VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
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Index Acknowledgements 4 1. PRESENTATION 7 2. VIRTUAL REALITY EVOLUTION 8 3. DEFINITION OF VR/AR/MR 12 3.1 What do we understand by VR? 12 3.2 What do we understand by AR and MR? 14 4. APPLICATIONS OF VR/AR/MR 18 4.1 Applications of VR by sectors 18 4.2 Applications in health 28 5. VR/AR/MR DEVICES 30 6. GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 34 6.1 Main regions of the world 34 6.2 Companies dedicated to health 46 6.3 Catalan projects identified by the FTSS observatory 50 7. KEY ASPECTS TO START A PROJECT IN HEALTH VR/AR/MR 52 7.1 Detection of needs and improvement of processes 52 7.2 Who are the receptors? 56 7.3 What type of devices is needed 58 7.4 Human, technical resources and budget 60 7.5 Safety and maintenance 66 7.6 Ethical and legal aspects 68 8. CONCLUSIONS 76 Bibliography 78 Images 82 2 3
Acknowledgements We would like to thank the collaboration of all those professionals who have contributed to preparing this report. Especially, we would like to mention the SISCAT professionals who assisted in research and innovation, entrepreneurial ecosystem and Catalonian biotechnology start-ups and the Foundation i2Cat for their technological expertise in VR, as well as the contribution of Huawei of an insight of future technological application. 4 5
PRESENTATION The Social Health TIC Foundation is the body of the Ministry of Health that works to promote the use of ICT and networking in the field of health. In addition, it becomes an observatory for new tendencies, innovation and monitoring of emerging initiatives and offers standardisation and product authorisation services. ICT implantation in health is already unstoppable and is seen as one of most transforming elements in the future of health. In this framework, we cannot overlook that the virtual reality, augmented reality, and mixed reality markets have significantly increased in the last years. In this sense, last 4 September, the Social Health TIC Foundation proposed the First Encounter of the Virtual and Augmented Reality Applied to Health in Catalonia Interest Group, with the purpose of establishing the bases for creating an interest group in technologies of this filed applied to health with the participation of the majority of actors of the area involved. More than thirty professionals from different centres participated and, currently, many more are already forming part. In fact, the last report of the Map of Tendencies highlighted that 27% of the centres used virtual reality, and in 2019 more than fifty initiatives in the field were collected. Therefore, these different initiatives must be connected, joining efforts, and promoting innovation among the different member entities of the Catalonian health ecosystem. This report pretends being a starting point for the current status of virtual reality in health. It covers the historical evolution of this technology, the different definitions, and applications, as well as the most used devices. It compares the different international initiatives and defines guidelines for promoting virtual reality projects in health centres. This content, which is fully available for you all, is the fruit of the work of the Social Health TIC Foundation professionals and begins with the will of becoming a document for consultation among the system professionals working in this field. The information contained in this document reflects a study based on the Social Health TIC Foundation knowledge with the collaboration of the health sector and ICT, but not necessarily manifesting the global VR industry position. 6 7
2. V IRTUAL REALITY Virtual Reality (VR) is a complex concept and currently known in the technology sector, but historically it has not always been like that, because there has been great difficulty in defining it and searching for its origin. EVOLUTION A retrospective analysis of the main historic developments that have contributed to the evolutions of this technology over the years up to now is shown below: Morton Heilig invented a machined called Sensorama (1), patented in 1962 (2), that allowed showing 3D stereoscopic images 1957 1960 and offered a great immersion while it projected five small films. Morton Heilig also patented the first head- In addition, the machine was multisensory, meaning, it allowed fitted screen (HMD), called Telesphere Mask stimulating different senses in the user, using stereo sound, (3). The device provided stereoscopic 3D aromas and air breezes (fig. A). images with wide vision and stereo sound. Philco Corporation developed a visual device like a helmet, called Headsight (4), that could be controlled with movements 1961 of the head by the user. This device was one of the first to use 1965 applied VR in education and training, specifically, for military Ivan Sutherland created The Ultimate Display (5) a device personnel training. that allowed simulating reality showing a virtual world with 3D sound and providing tactile feedback to the user. Ivan Sutherland, with the help of his 1968 student Bob Sproull, created what could be considered as the first virtual and augmented 1975 Myron Krueger created the first interactive VR platform called Videoplace (7). It combined graphics generated by computers, projectors, cameras and video reality helmet, called The Sword of Damocles screens and position sensors. The technology consisted in using large video (6). However, it was very heavy, and the 3D screens to surround the user in VR in dark rooms. In addition, it allowed the users images it produced were static. to be located in different rooms and interact with the silhouettes of other users of the same virtual world The Massachusetts Institute of Technology (MIT) developed the Aspen Movie Map (8) that allowed 1978 1985 During the eighties, Jaron Lanier (9) popularised the term VR. In addition, Lanier founded VPL Research in 1985, together with Thomas Zimmerman. This company showing a virtual simulation of the city of Aspen created devices for medical uses, flight simulators, vehicle industrial design and (Colorado) using photographs that had been taken experiences for military uses. with a car, similar to Google Street View (fig. B). Figure B. Aspen (Colorado) Figure A. Sensorama The military engineer Thomas Furness developed an ambitious simulator project which he decided to call 1986 Super Cockpit. The system had an entertainment cabin that generated by computer 3D maps, advanced infra-red and radar images that allowed the pilot to see and hear in real time. The helmet monitoring system and sensors also allowed controlling the aircraft using gestures, voice instructions and eye movement. 8 VIRTUAL REALITY EVOLUTION 9
