Devices For Chronic Pain Assessment


A. Garcia-Palacios,R. Herrero, Y. Vizcaino, D. Castilla, R. Baños, J. Guiz-
eres and C. Botella p 31

Portable VR System Reduces Preoperative Anxiety


A. Gorini, J. Mosso and G. Riva p 32

Night Vision in Open Surgery


J. Mosso, O. Gonzalez, R. Arrellin, E. Rodriguez, D. Mosso, M. Stetz p 33

FURTHER AFIELD
L. Kong p 34
Handhelds for Children
Understanding the Feeling of “Being There”:
Presence as a Cognitive Process Anxiety and pain felt during procedures is a
G. Riva p 35
worry for many patients–particularly chil-
Technology for the Disabled Population dren. In Kate Miller’s article she explores
C. Weidong p 36 whether or not “off the shelf ” handheld
video games provide sufficient distraction
COUNTRY FOCUS for pain relief when compared with specifi-
China
E. Butcher p 46 cally designed Virtual Reality software. Treat-
ment for realted anxiety is also discussed
with an emphasis on education on upcom-
ing procedures to lessen worries.
News from iACT0R Members
Organization grows worldwide as Special Interest Groups/Regional Chapters are established
As the official association of CyberThera- Training & Rehabilitation as they grow and iACToR members, as well as our readers, to
py & Rehabilitation, we will be bringing you expand throughout the year. As the organ- submit content and updates, as well as sug-
updated news of various special interest ization becomes more well-established, it gestions for new groups. You can do so by
groups and regional chapters of the Inter- is further strengthened by growing num- reaching the Managing Editor at office@vr-
national Association of CyberPsychology, bers from around the globe. We welcome phobia.eu.

Mexican iACToR Chapter Canadian iACToR Chapter


Information provided by José Luis Information provided by Stéphane Bouchard
Mosso
A Canadian chapter of iACToR has been formed,
The Mexican chapter of iACToR is integrat- with the basis for the formation being progres-
ing a platform mainly specializing in medi- sively built around Canada's Cybertherapy and
cine, using different services in hospitals Anxiety (CCA) Virtual Lab. The CCA Virtual Lab,
such as operating rooms, neurology, gyne- led by Stéphane Bouchard, regroups 27 re-
cology and other services including psychol- searchers who received infrastructure funding to
ogy. This chapter includes physicians, sur- deploy virtual reality and telepsychotherapy sys-
geons, pediatricians, psychologists, gyn- tems across the entire country. Part of the proj-
ecologists, teachers, engineers, students of ect also involves the development of virtual en-
medicine, etc. with the purpose of using vir- vironments for generalized anxiety disorder,
tual scenarios to reduce pain and anxiety obsessive-compulsive disorder, social anxiety and
and to develop new technologies. The ad- posttraumatic stress disorder. The team consists
dress of the office of the Mexican Chapter mostly of psychologists and psychiatrists and is
is Avenida Revolucion No. 154, colonia Es- currently laying the foundations of its mode of
8 candon, México city, México, 11800. operations.

Korean iACToR Chapter


Information provided by Sun Kim
The Korean chapter of iACToR is currently being represented by The NOVEL (Neuro-mechanism On Virtu-
al Environment Lab) of Hanyang University, Department of Biomedical Engineering and the Clinical Neu-
ro-Psychology (CNS) Lab of Chung-Ang University Department of Psychology in Seoul, Korea.

The NOVEL was established by Professor Sun I. Kim with the aim of developing Virtual Reality (VR) systems
for medical applications. It has evolved into a leading research lab conducting innovative research to inves-
tigate human behavior and the brain based on VR technology. The main purpose of the NOVEL is to devel-
op VR applications based on more comprehensive evidences on human behavioral or brain functions of
populations with diseases like schizophrenia, addiction, OCD, dementia or neglect as well as normal popu-
lations, which can be done by applying VR technology into brain imaging modalities. To accomplish this
goal, the NOVEL has been making strong, collaborative, domestic and international connections with promi-
nent scientists in psychiatry, neurology, and rehabilitation fields. All members in NOVEL are highly motivat-
ed in this field and have outstanding capabilities in developing virtual environments and analyzing patterns
of human brain and behavior as well as communicating with other scientists, and will take part in iACToR.

The CNS Lab was founded in 2005 by Professor Jang-Han Lee, and currently has 17 lab members actively
involved in lab research projects. The CNS lab is using and/or developing VR programs for, but not limited
to, designing mock crime scenarios used in lie detection research, creating eyewitness scenarios used in
eyewitness memory (ie: weapon focus effect) research, measuring memory biases in victims of dating vio-
lence, researching evacuation behavior in emergency situations, and research on addiction treatment through
covert sensitization. All lab members are Master’s or Ph.D. students enrolled in the Department of Psychol-
ogy graduate school, and plan to continue research using virtual environments in a variety of fields of pro-
fessional organizations after receiving their degrees.

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
News from iACT0R Members
We welcome contributions and new ideas. Please contact us at office@vrphobia.eu.

Military Special Interest Pain Special Interest Group


Group SIG Leader: Cristina Botella
SIG Leaders: Melba Stetz and Dennis Wood
The International Association of CyberPsychol-
The Military Special Interest Group formed ogy, Training & Rehabilitation’s Pain Special In-
under the International Association of Cy- terest Group promotes the use of Information
berPsychology, Training & Rehabilitation pro- and Communication Technologies (ICT), specif-
motes the use of advanced technologies for ically Virtual Reality (VR) for pain treatment. Our
healthcare in the military sector. Our mem- members include top researchers, specialists in
bers include mental and physical healthcare the field of pain treatment and leading psychol-
providers in the military. This section was ogists, but is open to any members of iACToR
formed to address the unique living and work- who are interested in learning more about, and
ing conditions warfighters are exposed to participating in, the growing field of nonphar-
which calls for specified rehabilitation and pre- macological pain management.
vention programs, of which Virtual Reality (VR)
and Information and Communication Tech- Acute pain control has been shown to respond
nologies (ICT) can and already are, playing a well to VR, which has been demonstrated as a
large role. powerful means to draw attention away from
pain. Burn patients going through painful proce-
Preliminary findings done by military research dures like wound care and physical therapy ben-
groups suggest that using gaming, VR tech- efit from these strategies. Another field that in-
nology and biofeedback equipment are im- terests clinicians is chronic pain. Chronic pain
mersive and cost-effective readiness tools that includes a wide range of medical conditions
which cause a negative impact on the patients’
9
help warfighters and their families during the
present wars. These studies not only help ad- quality of life and is becoming an important pub-
dress mental and behavioral problems but also lic health problem. It is important to develop as-
build resilience by discussing issues such as sessment instruments and intervention programs
combat stress, anger, and nicotine addiction. from multidimensional and multidisciplinary ap-
Military psychology departments also conduct proaches in order to provide a suitable response
various clinical research protocols on topics for chronic pain sufferers.
such as modified child therapy, couples’ ther-
apy, sleep problems, and mindfulness train- By joining the Pain Special Interest Group, mem-
ing. Participants in these studies are able to bers have an opportunity to promote and gov-
learn coping techniques, such as pain distrac- ern direction of the group, develop a network of
tion and relaxation. Two main reasons for us- international contacts of healthcare profession-
ing this technological immersive praxis are to als and policy-makers in the field of pain man-
help deliver services under limited resources, agement and help to strengthen the organiza-
such as staff and time, and to consider the tion as a whole.
gaming attraction of many of our warfighters.
The mission of the section is to improve exist-
By joining the group, members will help to ing forms of pain treatment by using cutting-
further the use of VR and other advanced edge technology, to further educate others on
technologies in important fields related to the possibilities present in the field and to pro-
the military such as pain treatment, the mote opportunities to exchange and dissemi-
treatment and prevention of Posttraumatic nate information, materials, and pain treat-
Stress Disorder, cognitive and physical reha- ment techniques to iACToR members and to
bilitation and resiliency training. the public.

Stay abreast of new topics and technology by We welcome contributions, suggestions for growth
joining the Military Special Interest Group on and direction of the group and encourage all in-
http://iactor.ning.com. terested parties to join the Pain Special Interest
Group by visiting http://iactor.ning.com.

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
COVER STORY

Battlefield Pain
Management: Road Ahead
As is and the
By Christopher V. Maani

The opinions and assertions contained here-


in are the private views of the authors and are
not to be construed as official or reflecting the
views of the Department of the Army or
Department of Defense.

The unique situations that arise during


combat make pain management difficult.
New technologies aim to improve treat-
ment options and outcomes for patients.

Regardless of how we opine on the current


state of healthcare reform, most would agree
that pain management is a right, not a priv-
ilege. Both the civilian patients we care for
10 everyday and the Wounded Warriors in our
military deserve our very best efforts when
it comes to controlling their pain and reliev-
ing their suffering. Solving the problem of
excessive pain may prove more challenging
in military populations than in civilian pop-
ulations. Both physical and emotional suf-
fering are
problematic
in survivors of
combat-relat-
ed injuries
caused by ex-
plosions. Pa-
tients who ex-
perience
combat-relat-
ed blasts have
more exten-
sive physical
injuries and
greater pain
severity (Fig-
ure 1). Those
with combat- Figure 1: Bilateral below knee amputations in a far
related burn forward setting following explosive blast injury.
injuries re-
quire larger opioid doses for pain than sol-
Figure 4: Improved patient satisfaction attributed to regional anesthesia on a combat-
diers and civilians with non-blast injuries.
wounded soldier in a far-forward setting.

