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2003 Schattauer GmbH Methods MIM 0161

Applications of Virtual Environments in Medicine*


G. Riva
Applied Technology for Neuro-Psychology Lab., Istituto Auxologico Italiano, Milan, Italy

Summary 1. Introduction mainly into three classes: surgery training,


surgery planning and augmented reality for
Objective: This paper intends to investigate the role
of virtual reality (VR) in medicine. In particular it out- As recently noted by Satava and Jones [1], surgery sessions in open surgery, endosco-
lines the current state of research and technology that the advantages of virtual environments py, and radiosurgery. A couple of years
is relevant to the development of effective virtual (VEs) to health care can be summarized in later, the scope of VR applications in medi-
environments in medicine. a single word: revolutionary. Since the de- cine has broadened to include neuropsy-
Method: After describing the two different visions of velopment of methods of electronic com- chological assessment and rehabilitation
VR we can find in medicine the presentation of munication clinicians have been using in- [6, 7].
virtual objects to all of the human senses in a way formation and communication technolo- In recent years, VR has generated both
identical to their natural counterpart, and a new hu- gies in health care: telegraphy, telephony, great excitement and great confusion.
man-computer interaction paradigm in which users are
radio and television have been used for dis- These factors are evident in the extensive
active participants within a computer-generated three-
dimensional virtual world the paper presents some tance medicine since mid 19th century [2]. material published in both scientific and
of the most interesting applications actually developed However, rapid and far-reaching techno- popular press, and in the unrealistic expec-
in the area. Finally, it discusses the clinical principles, logical advances are changing the ways in tations on the part of the health care pro-
technological devices and safety issues associated which people relate, communicate, and live. fessionals (8). In this paper we try to outline
with the use of VR in medicine. Technologies that were hardly used ten the current state of research and technolo-
Conclusions: The possible impact of VR on health care years ago, such as the Internet, e-mail, and gy that is relevant to the development of
could be even higher than the one offered by the new video teleconferencing are becoming famil- VEs in medicine. Moreover, we discuss the
communication technologies like Internet. In fact, iar methods for diagnosis, therapy, educa- clinical principles, technological devices
VR is at the same tima technology, a communication tion and training. However, the possible im- and safety issues associated with the use of
interface and an experience: a communication inter- pact of virtual reality (VR) on health care is virtual reality in medicine.
face based on interactive 3D visualization, able to col-
even higher than the one offered by the
lect and integrate in single real-like experience differ-
ent inputs and data sets. However, significant efforts new communication technologies [3]. In
are still required to move VR into commercial success fact, VR is a technology, a communication
and therefore routine clinical use. interface and an experience [4]. This is why
the research in the virtual reality field is
2. The Role of VR
Keywords moving fast. If we check the two leading in Health Care
Virtual reality, medical education, surgical simulation, clinical databases MEDLINE and
neuropsychological rehabilitation PSYCINFO using the virtual reality 2.1 The Two Faces of VR
keyword we can find 951 papers listed in
Methods Inf Med 2003; 42: 52434 MEDLINE and 708 in PSYCINFO (all
in Health Care
fields query, accessed June 9, 2003). For many health care professionals VR is
From the analysis of the retrieved pa- first of all a technology. Since 1986, when
pers we can find that the first health care Jaron Lamier used the term for the first
applications of VR started in the early 90s time, VR has been usually described as a
by the need of medical staff to visualize collection of technological devices: a com-
complex medical data, particularly during puter capable of interactive 3D visualiza-
surgery and for surgery planning [5]. Actu- tion, a head-mounted display and data
ally, surgery-related applications of VR fall gloves equipped with one or more position
trackers. The trackers sense the position
and orientation of the user and report that
* This paper is an updated version of an invited information to the computer that updates
review paper that appeared in Haux, R., Kuli- (in real time) the images for display.
kowski, E. (eds.) (2003). IMIA Yearbook of
Medical Informatics 2003: Quality of Health However, the analysis of the different
Care: The Role of Informatics, pp. 159-69, VR applications clearly shows that the
Stuttgart: Schattauer. focus on technological devices is different

