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My Top Strengths:
Activator, Individualization, Command, Achiever, Learner
As an activator, I am able to influence others to make things happen.  I am a leader by nature.  I love to learn about new technology and encourage the use in clinical practice.  I am not set in my ways and encourage others to seek out ways to improve current practice.

Team Selection:
Carter: Communication
Communication is not my strength.  I do not explain things well and sometimes fail to communicate the needs of others.

Matthew: Maximizer
Every team needs a person who will focus on improving the group experience.

Pablo: Positivity
Every team needs a "cheerleader".  Someone who will bring enthusiasm and excitement to success of innovation.

Abraham-Arranger
This type of strength is also not my strong suit.  An arranger would help organize and keep things running smoothly.

Faith: Futuristic
The innovative technology needs the support of a strategic thinker.  Inspiration by what the potential of VR with visionary, creativity, and inspiring.

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We have a VR set in our home. My son has used it to play games to improve his hand eye coordination. Virtual reality is a common household technology with the availability of Playstation and Oculus. I am excited for the future of Virtual Reality in both clinical education and patient experience.

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For decades, scientists have been quietly discovering the surprising health benefits of virtual reality (VR) for ailments ranging from burn injuries, to stroke, to PTSD, to schizophrenia. Over ten thousand studies reveal that VR has an uncanny ability to calm pain, steady nerves, and boost mental health. VR is helping to deliver babies, enabling soldiers to cope with the mental scars of war, and reminding doctors that patients are not broken machines, but are people whose subjective lives matter. VR is not just for gamers anymore; it is a new type of mind-body medicine. Cedars-Sinai Virtual Medicine is a multidisciplinary program dedicated to harnessing the power of MXR technologies, including virtual reality (VR), augmented reality (AR) and mixed reality (MR), to develop and test innovative virtual therapeutics.

The Virtual Medicine Program is a world leader in pioneering the science and implementation of Medical Extended Reality (MXR) to improve the lives of patients through cost-effective and scalable technologies.

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For decades, scientists have been quietly discovering the surprising health benefits of virtual reality (VR) for ailments ranging from burn injuries, to stroke, to PTSD, to schizophrenia. Over ten thousand studies reveal that VR has an uncanny ability to calm pain, steady nerves, and boost mental health.

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October 6, 2020

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Spiegel, B. (2020). VRx: How virtual therapeutics will revolutionize medicine.

https://virtualmedicine.org/

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Costly equipment
Specialized programming
Generational acceptance of technology

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The use of Virtual Reality technology has already proven successful in sports training, meditation, treating PTSD, recreational use, pain management and treating phobias. Medical training programs using VR technology allows realistic simulation for surgical and medical training. Virtual reality technology is  more affordable and more appealing. COVID-19 has created limitations of in-person education. VR technology will bridge the gap and allow hands-on education in spite of a limitations set forth by a pandemic.

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In the recently released science-fiction novel Ready Player Two, protagonist Wade Watts spends the majority of the book inside a virtual reality universe called the "OASIS". Though the OASIS is merely a simulation consisting of computer-generated imagery, immersive sound, and gesture-based interaction, it has a profound impact on reality. It's a place where one loses the sense of time, both physical and emotional pain is identified and eased, and users can confront and overcome their deepest longings and fears.

The OASIS may be fictional, but some of its seemingly therapeutic effects are factual, backed by decades of research and thousands of scientific studies. In his recently released book, VRx: How Virtual Therapeutics Will Revolutionize Medicine, Dr. Brennan Spiegel, a gastroenterologist and Director of Health Services Research at Cedars-Sinai Medical Center in Los Angeles, goes into detail about how virtual reality is playing an increasing role in therapeutic medicine. He explains the science behind VR's therapeutic effects, the areas of medicine where it's being used, and the role that clinicians need to have in VR medicine.

While one might naturally link virtual reality primarily with mindfulness and mental health, we were blown away by how widely VR is being used, tested, already having an impact. Spiegel tells stories of significantly decreased labor pains, successes in overcoming opioid addiction, better cognition in dementia patients, and treating eating disorders, just to name a few. We came away with a greater understanding of how closely tied our minds are to our physical health and a renewed excitement for a future where a VR headset could someday occupy a spot next to a bottle of aspirin in the medicine cabinet.

Dr. Spiegel was kind enough to share with us some additional thoughts about the future of VR therapy.
Scott Jung, Medgadge

t: Can you share how you went from being a gastroenterologist to a VR advocate? Medgadget: What are some of the scenes that patients typically experience when they don a VR headset? How are these environments created and/or selected?
Dr. Brennan Spiegel: At first glance it might seem unusual to combine gastroenterology and VR, but any practicing GI doctor will tell you that the brain and the gut are connected. We call this the "brain-gut axis," which refers to the interplay between the central nervous system and the enteric nervous system, which is the part of the nervous system that controls the gastrointestinal tract. Many conditions, such as irritable bowel syndrome (IBS) and some forms of abdominal pain, can be triggered or worsened by anxiety and depression as a result of nerve impulses and stress hormones affecting the gut. In our research, we've found that VR not only can help with musculoskeletal pain, but also can help to alleviate some forms of gastrointestinal pain. I use VR in my clinic to help manage people with chronic visceral pain as an adjunct to traditional medical therapies. In fact, our research team at Cedars-Sinai is currently developing a new IBS VR treatment program that we hope to make available within the next six months.

