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This is the full version of the presentation.
https://www.dropbox.com/s/3fjh71alztkw5pr/Final%20Presentation.ppt.pptx?dl=0

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Many studies have been done on the health effects of VR, and considering we are using them on
children, who will more than likely be in a weakened state, we need to make sure that these
are taken into mind and removed, or at the very least minimised.

These issues stem from 'Suprises'

-The problems come when the normal relationship between the perceptual information and
the corresponding action is disrupted. One way of thinking about such disruption is that a
mismatch between perception and action causes ësurpriseí. It turns out that surprise is really
important for human learning and the human brain appears to be engineered to minimise surprise.

This means that the challenge for the designers of virtual reality is that they must create
systems that minimise the surprise experienced by the user when using computer generated
information to control their actions---

---If there is a mismatch between the visual information and the hand movements then
ësurpriseí will result, and the human brain will need to adapt if future interactions between
vision and action are to maintain their accuracy. The issue is that the process of adaptation
may cause difficulties?ó?and these difficulties might be particularly problematic for children
as their brains are not fully developed.

https://medium.com/university-of-leeds/is-virtual-reality-bad-for-our-health-the-risks-and-opportunities-of-a-technology-revolution-31520e50820a

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https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5729140/

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4043365/

https://monashchildrenshospital.org/virtual_reality_to_distract_children_during_medical_procedures/

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https://www.youtube.com/watch?v=B8ssgXtvhLE

https://insights.samsung.com/2018/10/22/how-digital-health-solutions-are-addressing-todays-healthcare-crises/

https://www.vr-intelligence.com/6-vr-uses-healthcare-will-blow-your-mind

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you could use this headset in place of a full vr only head set as it utilises a phone for its screen and it now also come with a controller i increasing that amount hat you can do with it and making it as versatile as a full vr headset
https://www.samsung.com/global/galaxy/gear-vr/

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https://www.healthit.gov/sites/default/files/IFTF_SR-1494_Innovations_in_Games.pdf

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https://www.researchgate.net/publication/259199150_Serious_Games_for_e-Health_Care

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https://www.omicsonline.org/open-access/use-of-interactive-games-in-healthcare-2157-7420-1000304-99026.html

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http://www.ihi.org/education/IHIOpenSchool/resources/Pages/Tools/default.aspx

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http://ouva.co/solutions/smart-patient-engagement/interactive-sensory-experiences

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Issues with Kids using VR. We should keep this in mind

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Issues with Kids using VR. We should keep this in mind

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https://medium.com/university-of-leeds/is-virtual-reality-bad-for-our-health-the-risks-and-opportunities-of-a-technology-revolution-31520e50820a

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https://youtu.be/9-HjuSrNHuY

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https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5729140/

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Illness and Treatment Research:

Pain Management can be helped with VR to help with breathing anaesthesia. This is
Very helpful for children who are scared of needles or hospitals in general when
They can escape from the fear into VR while doctors work.

CHARIOT is something too look into.

Educational purposes is another use for the VR, to introduce what is wrong with the
Patient and their parents so they can better understand what they are going through and how the doctors plan to help cure them. This can help aliviate anxiety in the child patiant.

Limited movement is a must as many procedures require the patient to remain still. Or those with casts, IVs or other wires.

Removal of game overs and morbid themes would be for the best when treating children, to keep their minds off the hospital.

Relaxing music is a must to keep kids calm. The ability to control the level of needed distraction is needed.

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https://www.mdpi.com/2227-9067/4/7/52/htm

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https://journals.lww.com/clinicalpain/Abstract/2000/09000/Use_of_Virtual_Reality_for_Adjunctive_Treatment_of.10.aspx

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https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5622235/

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https://www.trustedreviews.com/news/leap-motion-sensors-to-be-integrated-within-smartphones-and-tablets-next-year-2917266

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http://www.techinsights.com/about-techinsights/overview/blog/playstation-4-teardown/

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https://www.royalfree.nhs.uk/patients-visitors/staying-in-our-hospitals/what-to-expect-on-the-hospital-ward/childrens-wards-information-for-parents-and-visitors/
41 rooms
https://www.ebay.co.uk/i/253706069193?chn=ps
kinect cost £18.59

https://www.google.co.uk/shopping/product/14792924897094543805?q=overhead+projector&rlz=1C5CHFA_enGB754GB821&biw=1050&bih=692&dpr=2&sa=X&ved=0ahUKEwiV3Na-2aveAhVIAcAKHRzlCmgQ8wIIzwM
over head projector cost
£66

overall cost total is £3468.19 per ward

current systems used oculus rift total system cost £16,400 for 6 specialist areas

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here seems to be two types of VR headsets:

Ones that use phones and ones that have screens built in.