NASA created the Virtual Interface Environment Workstation (VIEW) (10), a stereoscopic visualisation system worn on the head that had a screen that 1990 could be a computer-generated artificial environment or a real environment transmitted by remote video cameras. DataGlove had a series of optic fibre cables and sensors that detected any movement of the fingers of the wearer and transmitted the information to a host computer. 1991 During the nineties, different publicly accessible recreation machines and VR helmets appeared, for playing video games, like, for example, the Virtuality ones, created by Virtuality Group (11). In these machines the users wore VR glasses to play with 3D stereoscopic visual environments in real time. Nintendo launched Virtual Boy (12), a video game console that showed monochromatic graphics that were a 3D sensation 1995 thanks to a stereoscopic effect. The console did not sell very 1999 well and was removed from the market a few months later. The film Matrix, by the Wachowskis, premiered around the world. Although films had appeared that highlighted the virtual world or VR concept, like Tron (1982), The Lawnmower Man (1992), or Johnny Mnemonic (1995), its cultural impact on society was with Matrix when it premiered. Google improved its maps adding the Google Street View function 2007 (fig. C), that allowed viewing with 360º images practically any street in the world. Later, in 2010, Google added a stereoscopic 3D mode to the 2012 Google Street View (13) In 2012 VR started to become more popular around the world with the Oculus Rift, after its founder, Palmer Luckey, launched the first kit for developers, in a Kickstarter project to obtain financing. He managed to double his objective of 250,000 $ in just over two hours (14). Facebook acquired the Palmer Luckey project, and the Oculus 2014 Rift glasses for two thousand million dollars (15). Facebook has plans to expand the Oculus 2016 The first Oculus Rift development kit (fig. D) was finally released on the market in 2016 and, although originally it was designed technology to sectors like for use in video games, may other sectors, like education, communication, education, as motor racing, publicity, tourism, or health, saw the opportunity well as video games. of making use of this technology to offer new immersion experiences for users. Figure C. Google street View The use of VR in smartphones started to become more popular, above all thanks to the increase of mobile phone 2018 capacity, like graphic performance. In addition, the availability of standalone devices (autonomous glasses that do not need connecting to a PC or incorporate a smartphone), like Oculus GO or Oculus Quest, in another factor motivating the use of VR, together with low cost of this technology and the possibility that more users decide to purchase their own glasses. Figure D. Oculus rift 10 VIRTUAL REALITY EVOLUTION 11
3. D EFINITION OF VR/AR/MR Immersion. This is the perception of being 3.1 W hat do we understand by physically present in a non-physical world. Immersion will be better with well prepared Virtual Reality? and credible virtual environments. Sound effects and melodies help to increase the effect. Virtual reality (VR) is the term used to describe a computer-generated three- dimensional environment that can be explored and executed by a person(15). This interaction with a three-dimensional environment may be through voice instructions or through peripherals such as controls or gloves, with or without motion detection. Although the VR concept existed in the last century, currently it is related to Sensory feedback. Stimulation of the the experience that, technology in helmets or glasses is used to completely senses requires sensory feedback that is isolate the person from a real environment to obtain total immersion. obtained by means of integrated hardware There are diverse elements which are important to have an optimal VR and software, also known as inputs. experience. These are the most relevant ones: Virtual world. A three-dimensional environment that often, but not necessarily, is generated by a means (meaning, representation, visualisation, etc.). Interaction is possible and objects can be created as part of this interaction. Interactivity. Interaction elements are crucial for VR experiences, having to provide enough comfort to naturally become related to the virtual environment. 12 DEFINITION OF VR/AR/MR 13
In AR, the digital elements shown are static or animated, both in 2D or in 3D figures. 3.2 What do we understand Normally they are superposed on a figure the application recognises, like a QR code, a by Augmented and Mixed pattern drawn on paper or even a real object Reality? that has been previously scanned by the application. It can also use GPS localisation to generate digital elements in the real environment without the need of depending Augmented reality (AR) and mixed reality (MR) are technologies on recognition of patterns to position the that together with virtual reality (VR) have evolved more over the last digital element. Pokemon GO is one of years. Both AR and MR have common aspects with VR, like the need the most successful examples (fig. F), by Figure F. Pokemon GO of hardware to allow generating digital elements (2D or 3D) or the Niantic (17). possibility of interacting with these digital elements. Regarding MR, this is defined as the result AR is term used to define vision of real-world physical of combining the physical world with the environment through a technological device adding real digital world. It can capture the position of digital elements (16). This is usually used by smartphones, a person in a physical environment, surface, tablets, or even smartglasses like Google Glasses, and is and limits (for example, spatial mapping, controlled by touch pulsations or voice instructions. and spatial understanding), illumination and environmental sound, recognizing objects and localization (fig. G). Figure G. MR application that allows manipulating a lung in 3D as a hologram MR not only shows digital elements in real environments, but in addition persons can see and manipulate them. This is the case, for example, of the creation of an anatomy model as a hologram1, from different angles (fig. H). Figure E. AR app showing a lung MI XE D R E ALI TY The main difference with a VR device is that, while this latter completely isolates the user from the real environment in a virtual Physical Digital environment and manages to obtain the best possible immersion, AR reality reality does not isolate the user from the real environment, but the user can continue seeing the real environment but with superposed digital Augmented Virtual elements (fig. E). Figure H. Mixed reality spectrum 1. A hologram is a type of phenomena of the visual field or photograph by which light treatment means there are diverse levels and that way, appears in three-dimensional format. However, in the context of this text, holograms are 3D computer objects. 14 DEFINITION OF VR/AR/MR 15
There are MR experiences that are very close to what is known as AR, The following figure (19) shows schematically the main differences between VR, AR, but these usually are a more evolved level (for example, they allow and MR that have been commented throughout this chapter (fig. I): interacting with holograms). In fact, normally AR applications are categorized as MR experiences. Also, there are MR experiences that are closer to what is known as VR, because all the user sees on the visor is virtual, but with main difference that the virtual environment REALITAT AUGMENTED MIXED generates takes into account the surrounding real environment, like, for example, a room and the objects in it. REALITY REALITY REALITY It is worth highlighting that one of the glasses devices that has most (VR) (AR) (MR) popularised MR is the HoloLens by Microsoft, distributed in 2016 and updated in 2019 with the launching of the second version, the The virtual objects are The virtual environment HoloLens 2 (18) (fig. I). Artificial environment superposed on real is combined with the real world environments world MI X ED REALI T Y Immerse PHYSICAL devices DIGITAL reality reality Holographic devices Total immersion in the The real world is improved It allows interacting with virtual environment with digital objects both the real world and the virtual environment Microsoft Acer HoloLens Examples of mixed reality devices Windows Figure I. MR holographic devices and immersion devices Figure J. Differences between VR, AR, and MR 2. H oloLens was the first wireless holographic computer. It was controlled by sight, finger gestures or voice. It has a set of twin glasses where the holograms are projected, and they give information about depth, shape and dimensions. 16 DEFINITION OF VR/AR/MR 17
4. A PPLICATIONS OF VR/AR/MR Also, it is worth highlighting that other entertainment areas that are offering this type of experiences. Applications like Oculus Venues (21), in fact, have contributed to distributing activities like watching a film or following a sports event in VR, adding a social component thanks to the possibility of remotely participating in the development, in the virtual environment, together with other users. Virtual Reality (VR) can offer multiple applications that can be used in diverse The other industry, known as Location Based VR (LBVR), is gaining an important position sector thanks to the capacity of recreating any environment and situation. in the VR entertainment world. LBVR is all types of environments where users participate in a VR simulated experience, accompanied by specific structures capable of creating The sector that generates most content and benefits using VR is multi-sensory effects like vibrations, aroma, and simulated objects that the users can entertainment, specifically video games. Currently, also, other sectors like touch and manipulate. Thanks to the possibility of having these infrastructures, LBVR tourism, motor racing, sports, companies, education and above all health experiences can provide the entertainment world in VR an added dimension that, in services use this technology to offer new experiences and possibilities to a domestic environment, is even difficult to attain because of the high costs of installation their users. and maintenance. Some of the applications that VR allows in different sectors, as well as some of the most outstanding that AR and MR devices allow. Extending the entertainment concept to areas like tourism and culture, is very common, 4.1 Applications of VR by sectors currently, using VR applications to visit three dimensional recreations of museums and remote tourist attractions. In addition to the Entertainment most typical virtual visits, also participating As previously commented, the most outstanding sector in VR is new experiences, like three-dimensional entertainment, specifically that of video games. This industry is always recreations of famous paintings in VR (22), generating greater benefits and many international technology that bring the previously mentioned LBVR companies that are committed to it, for example, Microsoft, Samsung or concept to museums (fig. L) and exhibitions. Facebook. Currently, regarding Playstation VR, the Sony VR glasses for the domestic video console PlayStation 4 (PS4), has sold more than 5 million units around the world (20) (fig. K). Likewise, more video games are being Figure L. VR experience simulating a museum published with possibilities of being experimented in VR, not only for domestic video consoles, but also for computers and smartphones. Also, AR applications are being distributed in tourist and cultural environments as substitutes or as complements for audio guides (23) that allow the users to visualize additional information on smartphone screens, tablets, or specific glasses (like the HoloLens by Microsoft) (24). The popularity of devices like smartphones and tablets is also contributing to the distribution of many augmented reality applications among the users. Online shops for smartphones and tablets, like Play Store (Google) or App Store (Apple), offer a wide range of AR apps. Some of the most successful are Pokemon GO that uses AR and GPS localization to show digital elements in 3D of roads and emblematic locations, or others like Snapchat or Instagram allowing to apply a multitude of filters and digital accessories using AR (25). Figure K. PSVR Glasses 18 APPLICATIONS OF VR/AR/MR 19
Education VR can be used in teaching and training situations, allowing the accessible Industry and easy presentation of complex data to students (fig. LL). In addition to Training can be conducted using VR in discovering an innovative environment for new possibilities. For example, many industrial processes, from working VR allows travelling in time and personally seeing historic events, not only on an assembly line (fig. M), making virtual to obtain information and data, but also for other types of perceptions visits to the facilities, or driving industrial that only VR immersion can offer. machinery in a mining excavation, among others. Figure M. VR Experience in industry Also, occupational accidents can be simulated with this technology or simulating risky operations, as well as emergency action simulations and escape routes. In addition, VR simulators can also be used to optimize tasks in the industrial sector, for example, offering interactive warehouse management systems. On the other hand, the vehicle industry is also especially benefiting from this technology, like for example by visualising virtual full-scale prototypes of cars, or by establishing design revisions with the collaboration of different engineers. For over a decade, the automation world has already implemented AR applications, such as ADAS Figure LL. AR Colouring. Disney Research Hub (Advanced Autonomous Driving Systems) that thanks to virtual projections applied to natural image provide There are also a multitude of AR apps (aimed at teaching) for learning information attached to the driver, estimating the (26), like for example, in the case of astronomy, identification of pantes vehicle trajectory, and guiding the driving (29) (fig. N). and stars by means of focussing our mobile phone on them (Sky Map Both AR and MR are an integrated part of the Industry app). Or mathematics where primary students can learn to add and 4.0 concepts, because they allow the workers access subtract using real world scenarios (FETCH! Lunch Rush app) and like to digital information and they can superpose it on the in the case of languages, where they can directly translate texts printed physical world (fig. O). Figure N. Continental. ADAS System for AR on objects, focussing the object with Google Translate (27). With MR, students can manipulate objects generating better understanding of the same, and also interact with series of data, complex formulas, and abstract concepts, that way facilitating their understanding (28). AR applications are also distributed in infant education environments, where young users can participate in creative activities, like colouring or drawing. These applications add a three-dimensional dimension that results more attractive than traditional ones. 20 Figure O. Industry 4.0 APPLICATIONS OF VR/AR/MR 21
Sports Other sectors The great gamification offered by VR platforms Many other sectors also take advantage of VR, AR, or MR to offer new experiences also make them ideal for improving the sports to their users. For example, in the property world, VR allows recreating properties performance of the users from the commodity before they are built and showing them to interested parties (32). On the other of their homes and while they compete and hand, AR can, for example, digitally represent furniture in the home of the user by socialize with their family and friends. simply focussing on it with the smartphone or tablet camera (33). Now, this technology can facilitate practising In the tourism sector, persons can experiment virtual routes (fig. R) offered by travel a large variety of sports from the same place, agencies when deciding for a destination, or once the user is touring. Thanks to thanks to the fact that VR simulations transfer AR apps, they can enrich their travel experience with extra digital information they the users to real sports environments like provide when focussing on emblematic places with smartphone cameras (34). gymnasiums o open spaces (fig. P). The fashion sector also uses VR software to check virtual fashion shops, preparing Likewise, VR can also be combined with other Figure P. VR connected to personal welfare 3D avatars to help designing on smartphone screens (35). machines or devices to augment immersion. For example, it can be combined with static bikes with Regarding the construction sector, any project can be elaborated in a virtual a real environment simulation for mountain cycling. environment offering advantages when, for example, testing diverse factors without neither the cost of structure construction, reducing the amount of errors that could appear once the building is finished. On the other hand, with Safety MR, in a construction the understanding and communication of complex spatial conditions can be improved by combining the real word with the virtual world (36). Safety forces can use VR for different training modes. For example, in military cases, real combat situations or other hazardous scenario simulations can be Finally, the scientific sector must be highlighted a using this technology to express recreated to learn how to efficiently react (30). This technology can also help complex ideas and concepts, like the case of molecular models or statistical when learning how to pilot a military vehicle, like tank or fighter jet. results. Likewise, VR simulations are safer and less costly than traditional training methods and can avoid any serious or slight risk for the professionals (fig. Q). On the other hand, VR can also be used to handle Figure R. VR use in simulated virtual tours post-traumatic stress disorder in soldiers that have any disorder on the battlefield (31). If the users gradually submit to expositions that trigger their condition, they can learn how to face the symptoms in a safe environment. AR also has great presence in this field due to the quantity of possibilities it can offer for users of advanced military goggles or helmets with this technology. For example, for a jet fighter pilot, a smart helmet can provide him with crucial information of the surrounding environment while Figure Q. Training armed forces with VR flying at more than 1,500 km/h. 22 APPLICATIONS OF VR/AR/MR 23
In fact, the light field captures system allows the creation of three-dimensional content thanks to the possibility of knowing the angle of incident of each 4.1.1 The future of 3D, its applicability in VR and its ray going through the lenses. That way creating impact in the health field knowledge about the position of the objects in the 3D world and generating viewpoints ideally from any position. Figure V. Holographic screens in a car The success of VR is not limited to the use already mentioned in this report, because current development in the 3d video field has On the other hand, the representation systems using the same technology, called holographic the objective of transforming the daily use of certain technologies. or stereoscopic screens (fig. V), allow visualization of three-dimensional content without the Concepts like volumetric3 video, holograms, and light fields4 have need of using VR or AR glasses. This is an ideal situation when the user needs perfect visibility, achieved great popularity in the research world and soon will have as is the case, for example, of driving a vehicle. a daily impact on the lives of users. The benefits of the advances this vision offers will have a considerable impact in the health The way we communicate is already one of the first initiatives affected sector. We refer to learning, for example, thanks to holographic transport, it will be possible by this revolution. Linking volumetric video with real time transmission to remotely participate in face-to-face sessions of medical training in virtual environments. systems (like video conferences), can extend to Holoportation (37) Multi-sensory simulations can be shared, in which an instructor, for example, can reproduce (fig. S), meaning, holographic transport, a system that allows two a physical sensation, a weight or a movement and transmit it to the students. persons to communicate in real time in a VR or AR environment. In the first case, both communicate in a virtual environment, and, in the second case, they are projected into the real world. Taking advantage of light field technologies, in medical Figure S. Holoportation Even so, volumetric video can also be an improvement without the environments, improvements can be made in the background of VR experiences. At the moment, the user is represented surgical field like, for example, in endoscopies. In fact, by an avatar in the most popular VR experiences (fig. T), or now, thanks to the endoscopic light field (38), the limited without any sort of representation. Holograms can be projected as field of vision of a camera can be replaced by a system a self-representation, so the user has the sensation of seeing his/her of images with less presence of occlusions and now own body, with real movements acting at the same time. Thanks to with the capacity of seeing through cloudy fluids, with this revolution, many of the mentioned uses can gain another human presence of blood or other poor visibility situations. and social dimension. Figure W. 3D reconstruction of a heart Many activities needing high interaction or that involve certain risks can be conducted remotely without losing the benefits of face-to- Thanks to fusion techniques among different and diverse technologies, it will be possible face communication. Professional education or training in the use Figure T. User observing his/her hands to join the images created by an endoscope to information obtained by body scanning represented in VR of heavy and hazardous machinery are examples of applications in technologies, like ultrasounds, to create 3D reconstructions of human cavities without any which natural human interactions with an added dimension of realism type of invasive action. Any endoscopic surgery operation will now have a new dimension in or simulated environments. terms of visibility for the medical team. Lastly, the systems based on light fields are positioned as the main Including all these cases of using new networks or high speed and low latency transmissions candidates for creating high quality 3D content and the three- (like 5G), VR/AR/MR applications can be used not only for learning or for face-to-face dimensional representation in holographic screens (without the need interventions, but also to conduct activities that up till now required the presence of of a VR/AR screen) (fig. U). professionals and immediate actuations. Delicate situations like, for example, surgical interventions, can be remotely conducted thanks to MR jointly with optical devices (associated to the sense of touch) (fig. W). This vision shows research development at medium and long term; however, virtual applications are already strongly rooted in the health sector. Figure U. VR use for surgical training 3. Volumetric or holographic video is the technique that captures movement in a three-dimensional space. 4. This function completely characterizes the light flow through an obstructed space in a static scenario with fixed illumination. 24 APPLICATIONS OF VR/AR/MR 25
4.1.2 AV/AR/MR related to other technologies like 5G and Wi-Fi 6 The repercussion of 5G or other connectivity technologies regarding AV/AR/MR in the health field and how they will accompany us in our daily lives in the coming future has been analysed with future projection thanks to the collaboration between Huawei and the Social Health TIC Foundation. The truth is that the evolution of AV/AR/MR devices over the last five years has very significantly improved. In fact, these devices have improved by promoting their immersion effect and the 3D sound effects, as well as the fact of providing the gigantic IMAX screen experience. Beyond technical and design specifications, companies like Huawei, among others, have accompanied the launching of VR glasses with a platform of more than 30,000 content of high- definition reproduction and with the expectancy of adding more films, series and video games over the next years. Like what happened with platforms like Netflix, Amazon Prime and Disney+, to mention some of the actors in the streaming world, there is the possibility that, over the coming years, the competition in VR moves from hardware to the generation and emission of content. For example, the apparition of exclusive retransmission of events like football and concerts, applications in the education, culture, and business worlds, etc. On the other hand, an increase in the percentage of 4K/8K, 3D All that means that our current communication infrastructure, either 3/4G or Wi-Fi n/ac, and interactive content is foreseeable something that will require will no longer be viable to cover this growth of VR content and quality. In addition, it is greater bandwidth and minimum latency to guarantee good expected that VR will become one of the fundamental 5G applications, as well as the user experience. We refer to a minimum of 50 Mbps and latency exponential growth of terminals with this technology. Given that the 5G radio electronic below 20 ms per user in applications above all in the health resource is finite, also Wi-Fi infrastructures are expected to be updated to the new sector. Wireless formats will predominate as the excellent means standard, or simply Wi-Fi 6, that shares many services with 5G, above all in bandwidth because of its freedom of movement. and low latency terms. 26 APPLICATIONS OF VR/AR/MR 27
4.2 Applications in Health The health branch is one of the greatest users of VR, allowing multiple From a surgical viewpoint, MR glasses are being used in the operating theatres during possibilities, like, for example, the treatment of phobias (39), surgery interventions, for example, to visualize interactive panels allowing professionals to simulations and training of abilities (40) or promoting the recuperation of have access to, consult and manipulate clinical information of the patient in real time, cognitive capacities (fig. X). without deviating attention form the surgery (44) (fig. Z). In virtual training environments, operating theatres can be represented, Likewise, both AR and MR can allow entering into the patient using 3D holograms where health professionals improve their abilities and acquire new one generated form magnetic reactions (45) (fig. AA). in a safe and controlled environment. Also, health emergency situations In addition, this technology can be used as such by diverse assistance professionals, can be recreated, scenarios that are difficult to recreate in a physical from different places, being able to participate and collaborate in the same intervention. environment (41). In addition, it can be used to learn anatomy exploring This is possible thanks to MR glasses online and representing as holograms the inside the human body, developing surgery simulations, or showing three- professionals that are physically present in the operating theatre (46). dimensional images of the body so medicine students can explore it (42). On the other hand, we must highlight that in February 2020, the Hospital de la Santa Also, VR can help to reduce anxiety and calm pain (43), for example, in Creu i Sant Pau in Barcelona was the first in Spain to use a 3D hologram as a support cases of “ghost member” effect due to amputation or in persons with image for highly complex surgery. The hologram allowed recreating th anatomy of fibromyalgia. the patient being operated. It was visualized in the same operating theatre in a glass In addition, many technology companies and hospitals are committed pyramid of about two meters height, showing th three-dimensional image to all the to health projects using both AR and MR. For example, health sciences assistance professionals that were participating in the intervention (47). students can learn anatomy an interact with 3D holograms representing the different layers of the human body, (skin, muscles, blood vessels, etc.) (fig. Y). Figure AA. Representation of users in holographic avatars Figure Y. Holographic representations of the human body in its differ- ent layers Figure Z. Use of MR to see “through” a body Figure X. VR for rehabilitation 28 APPLICATIONS OF VR/AR/MR 29
5. V R/AR/MR Graphic capacity (processor, RAM...): Mainly, in autonomous devices or also known as standalone. Graphic capacity (processor, RAM…): Mainly, in autonomous devices DEVICES or also known as standalone. As an emerging technology, the number of companies dedicated to VR/ AR/MR is considerably increasing, making it more accessible through innovative companies and start-ups that are entering the market. Standalone There is a large diversity of models of VR glasses available (fig. AB), form PC low cost glasses for mobile phones up to high level devices that allow offering a much greater quality immersion experience. Console Smartphone Figure AC. Connections to other devices according to requirements of different VR glasses Figure AB Diverse VR glasses Non-autonomous glasses: Need connecting to a PC, if connected by cable or wireless. As in any technological device, the functions and characteristics are what differentiates some glasses form others and what marks the price. The main Accessories: Those incorporated in the same product, like controllers and/or external sensors. factors to be considered for any VR experience are shown below (fig. AC): Also, there are important differences between more simple controllers that only serve as pointers, and other more advanced ones, with different buttons that detect movements. Screen incorporation: Currently this differentiates VR Movement: The simplest VR glasses only detect rotational head movement, but the most glasses for mobiles from the rest. The mobile phone is introduced sophisticated ones can also detect translational movement of the user (inclinations, walking into glasses that do not include it, so the mobile phone projects or turning the body 360º, or even the same movement of the retina). Also, considering the the images. space where the user moves and the precision is reflected in the virtual experience (if there is a delay in the response or not, meaning, if the real movements are truly represented in the virtual space). Some glasses offer up to 3.5 m x 3.5 m of free space, but others offer up to 10 Screen resolution: The higher the solution, the better quality of m x 10 m, also according to the quantity of sensors used and their precision. Likewise, the the images projected on the visor screen. The texts will be easier to read newest models start to not use external sensors, because the same devices incorporate the the projected images will have better definition, which provides the best sensors to detect the space where the users move, that way facilitating the installation and immersion experience to the user. use of glasses. Material: We can find from cardboard devices to other more resistant and Frequency of refreshment (Hz): This number indicates the quantity of ergonomic ones, like those made from carbon fibre. times per second that the screen image changes. According to the experts, the recommendation is that VR glasses offer a minimum of 90 Hz, because lesser refreshment frequencies can cause dizziness or discomfort in the users (48). 30 VR/AR/MR DEVICES 31
Some of the most outstanding manufacturers of VR/AR/MR glasses (48) on the market, the visors they offer and the most outstanding main characteristics: Displacement Displacement Company Device detection 5 Autonomous 6 Controllers 7 Price 8 Company Device detection 5 Autonomous 6 Controllers 7 Price 8 Oculus GO No Yes Yes (1 unit) 159 € (32 GB) Glass Enterprise No Yes No $ 1,195.00 (2018) 219 € (64 GB) Edition 2 (2019) Oculus Rift Yes No Yes (2 units) Not available on GOOGLE 78 i 79 (2016) - Uses external - Needs to be con- - Oculus Touch official website Google Cardboard No No No From 6€ sensors nected to a PC that - Needs to include a meets the minimum smartphone requirements Mirage Solo Yes Yes Yes (1 unit) € 249.95 FACEBOOK 74 Oculus Rift S (2019) Yes No Yes (2 units) 449 € (2018) - Does not need -Improved version - Does not need - Needs to be - Oculus Touch external sensors of Oculus Rift external sensors connected to a PC LENOVO 80 Lenovo Explorer Yes No Yes (2 units) Not available on that meets the mini- (2017) - Does not need - Needs to be official website mum requirements external sensors connected to a PC Oculus Quest Yes Yes Yes (2 units) 449 € (64 GB) that meets the mini- - Does not need - Oculus Touch 549 € (128 GB) mum requirements external sensors HP Windows Yes No Yes (2 units) € 655.82 Vive Cosmos Yes No Yes (2 units) 829 € Mixed Reality - Does not need - Needs to be (2019) - Does not need - Needs to be - VIVE Cosmos HP 81 Headset external sensors connected to a PC external sensors connected to a PC Controller (2017) that meets the mini- that meets the mini- mum requirements mum requirements Huawei VR Glass Yes No Yes (3 units) 2,999 Yuan (about Vive Pro HMD Yes No Yes 679 € (2019) - Does not need Needs to be - NOLO CV1 Air 400 €) (2018) - Including two - Needs to be - Sold separately external sensors connected to a VR 3D Console base stations for connected to a PC smartphone (only Controllers HTC 75 one 5m x 5m space that meets the mini- with the Huawei mum requirements HUAWEI 82 Ma-te 30, Mate 20 or P30 series, or a Vive Yes No Yes (2 units) Out of stock com-puter mee- - Including two - Needs to be - Controller ting the minimum base stations for connected to a PC requirements one 3.5m x 3.5m that meets the mini- space mum requirements Vive Focus Yes Yes Yes (1 unit) 716,48 € + 159,90 (2019) - Does not need € 12 XR-1 Dev Edition Yes No No € 9,995 external sensors - Needs to be connected to a PC MICROSOFT HoloLens 2 Yes Yes No 3.500 $ 14 that meets the mini- MICROSOFT 76 (2019) - Does not need mum requirements external sensors VR-2 Pro Yes No No € 5,995 SONY Playstation VR Yes No Yes 299 € VARJO 83 - Needs to be (2016) - Includes a 2.0 - Needs connec- - sold separately connected to a PC SONY 77 camera ting to the PS4 or (PS Move) that meets the mini- a PC mum requirements VR-2 Yes No No € 4,995 - Needs to be connected to a PC that meets the mini- mum requirements Magic Leap 1 Yes Yes Yes (1 unit) $ 2,295 5. P ositional tracking indicates if the device, as well as detecting head rota-tion like all VR glasses, also allows, detecting if the MAGIC LEAP 84 user moves, meaning, if he/she crouches, walks, inclines, etc. 6. Standalone indicates if the device does not need connecting to another devices (for example to a PC), to func-tion. 7. The controllers or commands allow detecting arm movement. The most sophisticated also detect finger move-ment. 8. Prices obtained from the official website of the manufacturer when preparing this report. 9. Extendible to 10 m x 10 m with four base stations. 10. This model obliges to acquire an additional service for two years for 159.90 € 11. Microsoft likewise offers, other pur-chase operations (https://www.microsoft.com/en-us/hololens/buy). 32 VR/AR/MR DEVICES 33
6. G ENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 6.1 Main regions of the world ASIA ÀSIA EUROPA EUROPE Like what happens with the majority of technologies, virtual reality (VR), USA EEUU augmented reality (AR) and mixed reality (MR) are fully globalized products. All the parties involved in the research, development, production, and creation of content are located in different parts of the world. The most outstanding regions on a global scale in VR are Asia, Europe, and the United States. A referential report in the VR/AR field (34) allows obtaining a certain perspective of how VR is developing on European scale. Likewise, the report (49) approaches a series of data that have been agglutinated and complemented with the same experience of the FTSS observatory during 2018. In addition, specific reports about the implantation status of this technology in specific countries like Australia (50) or New Zealand (51) has allowed completing a global vision of the VR/AR. An approximation to the realities of each continent by means of articles and the reports to which we have previously referred. AFRICA ÀFRICA OCEANIA 34 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 35
The United States of America have a clear leading position in the global VR/AR market. The research and development of both hardware and software are centre in the Silicon Valley region, where companies like Google, Apple or Facebook are located. The large video game studios established in Los Angeles are the main producers of content for VR/AR/MR that are exported on a global scale. Regarding Europe, the research capacity and tradition of universities stands out due to Regarding financing, the United States have venture capital funds specialized development of highly specialized content. Research is usually centred on developing in VR and AR that promote the creation of new companies and solutions. This complex technologies for industry, in the health field, etc. Generally speaking, in the VR/ contrasts with South America where there has been much less activity. This AR field in Europe, diverse members states stand out for concentrating this research confirms that there are not any globally referential company, but there are some activity: France, United Kingdom, Germany, Sweden or Spain (specifically, Barcelona) are very atomized technological centres. Generally, there are no governmental grants the main exponents of this activity. In all cases, European universities have integrated as or large venture capital funds for VR/AR. work plans the generation of research consortiums, which collaborate in international projects financed by European research funds. ÀSIA EUROPE EUROPA USA EEUU Manchester / Newcastle Berlin / Munich París Catalunya Silicon Valley Los Angeles Regarding Oceania, the activity is concentrated in the main metropolis of Australia and New Zealand. This industry is deeply linked to the West Coast of the United States and where audio-visual content creation companies stand out. There is a strong local market where ad hoc solutions are developed, fostered, and financed by local institutions and by the government Some corpuscles of VR/AR activity can be found in Africa, in countries like Nigeria. However, there are no governmental policies or venture capitals that allow correct development of companies. The lack Johannesburg of persons with abilities and knowledge to develop projects with this technology is also endemic to the majority of the continent. Exceptionally, the South African capital Johannesburg, has activity around VR/AR with diverse companies and Hubs centred of producing content AFRICA ÀFRICA OCEANIA 36 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 37
If we consider the most outstanding countries of the European continent, we can see which are the most outstanding institutions Germany has diverse VR and AR nodes well distributed around and the environments of the different states according to the the country. Its main node is in Berlin. The capital, with its essence report of 2017 (34). of disruptive creation, makes available to VR a complete creative ecosystem that promotes innovative content and applications. There is a manufacturing culture in south Germany represented by Regarding the United Kingdom, its capital is considered the main node of the vehicle, aero spatial and biotechnological industries. These large VR/AR activity network. Generally, the country has a favourable environment companies are, likewise, potential clients for the VR/AR industry, to for start-ups and development of VR/AR projects. Access to private financing which they demand solutions to improve their industrial processes or sources and the large quantity of governmental investments in innovation and to complement their own products. technology favours sector dynamism and provides a good rhythm of company On the other hand, Munich agglutinates prolific cinematographic and creation and solutions, also in cities like Manchester or Newcastle. audio-visual content industries. London acts like a referential Hub on European scale and has strong connections In addition, Germany has a very good rhythm creating start-ups. with other Hubs like Beijing (Asia) and Silicon Valley (United States). With this However, their growth is often unused by a very consolidated latter they strengthen the ties, because they share the language and have long entrepreneurial structure that does not allow these start-ups to enter experience of collaborations. the market occupied by large corporations. The connections on European scales are very string with Berlin, the Netherlands and France, from where they received technical knowledge. ÀSIA Universities and research centres follow the same line as companies. We see that the Munich Technical University is a reference in the EUROPA application of VR for industrial design. Regarding the Brandenburg region, the Berlin University or the clusters are centred on research of new products in any field, although currently concentrating on VR applications, mainly, in the neuroscience field. In France, the cities of Paris and Laval are references on Manchester / Newcastle European scale and form a strong node in the VR/AR Berlin / Munich ecosystem. Developing applications is highlighted as París the main activity of the French VR activity. Prestigious 3D design industry, universities and schools in this Catalunya subject have provoked that development of artistic and Silicon Valley visual content become the main motor of this industry. Nearly two years ago theLos city Angeles of Laval welcomed a reference event in the VR world, called Laval Virtual, Pel que fa a l’Estat Spain, the main activity is based on creativity and the abilities of its professionals. that transforms this small western France city into the VR Competitive prices promote a creative scenario in which start-ups find in Barcelona a favourable space for capital once a year. This event, in addition, has caused experimenting and developing new VR/AR solutions. On the other hand, obtaining grants and investors to the creation of the Laval Virtual Centre, a stable space develop the projects is difficult compared with neighbouring countries. for the creation and research of this technology. In Catalonia, different institutions specialised in VR, like EventLAB, Barcelona VR, VR Centre Barcelona and All these nodes and structures are strengthened at Wayra stand out. Spanish universities and companies compete with different events related with VR/AR/ government level by a series of policies that want to MR, either because of the central subject of the event or because indirectly VR and AR have a space in the favour high quality products produced in France both in programming. Some of the most outstanding acts or events are the Mobile World Congress, 4YFN, VR Thec, software and in hardware. the Barcelona 360° VR and AR market, Expoelearning, Healthio and many others that consolidate the use of these technologies in the country. Johannesburg 38 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 39
Approximation to the global VR/AR research state VR/AR Research tendency Regarding the VR/AR application in the health world, this is still subject to many research questions, both in technology and A bibliographic research has been conducted with a a specific in their applications. To objectify the way research centres are chain (“Virtual Reality” AND “Health”) to know the usage globally operating and the behaviour of research in the health field tendency of VR in the health field, which has provided a certain concerning VR/AR, the FTSS has conducted a series of revisions approximation, in publications, to the general use and research of scientific literature that it pretends approaching below. conducted of VR in the health field. The research was conducted in the general field using the metasearcher Google Scholar and the PubMed and Scielo databases, with the following results of evolution in publications over the last years (fig. AD): 2018 32 9 2017 23 3 2016 19 5 2015 174 0 50 100 150 200 250 300 350 Figure AD. Annual number of VR publications in the health field (2015-2018) 40 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 41
Subjects on which the research concentrates A research has been made on the following terms to establish which are the most relevant VR subjects: “Virtual Reality” AND “Health”. On this occasion the revision was centre on the Pubmed database and the reduced time range of the year 2018. Of 342 publications, 27% have been excluded for not adapting to the study subject. After a more exhaustive analysis of these, we can highlight that 28% is of open access while the remaining 71% is only by private license. It is worth highlighting that the percentage of private licenses is in consonance with the European average of scientific publication in open access format, as indicated by the “la Caixa” Social Observatory (52). As we can see in figure 45, the topic most considered in VR research in Mental health the health field is that of mental health, followed by training of abilities, This topic includes spaces for handling phobias (53) and psychopathies (54) and systematic revisions of rehabilitation, cognition research and seven for working social abilities (55), among others. This subject is large and allows other topics that have been identified. The main subjects and some of exploring the VR capacity to build controlled realities in which the patients are the articles representing them and that have been selected for revision exposed to different situations simulating real environments. are shown below (fig. AE): Training/Education Regarding training of abilities, there are some studies that pretend validating VR as an educational means. In this case, there are two well differentiated lines: training of abilities by health professionals (56) and training of abilities in persons SUBJECTS with a pathology (57). Systematic revision Mental health Salut mental This cannot be considered as a research subject as such, but we must highlight the research community interest in scientific evidence regarding VR. An example Training Entrenament of this is the interest shown by Bremen University for the evidence of VR in the Systematic revision Revisió sistemàtica surgery field (58). Another example is the interest of researchers from Katowice Rehabilitation Rehabilitació University due to its application of virtual reality standards in balance training programs (59), among others. Cognition Cognició Gent gran Adults % Rehabilitation Rehabilitation has been one of the most treated subjects in that regarding Canvi de Change ofconductes conducts simulation over the last years, and the VR/AR applications are not any exception. Exercise Exercici A Randomized Controlled Trial, conducted by the Korean Keimyung University, demonstrates the effectiveness of 3D-ARS systems to improve balance in old age Neurology Neurologia (60). Ophthalmology Oftalmologia Emotions Emocions Cognition Lastly, we must highlight the cognition field, as a recurrently strong subject in Development Desenvolupament VR applications. Some studies refer to distraction as a tool for reducing pain and anxiety in persons that submit to painful or invasive techniques, or even before surgery (61). Figure AE. Subjects detected in the VR publications (2015-2018) 42 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 43
VR/AR publications by countries Approximation to Catalonian research We have analysed a significant part of these articles and we have extracted Regarding Catalonia and following the same research chain (“Virtual some conclusions to obtain an image from research conducted around the Reality” AND “Health”) in only one database, we see that over the last world during 2018 that allows establishing a comparison to corroborate what three years (2017-2019) scientific production has mainly treated the same international consultants declare and to whom we have referred throughout subjects observed as a tendency in the rest of the world. It is noteworthy this report. that a member of a Catalonian university is the main researcher of the The same revision of 2018 literature has been used to compile this information, publications mainly focussed on the VR applications in mental health. aimed at focussing on the origin of the main researcher of each scientific article or author of correspondence. We can say the Barcelona University is the ASIA ÀSIA most productive institution in VR, above EUROPE EUROPA all in the mental health field. We also find other institutions, like the Universitat USA EEUU Autònoma of Barcelona, or programmes/ entities like ICREA or EURECAT. It could be 5,88 1,47 surprising that Catalonia does not have a 2,94 2,94 1,47 more notable impact in research of VR/AR 1,47 5,88 2,94 1,47 2,94 in the health field. As we have seen in the 1,47 2,94 1,47 5,88 previous phases on the Report, Catalonia 7,35 2,94 1,47 has a knowledge transfer tradition 1,47 regarding the product. That means that 36,76 a good part of the knowledge generated is used directly by companies to generate solutions aimed the market and that are not compiled as scientific publications all the innovations being conducted around Spain, or that, due to intellectual property rights (patents, registries...), the option of 1,47 publishing is not the bets for the research 4,41 group conducting the project in question. Argentina Austria Australia Brazil France Germany 1,47 Holland Lithuania Canada Sweden China Switzerland United Kingdom Taiwan Thailand Italy ÁFRICA ÀFRICA Ireland Korea Netherlands Poland OCEANIA Romania United States Spain 44 GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR 45
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