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Virtual Reality Applications in Military and Veteran Medicine and Healthcare

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Editorial17 February 2022
Editorial: Virtual Reality Applications in Military and Veteran Medicine and Healthcare

When the editorial team conceived of this special issue, we began by exploring the boundaries of the topic area and what makes these subjects interesting and important. Our initial perspective was that military and veterans healthcare is unique because many of the most severe conditions and injuries are sustained by military personnel and that many of these conditions (PTSD being a prime example) are lifelong conditions that must continue to be addressed long after leaving military service to sustain quality of life. Clearly, in this area of VR/XR research, the stakes are high. Help is needed, and there is a common belief that VR/XR has a role to play. What is unclear is what that role is. To what types of problem domains is VR/XR best suited? What are the best ways to apply the technology to the best possible result?We expected to see a variety of prototypes and studies dealing with VR/XR applications to military and veterans healthcare. We were not wrong, but we were not exactly right either.In this special issue, you will find articles on important areas of healthcare for military and veterans, specifically pain management (Peterson et al. and Rawlins et al.), PTSD (van Veelen et al.), and trauma (Greenhalgh et al. and Lombardo et al.). But there were also some surprises. Van Veelen's idea of using VR to enable variable levels of immersion in PTSD therapy would appear to give therapists another tool that could only be possible in VR (van Veelen et al.). Similarly, Appel uses VR for relaxation therapy in veterans with dementia, in which there is a higher-than-average occurrence (Appel et al., Appel et al.). There is also a heightened awareness of the importance of usability of VR/XR systems (see Greenhalgh et al. and Rawlins et al.).We were also surprised by what we did not see. We anticipated more training topics. Lombardo presents a VR trauma simulator for education and training (Lombardo et al.), but it is an unconventional training study where the impact of the training system is measured in skill transfer to the real world. Which brings us to an important point on the current state of knowledge about VR/XR in medicine and healthcare.A common shortcoming in VR/XR research across all domains, and extending over the past 25 years to the first VR "wave", has been our inability to identify the characteristics of a problem for which VR/XR is well-suited, and then identify how to apply it to achieve the best possible outcome. Consider, as an analogous example, the graphical user interface. Experimentation in the 1990's resulted in GUI standards in use today that allow UX designers to create effective interfaces without the need for new empirical studies to prove it.A reasonable goal for our community is to enumerate the types of tasks that have been performed and/or trained using VR/XR. We then decompose those tasks into component parts to identify how one task is analogous or distinct from other tasks. We know how to do this; this is task analysis. How is a surgical probing task similar and/or different from a field medic tourniquet trainer? Clearly these tasks are different, yet they have similarities. Both require two hands. Both involve fine and gross motor skills. Do these similarities suggest features of a surgical trainer that could inform the design of a trainer for the field medic? Such a framework could allow for the explosive growth of knowledge because point solutions could finally be connected through task performance rather than by the apparatus. Technology change is inevitable. Tasks change slower, but they do change as new medical procedures and techniques are developed. User attributes are persistent.This persistence is heralding a shift into a new phase which builds upon the established foundation of VR's basic science. Partly due to the pandemic, partly due to price reductions, heightened user demand and user sophistication require devotion to the practical science of implementation. More people, across all levels of the organization, are more accepting of and knowledgeable about VR. The growing list of implementation considerations testifies to the authors' resilience. They have pioneered into this frontier and have come back to provide us with answers and even more questions.Infection prevention has rightly called our attention to user safety. In the past, we could casually pass a headset between host and user. Now, we plan hosting sessions around the time, equipment and materials required to guarantee that we are not causing harm. This novel issue has been a barrier, and at a minimum it has slowed organizational adoption and stalled research projects. At the same time, we will emerge with safer users and deeper appreciation for the benefits VR brings.As the number of users expands, a new hybrid group is emerging. They are not end-users per se; they represent a meta-user role. A good example of this is a psychologist who provides prolonged exposure therapy. When this provider adds VR Exposure Therapy to traditional treatment, the psychologist is a user of the VR interface. The patient is also an end-user: the psychologist and the patient work together to use the technology to enhance patient outcomes. Hence, the psychologist is both hosting the VR session and providing therapeutic care. The technological competency, motivation, and attitude toward technology of this provider will have a strong impact on quality of the end-user's overall experience. From a human-centered design perspective, this user-provider group must be included in the design process early on. Two papers shed light on this user-provider group (Appel et al. and Greenhalgh et al.).Regarding gatekeepers and user-providers, there can be resistance to the introduction of technology. Sometimes, AI and robotics can appear as threats, competitors with the human professionals who are the heart of every healthcare system. As VR applications grow, rather than de-humanizing connections, user-providers may find that the use of technology may actually enhance the quality of interpersonal connection between patient and provider (Rawlins et al.).Hosting VR sessions is an essential role. However, as VR continues to move away from brickand-mortar medical facilities to in-home access, the appearance of hosting is changing. Greenhalgh et al. remind us that the design of VR applications targeted for the healthcare field in general, and telehealth applications specifically, demand attention to elements beyond discoverability and intuitiveness. We must also ensure that we mitigate the possibilities of dizziness, motion sickness and falls. Though these issues have always been present in VR, we have traditionally been able to rely upon the physical presence of a host who wears many vitally important hats: safety officer, proctor, interface educator, care provider. As we venture into telehealth, the no-host design goal becomes a primary design criterion.Another emerging user-focused advent is the progress toward a more precise understanding of when to introduce VR into a traditional treatment plan for an individual patient. Being more precise when matching specific patients to VR will help focus the technology and yield more potent effects.

