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3/29/16 1 VIRTUAL REALITY for HEALTHCARE Dmitri Bouianov CEO, Context VR Agenda Brief history of VR Types of VR experiences VR hardware ecosystem Benefits of VR Applications of VR VR for healthcare training VR demonstration & quiz What is VR? A computer-generated environment consisting of 3D images and sounds experienced by users through sensory stimuli and in which user actions partially determine what happens in the environment A simulated 3D world users can manipulate and explore a while feeling as if they were in that world Technology to create or access these environments VR Timeline Around for decades, first devices in 1960 Vehicle simulation focus until 1985 (NASA, military, airlines) Unmet hype and expectations in 1990 => low public interest Oculus VR raising $2M on Kickstarter in 2012 Oculus VR acquired by Facebook for $2B in 2014 Vibrant growing consumer VR ecosystem in 2016

VIRTUAL REALITY Agenda for HEALTHCARE3/29/16 2 Growing VR Ecosystem 2014 - $2B 2012 - $2M 2016 Presence & Price Factors • Presence: a state of immersive awareness where virtual environments

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Page 1: VIRTUAL REALITY Agenda for HEALTHCARE3/29/16 2 Growing VR Ecosystem 2014 - $2B 2012 - $2M 2016 Presence & Price Factors • Presence: a state of immersive awareness where virtual environments

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VIRTUAL REALITY for HEALTHCARE

Dmitri Bouianov CEO, Context VR

Agenda •  Brief history of VR

•  Types of VR experiences

•  VR hardware ecosystem

•  Benefits of VR

•  Applications of VR •  VR for healthcare training

•  VR demonstration & quiz

What is VR? •  A computer-generated environment consisting of

3D images and sounds experienced by users through sensory stimuli and in which user actions partially determine what happens in the environment

•  A simulated 3D world users can manipulate and explore a while feeling as if they were in that world

•  Technology to create or access these environments

VR Timeline •  Around for decades, first devices in 1960

•  Vehicle simulation focus until 1985 (NASA, military, airlines)

•  Unmet hype and expectations in 1990 => low public interest

•  Oculus VR raising $2M on Kickstarter in 2012

•  Oculus VR acquired by Facebook for $2B in 2014

•  Vibrant growing consumer VR ecosystem in 2016

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Growing VR Ecosystem

2014 - $2B

2012 - $2M

2016

Presence & Price Factors •  Presence: a state of immersive awareness where

virtual environments seem so real that viewers believe they are physically present in those environments

•  Presence was impossible or fleeting in the past

•  Price: Technical advancements made presence achievable and inexpensive compared to decades ago

•  VR devices are currently sold at consumer prices

Types of VR Experiences •  360-degree stereoscopic photos & videos

–  Mostly non-interactive, stationary user –  Less powerful mobile device technology –  Lower graphics fidelity, some photorealism –  Mass consumer appeal (YouTube)

•  Immersive interactive 3D simulations

–  Mostly interactive, navigable environments –  More powerful desktop computer technology –  Higher graphics fidelity, high photorealism –  Early adopter appeal (gamers, developers)

How is VR Accessed?

•  Past: Cave Automatic Computer Environments

•  Now: Head Mounted Displays (HMDs)

•  PC: HTC Vive, Oculus Rift, Sony PSVR

•  Mobile: Samsung GearVR, Google Cardboard

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HTC Vive

•  https://www.youtube.com/watch?v=eTITJSSRUso

•  High fidelity, highly interactive VR

experiences

Oculus Rift

•  https://www.youtube.com/watch?v=OlXrjTh7vHc

•  High fidelity, highly interactive VR

experiences

Sony PSVR •  https://www.youtube.com/watch?

v=0USSvBSCcc8

•  High fidelity, highly interactive VR

experiences

Samsung GearVR •  https://www.youtube.com/watch?v=-

gnvQS2xhRg

•  Lower fidelity, less interactive VR, 360 photos/videos

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Google Cardboard •  https://www.youtube.com/watch?

v=wZXjoMMigJU

•  Lower fidelity, less interactive VR, 360 photos/videos

Microsoft HoloLens •  https://www.youtube.com/watch?

v=AaTyeDtht-8

•  High fidelity, highly interactive MR

experiences

Epson Moverio •  https://www.youtube.com/watch?

v=vArQptpq1Oc

•  Lower fidelity AR applications, tablet-like usability

AR/VR Spectrum

ProprietoryandConfiden6al

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Why is VR Important? •  “Transportation system for the senses”

•  Physical presence without physical travel

•  Safely simulates high-risk scenarios

•  Minimizes distractions due to immersion

•  Engages spatial and muscle memory

•  Called “Next Platform” by industry experts

Applications of VR •  Healthcare Training

•  Psychological Treatment

•  Safety Training

•  Immersive Education

•  Architecture & Engineering

•  Games & Entertainment

Enterprise VR Examples •  NASA using VR to train astronauts for 20 years

•  NASA using VR for remote robot control

•  Military using VR in combat training for years

•  VR used for immersive medical education

•  VR used for treating psychological problems

•  VR used for training professional athletes

VR for Healthcare •  Surgical Procedures

•  Contagious Diseases

•  Treatment Planning

•  Patient Triage & Nursing

•  Emergency Procedures

•  Hazardous Materials

•  Portable Fire Extinguishers

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VR Demos

•  Walk-around room-scale

•  360 photos/videos

Summary ü  Brief introduction to VR

ü  Types of VR experiences

ü  VR hardware ecosystem

ü  Benefits of VR

ü  Applications of VR

ü  VR for healthcare training

ü  VR demos

Questions?

•  [email protected]

•  @dbouianov

•  @contextvr

•  http://contextvr.com

VR & AR $150B by 2020

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VR for Ebola Education

•  http://vrscout.com/projects/vrse-ebola-virtual-reality-film-waves-of-grace/

VR for Medical Education

•  http://www.ncbi.nlm.nih.gov/pubmed/20097652#

•  http://www.roadtovr.com/world-of-comenius-virtual-reality-education-biology-lesson-leap-motion-oculus-rift-dk2/

VR for Psychological Treatment

•  http://www.pbs.org/wgbh/nova/next/body/vr-therapy/

VR for Remote Robot Control

•  http://www.tomsguide.com/us/nasa-kinect-oculus-rift-robot,news-18050.html

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VR for Astronaut Training

•  http://www.techrepublic.com/article/how-nasa-uses-virtual-reality-to-train-astronauts/

•  http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/

VR for Military Training

•  https://www.youtube.com/watch?v=V34gCw4fyLs

VR for Pro Athlete Training

•  http://www.technewsworld.com/story/81635.html

Resources •  Enterprise uses of VR

http://www.techrepublic.com/article/9-industries-using-virtual-reality/

•  UW research on effectiveness of VR training ftp://ftp.hitl.washington.edu/pub/publications/r-94-5/r-94-5.rtf http://www.researchgate.net/publication/220835733_Virtual_Reality_and_Education

•  Memory palace technique engages spatial memory http://en.wikipedia.org/wiki/Method_of_loci