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
ored dose of 10 mg of mor- prolonged benefit with analgesic durations
phine or the state-of-the-art lasting from hours to days at a time, with-
technology of immersive vir- out the negative sequelae of opioids. Per-
tual therapy, successful anal- haps the most promising potential medica-
gesia reduces pain and suffer- tion is S-Ketamine–lauded by many as the
ing while improving next silver bullet in pain control. The S-
outcomes and the patient’s stereoisomer appears to be more potent
quality of life. than its racemate, and has fewer of the neg-
ative side-effects often attributed to the R-
Current pain management isomer and the currently FDA-approved
techniques often are staid form of RS-Ketamine. Given the current hu-
and need both improvement man use of S-Ketamine in the European
and enhancement. It is easy Union, its U.S. introduction may not be far
to see why, when considering away.
the most common pre-hos-
pital pain medication: intra- Current pain control considerations even
Figure 2: ASP gold needles being placed in the ear muscular (IM) or intravenous include topical applications such as lido-
for Battlefield Acupuncture. (IV) morphine. IM adminis- caine patches for rib fractures. There is not
tration does not lend itself to much in the way of rigorously collected sci-
While this often leads to it being cited as a easy titration, whereas IV titration is more entific data, but there have been several an-
major healthcare expenditure, pain man- feasible. Both routes of administration re- ecdotal accounts of success with this attrac-
agement is about much more than just dol- quire needles and requisite disposal of tive analgesic option for prehospital or
lars and cents. sharps. These methods also imply a need combat pain. TENS units and surface ultra-
for exposure of the casualty–a problem in sound have also been considered for their
Reduction of unnecessary pain and suffer- hypothermic trauma victims or soldiers in analgesic potential. From isolated extremi-
ing is a cornerstone of medicine. Inade- a tactical and potentially chemical environ- ty injury to musculoskeletal pain of the tor-
quate pain management is something we ment. Morphine-induced respiratory and so, there is a possibility that these are viable
must act upon. The burden of pain is cardiovascular depression can also be es- alternatives to the staple narcotic regimen
enough to encumber or overwhelm an in- pecially challenging in this patient cohort still often encountered today. Battlefield
dividual when it is not treated well. Along which is prone to shock and hemorrhage. acupuncture is yet another alternative. Pop-
with the coincident and inherent mental ularized by U.S. Air Force physician Dr.
anguish of being in pain at any given mo- Despite the many challenges in pain man- Richard Niemtzow in 2002, this simple tech- 11
ment, there are long term sequelae as well. agement, modern day practices and possi- nique requires only minimal training and
These may include Posttraumatic Stress Dis- bilities are getting better. Available improve- very small, portable gold needles that bare-
order (PTSD), depression, non-restorative ments, beyond IM/IV morphine admin- ly penetrate the skin and do not require
sleep patterns and of course, chronic pain istration, for example, include oral admin- standard sharps disposal (Figure 2). Other
syndromes. Even the ability to perform ac- istration of non-steroidal anti inflammato- advantages include a lower number of ad-
tivities of daily living can be compromised ry medications (NSAIDS) and acetamino- verse effects or contraindications, and not
when pain is not managed appropriately. phen/paracetamol. These can be bundled requiring exposure of the casualty. While
This can be a potential problem for thou- into a “combat pill pack,” which incidental- battlefield acupuncture has been reported
sands of new patients each and every year. ly may also include broad spectrum antibi- to afford analgesia lasting up to three days,
otics such as levofloxacin in an effort to even several hours of pain relief are wel-
Thousands of warfighters have suffered se- stem infectious risks. Other currently avail- come.
vere burn wounds and/or other trauma in- able medications include the fentanyl lol-
juries secondary to the increased use of ex- lipop, the opioid hydromorphone and The “Cadillac of pain control” is a phrase of-
plosive weapons by enemy insurgents in Iraq racemic ketamine. While ketamine has his- ten used to describe regional anesthesia
and Afghanistan. Over 80% of American ca- torically been used mostly in the setting of techniques. While many peripheral nerve
sualties are transported from Baghdad to military/emergency departments, pediatrics blocks (PNB’s) may not be practical for first
Germany with uncontrolled pain. Severe to and burns, the widespread battlefield or mil- responder care or self-aid, they do provide
excruciating pain often continues during itary use of ketamine in recent conflicts may an excellent alternative to conventional mul-
the hospitalizations of these noble men and be becoming more mainstream again. timodal therapy. Often requiring relatively
women injured in combat-related duty while minimal supplies (local anesthetic solution
serving their country. U.S. warfighters with There are also pharmaceutical products in with stimulating needle, nerve stimulator,
severe combat injuries, such as burned the developmental pipeline that have yet prep solution and sterile gloves); single shot
hands, broken bones and amputations, must to receive FDA clearance. Transdermal PCA’s nerve blocks can afford patients analgesic
undergo frequent wound care sessions as utilize iontophoretic principles to maximize benefits in excess of 18-24 hours (Figure 3).
part of their recovery. Combat pain is hor- drug delivery. Recent technological advance- The main advantages include decreased
rible– indeed, all sub-optimally managed ments involving nanotechnology and the opioid consumption, decreased nausea and
pain is torture. Whether it is the time-hon- “pain vaccine” carry the potential to provide vomiting, increased patient awareness and

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
Now Available Online!
Special Issue
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Visit
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Figure 5: Immersive Virtual Reality therapy to assist with pain management during burn wound care.

satisfaction (Figure 4). With military and stave off cardio-respiratory problems. Ad-
13
strategic/tactical considerations, PNB’s of- ditional research is needed to confirm the
fer an alternative that can mean the differ- efficacy and expand the availability of iVR
ence between injured Soldiers ambulating not only in the burn and trauma units,
themselves and having to be carried off by but also as far forward on the modern bat-
two or more fellow Soldiers, a result that fur- tlefield as possible, e.g., during medical
ther decreases mission effective force or evacuations and eventually even further
fighting strength. forward.

Seemingly a page out of a futuristic sci- More research and development is need-
ence fiction movie, immersive Virtual Re- ed to study and validate these possibili-
ality (iVR) therapy is finding its way into ties. Pain research will continue to light
the mainstream management of even the the way for pain clinicians and their pa-
most complicated and severe pain. Long tients alike. The interplay of suboptimal
held in regard as the worst pain possible, pain management and its effects on day-
burn pain appears to respond well to this to-day activities cannot be underestimat-
new technology (Figure 5). Because it ed. Society pays the bill of pain in the
uses electronics and not drugs, iVR anal- currency of work-hours lost, healthcare Figure 3: The author administers re-
gesia does not cloud the patient’s think- dollars spent and lives disrupted. Many gional anesthesia on a combat-wounded
ing or judgment like narcotic analgesics. times these lives are completely uproot- soldier in a far-forward setting.
By satisfying the military’s request for bat- ed, and entire families are destroyed. The

[ ]
tlefield interventions which do not cloud problems these patients and their loved
the decision-making process, iVR analge- ones face on a daily basis are a reminder
sia has a direct impact on functional unit of this moral imperative–the need for Christopher V. Maani, M.D.
capability and mission accomplishment. us to continue our efforts to improve US Army Medical Corps
This becomes even more critical when air pain management and to provide our pa- USAISR - CD; Burn Center, BAMC
evacuation is involved since patients are tients an escape from the dire conse- Christopher.Maani@us.army.mil
often under-medicated in an effort to quences of poor pain control.
FEATURES

Virtual Reality and


Interactive Simulation
for Pain Distraction
By effectively distracting the brain during painful medical procedures,
Virtual Reality (VR) environments assure less attention is available for
patients to acknowledge, and continue to pay attention to, pain. In the fol-
lowing article, the authors provide an overview of VR treaments to mini-
mize pain and provide a history of related studies.

14 By Mark D. Wiederhold & Brenda K. Wiederhold

Recent studies show that pain affects 13% quality of life. Chronic pain is associated ways that go above and beyond other tech-
to 53% of the population throughout the with poor general health and interferes niques. Immersion relates to how present
world, making pain management one of with mental health as well. As a result, more the user feels in the world and how real
the highest priorities in medicine today. than one-third of pain sufferers feel isolat- the environment seems. When immersion
Approximately 10,000 physicians special- ed by their pain, and almost one-third say is high, much of the user’s attention is fo-
ize in pain management, yet only 5% of they feel their families do not understand cused on the virtual environment, leaving
patients with the most severe pain ever their pain. little left to focus on other things such as
get to see a specialist. Although chronic pain.
pain is the most common reason for seek- Background
ing medical care, more than 20% of peo- Review of Clinical Studies
ple with chronic pain do not seek a doc- Virtual reality (VR) utilizes innovative tech-
tor’s care. Chronic pain rises with age and nology and software to display virtual en- Clinical applications of VR and other tech-
affects a higher proportion of women than vironments to users with the aid of a head- nologies, and experimental research on
men. Although three to six months is the mounted display. Head tracking allows the why it has such a powerful impact on be-
definition for chronic pain, long-term sur- user to interact with and actively view the havioral healthcare, medicine, and neuro-
veys show that 20% to 46% of chronic pain environment in 360 degrees. Therefore, science, have demonstrated an array of
patients have had it for 10 years or more. the images that the user sees reacts to the success in significantly altering the way we
Pain is of moderate to severe intensity for position they move their head. Another view current methods of treatment for pain
most patients, and other than the opioid way VR is reactive is through the manipu- and anxiety and opens up exciting new
analgesics, few prescription pain drugs lation of the environment, usually through possibilities and areas of improvement and
achieve acceptable pain relief in more than a mouse or keyboard. These advanced sys- innovation in nonpharmacological adjunc-
50% of treated patients. Evidence shows tems allow users to interact on many lev- tive pain relief. VR has been found to be
that there is a clear need for adjunctive els with the virtual environment, exploit- effective in reducing reported pain and dis-
pain relief. ing many of their senses, and encouraging tress in patients undergoing burn wound
them to become immersed in the world care, chemotherapy, dental procedures,
Two-thirds of chronic pain patients say that they are experiencing. venipuncture, and many other painful pro-
pain interferes with daily activities, espe- cedures by drawing attention away from
cially participating in physical activity— Immersion is one of the concepts that al- the patients’ mental processing, thereby
and the less physical activity there is the low VR environments to distract patients decreasing the amount of pain conscious-
more acutely pain affects and complicates undergoing various medical procedures in ly experienced by the patient. Additional-

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
ly, VR for neurorehabilitation and physical cological intervention for pain management This data diverges with earlier reports of the
rehabilitation has demonstrated success, as of elderly persons. utilization of relaxation which produces a
has VR for other such diverse areas such as decrease in physiologic arousal during such
prosthetics and orthotics training. Promis- Preliminary distraction studies, conducted dental procedures.
ing outcomes have been achieved by re- in 1984, investigated three types of distrac-
search conducted since the 1980’s. tion with patients undergoing dental proce- More than a decade later, similar studies in-
dures to obtain amalgam restorations. The volving VR distraction were conducted us-
Firstly, studies have shown that distraction distraction conditions included an audio- ing cancer patients. This work, which con-
can take place by performing as simple an comedy program, a video-comedy program, sisted of immersing users in the virtual forest
action as looking at pictures. A study was and a video game. Distraction was success- walk system, a virtual environment, to in-
conducted in which elderly persons were fully induced in patients who viewed the vestigate the efficacy of VR technology in
shown affective images and pictures while video comedy and played the video game the psycho-oncological care of patients’ men-
performing their physiotherapy exercise and during the dental procedure. This finding tal health, demonstrated that that the expo-
results implied that affective images and suggests that an increase in physiologic sure had a considerable positive effect in
pictures appear to be a useful nonpharma- arousal is connected to effective distraction. the mental support of cancer patients. In