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Applications of Virtual Environments in Medicine

according to the goals of the health care turbance. The key characteristics of virtual and telephone [19, 20]. The main character-
provider. environments for these professionals are istic of this evolution is the full immersion
For instance, Rubino et al. [9], McCloy both the high level of control of the interac- of the human sensorimotor channels into a
and Stone [10], and Szkely and Satava [11] tion with the tool without the constraints vivid and global communication experience
in their reviews share the same vision of usually found in computer systems, and the [21].
VR:a collection of technologies that allow enriched experience provided to the pa- Following this approach, it is also pos-
people to interact efficiently with 3D com- tient [12]. Virtual environments are highly sible to define VR in terms of human expe-
puterized databases in real time using their flexible and programmable. They enable rience [22] a real or simulated environ-
natural senses and skills [10]. This defini- the therapist to present a wide variety of ment in which a perceiver experiences
tion lacks any reference to head mounted controlled stimuli, such as a fearful situa- telepresence, where telepresence can be
displays and instrumented clothing such as tion, and to measure and monitor a wide described as the experience of presence in
gloves or suits. In fact, less than 20% of VR variety of responses made by the user. This an environment by means of a communica-
health care applications in medicine are ac- flexibility can be used to provide systemat- tion medium (pp. 78-80).
tually using any immersive equipment. ic restorative training that optimize the de- This position better clarifies the possible
However, if we shift our attention on be- gree of transfer of training or generaliza- role of VR in medicine: a communication
havioral sciences, where immersive devices tion of learning to the persons real world interface based on interactive 3D visualiza-
are used by more than 50% of the applica- environment [15]. tion, able to collect and integrate different
tions,VR is described as an advanced form Moreover, virtual reality systems open inputs and data sets in a single real-like ex-
of human-computer interface that allows the input channel to the full range of hu- perience. It is up to the health care provid-
the user to interact with and become im- man gestures: in rehabilitation it is possible er to decide if the VR application will be
mersed in a computer-generated environ- to monitor movements or actions from any more focused on the integration of differ-
ment in a naturalistic fashion [12]. In fact, body part or many body parts at the same ent data sets or on the realism of the virtu-
to achieve the feeling of being there time. On the other side, with disabled pa- al experience. Considering VR as a commu-
the VR applications use f specialized de- tients feedbacks and prompts can be trans- nication interface also helps health care de-
vices as head-mounted displays, tracking lated into alternate and/or multiple senses velopers to focus their efforts.
systems, earphones, gloves, and sometimes [16]. Most of the work in this area is trying to
haptic-feedback devices. improve the efficacy of a VE by providing
These two definitions underline two dif- to the user a more realistic experience,
ferent visions of VR. For physicians and such as adding physical qualities to virtual
surgeons, the ultimate goal of VR is the
2.2 VR as Communication Interface objects or improving the graphical resolu-
presentation of virtual objects to all of the As we have just seen, if we consider VR tion. But is it really so important for the ef-
human senses in a way identical to their mainly as a technology we have two differ- fectiveness of a medical VE this focus on
natural counterpart [11]. As noted by Sata- ent visions of VR related to the final goal of the graphical characteristics?
va and Jones [1], as more and more of the the health care professional. But what these Probably, apart from some high-end sur-
medical technologies become information- two visions have in common? gical applications, the answer is no. More
based, it will be possible to represent a pa- The starting point for answering to this than the richness of available images, the
tient with higher fidelity to a point that the question is a definition of VR presented by efficacy of a virtual environment depends
image may become a surrogate for the pa- Heim. According to this author [17], VR is on the level of interaction/interactivity
tient the medical avatar. In this sense, an an immersive, interactive system based on which actors have in both real and simu-
effective VR system should offer real-like computable information an experience lated environments [23]. According to Sas-
body parts or avatars that interact with ex- that describes many life activities in the in- try and Boyd [23] a VE, particularly when it
ternal devices such as surgical instruments formation age (p. 6). In particular he de- is used for real world applications, is effec-
as near as possible to their real models. scribes the VR experience around its three tive when the user is able to navigate, se-
For clinical psychologists and rehabilita- Is: immersion, interactivity and informa- lect, pick, move and manipulate an object
tion specialists the ultimate goal is radically tion intensity. Developing this position, much more naturally (pp. 235). In this
different [13, 14]. They use VR to provide a Bricken [18] identifies the core characteris- sense, emphasis shifts from quality of image
new human-computer interaction para- tic of VR in the inclusive relationship to freedom of interaction, from the graphic
digm in which users are no longer simply between the participant and the virtual en- perfection of the system to the affordances
external observers of images on a computer vironment, where direct experience of the provided to the users in the environment
screen but are active participants within a immersive environment constitutes com- [24]. Further, as the underlying enabling
computer-generated three-dimensional vir- munication. According to this position, VR technologies continue to evolve and allow
tual world. Within the VE the patient has can be considered as the leading edge of a us to design more useful and usable struc-
the possibility of learning to manage a general evolution of present communica- tural virtual environments the next impor-
problematic situation related to his/her dis- tion interfaces like television, computer tant challenge will involve populating these