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1 citations

Virtual Reality for Veteran Relaxation: Can VR Therapy Help Veterans Living With Dementia Who Exhibit Responsive Behaviors?
ORIGINAL RESEARCH
11 February 2022
Virtual Reality for Veteran Relaxation: Can VR Therapy Help Veterans Living With Dementia Who Exhibit Responsive Behaviors?
Lora Appel, 3 more and Lacey Qing Sheng
Background: Veterans with post-traumatic stress disorder are more likely to develop dementia and exhibit responsive behaviours such as physical and verbal aggressiveness (biting, cursing). In long-term care institutions, responsive behaviours are associated with high staff burnout, low engagement, and elevated risk of patient abuse/ neglect, in addition to poor clinical outcomes. Virtual Reality (VR) therapy is feasible, safe and acceptable for frail older adults with cognitive impairment. Perley Health is considering introducing VR-therapy as a non-pharmacological first-line of treatment to reduce responsive behaviours in residents with dementia. Objective: To evaluate the feasibility (acceptability, comfort) and potential benefits (enjoyment, relaxation, reducing pain, and managing responsive behaviours) of introducing VR-therapy for residents with dementia who exhibit responsive behaviours. Methods: Participants were recruited through convenience sampling into a prospective, longitudinal, non-randomized, interventional study at Perley Health, during 2019. VR-therapy consisted of watching 360°-VR footage (natural and social scenes) using Oculus-Go head-mounted-display. Sessions were either “scheduled” akin to other recreational activities, or “targeted” before or during activities/events expected to trigger responsive behaviours (e.g., bathing/toileting, sundowning, wound care). Baseline scores from validated tools and daily progress notes were collected from patients’ electronic records. Recreational therapists conducted quantitative surveys and qualitative structured-observations during the VR-therapy study sessions. Described are the changes implemented to data collection/ analyses as a number of methodological challenges arose during the study. Results: Thirty-three residents (avg. age=91.6) participated in 2 to 6 (avg=3.3) VR-therapy sessions per resident, totaling 111 sessions, of which 98 (88%) were scheduled and 13 (12%) were targeted. In 61% (68/111) of sessions, no responsive behaviours developed, and no sedating medications were administered during VR-therapy. The majority (63%, 70/111) of participants found the VR equipment comfortable, and in 47% (52/111) of VR-therapy sessions, the residents felt good or better than before the session. In 33% (37/111) of sessions, residents reminisced about the past and in 67% (74/111) of sessions residents reported wanting to try VR again. Conclusion: VR-therapy was acceptable and enjoyable for veterans with dementia. Perley Health continues to provide VR-therapy as a recreational tool beyond the study period. Future research should focus on reducing environmentally-triggered responsive behaviours.

