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Contents
• Abstract
• Introduction
• Literature Survey
• Design
• Implementation
• Results
• Conclusion
• References
Abstract
Introduction
• The ability to engage individuals in attractive and challenging games provides a
platform to gain experiences that go far beyond the expectation of what one had
come to expect from games for decades.
FIG 1: Overall view of multimodal virtual reality system for relieving phantom limb pain.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Literature Survey
[1]. “Virtual reality and pain management: current trends and future
directions”Angela Li, Zorash Montaño, Vincent J Chen & Jeffrey 2011
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Literature Survey
[2] “Affective Game: A Multimodal classification system”,Salma Hamdy,
David J. King,2018
• Objective: Feed the results to the game that adapts its behavior to keep the
patient engaged.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Literature Survey
[3] “Virtual Reality as a Distraction Technique in Chronic Pain Patients”, Brenda
K. Wiederhold, Kenneth Gao, Camelia Sulea, and Mark D. Wiederhold, 2014.
• Objective: The use of virtual reality distraction techniques for use as adjunctive
therapy to treat chronic pain.
Design
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
•The tasks that the game component must perform are assigned to two separate
sub-components residing in the game: Affect Detection and the Game Controller.
•Affect Detection: An Affect Detection sub-component is tasked with receiving
the information from the wearable device. In short, these tasks will include
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Implimentation
FIG 2: Block diagram of the components that make up the Game module
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
• The proposed system helps the chronic patient in relieving the pain by using the
Real time adaptive virtual reality. Two key areas of study in the context of this
research are VR and Gamification.
• VR offers capabilities that are ideal for the design and implementation of effective
Gamification.
• The game detects user's level of stress and uses it to influence the affective state
and the behaviour of a 3D virtual character as a form of embodied feedback.
• This process (biofeedback) can enable an individual to learn over time how to
change his/her physiological activity for the purposes of improving health and
performance.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
ALGORITHM / METHDOLOGY
The tasks that the game component must perform are assigned to two
separate sub-components residing in the game: Affect Detection and
the Game Controller.
1. Affect Detection: An Affect Detection sub-component is tasked
with receiving the information from the wearable device. In
short, these tasks will include
a. Cleaning the bio-signal data coming in,
b. Training a model that is able to detect the affective state of the
individual and drive the adaptation in the VR experience.
2. Smart Watch acts as Bio Sensing device which sends the Bio-
feedback Signal.
3. Prediction phase:
• A classifier is first trained to recognize valence and arousal on
data belonging to a dataset obtained online.
• Generative Adversarial Networks (GANs) is then proposed in
order to predict the pattern
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Generative Adversarial Networks:
• The network learns to identify whether the joint representation comes from the generation of the
first network (False) or from the original labels (True).
4. Once the predictor’s accuracy reaches sufficiently accurate levels, the main driving behind the
adaptation of the game will shift from the data being read from the wearable to the data generated
by the predictor.
5. Game Controller: The data that is analyzed is fed to the game, and the game adapts its behavior
to keep the patient engaged. This loop remains active until the patient decides to stop using the
VR experience.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Results
• The system will be able to make sense of the stream of heart-rate data being fed.
• With the classifier in place, the game can start recording the user’s affective
journey and associate affective states with particular events occurring in the
VR experience, i.e., modeling.
• The game will know that, for example, putting the participant in an
environment high up in the mountains has a much more calming effect on
the individual as opposed to putting the individual in the middle of a bustling
metropolis.
• This data will then be used to achieve affect driven adaptation.
• Affect modeling, in the context of this study is seen as an autonomous
process that is continuously ongoing without requiring explicit human
intervention.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
APPLICATIONS
• VR can be used for attenuating pain and distress for a variety of acute painful
procedures.
• VR can be used for attenuating pain and distress for a variety of acute painful
procedures.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
Conclusion
LIMITSTIONS :
• The patient with other disability such as visual/hearing impairment.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020
References
[1] Virtual Reality as a Distraction Technique in Chronic Pain Patients. Brenda K. Wiederhold, PhD,
MBA, BCB, BCN, 1 Kenneth Gao, BS,2 Camelia Sulea, MD, 1 and Mark D. Wiederhold, MD, PhD,
FACP2
[2] Affective Game: A Multimodal classification system,Salma Hamdy, David J. King,2018
[3]Virtual Reality as a Distraction Technique in Chronic Pain Patients, Brenda K. Wiederhold, Kenneth
Gao, Camelia Sulea, and Mark D. Wiederhold, 2014.
[4] Virtual reality and pain management: current trends and future directions. Angela Li1, Zorash
Montaño1, Vincent J Chen1 & Jeffrey I Gold
[5] Virtual reality and pain management: current trends and future directions. Angela Li1, Zorash
Montaño1, Vincent J Chen1 & Jeffrey I Gold
[6] Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer. Avinash Parnandi and Ricardo
Gutierrez-Osuna, Senior Member, IEEE.[7] Hanada, T., Liou, J. C., “Comparison of fragments
created by low- and hyper-velocity impacts”, Advances in Space Research, vol. 41, pp. 1132–1137,
Jan. 2008.
[8]Immersive Virtual Reality for Pain Distraction: Methodologies and Barriers,S. Sridevi,2012
[9] Reliability of Phantom Pain Relief in Neurorehabilitation using a Multimodal Virtual Reality
System,Yuko Sano, Akimichi Ichinose, Naoki Wake, Michihiro Osumi, Masahiko Sumitani, Shin-
ichiro Kumagaya, Yasuo Kuniyoshi,2015
[10] Visual Biofeedback and Game Adaptation in Relaxation Skill Transfer,Avinash Parnandi and
Ricardo Gutierrez-Osuna,2016
Date:29-05-2020
Department of CSE, Vemana IT
THANK YOU