Dr. Brennan Spiegel: When most people think of VR, they think of a gaming technology-a toy for pent-up teens to play first-person shooter games in their parents' basement. But for decades, scientists around the world have been quietly discovering the surprising health benefits of VR for ailments ranging from severe pain, to PTSD, to substance use, to existential anxiety. We use a wide variety of scenes for different conditions. In one program, called EaseVR, patients with chronic pain learn to control their mind and body through VR biofeedback therapy in a whimsical forest of glowing trees beside a shimmering lake. As the patient breathes in and out in sync with beating drums, the microphone in the headset detects the respirations and uses the input to drive a metaphorical visual narrative, allowing the user to breathe life into a dying tree or cause the sky to brighten a lustrous shade of blue. In another program, patients can swim with dolphins underwater to help distract themselves from pain.
"EaseVR" screenshot. Image: AppliedVR Medgadget: Our favorite chapter was "Through the Looking Glass" in which you narrate a typical, hypothetical day in which VR is used all throughout a clinic. What are some of the major roadblocks that need to be addressed from both a provider and patient perspective before VR can be widely adopted?

Medgadget: VRx focuses primarily on the VR research that is being done in a clinical setting. Are there any apps or ways that consumers who currently own a VR headset can improve their health and wellness?
Dr. Brennan Spiegel: With over 5,000 studies evaluating the health benefits of VR, science is no longer a barrier to implementing VR in medicine. The barriers are more mundane, like lack of staffing, infrastructure, and funding. Insurance companies are starting to take notice and are considering whether to pay for virtual therapeutics; when that happens it will open up the possibilities quickly. We also need to educate more doctors about the new science of virtual medicine. More and more, we are seeing lectures and symposia about VR throughout medicine, including in some of the highest profile medical conferences around the world. We're also working to develop a full-service VR clinic to help with both hospitalized patients and outpatient who can benefit from VR therapy.
Medgadget: Of all the areas of medicine that VR is being used, is there one particular area where you think VR is having, or could potentially have, the greatest impact on the current standards of care?
Dr. Brennan Spiegel: There are now thousands of VR programs that claim to provide health and wellness benefits. Our team has selected programs that meet our high standards, meaning the programs are supported by either published studies or have shown benefits with our own patients and are listed on our website. Some of the programs are available to anyone through YouTube or the Oculus Store, while others must be obtained directly from the company or used in partnership with a healthcare provider. It's important to emphasize that our list of programs is not designed to serve as medical advice or to make diagnoses. Therapeutic VR is not right for everyone and may cause side effects. You should always speak with your doctor if you have questions about your condition, its treatment, or the appropriateness of therapeutic VR.

Dr. Brennan Spiegel: It's true that VR is being used for so many areas in medicine; it's hard to say which will have the biggest impact. But I think the sweet spot is using VR for pain, particular for those who have not yet started an opioid medication. For example, almost everyone who undergoes surgery receives an opioid during their recovery. What's amazing is that 6% of those people will become dependent one year later after a single day of using opioids. And after a week of use, the numbers go up quickly from there. If we could offer VR as a post-operative treatment for pain, then it might help reduce the amount of opioids required and, as a result, cut down on subsequent dependency. I'm not saying that VR will completely control everyone's post-surgical pain without any medications, but it might help reduce the amount of medicines required and reduce the need for opioids, where possible.
"Pure Genius". Image: CBS Medgadget: Just for fun, what's your favorite movie or TV show that makes use of virtual reality technology?

Dr. Brennan Spiegel: I was fortunate to serve as the primary medical consultant for a drama on CBS television called "Pure Genius" that depicted a mythical hospital of the future. The show was on primetime a few years ago and was produced by Jason Katims, who created shows like Friday Night Lights and Parenthood. Pure Genius was a great show with a forward-thinking vision about the trajectory of healthcare, including the role of immersive therapeutics to complement traditional medical therapy. Sadly, the show only lasted one season and is no longer on the air. It's worth going back to find the episodes to see how we envisioned VR and other digital tech integrating with modern healthcare. [Editor's note: "Pure Genius" is available for purchase on Amazon Prime Video and is highly recommended!]

VRx: How Virtual Therapeutics Will Revolutionize Medicine is available now in bookstores everywhere, including Amazon.

More information: Dr. Brennan Spiegel's Virtual Medicine website

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"VRx": A Medgadget Book Interview with Author Dr. Brennan Spiegel

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In the recently released science-fiction novel Ready Player Two , protagonist Wade Watts spends the majority of the book inside a virtual reality universe called the "OASIS". Though the OASIS is merely a simulation consisting of computer-generated imagery, immersive sound, and gesture-based interaction, it has a profound impact on reality.

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Virtual reality is already used in medicine to train surgeons, fight phobias, and even help with early diagnosis of Alzheimer's disease. Researchers at Drexel University have now taken the first steps to apply virtual reality in the field of art therapy.