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environments with virtual representations appropriate allocation of function; kit of computational programs capable of
of humans (avatars) [25]. the iteration of design solutions; automatically performing many of the basic
This is possible because the key charac- a multi-disciplinary design team; data handling functions required for using
teristic of VR, differentiating it from other Visible Human data in applications [42].
media or communication systems, is the and it is based around the following proc- The National Library of Medicine made
sense of presence [26, 27]. What is pres- esses: the data sets available under a no-cost
ence? Even if usually presence is defined as understand and specify the context of license agreement over the Internet. And
the sense of being there [22], or as the use; this allowed the creation of a huge number
feeling of being in a world that exists out- specify the user and organizational re- of educational VEs. In their recent edited
side of the self [28], it is now widely ac- quirements; book Westwood and colleagues [43] report
knowledged that presence can be consid- produce designs and prototypes; more than ten different educational and
ered as a neuropsychological phenomenon carry out user-based assessment. visualization applications.
[20, 26, 29-33]. In particular, Riva and Wa- In the future we can expect the develop-
terworth described presence as a defining A sample of VE developed using the ISO ment of different VR dynamic models illus-
feature of self, related to the evolution of a 13407 guidelines is the IERAPSI surgical trating how various organs and systems
key feature of any central nervous system training system [10, 37]. move during normal or diseased states, or
[28]: the embedding of sensory-referred how they respond to various externally ap-
properties into an internal functional space. plied forces (e.g., the touch of a scalpel).
More in particular, without the emergence
of the sense of presence it is impossible for
3. Applications of Virtual Apart from anatomical training, VR has
been used for teaching the skill of perform-
the nervous system to separate between an Reality in Medicine ing a 12-lead ECG [44]. In all these cases,
external world and the internal one. If in VR simulators allowed the acquisition of
simple organisms, this separation involved necessary technical skills required for the
only a correct coupling between percep-
3.1 Medical Education procedure.
tions and movements, in humans it also The teaching of anatomy is mainly illustra-
requires the shift from meaning-as-com- tive, and the application of VR to such
prehensibility to meaning-as-significance. teaching has great potential [38]. Through 3.2 Surgical Simulation
Meaning-as-comprehensibility refers to the 3-D visualization of massive volumes of in-
extent to which the event fits with our view formation and databases, clinicians and stu-
and Planning
of the world (for example, as just, controlla- dents can understand important physiolog- Surgeons know well that in training there is
ble, and nonrandom) whereas meaning-as- ical principles or basic anatomy [39]. For no alternative to hands-on practice. How-
significance refers to the value or worth of instance, VR can be used to explore the or- ever, students wishing to learn laparoscopic
the event for us [34]. Following this point, gans by flying around, behind, or even in- procedures face a tough path [45]: usually
contributions to the intensity of the sense side them. In this sense VEs can be used they start using laparoscopic cholecystecto-
of presence come from three layers of the both as didactic and experiential educa- my trainers consisting of a black box in
self recently defined by Damasio [35]: pro- tional tools, allowing a deeper understand- which endoscopic instruments are passed
to self, core self and autobiographical self. ing of the interrelationship of anatomical through rubber gaskets. After, the students
The more the three layers are integrated structures that cannot be achieved by any begin practicing these techniques on inani-
(focused on the same events) the stronger other means, including cadaveric dissec- mate tissues, when allowed by their cost
the intensity of the presence feeling [28]. tion. and availability. Obviously, there is a sub-
This means that having two equally stimu- A significant step towards the creation stantial difference for students between
lating virtual environments, humans are of VR anatomy textbooks was the acquisi- training with artificial or inanimate tissues
more present in the one more relevant to tion of the Visible Human male and female and supervised procedures on real patients.
their own goals. data made in August of 1991 by the Univer- This is why in early 1990s different research
This approach has recently received sity of Colorado School of Medicine [40]. teams tried to develop VE simulators [46,
the status of international standard, The Visible Human female data set con- 47]. The science of virtual reality provides
through the International Organization for tains 5189 digital anatomical images ob- an entirely new opportunity in the area of
Standardizations ISO 13407 Human cen- tained at 0.33-mm intervals (39 Gbyte).The simulation of surgical skills using comput-
tered design for interactive systems. Ac- male data set contains 1971 digital axial an- ers for training, evaluation, and eventually
cording to the ISO 13407 standard [36], atomical images obtained at 1.0-mm inter- certification [48]. However the first simula-
human-centered design requires: vals (15 Gbyte) [41]. Actually, the US Na- tors were limited by low-resolution graph-
the active involvement of users; tional Library of Medicine in partnership ics, the lack of tactile input and force feed-
clear understanding of use and task re- with other US government research agen- back and the lack of realistic deformation
quirements; cies has begun the development of a tool of organs. In the last years a new generation

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of simulator has appeared that has shown


improved training efficacy over traditional
3.4 VR in Neuro-Psychological
methods [49, 50, Schijven, 2003 #1455]. Assessment and Rehabilitation
For instance, a randomized trial using the VR is starting to play an important role in
Minimally Invasive Surgery Training-Virtu- clinical psychology [61, 62], that is expected
al Reality (MIST-VR) trainer [51, 52] to increase in the next years.According to a
showed that VR simulation was effective recent positioning paper on the future of
in training the novice to perform basic psychotherapy [63], the use of VR and
laparoscopic skills (see Fig. 1). computerized therapies are ranked respec-
Another typical use of visualization ap- tively 3rd and 5th out of 38 psychotherapy
plications is the planning of surgical and interventions that are predicted to increase
neuro-surgical procedures [53-55]. The in the next 10 years.
planning of these procedures usually relies In most VEs for clinical psychology VR
on the studies of series of two-dimensional is used to simulate the real world and to as-
MR (Magnetic Resonance) and/or CT sure the researcher full control of all the
(Computer Tomography) images, which parameters implied. VR constitutes a high-
have to be mentally integrated by surgeons Fig. 1 Minimally Invasive Surgery Training-Virtual Real- ly flexible tool, which makes it possible to
into a three-dimensional concept. This ity (MIST-VR) trainer (Mentice Medical Simulation AB, program an enormous variety of proce-
mental transformation is difficult, since Gothenburg, Sweden) dures of intervention on psychological dis-
complex anatomy is represented in differ- tress. The possibility of structuring a large
ent scanning modalities, on separate image amount of controlled stimuli and, simulta-
series, usually found in different sites/de- the cost for a typical colonoscopy is sig- neously, of monitoring the possible re-
partments. A VR-based system is capable nificant. sponses generated by the user of the virtual
of incorporating different scanning modal- world offers a considerable increase in the
ities coming from different sites providing a To overcome these problems, different re- likelihood of therapeutic effectiveness, as
simple to use interactive three-dimensional searchers are investigating the possibility of compared to traditional procedures [20]. In
view.Within the Virtual Collaborative Clin- virtual endoscopy [9, 58].Virtual endoscopy particular, a key advantage offered by VR
ic project, NASA researchers developed is a new procedure that fuses computed to- is the possibility for the patient to manage
Cyberscalpel, a typical VR-based surgical mography with advanced techniques for successfully a problematic situation related
system for planning and practice [56]. To rendering three-dimensional images to pro- to his/her disturbance. Using VR in this
plan the operation of a patient with a can- duce views of the organ similar to those ob- way, the patient is more likely not only to
cer of the jaw, the upper and lower jaws tained during real endoscopy. A virtual gain an awareness of his/her need to do
were reconstructed using Cyberscalpel endoscopy is performed by using a stan- something to create change but also to ex-
starting from a CT scan. The scan was re- dard CT scan or MRI scan [1], reconstruct- perience a greater sense of personal effica-
duced to 20,000 polygons and the final ing the organ of interest into a 3D model, cy.
model used to prove how fibular bone and then performing a fly through it. Typi- In general, these techniques are used as
could be sectioned to mimic and replace cal examples include the colon, stomach, triggers for a broader empowerment proc-
the jaw pieces. esophagus, tracheo-bronchial tree (bron- ess. In psychological literature empower-
Finally, the increased pressure to reduce choscopy), sinus bladder, ureter and kid- ment is considered a multi-faceted con-
the use of animals in technical training has neys (cystoscopy), pancreas or biliary tree struct reflecting the different dimensions of
led to use VR in teaching microsurgery [59]. being psychologically enabled, and is con-
[57].This new technology may prove to be a Virtual endoscopy is completely non-in- ceived of as a positive additive function of
cost-effective, portable, and nonhazardous vasive and thus without known complica- the following three dimensions [64]:
way forward in microsurgical training. tions [60]. The actual cost is less of tradi- perceived control: includes beliefs about
tional endoscopy, since it is performed in authority, decision-making skills, avail-
the same place and manner as all imaging ability of resources, autonomy in the
3.3 Virtual Endoscopy modalities, utilizes the same staff, and has scheduling and performance of work,
Every year the screening for cancer re- no consumable materials. etc;
quires the performance of over 2 million perceived competence: reflects role-mas-
video colonoscopic procedures. However, tery, which besides requiring the skillful
these procedures are not perfect: accomplishment of one or more as-
all endoscopic procedures are invasive; signed tasks, also requires successful
the patients are subject to complications coping with non-routine role-related sit-
such as perforation, bleeding, etc. uations;

