VR Interventions
VR Interventions
Transform Healthcare
Walter Greenleaf, PhD
Transforming HealthCare with Technology
Digital Health
Revolution
Mobile Health / eHealth
Wearable Sensors
Patient Centered
Leverages Internet:
social, competitive, collaborative
Every medical device reinvented
Digital Health Platforms deliver interventions to patients
parse data for enhanced decision-making
Patient Facing Dashboards
Applications
Mobile Analytics access/analysis
data
Backend
Access codes Data tracking
Messaging
User auth Engagement
SDK Physician
Device mgmt Push notification RT analytics
Payor
direction App provisioning Mail service Content store
Admin
Restful API Batch/scheduling Metrics
Assessments Wearable
data
Reminders sensors
Storage Transactional Real time Data Data store
Badges
store event store warehouse
Interventions Log Deployment
Infrastructure aggregation
Monitoring
agents
Graphics
Digital Health Revolution
Medical Applications
of Virtual Reality
Technology
Virtual Reality Technology For Medicine
Current
technologies
and protocols
have
benefited
from more
than 40 years
of research
and
development
A Personal Journey
I starting my
research in
VR in
1984
VR Technology Has Evolved
First general
purpose and
commercially
available VR
Systems
Facebook Purchases
Oculus for $2B!
Now is the time for VR
VR technology is now affordable, scalable and
accessible to the marketplace.
The VR category is attracting interest and investments
from major players.
Samsung - GearVR
Sony - Project Morpheus
Microsoft - HoloLens
Facebook - Oculus
Now is the time for VR
Within 6 years, VR will likely be adopted by 40-70 million users
33.0
27.3
24.4
16.9 16.1
11.3 9.9 Best Worst
6.6
Movement
Tracking
The military simulation and the video game industry is huge: $1.2T 2015
In many ways it exceeds all other forms of entertainment movies, music
For example : GTA - $800 million in worldwide sales in its first 24 hours.
That was the biggest launch day ever for any piece of
entertainment-- any movie, any record, anything at all.
Although entertainment, social connection and gaming will drive the initial
adoption of VR technology, the deepest and most significant market for VR will
be in clinical care and in improving health and wellness.
Medical Interventions
Clinical Assessments
Medical Training
Neuropsychological Assessments
Physical Medicine OT / PT
Empathy
HEALTH & WELLNESS
Weight Management
Cognitive Function Training
Sequencing, Situational Awareness, Decision Making
Exercise
Stress Management
Disability Solutions
Addressing Isolation
Grief Counseling
Mood and Resilience
Surgical Training
Preoperative Planning & Image Guided surgery
Rapidly
becoming the
standard for
training
and soon to
be part of the
standard of care
Virtual Airplane for Fear of Flying
$7.5M Series A
$100M Investment
At $1B Valuation
Support Meetings
Anonymous And Confidential
New Approaches for Cognitive Assessment
RESET
Digitized Neurocognitive Tool Set
Schizophrenia
ADHD
Virtual environments are used clinically to treat several
important behavioral health problems
Developmental disabilities
Conduct disorders
Neuro-cognitive disorders
Neuroscience Rationale
It is necessary to activate the associated brain system
to enable neuro-plasticity
Repetition is required
Ability to change a7tudes and behavior a<er being ones future self.
Your Future Self
Short and long-term effects of embodied experiences in immersive virtual environments on environmental locus of control and
behavior Ahn, Bailenson et al
VR can be used to help train doctors and staff to
better understand the patient perspective.
Virtual Experiences for Social Perspective Taking Raij et al., University of Florida
Big Data Opportunity
Objective data
Behavior and activities
Linked to intervention
Population trends
Virtual Environments and Senior Care
Post-Discharge Follow-up
@WalterGreenleaf