"Art therapy is founded on the idea that creative expression with an art therapist facilitates communication and problem solving, reduces inhibition, alleviates depressive symptoms and promotes personal development," said Girija Kaimal, EdD, lead author of the study in Journal of Art Therapy Association that involved 17 people making art in a virtual environment.

The researchers were interested in evaluating the potential for virtual reality in art therapy, as the modality can create unique experiences, allow for immersive and three-dimensional creativity, and allow people to be placed in custom environments that can help them recover from a variety of psychological conditions.

Twelve women and five men participated in immersive virtual reality, in which they were able to create art for about 20 to 25 minutes. Afterwards, the volunteers were asked to save and discuss their work with an art therapist.

Participants mostly reported enjoying the experience and how they were able to escape to a different world, one of creativity and freedom.

"Most participants reported feeling energized and elated by the experience of being in an imaginal space that was unlike anything that existed in the material world," said Kaimal. "Some were, however disappointed by the lack of tangible, physical engagement with the medium and for a few, the experience was disorienting."

The study involved an HTC VIVE virtual reality headset, remote controllers, and a Leap Motion controller. The software running on the system was Google's Tilt Brush, which allows users to draw images in a 3D envrionment, Kodon, a sculpting application, and Nature Treks, which places people into a relaxing environment.

It is hoped that virtual reality will help to expand the therapeutic capabilities of art therapy and also allow people with disabilities who may not be good candidates for traditional art therapy, to participate as well.

From the study abstract:

Findings indicate that VR-based self-expression is an embodied visual expression, generates novel artistic and imaginal responses, and requires a developmental trajectory in expression and mastery. The unique characteristics of art therapy in VR were identified as positive emotions, play and exploration, learning and mastery, access, and storage. VR has the potential to enhance psychological health and well-being through creativity, enhanced imagination, interactivity, and problem solving.

Study in Journal of Art Therapy Association: Virtual Reality in Art Therapy: A Pilot Qualitative Study of the Novel Medium and Implications for Practice

Via: Drexel University

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Virtual reality is already used in medicine to train surgeons, fight phobias, and even help with early diagnosis of Alzheimer's disease. Researchers at Drexel University have now taken the first steps to apply virtual reality in the field of art therapy.

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Researchers at King's College London developed a virtual reality system that is intended to distract and calm patients who find MRI scans challenging, including children and other vulnerable individuals. The patient wears a specialized VR headset during the scan and can interact with the system merely by moving the eyes, allowing them to play games or select various options, including watching videos or interacting with a caregiver or companion over a video link. The technology is intended to make the scans more enjoyable for patients and reduce the likelihood that a scan will be unsuccessful because a patient moves or requests to exit the scanner.

The confined space, loud noises, and the need to keep still for prolonged periods can make MRI exams a grueling experience for many. Some patients find it particularly intolerable, and this can interfere with the ability of technicians to perform successful scans.

Some estimates have listed the success of MRI scans in children below the age of five years being as low as 50%, meaning that the scans must be repeated using sedatives or even anesthesia to ensure that patients can complete them. This is risky, inconvenient, and frustrating for patients and technicians alike. This latest technology aims to make patients forget that they are in a scanner by transporting them somewhere else, using virtual reality.

"We were keen to find other ways of enabling children and vulnerable people to have an MRI scan," Dr Kun Qian, a researcher involved in the study. "Our interest in VR specifically came from the simple observation that when someone is using and then immersed in a VR environment, they are entirely unaware of their surroundings. We thought if we could make a system compatible with the MRI environment, it could be a very powerful alternative way to successfully scan these challenging populations."

The researchers designed a VR headset that is MRI compatible and completely blocks any peripheral light from entering, helping the wearer to forget their surroundings. The system also cleverly disguises noise and vibrations coming from the scanner by passing them off as incidents in the virtual world, such as noise and vibrations from construction work.

So far, the system contains a variety of media content and games that users interact with using eye movements, and even allows the user to interact with a companion outside the scanner using a video link and microphone.

"Developing the right content is crucial, as for the system to be effective it needs to maintain a subject/patient's attention and their sense of immersion for as long as possible," said Qian. "As this content is likely to be very different depending on age and cognitive capabilities, getting this right and tailoring it for different clinical and study populations is a key next step."

"We are very excited about the possibilities that this system opens up for vulnerable and important populations like children and those with difficulties which might mean they can't normally have a MRI scan without being put to sleep," added Dr Tomoki Arichi, another researcher involved in the study. "Not only could this make an enormous difference for everyday clinical practice, but it also opens the way for us to gain dramatic new insight into how patterns of brain function, behavior and social skills develop across our lives."

Check out this video about the VR content:

Study in Scientific Reports: An eye tracking based virtual reality system for use inside magnetic resonance imaging systems

Via: King's College London

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Virtual Reality System to Entertain During MRI Scans

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Researchers at King's College London developed a virtual reality system that is intended to distract and calm patients who find MRI scans challenging, including children and other vulnerable individuals.

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VR technology more accessible
Programs for different needs
Potential to decrease pharmaceutical needs
Enhanced education
Appealing to younger generation