15

Figure 1: A patient is immersed in a virtual environ-


ment (shown on lap top, foreground) to lessen pain
during a medical procedure

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES VR for Pain Distraction

another study, VR distraction intervention including lowered pulse rates, were wit- game, titled Re-Mission, which consisted
for women suffering from cancer was used nessed for children with cancer who used of 20 missions within fictional cancer pa-
to control chemotherapy-related symp- the VR distraction during treatment. Fur- tients’ lives, undergoing radiation,
tom distress, boosting patients’ ability to ther examinations into the analgesic po- chemotherapy, and immunotherapy.
remain on schedule for treatment regi- tential of VR as a distraction intervention
mens and cope with the disease, and im- for patients with cancer was further ex- Several studies focusing on burn pain,
prove patients’ quality of life and increas- amined in a study which showed VR glass- such as work done by Hunter Hoffman
ing the chances for survival by decreasing es are a practical, age-appropriate, non- (see article on page 14), have led mental
treatment-related symptom distress. pharmacological addition to standard care healthcare to new frontiers as well. Stud-
in handling the pain associated with lum- ies found that immersive VR decreased
Several studies have identified distraction bar punctures in adolescents. In another the amount of pain reported in addition
as a coping mechanism effective for chil- study, the efficacy of VR as a behavioral to the amount of time burn patients
dren with cancer. In one study, VR as a intervention designed to reduce distress spent thinking about the pain during
distraction intervention for minimizing during a port access for 7-14 year old on- physical therapy. The data provides pre-
chemotherapy-related symptom distress cology patients. Distress experienced by liminary support that VR can act as a
in children with cancer was explored the children was evaluated through both strong nonpharmacologic pain reduction
where patients wore a Virtual IO headset subjective self-ratings as well as objective method for adult burn patients. Anoth-
during an intravenous chemotherapy physiological and behavioral ratings. On er study investigated children with acute
treatment while playing one of the follow- all measures, VR was effective in decreas- burn injuries and found strong support
ing three CD Rom-based scenarios–Mag- ing children’s distress. for the use of VR-based games in provid-
ic Carpet, Sherlock Holmes Mystery, and ing analgesia for children’s acute pain
Seventh Guest. According to the data As well as providing distraction from pain with minimal side effects, reusability and
analysis of the SDS, VR intervention was during chemotherapy treatment using versatility, as well as little impact on the
effective at decreasing the level of symp- VR, patients conveyed that they experi- physical hospital environment.
tom distress immediately after the enced an altered perception of time.
chemotherapy treatment, however, it did These findings support the idea that VR The effectiveness of VR as a pain distracter
not have a lasting effect. It is interesting can help make chemotherapy treatments has also been examined for patients un-
to note, though, that the high levels of more tolerable; however, using VR does- dergoing venipunctures and wound dress-
16 anxiety during the initial chemotherapy n’t improve chemotherapy-related symp- ings. One investigation looked at whether
treatment showed a decrease during suc- toms. VR can also be used to educate pa- VR was more effective at decreasing pain
cessive treatments. tients and has been shown to lead to and distress in children undergoing mi-
significant increases in cancer-related self- nor procedures versus watching animat-
Further studies support the idea that in efficacy and knowledge through the use ed movies. These findings indicate that
comparison with the no distraction con- of an appealing interactive videogame VR is at least as effective as and signifi-
dition, diminutions in pain and anxiety, platform. HopeLab has created a PC-based cantly more pleasant than watching an
animated movie. Other research findings
suggested that visual stimuli generated
by an eyeglass display were a helpful non-
pharmacological adjunct for pain relief in
elderly patients receiving wound dress-
ings for leg ulcers. Similar findings further
supported VR as a pain distracter for chil-
dren undergoing venipunctures.

In order to understand how VR can effec-


tively reduce pain, work has been done
to investigate the neural correlates of VR
analgesia. In a particular study, partici-
pants’ pain-related brain activity was meas-
ured using fMRI during conditions of VR
and no VR. VR considerably decreased
pain-related brain activity in all five re-
gions of interest including the anterior
cingulate cortex, primary and secondary
somatosensory cortex, insula, and thala-

Figure 2: Shell City, a Virtual World used


by VRMC for pain treatment, encourages
users to interact with the environment
by collecting shells along the beach and
creating calming music and images with
the shells they have collected.

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

Table 1: Virtual Reality (VR) and Pain Distraction Studies

No. of
Year First Author Participants Procedure Treatment Results

One VR session, Better mood, less fatigue post VR, forest had
1999 Oyama 22 Oncology care virtual forest walk significant effect on mental support

1999 Schneider 22 Chemotherapy VR during three treatments Less symptom distress after treatment

Three minutes with VR and three


2000 Hoffman 12 Physical Therapy Significant pain reduction during VR
minutes without

VR reduced pulse but had no significant


2000 Sullivan 26 Dental procedures VR exposure
effect on behavior or anxiety

VR glasses/video and standard care vs VR helped distract 77% of


2002 Sander 30 Lumbar puncture only standard care experimental group

HMD VR vs flat-screen VR vs cartoon Significantly lower affective pain with HMD


2003 Reger 57 Venipuncture viewing vs no distractions Reduction in pain for eyeglass display

Eyeglass display with soundless video Significantly lower pain scores


2003 Tse 33 Wound dressing broadcast vs static blank screen with video images
Port access VR vs non-VR distraction
2004 Gershon 59 (venipuncture) Reduced pain, anxiety, pulse rate
vs no distraction

Within-subjects design, Significantly reduced


2004 Hoffman 8 Painful thermal stimuli
SnowWorld vs no VR pain-related brain activity
VR helmet/headphones/headtracking VR presence significantly, positively correlated 17
2004 Hoffman 39 Painful thermal stimuli vs.see-through VR glasses with pain reduction

2004 Schneider 20 Chemotherapy VR distraction during sessions Distraction decreased symptom distress

Significant pain reduction,


2004 Wiederhold 6 Chronic pain Icy Cool Fantasy VR HMD
higher skin temperature

VR and pharmaceutical
2005 Das 7 Dressing changes Pain score without VR: 4.1; with VR 1.3
analgesics vs analgesics only
Altered perception of time
2005 Schneider 92 Chemotherapy VR vs no VR indicating immersion

Significantly decreased pain score,


2005 Tse 15 Physiotherapy Affective pictures during sessions NS increase in quality of life

Children using VR experienced significantly


2005 Wolitzky 20 Port access procedure Gorilla habitat VR HMD vs no VR less pain and anxiety

RCT, standard video game vs standard Significantly increased self-efficacy, as


2006 Cole 375 Cancer treatment and Re-Mission video game well as ability to manage side effects

Venipuncture VR decreased distress, perceived by


2006 Lange 44 or wound care Block randomization, VR vs movie parents/staff as more effective

Effective distraction and pain management


2006 Wiederhold 8 Dental procedures VR vs no VR
mechanism; as perceived by patients/staff

2007 Mosso 27 Ambulatory surgery Enchanted Forest VR Avoidance of general anesthesia

Needle-related Best results when game type


2009 Nilsson 21 VR game corresponded to procedure
procedures

2009 Leibovici 24 Chronic pruritus Immersive VR Reduced itching and scratching

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES VR for Pain Distraction

mus, as anticipated. Direct modulation of duced a number of PC-based portable med- Work at The Virtual Reality Medical
brain pain responses by VR distraction was ical devices, including programs to treat Center (VRMC)
demonstrated by the data. pain and pain-related anxiety. To test the
efficacy of a prototype virtual environment The VRMC specializes in the creation of
These studies support the use of VR to dis- for the cell phone, VRMC compared a pain augmented reality environments that are
tract patients from pain and anxiety during focus condition to a virtual environment used to increase levels of immersion and
painful or unpleasant medical procedures. condition in participants with chronic low- presence, both effective for increasing
Continuing education and research ensures er back pain. Data on heart rate and skin distraction which can lead to diminished
that the field continues to grow and further temperature were collected, as well as pain- pain, for participants undergoing thera-
direction will be used to begin to dissect intensity ratings obtained from self-report py. Funded by the National Institutes of
and analyze the specific brain mechanisms questionnaires. As with VRMC’s PC-based Health and the National Institute on
underlying pain distraction with VR. product, all participants reported a drop in Drug Abuse, the VRMC developed a VR
pain while in the cell phone virtual envi- pain distraction system to be used in the
Treatment Outside the Clinic ronment. As in the PC product study, the dental office. Patients had a variety of
significant decrease in heart rate and the dental procedures including replacement
Although it is widely recognized that VR significant increase in skin temperature of crowns, fillings, root canals, and cos-
treatment is applicable to treating anxiety while the participant was in the virtual en- metic dental work and during the den-
and pain in a clinical setting, a certain num- vironment substantiates the three self-re- tal procedures the patients wore a VR
ber of factors has hindered its use outside ported pain ratings, indicates a reduced lev- head mount and observed a variety of
the office, such as the large amount of el of pain and anxiety, and suggests that software environments. While the pa-
space needed for equipment and high cost VR via small-screen display is an effective tients were in the virtual environments,
of utilizing such systems. method of reducing this distress. These non-invasive sensors were used to meas-
findings will support the use of VR distrac- ure physiological signals including elec-
A low-cost alternative to the traditional de- tion outside the doctor’s office and encour- trocardiogram, skin temperature, skin
livery method for VR is the cell phone. Vir- age patients to address anxiety and pain conductance, and respiratory rate. Over-
tual Reality Medical Center (VRMC) has pro- through nonpharmacological methods. all, dental patients reported a reduction
in the level of discomfort
and pain while exploring
the interactive virtual
worlds.

18 Conclusions and Future


Directions

After looking at an
overview of research in-
volving the use of VR
and other types of inter-
active simulation tools
that demonstrate a capa-
bility for reduction in
painful or other unpleas-
ant symptoms during
medical procedures, it is
evident that there seems
to be a correlation be-
tween level of interactiv-
ity and immersion in the
Screenshots from virtual environments
and success in relieving
VRMC’s virtual worlds distressing symptomatol-
“Enchanted Castle” ogy. In particular, prelim-
inary evidence suggests
(upper left), “Icy Cool changes in brain fMRI
World” (upper right), patterns that seem to
correlate with effective-
and “Tech City” ness of pain relief during
VR interactions. Clearly,
management and suc-
cessful intervention for
serious pain requires a

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

multidisciplinary team of clinical experts.


Successful distraction by using these in-
teractive tools may provide an addition-
al augmentative option that is accept-
able and often preferred by many
patients. Further elucidation of the
mechanisms underlying pain relief
should be explored so that improve-
ments and the specific creation of envi-
ronments linked to specific types of pain
and specific disease conditions can be
developed.

[ ]
Mark D. Wiederhold, M.D.,
Ph.D., FACP
Brenda K. Wiederhold, Ph.D.,
MBA, BCIA
Screenshots from VRMC’s virtu-
Virtual Reality Medical Institute al worlds “Enchanted Forest”
Belgium (above) and “The Cliff”
mwiederhold@vrphobia.com
www.vrphobia.com

Virtual Reality Analgesia 19

in SnowWorld
By Hunter Hoffman
In the following article the
author discusses the Virtual
Reality world SnowWorld, a VR
system designed specifically
for burn patients, and describes
how distraction and immer-
sion play an important role in
pain management.
Why does a child getting wound care
while in the virtual world, SnowWorld,
behave as if they are not even in the hos-
pital, when the child knows for sure that
Figure 1: A screenshot of what patients see in the goggles during immersive virtual real-
Continued on page 20 ity pain distraction.

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
PRODUCT COMPARISON

Product Comparison Chart:


Pain Management Systems
Here, we provide an overview of popu- pocket, to 3-D pain distraction and re- portable level, making these products
lar products on the market to treat pain. lief software which can be used on a even more appealing to the user. Virtu-
Ranging from TENS machines, which mobile platform, such as a cell phone, al Reality pain treatment systems will
treat pain through electrical stimula- improved technologies are making pain see more widespread use as mobile plat-
tion of the nerves, that can fit in your more manageable on a smaller, more form popularity continues to grow.