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Table 1 VR hardware goal internalization: this dimension cap-


tures the energizing property of a wor-
thy cause or exciting vision provided by
the organizational leadership.

Virtual reality can be considered the pre-


ferred environment for the empowerment
process, since it is a special, sheltered set-
ting where patients can start to explore and
act without feeling threatened. In this sense
the virtual experience is an empowering
environment that therapy provides for pa-
tients. As noted by Botella [65], nothing
the patients fear can really happen to
them in VR. With such assurance, they can
freely explore, experiment, feel, live, and
experience feelings and/or thoughts. VR
thus becomes a very useful intermediate
step between the therapists office and the
real world.
Even if the clinical rationale behind the
use of VR is now clear, much of this re-
search growth, however, has been in the
form of feasibility studies and pilot trials.
As a result there is still limited convincing
evidence coming from controlled studies
(see Table 2), of the clinical advantages of
this approach. Up to now the clinical effec-
tiveness of VR was verified in the treat-
ment of these six psychological disorders:
acrophobia [66-68], spider phobia [69], pan-
ic disorders with agoraphobia [70], body
image disturbances [71], binge eating disor-
ders [72, 73] (see Fig. 2), and fear of flying
[74-78].
In the cognitive rehabilitation area the
situation is even worse. Even if different
case studies and review papers suggest the
use of VR in this area [12, 15, 79-85] there
are no controlled clinical trials to support
this position. A better situation can be
found in the assessment of cognitive func-
tions in persons with acquired brain inju-
ries. In this area VR assessment tools are ef-
fective and characterized by good psycho-
metric properties [86-90]. A typical exam-
ple of these applications is ARCANA. Us-
ing a standard tool (Wisconsin Card Sort-
ing Test WCST) of neuropsychological
Fig. 2 assessment as a model, Pugnetti and col-
The Virtual Reality for Eat- leagues have created ARCANA: a virtual
ing Disorders Modification -
VREDIM (Istituto Auxologico building in which the patient has to use en-
Italiano I.R.C.C.S., Milan, vironmental clues in the selection of appro-
Italy) priate choices (doorways) to navigate

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through the building. The doorway choices Table 2 Controlled trials with more than 10 patients/users included in Medline/PsycInfo (all fields query, accessed June 9,
vary according to the categories of shape, 2003)
color, and number of portholes. The patient
is also required to refer to the previous
doorway for clues to appropriately make
his/her next choice.After the choice criteria
are changed, the patient must shift the cog-
nitive set, analyze clues, and devise a new
choice strategy. The parameters of this
system are fully adjustable so that training
applications can follow initial standardized
assessments.

4. VR Hardware and Software


For many years one of the main obstacles
to the development of VR applications was
the price of the equipment: a typical VR
system required a costly fridge-size Silicon
Graphic workstation in the range of
250,000 US$ and up. Even if high-end ap-
plications still require powerful worksta-
tions such as SGI Onyx or Octane (see
Table 1), during the last two years about
65% of the VR applications for health care
were developed for being used on PC plat-
forms.
The significant advances in PC hard-
ware that have been made over the last five
years, are transforming PC-based VR into
a reality. The cost of a basic desktop VR
system has gone down by many thousand
dollars since that time, and the functionality
has improved dramatically in terms of
graphics processing power. A simple im-
mersive VR system now may cost less than
6000 US$ (see Table 1).
The availability of powerful PC engines
based on such computing work-horses as
Intels Xeon and IBM G4/G5 processors,
and the emergence of reasonably priced,
Direct 3D and OpenGL-based 3D acceler-
ator cards allow high-end PCs to process
and display interactive 3D simulations in
real time.
While a standard Celeron/Duron pro-
cessor with as little as 128 Mbyte of RAM
can provide sufficient processing power for
a simple VR simulation, a fast Pentium
IV/Athlon XP-based PC (2.5 Ghz or faster)
with 256 Mbyte of RAM, can transport
users to a convincing virtual environment,

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while a dual Xeon configuration (2.7 Ghz acceleration than the first generation of is usually very limited. To overcome this
or faster) with 1 Gbyte of RAM, OpenGL chips (GeForce and Radeon VE) for a limitation, now there are different VR de-
acceleration and 256 Mbyte of VRAM run- price tag of less than 500 US$. Also, velopment toolkits available for PCs, rang-
ning Windows XP Pro rivals the horse- professional graphics cards received a ing from high-end authoring toolkits that
power of a mid-level graphics workstation. significant speed bump. New Open GL require significant programming experi-
The graphics card landscape, too, is cards such as the Quadro 4 900XGL or ence to simple hobbyist packages. De-
evolving quickly. In particular, two ad- the FireGLX1 offer graphics power that spite the differences in the types of virtual
vancements are interesting for VR users: rival the one provided by Unix graphic worlds these products can deliver, the vari-
the inclusion of a VGA-to-TV converter workstations. ous tools are based on the same VR-devel-
and tuner, the Accelerated Graphics Port VGA-to-TV converter: One welcome opment model: they allow users to create or
(AGP) and the new faster 3D chips (Ge- feature of the new graphics cards is the import 3D objects, to apply behavioral at-
ForceFX 5900 Ultra, Radeon 9800 Pro) inclusion of a VGA-to-TV (NTSC or tributes such as weight and gravity to the
with 128 Mbyte or more of dedicated video PAL) converter and TV tuner right on objects, and to program the objects to re-
Ram (VRam). the card. This feature lets you display spond to the user via visual and/or audio
Accelerated Graphics Port (AGP): The computer data on a standard television events. Ranging in prices from free (http://
accelerated graphics port is a high- without the need for an external scan www.alice.org) to 5000 US$ (Virtools Dev
speed, point-to-point connection be- converter (usually 100 US$ or more). 2.5 or Sense 8 WorldUp R5), the toolkits
tween the system chip set and the graph- Business users can then give PC-based are the most functional of the available VR
ics chip. AGP provides a high-speed presentations with TVs as large-screen software options. While some of them rely
pipeline between the graphics accelera- monitors, and home users can play com- exclusively on C or C++ programming to
tor and the PCs system memory: using puter games on their TV sets. However build a virtual world, others offer simpler
an AGP connection, a graphics chip is this feature is also useful for VR users: point-and-click operations to develop a
able to access system memory directly thanks to the converter it is possible to simulation. Using VR toolkits, it is also pos-
through the system chip set at memory- use without any extra hardware the sible to bring in files from a wide array of
bus speeds, reducing latency and sub- new low-cost DVD oriented head- software packages, such as Wavefront, 3D
stantially increasing performance versus mounted displays from Olympus (Eye- Studio, EDS Unigraphics, Pro Engineer,
standard PCI-memory transfers. The Trek, 600 US$) or Sony (Glasstron and Intergraph EMS, and they can also im-
graphics card gains access to system PLM-A35, 500 US$). port VRML and Multigen databases as well
RAM to store and execute texture bit- as animation scripts and sounds.
maps, which allows more detailed tex- On the software side, an interesting low
tures of unlimited size while speeding cost solution is the use of 3D engines in-
3D rendering. When textures are large, cluded in commercial 3D games for devel-
AGP can make the difference between a oping simple virtual environments. Many 5. Challenges and Open Issues
smooth or choppy frame rates in 3D 3D games (50 US$ each), such as Quake or
rendering. Unreal, include level editors that allow the
Faster 3D cards: In VR, performance is user to customize the environments and the
5.1 Technical Challenges
critical. VEs gave mainstream 3D accel- avatars. Moreover, Discreet has released Even if the significant advances in comput-
eration its start, and developers have free software, gmax, that allows a profes- er and graphic technology drastically im-
been adding a sense of realistic depth to sional customization of 3D games. Intend- proved the characteristics of a typical VE,
their creations for years. However, the ed to be a fully capable 3D level editing, VR is still limited by the maturity of the
addition of a z-axis in rendering, as op- modeling, animation, and texture-mapping systems available. Even today, no off-the-
posed to simply drawing on an x, y-coor- tool, gmax ships with a full suite of profes- shelf solutions are available. So, the set up
dinate plane, requires more sophisticat- sional 3D content and animation features. of a VR system usually requires a lot of pa-
ed horsepower. In addition, VR applica- Discreet approved game developers can tience for dealing with conflicting hardware
tions contain more complex objects and publish gmax game packs, which custom- or lacking drivers. Nearly every VR system
complex textures: bitmap renderings of ize the downloadable version of gmax requires a dedicated staff or at least com-
detailed surfaces (bricks, sand, or trans- into a fully featured level editor for sup- puter technician to keep the system run-
parent water) that heighten realism. To ported game titles. Using this software, it is ning smoothly. Moreover, much VR tech-
exploit this potential a fast graphics card possible to edit and create 3D environ- nology is still uncomfortable or unpleasant
with a lot of video Ram is a must. Happi- ments, materials, 3D objects, weapons, im- to use. In particular here are listed some
ly, the new chip sets (GeForceFX 5900 ages and lights. current VR technology limitations for users
Ultra and Radeon 9800 Pro) included in Obviously, level editing does not allow [91]:
consumer graphics cards have 16 times full control of the environment. In particu- virtual acoustic displays that require a
more video Ram and 5 times more 3D lar, the user interaction with the 3D objects great deal of computational resources in

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order to simulate a small number of ulation sickness. For instance, a recent re- fields query, accessed June 9, 2003). Much
sources; view of clinical applications of VR reported of this growth, however, has been in the
force and tactile displays, still in their in- instances of simulation sickness are few form of feasibility studies and pilot trials.
fancies, with limited functionality; and nearly all are transient and minor [6]. The best evidence in evaluating the ef-
image generators that cant provide In general, for a large proportion of VR ficacy of a therapy/approach is the results
low-latency rendering of head tracked users these effects are mild and subside of randomized, controlled clinical trials.
complex scenes, requiring severe trade- quickly [93]. However, if we check the available litera-
offs between performance and scene Nonetheless, patients exposed to virtual ture we can find only seventeen controlled
quality; reality environments may have disabilities trials (see Table 2).
position trackers with small working that increase their susceptibility to side ef- Three tested the training possibilities of-
volumes, inadequate robustness, and fects. Precautions should be taken to ensure fered by VR: in surgical training and in
problems of latency and poor registra- the safety and well being of patients, includ- teaching physical diagnosis skills. Twelve
tion. ing established protocols for monitoring verified the effectiveness of VR in the
HMDs with limited field of view, and en- and controlling exposure to virtual reality treatment of four psychological disorders:
cumbering form factor. environments. acrophobia, body image disturbances,
Strategies are needed to detect any ad- binge eating disorders and fear of flying.
As we have seen, a typical area for VR ap- verse effects of exposure, some of which The final study analyzed the use of VR in
plications is surgery. However, there have may be difficult to anticipate, at an early the treatment of adult burn pain.
been few developments in the area of tac- stage.According to Lewis and Griffin [94] ex- Why there are so few controlled trials in
tile feedback.The ability to feel tissue is im- posure management protocols for patients VR research? The possible answers are
portant. Procedures that require palpita- in virtual environments should include: three.
tion, such as artery localization and tumor Screening procedures to detect individ- First, the lack of standardization in VR
detection, are extremely difficult when the uals who may present particular risks. devices and software. To date, very few of
only form of haptic exploration is in the Procedures for managing patient expo- the various VR systems available are inter-
form of forces transmitted through long, sure to VR applications to ensure rapid operable. This makes difficult their use in
clumsy instruments. As noted by Moline adaptation with minimum symptoms. contexts other than those in which they
[92], The ability to remotely sense small Procedures for monitoring unexpected were developed.
scale shape information and feel forces that side effects and for ensuring that the Second, the lack of standardized proto-
mesh with natural hand motions would system meets its design objectives. cols that can be shared by the community
greatly improve the performance of mini- of researchers. If we check the two clinical
mally invasive surgery and bring a greater Finally, the effect of VEs on cognition is not databases, we can find only four published
sense of realism to virtual trainers (p. 21). fully understood. In a recent report, the US clinical protocols: for the treatment of eat-
National Advisory Mental Health Council ing disorders [96], fear of flying [97], fear of
[95] suggested that Research is needed to public speaking [98] and panic disorders
understand both the positive and the nega- [99].
5.2 Safety Issues tive effects [of VEs] on childrens and Finally, the costs required for the set-up
The introduction of patients and clinicians adults perceptual and cognitive skills. trials. As we have just seen, the lack of
to VEs raises particular safety and ethical Such research will require the merging of interoperable systems added to the lack of
issues [45]. In fact, despite developments in knowledge from a variety of disciplines in- clinical protocols force most researchers to
VR technology, some users still experience cluding (but not limited to) neuropsycholo- spend a lot of time and money in designing
health and safety problems associated with gy, neuroimaging, educational theory and and developing their own VR application:
VR use [93]. The key concern from the technology, human factors, medicine, and many of them can be considered one-off
literature is VR-induced sickness, which computer science. creations tied to a proprietary hardware
could lead to problems [94] including: and software, which have been tuned by a
symptoms of motion sickness; process of trial and error. According to the
strain on the ocular system; European funded project VEPSY Updated
degraded limb and postural control;
5.3 Research and Clinical Issues [100], the cost required for designing a clin-
reduced sense of presence; In the last five years there has been a steady ical VR application from scratch and test-
the development of responses inappro- growth in the use of virtual reality in health ing it on clinical patients using controlled
priate for the real world, which might care due to the advances in information trials may range between 150,000 and
lead to negative training. technology and to the decline in costs [4]. 200,000 US$. As noted by a recent report
As we have seen, using the virtual reality prepared by the US National Research
The improved quality of the VR systems is keyword we can find 951 papers listed in Council [101],the government support has
drastically reducing the occurrence of sim- MEDLINE and 708 in PSYCINFO (all been the single most important source of

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sustained funding for innovative research cert to treat specific clinical problems. 8. Riva G, Wiederhold BK. Introduction to the
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Acknowledgments health field. CyberPsychology & Behavior
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the US government. The present work was supported by the Commis-
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