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Seminar Presentation

on

PAIN RELIEF USING


VIRTUAL REALITY AND
BIOFEEDBACK SYSTEM
Presented By : Guided By:
BHASKAR M NAVEEN H.S
1VI16CS125 Assistant Professor
VIII semester ‘`A’ section Department of CSE
Department of CSE
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020

Contents
• Abstract

• Introduction

• Literature Survey

• Design

• Implementation

• Results

• Conclusion

• References

Date:29-05-2020 Department of CSE, Vemana IT


Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020

Abstract

• VR uses immersive multimodale stimuli, such as visual, auditory, tactile and/or


olfactory, to engage the participant in immersive gaming.
• virtual reality distraction techniques for use as adjunctive therapy to treat
chronic pain. Virtual environments were specifically created to provide pleasant
and engaging experiences where patients navigated on their own through rich
and varied simulated worlds.
• Real-time physiological monitoring was used as a guide to determine the
effectiveness and sustainability of this interventionUnscaled debris is
universally projected as potential damage to the future missions with loss of
resources, and mankind as a huge amount of money is invested into it.
• 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

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.

• The motivation behind using Virtual Reality(VR) as a tool to help patients is a


very strong one mainly because VR offers a safe way.

• Gamified experiences have been used in healthcare helping patients in both


physical and mental health, and in the field of classroom education.

• Through the addition of AI concepts such as Affective Computing


(Biofeedback), I envisage the creation of a game that is able to adapt itself
according to the affective state of the individual and provide a personalized
experience.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020

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

• Objective: Employ User Stress Level predictor.

• Methodology: VRH is administered by providing the patient with an


audio recording of hypnotic induction

• Outcome: Exploring clinical and experimental applications of VR for


acute and chronic pain management

• Limitations: The virtual platform do not support the varied group of


patients who use it.

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.

• Methodology:The AG (Affective game) loop

• Outcome: The behavioral and physiological signals can be used to model


players state continuously during interactive gameplay

• Limitations: Fitting affective input devices and fast reliable pattern


recognition algorithm.

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.

• Methodology: A customized VR system was employed to evaluate cervical


range of motion(ROM) and kinematics, using an inter active game controlled by
cervical motion via electromagnetic tracking

• Outcome:Real-time physiological monitoring was used as a guide to determine


the effectiveness and sustainability of this intervention.

• Limitations: Virtual world development is complicated and expensive process.,


technical limitations.
Date:29-05-2020
Department of CSE, Vemana IT
Pain Relife Using Virtual Reality and Biofeedback System 2019- 2020

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

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.

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.

• After detecting user's affective state through physiological sensors, a relaxation


training application can provide the user with explicit feedback about his/her
detected affective state.

• 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:

Fig 2: Framework of conditional adversarial training for prediction

• 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

• Typical applications of VR and games technologies in health care include


therapy, pain relief, surgical procedures (e.g. pre-operative planning, intra-
and post-operative applications, augmented surgery, and remote surgery),
patient education, medical training, skill enhancement and rehabilitation, etc.

• VR can be used to augment other evidence-based clinical interventions, such


as hypnosis and biofeedback

• 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

• The creation of an adaptive Virtual Reality (VR) game within an Artificial


Intelligence framework as a tool for pain distraction therapy has reported
significant drops in pain scores and will without doubt be of greater benefit to
the community than mere entertainment applications.

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

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