PRODUCT DESCRIPTION OF PRODUCT MANUFACTURER

Acticare TSE an improvement on TENS machines, offers transcutaneous spinal elec- Acticare
troanalgesia (TSE) therapy, can fit in your pocket and focuses on the
central nervous system
Pro Sport device device combines microcurrent transcutaneous stimulation with so- Avazzia BEST
matic bio-feedback, adjunctive treatment in the management of post-
surgical and post-traumatic pain.
Virtual Reality Pain 3-D interactive VR pain distraction and relief software product, can Virtual Reality Medical
Management System either be used in clinical, PC-based setting or on a mobile platform Center
such as a cell phone
The DonJoy® Pain Con- portable, disposable pump that continuously delivers physician pre- DJ Orthopedics Inc.
trol Device (PCD) scribed local anesthetic directly into a surgical site over an extended
21
period of time to manage postoperative pain
Virtual Reality Pain Dis- system designed to distract patients during painful procedures using Fifth Dimension
traction System head-mounted display (HMD) and game pad or joystick Technologies
Re-Mission pain distraction PC video game for cancer patients, in the game a hero- HopeLab
ine battles tumors and chemotherapy side effects inside a human body
SnowWorld a virtual reality world for burn patients to help reduce their pain, de- Human Interface
signed to be used when the patient’s bandages are changed Technology Lab (HIT Lab)
SCENAR Sport D hand-held pain relief device intended for delivering general thera- Scenar Health
peutic non-invasive treatment to the body's physiological systems via
skin areas
TENS Pain Control Units TENS pain control units, which treat pain through electrical stimula- Vitalityweb.com, Inc.
tion of the nerve, disrupts the pain signal so the pain is no longer felt
Calmare(R) Therapy device, with a biophysical rather than a biochemical approach, uses Competitive Technologies,
Treatment a multi-processor able to simultaneously treat multiple pain areas by Inc.
applying surface electrodes to the skin
Ben’s Game video games designed to provide a high level of pain distraction, al- Make a Wish Foundation
lows the player to battle monsters while keeping the body safe from
hair loss and other chemotherapy side effects
TENS Units company sells a variety of TENS pain units that help control pain by Healiohealth
sending small electric impulses through electrodes to nerve fibers
FEATURES VR Analgesia in SnowWorld

they are not in SnowWorld? Burn patients


put on a virtual reality (VR) helmet and
have the feeling of being transported to
the place depicted by the virtual environ-
ment–SnowWorld. These burn patients
act as if they are really there. More im-
portantly, when in VR, burn patients of-
ten act as if they are not in the real world
undergoing painful medical procedures.

While in VR, burn patients report large


reductions in pain unpleasantness and
pain intensity, they spend much less time
thinking about their pain during wound
care, and even report having fun during
wound care while in VR. Burn patients
immersed in SnowWorld during wound
care experience potent non-pharmaco-
logic “VR analgesia.”

My colleague, Dave Patterson, and I orig-


inated the technique of using immersive
VR for pain control in the mid ‘90s. Since
then, our interdisciplinary research team
at the University of Washington in Seat- Figure 1: A patient wears waterfriendly VR goggles while undergoing severe burn wound
tle, including Hoffman, Patterson, Car- care at Harborview Burn Center in Seattle, Washington.
rougher, Richards, Seibel, Jensen and
22 Sharar, has been studying how severe burn
patients act when immersed in Snow-
made static fiberoptic VR helmet with nism, burn patients report spending
800,000 tiny fibers per eye, we showed much less time thinking about their pain
World. We have been informally observ- that VR analgesia can reduce some of the during wound care while in SnowWorld.
ing patients’ pain behavior, such as most severe pain in medicine–severe In addition, laboratory pain studies have
whether or not they pull their hand away burn wound care/debridement in the hy- shown that on a divided attention task,
from the nurse. We have also been em- droscrub tanks. Surprisingly, contrary to where the participant’s primary task is to
pirically quantifying how burn patients prevailing wisdom that distraction is less monitor a string of numbers, perform-
respond to being in VR–how being in VR effective at higher pain levels, our results ance on the primary task drops signifi-
affects their pain, as measured with pa- showed that VR was most effective in pa- cantly when participants go into VR.
tient pain ratings and fMRI brain scans. tients who needed it the most, those with
We have also begun to explore why burn worst pain scores of seven or higher on a Computer Science and Engineering
patients feel less pain while in VR, i.e., the scale from zero to 10. To maximize VR analgesia for burn pa-
mechanisms of VR analgesia. tients in SnowWorld, my colleagues and
Immersive VR is hypothesized to reduce I have designed our VR systems (hard-
Allowing patients to “go into” VR during pain via a non-pharmacologic attention- ware and software) to maximize immer-
painful procedures can help reduce exces- al mechanism. Patients look into VR gog- sion of the VR system in an attempt to
sive pain non-pharmacologically. Com- gles and the goggles block patients' view maximize VR analgesia. In laboratory
pared to standard of care (pain medica- of the hospital room so they cannot see studies at the University of Washington,
tions with no VR), researchers consistently the wound care. Instead, the goggles sub- Seattle, based on the earlier framework
find 30-50% reductions in pain ratings stitute synthetic computer-generated im- of immersion laid out by Slater and
when VR is used adjunctively, that is, in ages from an illusory 3-D virtual world. Wilbur, we have manipulated helmet qual-
addition to usual pain meds, during civil- Noise-canceling earphones block sounds ity and interactivity to see if these ma-
ian severe burn wound care and during from the hospital room, and substitute nipulations affected the chances that
physical therapy to stretch the burn pa- more calming music and sound effects. participants would see if these manipu-
tients newly healing skin. Military patient The patient interacts with the virtual lations would affect the amount of VR
populations with combat-related burn in- world, throwing snowballs at objects, analgesia reported by participants in our
juries are showing similar benefits of VR which makes it even more attention grab- VR systems. Immersive VR appears to
analgesia. In addition, fMRI brain scans bing. According to our logic, pain requires show a non-pharmacologic dose-response
testing healthy volunteers receiving brief attention and patients have a limited relationship where more immersive VR
thermal pain stimuli have shown large re- amount of attention available. VR draws systems (presumed to be more attention
ductions in pain-related brain activity as- upon these limited attentional resources, grabbing) reduce pain more effectively
sociated with VR analgesia (Figure 1). We leaving less attention available to process than less immersive VR systems. For ex-
have also used VR to treat burn patients incoming pain signals. Consistent with ample, in a between-groups, double blind
sitting in a tub of water. Using a custom- involvement of an attentional mecha- analog pain study manipulating only hel-

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

met quality, more immersive medium field immersion of the VR system, and as pre- team are currently working on building.
of view VR goggles (via a commercially dicted, increased the analgesic effective-
available NVIS SX LCD helmet) led to clin- ness of immersive VR. This article is a synopsis of the keynote
ically meaningful reductions in pain in two presentation Dr. Hoffman gave at RAVE-
out of three participants, whereas less im- In summary, so far, high tech VR helmet
mersive narrower field of view VR goggles quality, such as wide field of view goggles, 2010 in Barcelona on March 3, 2010.
(Cy-Visor) led to clinically meaningful re- and interactivity, such as playing SnowWorld

[ ]
ductions in pain in only one out of three with a mouse-like trackball or other input
participants. In another study, one group device, have been isolated as important Hunter Hoffman, Ph.D.
interacted with the virtual world via a track- factors contributing to VR analgesia. Im- University of Washington
ball and the other group was not given a provements in the field will become perti- U.S.A.
trackball and thus viewed SnowWorld pas- nent in future research, such as a pair of hunthoff@uw.edu,
sively. Interactivity increased the objective scanning fiber VR goggles that Hoffman’s www.vrpain.com

“Surreal” Pain Research


“Surreal World,” one of the virtual worlds discussed in the following arti- 23
cle, features interactive environments based on paintings done by Dalí
and Miró and aims to captivate users’ attention as they interact with
various objects, including a representation of the sensation of pain.
By José Gutierrez-Maldonado
In past years, research on the use of virtual reality (VR) in pain has through virtual environments that recreate Dalí and Miró paintings
received considerable support in Spain due to financial aid calls and focus on obtaining the patient’s attention through interaction
for research on chronic pain supported by "Fundació La Marató with objects that generate surprise due to their surreal features.
de TV3" in 2007. The consortium formed by the research groups This research group has also developed an environment that al-
led by Jose Gutierrez-Maldonado (University of Barcelona),
Mel Slater (University of Barcelona) and Cristina Botella (Uni-
versity Jaume I) obtained this type of financial aid and coor-
dinate their work in the frame of the project "Development
and application of technologically-advanced methods based
on VR for attention-diversion, visualization and body image
modification, as adjunct analgesic techniques against chron-
ic pain." One of the main aims of the subprojects of the co-
ordinated project mentioned above is the development of
virtual environments for attention-diversion, beliefs modifi-
cation, body schema modification, mood induction and be-
havioral activation.

The virtual environments, aiming to provide attention-diver-


sion, were developed by the group led by Jose Gutierrez-Mal-
donado along with Vicky Rangel, Ivan Alsina, Desiree Loreto,
Figure 1: A screenshot
Katia Cabas, Olga Gutierrez-Martinez and Ruben Nieto. Called
from “Surreal World
“Surreal World,” the first prototype was released in 2007. The
current version (Surreal World 3.0) allows the user to navigate

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES “Surreal Pain Research

lows the patient to interact with a geometric figure


that represents the sensation of pain. The patient Figures below: Screenshots from
is expected to transfer the experience of control ob-
tained with the virtual symbolic representation of
“Surreal World”
pain to the real pain experience. It is hypothesized
that these environments can be used as a resource
for attention-diversion, for the modification of non-
adaptive beliefs and attitudes, for their substitution
of strategies more appropriate for coping with pain
such as relaxation, and to explore alternative ways
of experiencing pain for greater consistency with
well being.

The group, led by Mel Slater and Maria V. Sanchez-


Vives, along with Joan Llobera, Ausies Pomes, Mar
Gonzalez and David Corominas, seeks to take ad-
vantage of the virtual body ownership illusion as a
method to alleviate certain types of chronic pain.
Building on the results obtained using the virtual
body illusion combined with the insights gained
from the employment of VR in neurorehabilitation,
experiencing the absence of all the signs of pain in
a virtual body or limb could result in sufficient neu-
ral reorganization resulting in a positive impact on
the experience of pain, thereby decreasing it. Fur-
thermore, their subsidiary hypothesis is that the vi-
sualization of movement will enhance the actual
24 movement that the patient experiences compared
to the restricted movement experienced as a con-
sequence of pain.

Another group, led by Cristina Botella, Rosa Baños


and Azucena Garcia-Palacios, is exploring the use
of an adaptive display (EMMA’s world) in the appli-
cation of relaxing techniques and mindfulness for
patients with fibromyalgia as a component of a
wider cognitive behavioral treatment program. Azu-
cena Garcia-Palacios has been working in this field
for many years, collaborating with researchers of
the University of Washington like Mark Jensen.

Paul Verschure of the University Pompeu Fabra of


Barcelona is conducting research in this field as well.
His group attempts to characterize the sensory and
emotional components of the responses to repeat-
ed pain stimuli in patients with chronic neuropath-
ic pain. VR systems are used by his team to promote
reorganization of central nervous system circuits.

In upcoming years, publications will be released and


presentations in scientific meetings will be held
showing the results of these projects, leading Spain
to a point of major development in the context of
aplications of VR to treat acute and chronic pain.