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22 citations

Immersive Virtual Reality: A Safe, Scalable, Non-opioid Analgesic for Military and Veteran Patients
REVIEW
30 November 2021
Immersive Virtual Reality: A Safe, Scalable, Non-opioid Analgesic for Military and Veteran Patients
Barry N. Peterson, 9 more and Hunter G. Hoffman
In Iraq and Afghanistan over 75% of the combat casualties suffered by U.S. troops have involved explosive devices. Improvements in body armor and advances in military medicine have significantly reduced the number of combat-related fatalities, but have greatly increased the number of U.S. active component personnel suffering painful trauma injuries. Unfortunately, so far, advances in pharmacologic analgesia pain medications have not kept pace with advances in survivability. For many active component personnel and Veterans, pain is a top health complaint from patients. The opioid epidemic has increased the urgency of developing powerful non-pharmacologic approaches for the management of pain. Immersive VR is proving to be a powerful non-opioid pain management technique for acute pain. However, the cost and usability limitations of pre-2016 VR clinical products resulted in limited treatment adoption rates for clinical use. In recent years, VR technology has become increasingly immersive, portable, and miniaturized, requiring minimal technical expertise to operate, and low-cost, factors that are likely contributing to the recent increase in the clinical use of VR analgesia. VR is greatly benefitting from a growing string of major technological breakthroughs and VR treatment improvements that will likely continue to increase the effectiveness and suitability of VR analgesia for military and VA patients. Regarding acute pain, we propose that the next revision to the current Tactical Combat Casualty Care guidelines consider including VR as an effective and hemodynamically safe approach to the current management of acute trauma pain in military personnel during medical procedures. With recent miniaturization and ruggedization, VR can potentially be used closer to the battlefield in the future. Beyond distraction, innovative VR therapy techniques designed to help reduce chronic pain are discussed. Recent breakthroughs in the mass production of inexpensive, highly immersive lightweight stand alone VR systems and augmented reality systems increase the potential for widespread dissemination of VR analgesia for acute and potentially for chronic pain. For example, the U.S. military recently purchased 22 billion dollar’s worth of Microsoft Hololens mixed reality systems (e.g., for training). Expanded research and development of VR analgesia customized for the unique needs of military and VA patients is recommended.

8,295 views

12 citations

ORIGINAL RESEARCH
18 January 2022
Ready Medic One: A Feasibility Study of a Semi-Autonomous Virtual Reality Trauma Simulator
Robyn Lombardo, 6 more and Kyle Couperus

3,775 views

10 citations

Effect of Immersive Virtual Reality on Pain and Anxiety at a Veterans Affairs Health Care Facility
Objectives The primary objective of this evaluation is to determine the impact of virtual reality (VR) distraction on acute and chronic pain in Veterans within the Veterans Affairs Health Care System (VA). A secondary objective is to determine the impact of VR on the experience of stress and anxiety in Veterans utilizing VR for the indication of pain. A third objective is to develop an understanding of the Veteran experience of using VR in a healthcare setting. Methods This prospective, pretest-posttest mixed methods assessment was performed at a VA medical center from August 30, 2019 to November 23, 2020. VR experiences lasted between 10 to 30 minutes utilizing an immersive head-mounted display with multiple, autonomously chosen virtual environments. Qualitative data was collected concurrently to provide context to quantitative measures which included pain scores and stress/anxiety levels. Data from 79 participants was included in this analysis. Data included pre- and post-VR session Defense and Veterans Pain Rating Scale and stress/anxiety levels. Results Results for the cohort demonstrated a statistically significant decrease in pain intensity (p <.001) with an average 12% decrease in pain levels and an 92% reduction in anxiety for those in concurrent pain. Conclusion VR as a non-pharmacological adjunct or alternative modality, appears to be a viable option for improving pain management and reducing anxiety in Veteran populations across various age ranges, and levels of acuity and chronicity. VR was also found to be an effective distraction from pain, a pleasurable experience for the majority, and opened the door to other non-pharmacological modalities in a Veteran population.

10,634 views

22 citations

ORIGINAL RESEARCH
28 October 2021
Assessment of Task Demand and Usability of a Virtual Reality-Based Rehabilitation Protocol for Combat Related Traumatic Brain Injury From the Perspective of Veterans Affairs Healthcare Providers: A Pilot Study
Mark Greenhalgh, 8 more and Maheen M. Adamson

3,666 views

4 citations