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IN THIS ISSUE SnowWorld and Virtual Reality at UW Medicine The ...

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‘Less pain <strong>and</strong> less medic<strong>at</strong>ion usually mean quicker<br />

recovery. Ultim<strong>at</strong>ely, p<strong>at</strong>ients can get on with their<br />

lives sooner. Th<strong>at</strong>’s wh<strong>at</strong> we all want.’<br />

ogy. For example, the sens<strong>at</strong>ion of flying<br />

through a canyon “was a function of<br />

trying to develop an elabor<strong>at</strong>e world<br />

with the budget we had <strong>at</strong> th<strong>at</strong> stage of<br />

our research,” says Hoffman, so existing<br />

flight simul<strong>at</strong>ion software was used.<br />

New hardware also was cre<strong>at</strong>ed. In<br />

testing <strong>SnowWorld</strong>, it became clear th<strong>at</strong><br />

the helmets worn by users needed to be<br />

modified for use in hydro, or “scrub,”<br />

tanks, where wound care often takes<br />

place. So Hoffman <strong>and</strong> <strong>UW</strong> instrument<br />

maker Jeff Magula cre<strong>at</strong>ed the world’s<br />

first w<strong>at</strong>er-friendly VR helmets.<br />

At the start of wound care or physical<br />

therapy, a burn p<strong>at</strong>ient puts on the VR<br />

helmet, with goggles positioned <strong>at</strong> eye<br />

level. <strong>The</strong> goggles contain mini<strong>at</strong>ure<br />

computer screens th<strong>at</strong> allow the p<strong>at</strong>ient<br />

to see the virtual world. An electromagnetic<br />

position-tracking system is built<br />

into the device. When a p<strong>at</strong>ient turns his<br />

or her head or looks down the canyon,<br />

the scenery makes the appropri<strong>at</strong>e 3-D<br />

adjustments, giving the sens<strong>at</strong>ion of<br />

moving through an icy canyon. Meanwhile,<br />

music <strong>and</strong> sound effects add to<br />

the feeling of being in a different world.<br />

Better than a video game<br />

Involving multiple senses, programs like<br />

<strong>SnowWorld</strong> <strong>and</strong> SpiderWorld give the<br />

p<strong>at</strong>ient the feeling of physically being<br />

present in the virtual world. This illusion<br />

makes virtual reality more engaging<br />

than even the most technically stimul<strong>at</strong>ing<br />

<strong>and</strong> sophistic<strong>at</strong>ed video games. In<br />

a preliminary case study completed in<br />

2000, p<strong>at</strong>ients r<strong>at</strong>ed this sense of<br />

“presence” much higher when using<br />

SpiderWorld than when playing a video<br />

game. <strong>The</strong>y also r<strong>at</strong>ed pain intensity,<br />

— David P<strong>at</strong>terson<br />

pain unpleasantness, time spent thinking<br />

about pain, <strong>and</strong> anxiety much lower<br />

on the scale during VR than when playing<br />

a video game.<br />

To capture additional d<strong>at</strong>a, Hoffman<br />

<strong>and</strong> a team of <strong>UW</strong> researchers used<br />

functional magnetic resonance imaging<br />

(fMRI) to measure pain-rel<strong>at</strong>ed brain<br />

activity. When volunteers received<br />

thermal stimuli without immersion in<br />

virtual reality, fMRI scans revealed a<br />

large jump in activity in the parts of the<br />

brain associ<strong>at</strong>ed with pain perception.<br />

When volunteers used <strong>SnowWorld</strong>, the<br />

scans showed a noticeable drop in painrel<strong>at</strong>ed<br />

brain activity.<br />

As encouraging as the test results are,<br />

the p<strong>at</strong>ient’s experience remains the<br />

most meaningful gauge of <strong>SnowWorld</strong>’s<br />

effectiveness.<br />

Dana Nakamura, an occup<strong>at</strong>ional therapist<br />

<strong>at</strong> Harborview, often uses distraction<br />

while tre<strong>at</strong>ing p<strong>at</strong>ients in pain. She<br />

is not surprised by <strong>SnowWorld</strong>’s effectiveness<br />

<strong>and</strong> is “impressed with the<br />

impact of the immersive environment in<br />

helping p<strong>at</strong>ients reach their daily rangeof-motion<br />

goals.”<br />

For p<strong>at</strong>ients with severe <strong>and</strong> extensive<br />

burns, even the slightest movement is<br />

painful; because of th<strong>at</strong>, they often resist<br />

rehabilit<strong>at</strong>ive exercises. Since the introduction<br />

of <strong>SnowWorld</strong>, Nakamura has<br />

noticed th<strong>at</strong> p<strong>at</strong>ients’ <strong>at</strong>titudes about<br />

wound care <strong>and</strong> physical therapy have<br />

gre<strong>at</strong>ly improved. In fact, some p<strong>at</strong>ients<br />

now look forward to their tre<strong>at</strong>ments —<br />

so much so th<strong>at</strong> Nakamura has been<br />

told th<strong>at</strong> she’s “in the way” when she<br />

takes hold of the h<strong>and</strong> or arm th<strong>at</strong> the<br />

p<strong>at</strong>ient is using to navig<strong>at</strong>e through<br />

<strong>SnowWorld</strong>.<br />

SNOWWORLD AT THE SMITHSONIAN<br />

<strong>SnowWorld</strong> is on display <strong>at</strong> the Smithsonian<br />

Institution’s Cooper-Hewitt, N<strong>at</strong>ional Design<br />

Museum in New York City, as part of the<br />

N<strong>at</strong>ional Design Triennial: Design Life Now.<br />

<strong>The</strong> Triennial brings together experimental<br />

designs <strong>and</strong> emerging ideas <strong>at</strong> the center of<br />

American culture, <strong>and</strong> fe<strong>at</strong>ures 87 of the<br />

most innov<strong>at</strong>ive designs in fields such as<br />

product design, architecture, furniture,<br />

film, graphics, new technologies, anim<strong>at</strong>ion,<br />

science, medicine, <strong>and</strong> fashion.<br />

<strong>The</strong> version on display is an upd<strong>at</strong>e of the<br />

VR tool currently used to ease p<strong>at</strong>ient pain<br />

<strong>at</strong> the <strong>UW</strong> Burn Center <strong>at</strong> Harborview<br />

Medical Center. With added depth, more<br />

sophistic<strong>at</strong>ed anim<strong>at</strong>ion, <strong>and</strong> gre<strong>at</strong>er p<strong>at</strong>ient<br />

engagement, this l<strong>at</strong>est version of Snow-<br />

World draws p<strong>at</strong>ients more completely into<br />

the virtual world. Because <strong>SnowWorld</strong> is a<br />

h<strong>and</strong>s-on exhibit, museum visitors will be<br />

able to experience the power <strong>and</strong> potential<br />

of virtual reality.<br />

Design Life Now runs through July 29, 2007.<br />

Afterward <strong>SnowWorld</strong> will be displayed <strong>at</strong> the<br />

Institute of Contemporary Art in Boston,<br />

Mass. from Sept. 28, 2007 to Jan. 6, 2008.<br />

13

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