[ ]
Jose Gutierrez-Maldonado, Ph.D.
University of Barcelona
Spain
j.gutierrez.maldonado@gmail.com

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

Tools of Distraction:
Video Games vs. Handhelds
“... in the context of the current computer generation, it stands
out that video games have the potential to be the ultimate
distraction technique. But the question remains: Are ‘off the
shelf’ handheld video games enough?”
By Kate Miller et al.

Despite current distraction techniques showing mixed results


for pain management across a range of medical procedures,
clinicians continue to use them. Literature in the procedural 25
pain field has continued to provide a “list” of necessary attrib-
utes for distraction techniques including the terms multi-sen-
sory, interactive, intuitive and motivating. Most accessible dis-
traction tools fail to meet these criteria. However, in the context
of the current computer generation, it stands out that video
games have the potential to be the ultimate distraction tech-
nique. But the question remains: Are “off the shelf” handheld
video games enough?

In reflection, simple handheld games have not been studied


extensively in procedural pain literature. Only a few studies
have investigated video games’ impact on pain or anxiety pre-
operatively, during induction, port access, burn injury, venipunc-
ture and laboratory cold pressor tests. This is surprising, given
the fact that this simple, accessible and cost-effective technol-
ogy is not only motivating for children but also interactive,
multi-sensory (visual/auditory) and intuitive. Results for chil-
dren aged three to 18 years are mixed, but indicate that video
games are somewhat effective as distracters but overall offer
a “better than nothing” approach to pain management. One
study compared a standard video game console to playing the Figure 1: A child engaging in pre-procedural preparation
same game through virtual reality technology. The results using the Multi-Modal Distraction device to alleviate fears
about the procedure.
showed no differences. Another technology upgrade has part-
ly considered clinical and developmental needs when devel-
oping the Pedisedate ®, that involved the adaptation of an off the shelf video game to reduce anxiety during nitrous oxide sedation.
Results were mixed for the three to nine years olds, with age impacting the usability of the device, reflecting the developmental usabil-
ity of off the shelf gaming systems. These studies indicate that perhaps both the content and the game console need to be consid-
ered in order to meet the physical, cognitive and emotional needs of the user.

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES

Hand-held devices such as Multi-Modal Dis- Rassin described the process of developing Non-pharmacological procedural pain man-
traction (MMD) have considered the devel- a computer game to prepare children for agement has moved beyond the “better than
opmental needs of the user in terms of surgery, taking the use of video games for nothing” approach. Innovative technology
both content and console, which have led procedural pain to another level. This paper has superseded hand held video games that
to reduced pain experiences during burn did not trial a device but merely discussed can limit children’s pain through better qual-
wound care procedures, with orthopedic what needed to be considered in develop- ity distraction and preparation techniques.

[ ]
procedures and preoperative studies fol- ing it. It did, however, highlight how cus-
lowing similar trends. We engaged con- tomizing allows innovative solutions to pro-
sumers (children and clinicians) within the cedural pain problems. Our work expanded Kate Miller
clinical context, involved developmental ex- on Rassin’s customization process by pro- Sylvia Rodger, Ph.D.
Belinda Kipping
perts and technology consultants to ensure ducing content that allowed for an innova-
Royal Children’s Hospital
games, and included stories and other con- tive approach to procedural preparation to Roy Kimble MBChB, FRCS,
tent to meet children’s distraction needs. alleviate fear. Procedural education via the FRACS, M.D.
Trials have indicated that off the shelf video interactive, child-friendly MMD device in University of Queensland
games are not enough in managing pain the areas of wound care has shown signifi- Australia
when compared to this customized hand cant reduction in pre-procedural and pro-
kate.miller@uq.edu.au
held MMD device. cedural pain scores.

Warfighters and Pain 27

Work done at the Tripler


Army Medical Center is aim-
ing to provide comprehen-
sive assessment and treat-
ment of the complex factors
and consequences of pain
through the creation of the
Pain Rehabilitation Program.
By Melba C. Stetz et al.
The International Association for the Study Some of the di-
Figure 1: A patient is treated using VR therapy at the psy-
of Pain (IASP) defines pain as, “an unpleas- agnoses found in
chology pain clinic
ant sensory and emotional experience aris- the Diagnostic
ing from actual or potential tissue damage and Statistical
or described in terms of such damage.” IASP Manual of Mental Disorders (DSM) are: (1) families, experience some type of pain. With
and others recommend identifying pain psychogenic pain disorder; (2) somatoform this in mind, the Department of Psycholo-
with the help of the following cate- pain disorder; and (3) pain disorder. There- gy at the Tripler Army Medical Center has
gories/axes: (1) anatomical location; (2) body fore, defining pain itself can be a “painful created the Pain Rehabilitation Program.
system involved; (3) temporal characteris- experience.” This program provides comprehensive as-
tics; (4) intensity and time since onset; (5) sessment and treatment for the complex
etiology; and (6) neurochemical mechanism. In the United States, we have many war interaction of physical, emotional, and so-
Similarly, in the behavioral sciences, there fighters supporting the longest fight in our cial factors related to pain perception. This
have also been attempts to diagnose pain. history. Many of these war fighters, and their program’s mission is to provide warfighters,
FEATURES VR Pain Treatment for Warfighters

veterans, and military families with innova- cruited to participate in this study. Each volun- These studies will help to determine which
tive, integrative, high quality, and multidisci- teer will use an imagery technique in three method of pain treatment is the most ef-
plinary bio-psycho-social-spiritual clinical care. modes: audio-tape guided imagery, therapist fective and whether advanced technologies
Specifically, it incorporates conventional, com- guided imagery (conventional treatment), and will be further employed to help the mili-
plementary, and alternative medicine to opti- therapist guided imagery presented in a virtu- tary deal with rehabilitation and injuries re-
mize military readiness, retention and overall al environment. Each mode will be presented sulting in pain.

[ ]
wellness. Desired outcomes are to minimize for one session. Outcome measures include a
pain, to maximize function and return patients pre- and post-session rating of the intensity
to highly productive lives. of pain, a self-efficacy rating scale to measure
MAJ Melba C. Stetz, Ph.D.
a patient's perception of how helpful and ef-
Raymond A. Folen, Ph.D.
There is currently an active protocol called "A fective they perceived the intervention tech- SGT Christopher A. Myers, H.S.D.
Comparison of Guided Imagery and Virtual nique, and biofeedback measures, consisting Kathleen S. Brown, Ph.D.
Reality for the Treatment of Chronic Pain." The of muscle tension (EMG), temperature, and Tripler Army Medical Center
proposed research investigates whether VR en- skin conductance (EDG). Equipment used in- U.S.A.
hances the effectiveness of traditional imagery cludes the emagin headseat and "Shell City" Melba.Stetz@us.army.mil
techniques, specifically somatic body imagery, VR environments (VRMC, San Diego). The study www.tamc.amedd.army.mil/of-
to alter the perception of pain. Patients referred consists of three visits where the effectiveness fices/Psychology/research.html
for chronic pain to the Pain Management Pro- of technology vs. face-to-face interaction with
gram at Tripler Army Medical Center will be re- relax personnel is compared.

28
Multisensory Environments
and Their Effect on Pain
Studying how pain is affected by stimulating various senses can be applied to many forms of pain treat-
ment. The author discusses a study in which pain sufferers are immersed in such an environment and
points to future areas for growth.
By Mimi Tse
The concept of Snoezelen, or a sensory environ-
ment, was first highlighted by two Dutch scientists
working with learning disabilities. The word Snoeze-
len means “to sniff” and “to doze” in Dutch. The
original concept was to use colored paper and light
bulbs with tin foil to stimulate all the primary sens-
es to achieve relaxation and calm down agitated
clients. It was Pat Schofield who pioneered the use
of multisensory environment concepts for individ-
uals with chronic non-malignant pain and his stud-
ies resulted in positive outcomes.

In my recent study of community-dwelling older


adults with pain, a multisensory stimulation envi- Figure 1. Patients practice deep breathing and relax-
ronment was created, in which our primary senses
ation while smelling a pleasant fragrance via a diffuser.
(hearing, seeing, smell, taste and touch) were gen-

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

were then asked to groups to put together attractive puzzles.


close their eyes All participants showed positive responses
and practice deep to the multisensory stimulation environ-
breathing while lis- ment and reported lower pain and anxiety
tening to the mu- scores.
sic. They were re-
minded to feel It is hoped that pain will be better controlled
their bodies and in the future via medications and the cre-
smell the fragrant ation and use of a multisensory stimulation
lotion as well as environment as coping strategies.
gently massage

[ ]
the acupressure
points along their
faces, hands, back Mimi Tse
Figure 1: Various herbs and leaves help to stimulate and legs. They The Hong Kong Polytechnic
the sense of smell. University
were also asked to
smell the essential Hong Kong
tly stimulated. Soft music was played and oil that was distributed by a diffuser. Tea was
hsmtse@inet.polyu.edu.hk
fragrant lotion given to each participating provided at the end of the session to ap-
older person to apply to both hands. They peal to the taste buds, and they worked in

29

Does Content Matter?


Which virtual environments do we need for pain management?
By Andreas Mühlberger and Paul Pauli
In this article the authors address the question of whether the actual
content of a virtual world can affect how effective pain management will
be. Furthermore, they explore if it is it the interactivity of the world, result-
ing in distraction, or the resulting emotions invoked, that affect how the
patient perceives pain.
Distraction techniques are frequently used tion and pain experience. In comparison though these studies verified that distrac-
for pain management. However, it is still to neutral stimuli, negatively valenced vi- tion generally reduces pain perception.
a matter of controversy which components sual stimuli, such as a picture of rotten
are necessary to enhance distraction dur- food, enhanced pain perception, while pos- In recent years, mainly Hunter Hoffman
ing painful events and thus to reduce the itively valenced visual stimuli, like erotica, and his group have impressively shown
experience of pain. As mentioned by Kate decreased perception of pain. Further- that virtual environments are important
Miller et al. in this issue (see page 17 ),these more, pain-associated stimuli, such as pic- and impressively useful tools for pain man-
components may be constituted of mul- tures depicting mutilations, were found to agement (see Hoffman article, page 19).
ti-sensory, interactive, intuitive and moti- further enhance pain experience, even
vating attributes. Basic research from our compared to pain-unrelated negative stim- Although the efficacy of his team’s ap-
group repeatedly found that emotion is uli. Importantly, these emotional effects proach has been repeatedly demonstrat-
an important modulator of pain percep- are independent of distraction effects, al- ed, many questions about the mandato-

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES Virtual Environments and Pain Management

ry features of the treatment, as well as the further improve


underlying processes and mechanisms, re-
main unanswered. Is it necessary to use
treatment efficacy. Is it necessary to use
virtual worlds that are by no means asso- We recently investigat- virtual worlds that are by no
ciated with pain (e.g., winter environment
to ameliorate burn pain)? Is the distrac-
ed whether move-
ment in a virtual
means associated with pain?
tion or the elicited emotion relevant for world is an essential Is the distraction or the elicit-
pain management? To answer these ques-
tions, studies directly comparing effects
feature to affect pain
perception and pain
ed emotion relevant for pain
of specific features of the virtual environ- experience assessed management?
ment on pain perception are needed. as heat and cold pain
These studies focusing on the basic thresholds. Results clearly demonstrated Figure 2) affect heat and cold pain thresh-
processes and mechanisms may help to that movement and the possibility to look olds in the Enchanted Forest & Dream Cas-
around in the vir- tle virtual environment created by the Vir-
tual world, realized tual Reality Medical Center. Our intuitive
with a head track- assumption was that virtual environments
ing device, en- that do not correspond to the pain stimu-
hanced the pain lus, and thus are less associated with the
reducing effect of specific kind of pain, will more effectively
this intervention. reduce the experience of pain. For exam-
This study, howev- ple, a white winter environment was ex-
er, does not answer pected to decrease heat pain while the red
the question of autumn environment was expected to re-
30 whether the move- duce cold pain. Surprisingly, we did not find
ment in the virtu- any differential effects of the two virtual
al environment environments–both ameliorated heat and
OR the enhanced cold pain perception. Clearly this single
interactivity due to study is not sufficient to prove that the con-
the use of the tent of the virtual environment has no in-
head-mounted dis- fluence on the reduction of pain.
play is the core Specifically, this was an analogue study
Figure 1. Screenshot of the “hot” virtual environment. component reduc- investigating students and not pain pa-
ing pain percep- tients, and dependent measures were ex-
tion. perimentally but not clinically relevant pain
stimuli. However, we think that studies of
Another yet unan- this kind which try to target how specific
Figure 2. Screenshot of the “cold” virtual environment.
swered question features of the virtual environment influ-
is whether the ence pain perception are necessary to en-
content of the vir- hance our knowledge of mechanisms that
tual world is im- aid in distraction reducing pain. In the long
portant for the re- run, these studies will allow us to further
duction of pain. optimize the requirements of the virtual
Thus, we exam- worlds to realize the best possible non-phar-
ined how “hot” macological pain management.
(represented by

[ ]
red-colored au-
tumn leaves, see
Figure 1) and Andreas Mühlberger, Ph.D.
Paul Pauli, Ph.D.
“ co l d ” v i r t u a l
University of Würzburg
worlds (represent- Germany
ed by a snow-cov-
muehlberger@psychologie.uni-
ered winter en-
wuerzburg.de
vironment, see

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

Pocket-size Pain Relief


Mobile Devices for the Assessment of Chronic Pain
To accurately assess pain in chronic pain conditions, it is important to
track daily fluctuations and factors that can influence perceived pain
such as mood and fatigue. The use of a handheld device, such as a
cell phone, encourages patients to keep a daily log.
By Azucena Garcia Palacios et al.
Chronic pain includes a wide range of patients suffer widespread pain with fluc- be collected daily and facilitates pro-
medical conditions which cause a nega- tuations in intensity. Most patients report longed assessment over time. It also al-
tive impact on the patient’s quality of life feeling some pain at all times and its inten- lows a more reliable and non-retrospec-
and is becoming an important public sity fluctuates depending on physical activ- tive assessment. Lastly, it requires less
health problem. Fibromyalgia is among ity, mood, fatigue, and patterns of sleep. effort from the patient and it runs on a
the most prevalent of chronic pain con- common device, the cell phone.
ditions . It is estimated that around 0.7- The Initiative of Methods Measurement 31
3.2% of the general population suffer and Pain Assessment in Clinical Trials This assessment tool can contribute to a
from fibromyalgia. Most of them are (IMMPACT) recommends the daily assess- more reliable and valid assessment of
women. ment of pain intensity. The gold standard core measures in the study of chronic
for the assessment of pain intensity and pain. The design chosen has been care-
It is important to develop assessment in- other related variables are self-report rat- fully studied in order to be attractive and
struments and interventions from multi- ings that the patient has to fill out daily. easy to use for middle-aged women with
dimensional and multidisciplinary ap- However, this assessment procedure pres- a very heterogeneous level of expertise
proaches in order to provide a suitable ents limitations because the recollection in the use of information and communi-
response to fibromyalgia sufferers. These is usually retrospective, it requires effort cation technologies (Figure 1). The usabil-
and patients are not always compli- ity studies conducted support that the
ant. These limitations have an ef- system is easy to use for most patients.
fect on the reliability of these At this moment, the system is being eval-
measures. Information and com- uated comparing its use with the use of
munication technologies can help a traditional handout and further data

[ ]
to improve the assessment of pain will be provided in the future.
intensity and other related meas-
ures by making it easier for the pa-
tient to answer questions during Azucena Garcia-Palacios, Ph.D.
programmed sessions throughout Cristina Botella, Ph.D.
the day. Rocio Herrero, BA
Yolanda Vizcaino, BA
Diana Castilla, D., BA
Our research team has developed Universitat Jaume I
an assessment tool (e-TI pain) run- Rosa Maria Baños, Ph.D.
ning on a mobile device, in this case Ciber Fisiopatologia Obesidad y Nutri-
a cell phone, to recollect daily rat- cion
Jaime Guixeres, Industrial Engineer
ings of pain intensity, fatigue inten-
Universidad Politecnica de Valencia
sity and mood. The system has an Spain
alarm program that asks the pa-
Figure 1. Assessment of pain intensity tients to rate these measures on a azucena@psb.uji.es
and mood using a mobile device . daily basis. This tool allows data to

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES

White Coat Syndrome?


Portable VR System Reduces Preoperative Anxiety
Preoperative anxiety can
have major repercussions for
patients, including increased
pain during procedures.
Here, the authors explore VR
to address this problem.
By Alessandra Gorini et al.
The thought of being “cut open,” the fear Figure 2. A patient
of pain, or the idea that something could included in the VR
go wrong are common preoperative wor- group wears a HMD
ries that lead to increased anxiety and during the operation.
stress in surgical patients. Preoperative
anxiety, or anxiety regarding impending
32 surgical experiences, can be a major prob- ing preoperative and postoperative phas- exposed to relaxing music alone.
lem for patients and often becomes asso- es. Being an advanced imaginative system
ciated with a a large amount of discom- as effective as reality in inducing emotion- In a following study, in order to analyze the
fort before the operation and with a al responses, and having gained recogni- role played by the cultural and technolog-
number of maladaptive post surgery out- tion as a means of attenuating distress and ical background of the users on the emo-
comes, including postoperative fatigue and pain during various medical procedures, tional responses to VR, we applied the
pain, higher risk of surgical site infection, virtual reality (VR) can be considered a tech- same experimental protocol to a sample
sleep disturbances, lack of full postopera- nologically-advanced form of CAM thera- of patients living in El Tepeyac, a small, ru-
tive recovery, and, in the worst cases, post- py. VR provides a particularly intense form ral and isolated Mexican village character-
traumatic stress disorder. Preoperative anx- of immersive cognitive and emotional dis- ized by a very primitive culture, who had
iety can also increase the intensity of pain traction that taxes the patient's limited at- to undergo a minor surgical operation. El
experienced during surgery. tention capacity, resulting in the withdraw- Tepeyac is located at an elevation of 2,220
al of attention from the real, noxious, meters, 12 hours drive from Mexico City.
As drug treatments alone have frequently external stimuli with a subsequent reduc- Its inhabitants belong to the Tlapanecos
proved to be inadequate to reduce anxiety tion in perceived pain and stress. community, a large and very poor commu-
in clinical contexts, there is an increasing nity of Mexican indigenous people who
interest in non-invasive complementary On the basis of these considerations our live on the mountains located north-east
and alternative medical therapies (CAM) laboratory, in collaboration with the Re- of Acapulco. In El Tepeyac people live in a
that diminish psychological discomfort dur- gional Hospital No. 25 of the IMSS in Mex- very marginalized condition without any
ico City, developed a small, portable and kind of integration with the rest of the civ-
immersive VR system to reduce anxiety ilized world. Their most advanced techno-
in a sample of patients who underwent logical pieces of equipment are two-way
minor surgical procedures (lipoma or cyst radios and closed-circuit televisions trans-
removals). The experimental study per- mitting only local information between vil-
formed on a sample of 47 patients showed lages, with no news about the rest of the
that, even if provided in a non-interactive world. Contrary to our findings with other
modality, immersion in the Green Valley, patients, when immersed in the Green Val-
a relaxing VR environment included in the ley during the surgical operation, people
Figure 1. A screenshot of the Green Valley, the
NeuroVR software, caused a rapid and sig- from El Tepeyac showed a significant re-
virtual environment used to help patients be-
nificant decrease of perceived anxiety that duction in heart rate, but not in their per-
come relaxed during surgical operations. was not observed in the group of subjects ceived anxiety. A possible interpretation of

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

[ ]
these results is that the difference between These two studies highlight the role of a
civilized and non-civilized people regards portable VR system in reducing anxiety Alessandra Gorini, Ph.D. Candidate
their attribution process–the civilized pa- that usually occurs in patients who un- Giuseppe Riva, Ph.D.
tients who were able to attribute the reduced dergo ambulatory surgical operations in Istituto Auxologico Italiano
arousal to the VR experience reported a sig- two very different cultural contexts. Giv- Italy
nificant reduction in the self-reported level en the limited costs of this approach, José Luis Mosso, Ph.D.
of anxiety, while people from El Tepeyac, these findings should encourage sur- Panamericana University
who did not attribute the relaxation process geons to adopt the use of similar systems Mexico
to the VR experience, showed a reduction in order to help patients face minor sur-
alessandra.gorini@gmail.com
in their physiological reactions, but not in gical procedures with reduced levels of
their perceived anxiety. anxiety.

Night Vision in Open Surgery


Dark Operating Rooms Could Improve VR Immersion
Panamericana University, Mexico City, we gical times were similar, with a slight delay
By José Luis Mosso et al. conducted a study to integrate these two during the surgeries performed in total dark-
practices using a wireless microcamera with ness. The two rabbits used in this project
Studies now support that Virtual Reality (VR)
infrared light mounted on the head of a sur- were euthanized after the surgeries.
33
immersion can act as an effective tool to dis-
tract a patient during painful medical proce- geon, and night vision infrared stealth gog-
dures. Further research is being conducted gles for the first assistant. These goggles were Open surgeries performed on rabbits with
to explore ways in which virtual environments used throughout the operation. the aid of night vision technology showed
and resulting feelings of presence can be promising results. In future works, it is nec-
made more realistic. This study explores the It was possible to perform eight surgeries on essary to improve the resolution of micro-
use of night vision technology to perform rabbits without surgical complications. Sur- cameras and all participants in the operat-
open surgery on rabbits. This could make am- geries performed included one laparotomy, ing room must use the same equipment.
bulatory surgery on humans possible in a set- one appendectomy, three nephrectomies, Future surgical procedures which could be
ting of total immersion, with the intent to re- one splenectomy, one left thoracotomy, and performed on humans using this technique
duce pain and anxiety while patients navigate one right thoracotomy, which were done un- include non-complicated hernia repairs, large
virtual scenarios and surgeons perform sur- der general anesthesia. The surgical and anes- lipomas in soft tissue, subclavian catheter
geries in total darkness with the ability to con- thesia techniques didn't change in this proj- insertions and leg amputations. This tech-
trol light. ect, but all lights in the operating room were nology could be improved with technology
turned off. The surgeon and first assistant such as augmented reality and 3-D vision.
Physicians make diagnoses everyday employ- had the ability to see the surgical field in to- Cybertherapy could thus be used during sur-
ing methods dating since the last century tal darkness. Technical limitations included gical applications to allow patients to be im-
that use fixed black and white or color im- difficulties such as a short distance between mersed in total darkness during surgery, mak-
the microcamera, located on the surgeon's ing VR immersion more realistic.

[ ]
ages, like X-Ray images or pictures showing
motion, like sonographs. There is also sophis- head, and the power source. The short length
ticated equipment used to perform invasive of the cables limited the surgeon's move-
ment, but the limitation was easily resolved. José Luis Mosso, M.D.
procedures like vascular exploratory exami- Ojeda Roberto Gonzalez, Ph.D.
nations with a catheter, or liquid extraction It was possible to recognize large surgical
Rosas Gerardo Arrellin, M.D.
from amniotic fluid with sonographs, a tools in black and white, such as scissors, Elizabeth Rodriguez Schlogl
method used in obstetrics. In battle settings, graspers, needle holder, and retractors. How- Dejanira Mosso Lara
soldiers use night vision with green, black ever, the catgut cromic 00 suture was diffi- Panamericana University
cult to grasp because it is clear or transpar- Mexico
and white colors to identify military targets. MAJ Melba C. Stetz, Ph.D.
The equipment they use is mounted on ent. It also became apparent that it is easier
Tripler Army Medical Center
casks, enabling a panoramic view. to recognize veins than arteries in darkness.
U.S.A.
We included a control group using tradition-
In 2009, at the Department of Surgery at the al techniques, with the lights turned on. Sur- quele01@yahoo.com

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FURTHER AFIELD:
Prospects for Future Virtual Reality Applications in China
tion labs, engineering their research results the medical sector. With surgical skills train-
By Lingjun Kong into applied technologies. The unique envi- ing, stress inoculation training, and medical
ronment in China is the ideal atmosphere for procedure training, simulations are begin-
Recently, Virtual Re- researchers dedicated to VR technologies, ning to be heavily integrated into hospital
ality (VR) has been which is sure to support substantial growth in procedures, research in anxiety disorders and
increasingly attract- various fields. smoking cessation. Mixed reality rehabilita-
ing attention in Chi- tion is actively being pursued with the addi-
na from the govern- Consumer-focused VR Hardware tion of haptics technology and realistic sim-
ment, the research China already has the groundwork that fosters ulations. Medicinal applications are growing
community, and VR research in its consumer-focused hardware. into one of the most important uses of VR
technology develop- High-end computers, low-cost head mounted technology.
ers. As a relatively displays which can be used with a PC, iPods
new technology in China, VR has been incor- and television sets, and an assortment of gam- All Shopping All the Time
porated into many areas of science, technol- ing controllers and peripherals are already well E-Commerce has grown into a very active
ogy, engineering, medicine, and the entertain- developed and widely used. Additionally, phys- community and industrial opportunity in
ment industry. It is clear that VR is a priority iology sensors, data gloves, and olfactory de- China. Users are frequently looking towards
34 on the agenda for future technology develop- vices are effortlessly integrated into the VR sys- online venues to shop for goods. VR tech-
ment. VR has found itself traveling an untrav- tem infrastructure. The existing establishment nology offers an interesting tool for e-Com-
eled pathway. Numerous applications have allows for continuous development for future merce. Previously, e-Commerce had the dis-
been successfully employed in a wide variety technologies at the consumer level. Moreover, advantage of risk in that consumers were
of fields that have not experienced the use of the online virtual community, internet driven not able to test what they were buying. With
VR before. Fields such as urban planning, large- gaming and the entertainment industry ben- VR technology, businesses can now create
scale projects panoramic virtual tour, digital efit the market that drives the improvement three-dimensional models of their products,
hotels, exhibitions and museum displays, e- of current VR hardware, setting a foundation giving consumers the opportunity to fully
commerce, education and training, and enter- that focuses on research and development, view online products. The online shopping
tainment are beginning to actively apply VR while keeping costs low. experience is enriched through the 360
technologies. Moreover, the maturity of VR ap- panoramic view. Future applications could
plications in the medical field, the gaming in- Humanized Computer Interactive Inter- include smells, textures, and sounds to allow
dustry, and education, is accelerating and will face in Training and Education shoppers the opportunity to fully experience
certainly have a profound impact on people’s In the field of training and education, VR a product before checkout.
lives. technology has a wide range of roles and in-
fluence. It improves current systems by China’s VR community is constantly grow-
As a cutting-edge technology, VR uses com- adding human touches. Human and emo- ing. The advanced applications such as Vir-
puter-generated simulation systems that in- tion-oriented human-computer interaction tools and Quest3D are becoming household
tegrate computer graphics technology, com- improves the learning experience and will names in the community. New and exciting
puter simulation technology, artificial be the future of VR technology. VR enhances applications are sprouting up in every field,
intelligence, sensor technology, display tech- the passive viewing methods of contempo- giving VR a dominating presence in the fu-
nology, and network technology. Because it is rary education practices into immersive ex- ture of technology.
immersive, interactive, and intuitive, and can periences that exemplify the “show, not tell”
be utilized by many applications, VR has been lesson. This new mode of training will be ap-
given a great deal of focus and funding from plied to current programs in the military sec-

[ ]
government agencies, including the Chinese tor, sports, classrooms, and job training, bring-
National Foundation of Sciences, the “85”, the ing them to new levels of effectiveness. Lingjun Kong, M.S.
“95”, and the Key State Project. Research facil- Virtual Reality Medical Center
U.S.A.
ities have been built in all major Chinese cities. Ultimate Assistant for Medical Practice lkong@vrphobia.com
Many universities have set up VR and simula- VR has a newfound, dominating presence in www.vrphobia.com

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

Presence as a
Cognitive Process
Understanding the Feeling of “Being There”
“While the design of VR technology has brought the theo-
retical issue of presence to the fore, few theorists argue that
the experience of presence suddenly emerged with the
arrival of VR.” –Frank Biocca, Director of the Media Interface and
Network Design (M.I.N.D.) Lab.
By Giuseppe Riva 35
In its more general use in relation to expe- cept that can be summarized by two gen- To address these questions, a second group
riences mediated by digital information eral approaches–“media presence” and of researchers considers presence as “In-
technology, the term “presence” has re- “inner presence.” ner Presence,” a broad psychological phe-
ferred to a widely reported sensation ex- nomenon not necessarily linked to the ex-
perienced during the use of virtual reality One group of researchers describes the perience of a medium, whose goal is the
(VR)–the feeling of being inside the expe- sense of presence as “Media Presence,” a control of the individual and social activi-
rienced virtual environment. However, as function of our experience of a given ty. In this paper we will support this sec-
noted by Frank Biocca, Director of the Me- medium. The main result of this approach ond vision, trying to detail its main claims.
dia Interface and Network Design (M.I.N.D.) are the definitions of presence such as the
Lab., and agreed upon by most researchers “perceptual illusion of non-mediation” pro- Recent research in neuroscience has tried
duced by means to understand human action from two dif-
of the disappear- ferent but converging perspectives–the
...the presence process can be described as a ance of the medi- cognitive and the volitional. On one side,
sophisticated but unconscious form of monitor- um from the con- cognitive studies analyze how action is
ing of action and experience, transparent to the scious attention planned and controlled in response to en-
self but critical for its existence. of the subject. The vironmental conditions. On the other side,
main advantage volitional studies analyze how action is
of this approach is planned and controlled by subjects’ needs,
in the area, “While the design of VR tech- its predictive value–the level of presence motives and goals. Here, we suggest that
nology has brought the theoretical issue is reduced by the experience of mediation presence is the missing link between these
of presence to the fore, few theorists argue during the action. The main limitation of two approaches. Specifically, we consider
that the experience of presence suddenly this vision is questions that are not an- presence as a neuropsychological phenom-
emerged with the arrival of VR.” swered such as, “What is presence for?” enon, evolved from the interplay of our bi-
“Is it a specific cognitive process?” “What ological and cultural inheritance, whose
In the last twenty years many authors have is its role in our daily experience?” It is im- goal is the inaction of volition: presence is
tried to elaborate upon a consistent theo- portant to note that these questions are the prereflexive perception of successful-
ry about presence. Specifically, there have unanswered even for the relationship be- ly transforming our intentional chain into
been several attempts to define the con- tween presence and media. action (inaction). Within this vision, we sug-

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
FEATURES Presence as a Cognitive Process

gest that the ability to feel “present” in a significant variations in the feeling of pres- same level of presence, even when im-
VR system–an artifact–basically does not ence: breakdowns and optimal experiences. mersed in the same virtual environment.
differ from the ability to feel “present” in This means that understanding and sup-
our body and the surrounding physical en- Why do we consciously track presence vari- porting the intentions of the user will im-
vironment in which we are situated. ations? Our hypothesis is that these vari- prove his/her presence in the virtual world.
ations are a sophisticated evolutionary tool
More in detail, the presence process can be used to control quality of behavior. Specif- The more complex the task is, the more
described as a sophisticated but uncon- ically, the subject tries to overcome any difficult it is to induce a high level of pres-
scious form of monitoring of action and ex- breakdown in its activity and searches for ence. It is easier to induce presence during
perience, transparent to the self but criti- engaging and rewarding activities (optimal simple tasks (operations) such as remov-
cal for its existence. The main experiential experiences). It provides both the motiva- ing spark plugs, than in complex tasks (ac-
outcome of this process is the sense of tion and the guiding principle for success- tivities) such as repairing a car.
agency–we feel that we are both the au- ful action.
thor and the owner of our own actions. In Maximal presence is achieved when the
this view, a higher level of presence is ex- This cognitive-driven vision can drive the environment is able to support the full in-
perienced as a better quality of action and development of better and more immer- tentional chain of the user, including
experience. The more the subject is able to sive virtual experiences. Below there are his/her motor intentions. This can explain
enact his/her intentional chain in a success- some general guidelines derived from the the success of the Nintendo Wii over com-
ful action, the more he/she feels present. “inner presence” approach: peting consoles or the need of a long-term
We also suggest that it is the feeling of pres- goal to induce a high level of presence af-
ence that provides to the self with key feed- For presence, action is more important ter many experiences of the same virtual
back about the status of its activity. The self than perception: The user is more present environment.
perceives the variations in the feeling of in a perceptually poor virtual environment
presence and tunes its activity accordingly. (e.g. a textual MUD) where he/she can act
36

[ ]
in many different ways than in a real-like
For this reason, the feeling of presence is virtual environment where he/she cannot Giuseppe Riva, Ph.D.
not separated by the experience of the sub- do anything. Istituto Auxlogico Italiano
ject but is directly related to it. A greater Italy
feeling of presence is experienced by the Subjects with different intentions, such
self as a better quality of action and expe- as exploring the environment or reducing giuseppe.riva@unicatt.it
auxo.psylab@auxologico.it
rience. The agent perceives directly only the anxiety level, will not experience the

Technology for the Disabled Population


The Growth of Virtual Reality Rehabilitation in China
Recent rapid growth in advanced technologies for healthcare has led to
researchers applying virtual reality to rehab.
of disabled people can get rehabilitation thriving for the past thirty years. In the last
By Chen Weidong treatment and most of them still have to decade, with the rapid growth of processor
suffer from great amounts of pain–both speed and storage capacity, VR and relat-
Statistics from the Second China National physically and psychologically. There is a ed technologies have been widely used in
Sample Survey on Disability indicated that heightened need for an increase in effec- education, manufacturing, pilot training,
China's population contained nearly 83 tive rehabilitation systems in China. medicine, entertainment and other areas
million disabled people in 2006. In contrast worldwide. In China, administrative depart-
to the figure is the underdeveloped infra- The related technologies of computer ments, universities and companies have
structure and social services. Only 23.3% graphics and virtual reality (VR) have been all seen the possibilities and advantages

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
FEATURES

VR possesses and begun to promote the begun to investigate the


use of the VR in many areas, including the possible usage of the
treatment and rehabilitation of disabled technologies in related
people. However, unlike the wide usage of applications. The differ-
VR in the U.S. and Europe, its application ent aspects of VR or
in China is still at the very beginning stage. mixed reality used for
rehabilitation include
The Qiushi Academy for Advanced Stud- the application of cog-
ies (QAAS), Zhejiang University, was found- nitive treatment, ortho-
ed in 2006. It is an interdisciplinary research pedics, stroke rehabil-
center with students and researchers from itation, psychological
bio-engineering, computer science, clini- treatment and brain-
cal medicine and material science. It is one computer interface-
of China's pioneers in promoting VR tech- based training, many of
nology in rehabilitation. The main research which are still far from
interest of QAAS includes brain-computer clinical or practical ap-
interfaces, neural interfaces, neural signal plication.
processing and mathematical modeling,
human-computer interaction, and ubiqui- The National Science
tous computing, among others. They have Foundation of China Figure 2: Virtual house navigation using brain com-
also performed a large amount of research provides funding for puter interface.
hundreds of domestic
projects and international exchange and opment of VR or mixed reality-based reha-
cooperation programs. This provides many bilitation. Just in the last few years, QAAS 37
opportunities for Chinese institutes and has become one of the leading laborato-
universities to participate in international ries in China in these related fields.
collaborations, not only to fund their re-
search work but to disseminate and glob- It is believed that the rehabilitation indus-
alize their studies as well. During recent try in China will continue to grow at a rap-
years, the connections between China and id rate in the near future, as well as the de-
Figure 1: Virtual car interior and the rest of the world, including Europe, mands for VR or mixed reality-based
exterior display system. North America, Japan and Australia, have rehabilitation. However, the relatively high
improved drastically. The overseas funding price, unfriendly user interface, heavy
not only helps to support the institutes weight of the devices and other factors
on implanted neural interfaces. Currently, and researchers in continuing their work, have hindered the prevalence and accept-
drawing on the solid work Zhejiang Uni- but also provides a possibility to collabo- ance of VR or mixed reality based-rehabil-
versity has done in computer graphics and rate with international scientists and re- itation in China. The aim of researchers
VR, QAAS is exploring the possibilities of search groups standing at the forefront of and developers will then be to develop
using virtual or mixed reality for physical their fields. Researchers and institutes in more affordable and acceptable rehabili-
and psychological treatment and rehabil- China will benefit from the opportunities tation systems. Once this happens, the VR
itation, and to integration of these tech- for future advancement in science and or mixed reality-based rehabilitation sys-
nologies to build innovative technical aids technology. tem will truly pave its way into ordinary
for the disabled to help restore their daily families and millions of disabled people
functions. During the past two years, QAAS, for exam- will benefit from the technologies. Un-
ple, has established broad links with top doubtedly, the future is bright, but the road
Many other universities and research in- laboratories in the U.S., Italy, Switzerland is tortuous.
stitutes, such as the University of Electron- and other countries, for research and aca-

[ ]
ic Science and Technology of China, demic cooperation in joint research pro-
Huazhong University of Science and Tech- posal writing, as well as student and schol- Chen Weidong, Ph.D.
nology, Fudan University, East China Nor- ar exchanges. The effective collaboration Zhejiang University
mal University and Tsinghua University between QAAS and the leading foreign re- P. R. China
have also realized the prospect of VR and search institutes not only broadens the
mixed reality-based rehabilitation and have view, but advances its research and devel- chenwd@zju.edu.cn

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
$100 discount for iACToR members
on ATA 2010 Registration
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14th ANNUAL MEETING
Rome, Italy
April 13-17, 2010
> COUNTRY FOCUS

C&R in China

[ ]
Containing one-fifth of the world’s population and with
AUTHOR:
Emily Butcher a heavy reliance on time-honored traditional treatment
Managing Editor, methods, modern psychiatric treatment has been slow
C&R Magazine
to expand in China. Now, as the number of specialists
www.vrphobia.eu
ebutcher@vrphobia.com and researchers grows, the field of Virtual Reality is
catching on and growing at a consistent rate.

44

T
raditional Chinese medicine slowly increasing as a result of the actions a planned to free market economy. It is
has been used for thousands of performed by leading organizations and important to keep in mind that these
years to treat mental disorders researchers, and healthcare advocates. statistics are arguably affected by in-
and only fairly recently, in the 1990’s creased acknowledgment of mental
and new century, has the force of mod- Western neuropsychiatry was introduced health disorders.
ern psychiatry as the Western world in China at the end of the 19th centu-
knows it gathered momentum. Particu- ry and develop ed slowly at f irst. The China, containing one-fifth of the world’s
larly in rural areas and throughout Chi- first Chinese mental illness classifica- population, has taken measures to tack-
na today, traditional Chinese medicine tion system was not established until le the problem of treating disorders af-
is the preferred treatment method over 1979 and in 2007 only 17,000 psychol- fecting such a large and widespread group
Western practices and many psychiatric ogists per capita were licensed to prac- of people by establishing organizations
hospitals have specialists in traditional tice –ten p ercent of the numb er p er such as the Society of Psychiatry and the
methods, often resulting in a mixture of capita in most developed countries. In- China Association for Mental Health
traditional and modern treatments cho- creasing prevalence of mental illness in (CAMH) which aims to promote the de-
sen by patients. China has been a worry for decades. In velopment of mental health sciences and
1950, 2.7% of the population was afflict- improve the overall mental health treat-
The cultural stigmatization of psycholog- ed with severe mental illness. The num- ment system of the Chinese people.
ical interventions to treat mental disor- b er rose to 5.4% in 1970, 11.1% in
ders has greatly hindered large-scale ad- 1980, and 13.47% in 1990. This is due VR Applications in China
vances. To this day, the vast majority of to rapid socio-cultural changes such as
mentally ill patients refuse psychiatric changes in traditional family structures As was discussed previously in Dr. Wei-
treatment of any kind. This is common and values, the demands of higher stan- dong’s article (see page 34), the past thir-
to many Asian societies and awareness is dards of living and the transition from ty years has seen a huge increase in the

T h e O ff ic i a l Vo ice o f t h e I n te rn a t i o n a l Association
> COUNTRY FOCUS

Population (Billion) 1.3


Percentage of Urban Population 45.4%
Unemployment Rate No Official Rate
Life Expectancy (Years) 71.9
Fertility Rate 12.14
Mortality Rate 7.06
Psychiatrists (per 100,000 1.26
Inhabitants)
Suicide Rate (per 100,000) 23
Total Hospitals 19,712
Psychiatric Hospitals 598
Psychiatric Hospital Beds
7,175
(per 100,000)
Psychiatric Hospital Inpatients
Yearly 742,905

Psychiatric Hospital Patient Yearly


16,305,419
Number of Visits
Extrapolated Prevalence to 1%
Schizophrenia
Extrapolated Prevalence to Anxiety
Disorders
5.6%
45

applications and development of comput- Computer Vision Research at Qingdao around the optical axis, using camera pa-
er graphics and virtual reality (VR) University rameters based on a calibration algorithm
throughout China. With increased proces- calculated by Dr. Zhang. A new approach
sor speed and storage capacity seeing new A large amount of exploratory work on to estimate poses of the camera based on
developments in the past 10 years, in par- computer vision research has recently multi-view geometry and an algorithm of
ticular, VR has been increasingly used by been conducted in a VR lab at Qingdao reconstruction of space points is also be-
diverse companies and universities in University. The head of the group, Pro- ing explored. Lastly, a novel method has
fields such as education, manufacturing, fessor Weizhong Zhang, directs the proj- been implemented to calculate the meas-
entertainment and much more. The ect team's research which specifically fo- urement of 3-D curve structures by using
Qiushi Academy for Advanced Studies cuses on computer vision, image a hand-held digital camera.
(QAAS) at Zhejiang University, Qingdao processing and pattern recognition, par-
University University of Electronic Sci- ticularly LCD-based camera calibration, Professor Zhang’s unique contributions
ence and Technology of China, Huazhong reconstruction of 3-D structures based and the work of other experts will help to
University of Science and Technology, Fu- on multiple images and key technologies advance the growing field by improving
dan University, East China Normal Uni- of photogrammetry based on the use of the quality of VR and encouraging its ap-
versity and Tsinghua University are at the digital cameras. plications to become more diverse and
forefront of universities and research in- widely-used throughout China.
stitutes who have recognized the impor- Specific work done by the project team
tance of this growing technology and are includes creating a camera calibration Future Improvements
using it to explore mixed reality-based re- method based on LCD in which a calibra-
habilitation and other related applica- tion table with circular feature points of A reliance on traditional Chinese medi-
tions. Specified lab work is also being different sizes is displayed on an LCD cine, as well as a reluctance to acknowl-
done to enchance VR applications, such screen. Several images of the calibration edge or seek treatment for mental disor-
as computer vision research. table are shot by rotating the camera ders, continues to shape the way mental

o f C y b e r P s y c h o l o g y , Tr a i n i n g & R e h a b i l i t a t i o n
> COUNTRY FOCUS

46
The projects which Dr. Zhang’s research
group undertook include:

State 863 Program’ project: Research on Har-


mony Intelligent CACD System about Footwear
health treatment is carried out. Japan, Australia and Europe and
Products
As well as society’s increased ac- is beginning to link with top lab-
ceptance of mental disorders, ob- oratories to work on projects to-
NSFC: Research on key technologies about 3-
stacles to be overcome in the fu- gether. By looking to model its
D Flexible measurement Based on Single CCD
ture include a shortage of funds growth in advanced technolo-
camera
and professionals, factors de- gies for healthcare after other
pendent on the large population countries throughout the world,
Natural Science Foundation of Jiangsu Province:
and size of the country. and with large steps in the right
Research on the Key Technologies for Flexible
direction, China is making vast
Measurement of Feature Data Based on Single
With the established reputation improvements in the field and
CCD Camera
and acceptance of VR treatment will continue to do so with fur-
in other parts of the world, Chi- ther growth and attention.
The program’s Shandong Provincial Education
na benefits greatly by collabo-
Department project: The Three-dimensional
rating with foreign research in-
Measurement System for Foot Type Based on
stitutes. The National Science
Digital Camera
Foundation of China works to Sources:
provide funding for not only do-
Qingdao Municipal Science and Technology
mestic projects, but also inter- Personal communication with
Commission: Research on the Key Technolo-
national and exchange projects. Professor Weizhong Zhang, Chi-
gies for Feature data for close-range pho-
China has recently experienced nese Psychiatry Online and Chi-
togrammetry based on digital camera
drastic improvements in its re- nese Ministry of Health.
lationships with North America,
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