There are a few issues still being worked out that could pose a risk to children using them for
long durations. So looking into none VR headsets could be good, such as Kinect and similar devices.

(SCREEN BUILT IN) -

Oculus Rift - The Oculus Rift is one of the strongest VRs on the market at the
moment with a resolution of 2160 x 1200, 233 milion pixels per second and a 90Hz
refresh rate, matching the HTC Vive for refresh rate.

The Controllers for the Oculus, the Oculus Touch, is comfortable and form fitting
to your hands and allows for finger recognition. Along with this the Oculus has
the best library of games. Room-scale support was added, but it will cost an
additional purchase of a sensor to get to work, with a few issues.

(HTC Vive Pro) -

HTC Vive Pro - The pro version of Vive has a few minor upgrades compared to the
original such as better headstrap with built in headphones.

The Vive Pro has 2880 x 1600 resolution on a Dual-OLED display, a boost from the
original 2160 x 1200 resolution. Dual cameras on the front to track your hands
with a 90Hz refresh rate and 70 sensors to offer 360 degree head tracking but
with this comes a £1299 price tag for the full kit.

Its best feature would be the lighthouse room tracking, which allows for fairly
precise movement with the headset on, but sadly its dragged back by cables.
Again a draw back would have to be the sensors, which need to be placed up high
in order to work effectively

(Samnsung Odyssey / Windows Mixed Reality) -

Windows has been experimenting with Mixed Reality, working with many 3rd-parties
in order to create a more affordable version of the other, more expensive VR.
The headsets are built to run in two modes, Ones for pc with dedicated Graphics
cards and ones with intergrated graphics.

The main headset is the Samsung Odyssey. With built-in spatial headphones from
AKG, two 1400 x 1600 AMOLED displays and a 110-degree field of view.

Its still early for Windows Mixed Reality, so the number of games are low compared
to those offered by Vive, Rift or the PlayStation VR.

(Oculus Go) -

Oculus go is a independent VR that doesn't need a phone or high end pc to work.
All you need is the companion app to log in and will also need location access

The Oculus Go tends to be rather comfortable, because of how light it is in
comparision to the other devices, with rubbery eyeglass spacers for those with
glasses, with the ability to add prescription lens should you not want to wear
glasses.

The 5.5-inch, 2560 x 1440 display is 538ppi, to be expected from other higher
end mobile Vr devices. Though its major downside is the tracking, being 3DoF,
which means it'll only track in 3-dimentions.

With over 1000 apps and games available, its a pretty good starting point, even
if you dont have access to the more high-end experiences. The battry can last
around 1.5 to 2.5 hours depending on what you are using it for.

(Lenovo Mirage Solo) -

The solo has a 2560 x 1440 resolution and a 110 defree field of view and is
untethered. While it does have 6DoF tracking, the playable space is only 5
meters, which may be opened up in the future, but no garentee.

(Samsung Gear VR) -

The exact specifics of the Gear will depend on which Samsung smartphone you have
but you will have a 101-degree viewing experience and dark tint to reduce glare
no matter what phone your using.

You will need a Galaxy S9, S9+, Note 8, S8, S8+, S7 or S7 Edge to use.

(Google Daydream View) -

The newer models have a full 100 degree field of view, opposed to the older models
90. The new straps help to keep the wearer comfortable by distributing the weight
more evenly.

(Up and Coming Devices) -

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Richard: Technology Research
Kieran: Illness's amongst Children Research
Joe: Accessibility Research
Adam: Target Audience Research
Sam:

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https://www.stanfordchildrens.org/en/innovation/virtual-reality

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https://gamelab.university-id.net/2017/02/leap-motion-sensor-as-a-potential-input-device/

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https://developer.microsoft.com/en-us/windows/kinect

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Ideas for what the game will look like, how it will be played, graphics style etc.

Game style:
Cartoon
Lighthearted
Bright and Colourful

Concepts of Game:
1st Concept:
Player fights off germs in various levels of difficulty, unlocking cheerful facts about hospitals infections in fps layout that incorporates VR.

2nd Concept:
3rd Person Plat former based on Action/Adventure, (Ratchet and Clank)

3rd Concept:
Player pilots giant human machine has to keep various levels such as blood pressure, glucose, exercise up to a certain point to keep the giant human machine

4th Concept: