VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL

Page created by Audrey Contreras
 
CONTINUE READING
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
Report
VIRTUAL
REALITY
IN HEALTH
Current status of VR in health

                       F   U   N   D   A   C   I   Ó
                       TIC SALUT SOCIAL
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
Index

    Acknowledgements 								4

    1. PRESENTATION 								7

    2. VIRTUAL REALITY EVOLUTION						8

    3. DEFINITION OF VR/AR/MR						12
       3.1  What do we understand by VR?					      12
       3.2 What do we understand by AR and MR?				 14

    4. APPLICATIONS OF VR/AR/MR						18
       4.1 Applications of VR by sectors			 		 18
       4.2 Applications in health						28

    5. VR/AR/MR DEVICES							30

    6. GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR		              34
       6.1 Main regions of the world						34
       6.2 Companies dedicated to health					46
       6.3 Catalan projects identified by the FTSS observatory			 50

    7. KEY ASPECTS TO START A PROJECT IN HEALTH VR/AR/MR      52
       7.1 Detection of needs and improvement of processes			 52
       7.2 Who are the receptors?						56
       7.3 What type of devices is needed					                58
       7.4 Human, technical resources and budget				          60
       7.5 Safety and maintenance						66
       7.6 Ethical and legal aspects						68

    8. CONCLUSIONS								76

    Bibliography									78
    Images										82

2                                                                      3
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
Acknowledgements
    We would like to thank the collaboration of all those
    professionals who have contributed to preparing this
    report. Especially, we would like to mention the SISCAT
    professionals who assisted in research and innovation,
    entrepreneurial ecosystem and Catalonian biotechnology
    start-ups and the Foundation i2Cat for their technological
    expertise in VR, as well as the contribution of Huawei of
    an insight of future technological application.

4                                                                5
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
PRESENTATION
    The Social Health TIC Foundation is the body of the Ministry of Health that
    works to promote the use of ICT and networking in the field of health. In
    addition, it becomes an observatory for new tendencies, innovation and
    monitoring of emerging initiatives and offers standardisation and product
    authorisation services. ICT implantation in health is already unstoppable
    and is seen as one of most transforming elements in the future of health.
    In this framework, we cannot overlook that the virtual reality, augmented
    reality, and mixed reality markets have significantly increased in the last
    years. In this sense, last 4 September, the Social Health TIC Foundation
    proposed the First Encounter of the Virtual and Augmented Reality Applied
    to Health in Catalonia Interest Group, with the purpose of establishing the
    bases for creating an interest group in technologies of this filed applied to
    health with the participation of the majority of actors of the area involved.
    More than thirty professionals from different centres participated and,
    currently, many more are already forming part. In fact, the last report of the
    Map of Tendencies highlighted that 27% of the centres used virtual reality,
    and in 2019 more than fifty initiatives in the field were collected. Therefore,
    these different initiatives must be connected, joining efforts, and promoting
    innovation among the different member entities of the Catalonian health
    ecosystem.
    This report pretends being a starting point for the current status of virtual
    reality in health. It covers the historical evolution of this technology, the
    different definitions, and applications, as well as the most used devices. It
    compares the different international initiatives and defines guidelines for
    promoting virtual reality projects in health centres. This content, which is
    fully available for you all, is the fruit of the work of the Social Health TIC
    Foundation professionals and begins with the will of becoming a document
    for consultation among the system professionals working in this field.

       The information contained in this document reflects a study based on the Social Health
       TIC Foundation knowledge with the collaboration of the health sector and ICT, but not
       necessarily manifesting the global VR industry position.

6                                                                                               7
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
2. V
         IRTUAL REALITY                                                                               Virtual Reality (VR) is a complex concept and currently known in the
                                                                                                       technology sector, but historically it has not always been like that, because
                                                                                                       there has been great difficulty in defining it and searching for its origin.

        EVOLUTION                                                                                      A retrospective analysis of the main historic developments that have
                                                                                                       contributed to the evolutions of this technology over the years up to now is
                                                                                                       shown below:

                          Morton Heilig invented a machined called Sensorama (1),
                          patented in 1962 (2), that allowed showing 3D stereoscopic images     1957
                                                                                                                    1960
                          and offered a great immersion while it projected five small films.                                   Morton Heilig also patented the first head-
                          In addition, the machine was multisensory, meaning, it allowed                                       fitted screen (HMD), called Telesphere Mask
                          stimulating different senses in the user, using stereo sound,                                        (3). The device provided stereoscopic 3D
                          aromas and air breezes (fig. A).                                                                     images with wide vision and stereo sound.

                             Philco Corporation developed a visual device like a helmet,
                             called Headsight (4), that could be controlled with movements      1961
                             of the head by the user. This device was one of the first to use

                                                                                                                    1965
                             applied VR in education and training, specifically, for military                                  Ivan Sutherland created The Ultimate Display (5) a device
                             personnel training.                                                                               that allowed simulating reality showing a virtual world with 3D
                                                                                                                               sound and providing tactile feedback to the user.

                                             Ivan Sutherland, with the help of his
                                                                                                1968
                                             student Bob Sproull, created what could be
                                             considered as the first virtual and augmented                          1975       Myron Krueger created the first interactive VR platform called Videoplace (7).
                                                                                                                               It combined graphics generated by computers, projectors, cameras and video
                                             reality helmet, called The Sword of Damocles                                      screens and position sensors. The technology consisted in using large video
                                             (6). However, it was very heavy, and the 3D                                       screens to surround the user in VR in dark rooms. In addition, it allowed the users
                                             images it produced were static.                                                   to be located in different rooms and interact with the silhouettes of other users of
                                                                                                                               the same virtual world

                                        The Massachusetts Institute of Technology (MIT)
                                        developed the Aspen Movie Map (8) that allowed          1978                1985       During the eighties, Jaron Lanier (9) popularised the term VR. In addition, Lanier
                                                                                                                               founded VPL Research in 1985, together with Thomas Zimmerman. This company
                                        showing a virtual simulation of the city of Aspen                                      created devices for medical uses, flight simulators, vehicle industrial design and
                                        (Colorado) using photographs that had been taken                                       experiences for military uses.
                                        with a car, similar to Google Street View (fig. B).

                                                                                                                                                                                                    Figure B.
                                                                                                                                                                                                    Aspen (Colorado)

    Figure A. Sensorama
                                  The military engineer Thomas Furness developed an
                                  ambitious simulator project which he decided to call          1986
                                  Super Cockpit. The system had an entertainment cabin
                                  that generated by computer 3D maps, advanced infra-red
                                  and radar images that allowed the pilot to see and hear
                                  in real time. The helmet monitoring system and sensors
                                  also allowed controlling the aircraft using gestures, voice
                                  instructions and eye movement.

8                                                                                                                                                                                                          VIRTUAL REALITY EVOLUTION 9
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
NASA created the Virtual Interface Environment Workstation (VIEW) (10),
                                    a stereoscopic visualisation system worn on the head that had a screen that         1990
                                    could be a computer-generated artificial environment or a real environment
                                    transmitted by remote video cameras. DataGlove had a series of optic fibre
                                    cables and sensors that detected any movement of the fingers of the wearer
                                    and transmitted the information to a host computer.                                            1991                During the nineties, different publicly accessible
                                                                                                                                                       recreation machines and VR helmets appeared, for
                                                                                                                                                       playing video games, like, for example, the Virtuality
                                                                                                                                                       ones, created by Virtuality Group (11). In these machines
                                                                                                                                                       the users wore VR glasses to play with 3D stereoscopic
                                                                                                                                                       visual environments in real time.

                                                    Nintendo launched Virtual Boy (12), a video game console that
                                                    showed monochromatic graphics that were a 3D sensation              1995
                                                    thanks to a stereoscopic effect. The console did not sell very

                                                                                                                                   1999
                                                    well and was removed from the market a few months later.                                           The film Matrix, by the Wachowskis, premiered
                                                                                                                                                       around the world. Although films had appeared
                                                                                                                                                       that highlighted the virtual world or VR concept,
                                                                                                                                                       like Tron (1982), The Lawnmower Man (1992), or
                                                                                                                                                       Johnny Mnemonic (1995), its cultural impact on
                                                                                                                                                       society was with Matrix when it premiered.
                                                                            Google improved its maps adding
                                                                            the Google Street View function             2007
                                                                            (fig. C), that allowed viewing with
                                                                            360º images practically any street
                                                                            in the world. Later, in 2010, Google
                                                                            added a stereoscopic 3D mode to the

                                                                                                                                   2012
                                                                            Google Street View (13)                                                    In 2012 VR started to become more popular around the world with the
                                                                                                                                                       Oculus Rift, after its founder, Palmer Luckey, launched the first kit for
                                                                                                                                                       developers, in a Kickstarter project to obtain financing. He managed
                                                                                                                                                       to double his objective of 250,000 $ in just over two hours (14).

                                                                                   Facebook acquired the Palmer
                                                                                   Luckey project, and the Oculus       2014
                                                                                   Rift glasses for two thousand
                                                                                   million dollars (15). Facebook
                                                                                   has plans to expand the Oculus
                                                                                                                                   2016                The first Oculus Rift development kit (fig. D) was finally released
                                                                                                                                                       on the market in 2016 and, although originally it was designed
                                                                                   technology to sectors like                                          for use in video games, may other sectors, like education,
                                                                                   communication, education, as                                        motor racing, publicity, tourism, or health, saw the opportunity
                                                                                   well as video games.                                                of making use of this technology to offer new immersion
                                                                                                                                                       experiences for users.

     Figure C. Google street View

                                                    The use of VR in smartphones started to become more
                                                    popular, above all thanks to the increase of mobile phone           2018
                                                    capacity, like graphic performance. In addition, the availability
                                                    of standalone devices (autonomous glasses that do not
                                                    need connecting to a PC or incorporate a smartphone), like
                                                    Oculus GO or Oculus Quest, in another factor motivating
                                                    the use of VR, together with low cost of this technology and
                                                    the possibility that more users decide to purchase their own
                                                    glasses.

                                                                                                                               Figure D. Oculus rift
10                                                                                                                                                                                                                             VIRTUAL REALITY EVOLUTION 11
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
3. D EFINITION
         OF VR/AR/MR
                                                                                                                         Immersion. This is the perception of being

       3.1 W
            hat do we understand by                                                                                     physically present in a non-physical world.
                                                                                                                         Immersion will be better with well prepared
           Virtual Reality?                                                                                              and credible virtual environments. Sound
                                                                                                                         effects and melodies help to increase the
                                                                                                                         effect.
        Virtual reality (VR) is the term used to describe a computer-generated three-
        dimensional environment that can be explored and executed by a person(15).
        This interaction with a three-dimensional environment may be through
        voice instructions or through peripherals such as controls or gloves, with or
        without motion detection.
        Although the VR concept existed in the last century, currently it is related to   Sensory feedback. Stimulation of the
        the experience that, technology in helmets or glasses is used to completely       senses requires sensory feedback that is
        isolate the person from a real environment to obtain total immersion.             obtained by means of integrated hardware
        There are diverse elements which are important to have an optimal VR              and software, also known as inputs.
        experience. These are the most relevant ones:

      Virtual world. A three-dimensional
      environment that often, but not
      necessarily, is generated by a means
      (meaning, representation, visualisation,
      etc.). Interaction is possible and objects
      can be created as part of this interaction.                                                                           Interactivity. Interaction elements are
                                                                                                                            crucial for VR experiences, having to
                                                                                                                            provide enough comfort to naturally
                                                                                                                            become related to the virtual environment.

12                                                                                                                                                              DEFINITION OF VR/AR/MR   13
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
In AR, the digital elements shown are static
                                                                                   or animated, both in 2D or in 3D figures.
     3.2	What do we understand                                                    Normally they are superposed on a figure
                                                                                   the application recognises, like a QR code, a
          by Augmented and Mixed                                                   pattern drawn on paper or even a real object

          Reality?
                                                                                   that has been previously scanned by the
                                                                                   application. It can also use GPS localisation
                                                                                   to generate digital elements in the real
                                                                                   environment without the need of depending
         Augmented reality (AR) and mixed reality (MR) are technologies            on recognition of patterns to position the
         that together with virtual reality (VR) have evolved more over the last   digital element. Pokemon GO is one of
         years. Both AR and MR have common aspects with VR, like the need          the most successful examples (fig. F), by                                                Figure F. Pokemon GO
         of hardware to allow generating digital elements (2D or 3D) or the        Niantic (17).
         possibility of interacting with these digital elements.

                                                                                                                                                                                  Regarding MR, this is defined as the result
         AR is term used to define vision of real-world physical
                                                                                                                                                                                  of combining the physical world with the
         environment through a technological device adding real
                                                                                                                                                                                  digital world. It can capture the position of
         digital elements (16). This is usually used by smartphones,
                                                                                                                                                                                  a person in a physical environment, surface,
         tablets, or even smartglasses like Google Glasses, and is
                                                                                                                                                                                  and limits (for example, spatial mapping,
         controlled by touch pulsations or voice instructions.
                                                                                                                                                                                  and spatial understanding), illumination and
                                                                                                                                                                                  environmental sound, recognizing objects
                                                                                                                                                                                  and localization (fig. G).
                                                                                                                                                                                  Figure G.
                                                                                                                                                                                  MR application that allows manipulating
                                                                                                                                                                                  a lung in 3D as a hologram

                                                                                                       MR not only shows digital elements in real environments, but in addition persons
                                                                                                       can see and manipulate them. This is the case, for example, of the creation of an
                                                                                                       anatomy model as a hologram1, from different angles (fig. H).

         Figure E. AR app showing a lung
                                                                                                                                                                 MI XE D R E ALI TY
         The main difference with a VR device is that, while this latter
         completely isolates the user from the real environment in a virtual                                                      Physical                                                                                         Digital
         environment and manages to obtain the best possible immersion, AR                                                         reality                                                                                         reality
         does not isolate the user from the real environment, but the user can
         continue seeing the real environment but with superposed digital                                                   Augmented                                                                                             Virtual
         elements (fig. E).
                                                                                                                                                                                                                    Figure H. Mixed reality spectrum

                                                                                                1. A hologram is a type of phenomena of the visual field or photograph by which light treatment means there are
                                                                                                diverse levels and that way, appears in three-dimensional format. However, in the context of this text, holograms
                                                                                                are 3D computer objects.

14                                                                                                                                                                                                                                           DEFINITION OF VR/AR/MR   15
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
There are MR experiences that are very close to what is known as AR,                                                    The following figure (19) shows schematically the main differences between VR, AR,
             but these usually are a more evolved level (for example, they allow                                                     and MR that have been commented throughout this chapter (fig. I):
             interacting with holograms). In fact, normally AR applications are
             categorized as MR experiences. Also, there are MR experiences that
             are closer to what is known as VR, because all the user sees on the
             visor is virtual, but with main difference that the virtual environment                                                          REALITAT                               AUGMENTED                         MIXED
             generates takes into account the surrounding real environment, like,
             for example, a room and the objects in it.
                                                                                                                                              REALITY                                  REALITY                        REALITY
             It is worth highlighting that one of the glasses devices that has most                                                                (VR)                                     (AR)                         (MR)
             popularised MR is the HoloLens by Microsoft, distributed in 2016
             and updated in 2019 with the launching of the second version, the                                                                                                      The virtual objects are      The virtual environment
             HoloLens 2 (18) (fig. I).                                                                                                  Artificial
                                                                                                                                        environment                                 superposed on real           is combined with the real
                                                                                                                                                                                    world environments           world

                                                       MI X ED REALI T Y

                                                                                                   Immerse
                       PHYSICAL                                                                     devices
                                                                                                                          DIGITAL
                         reality                                                                                           reality
                                                 Holographic
                                                   devices                                                                               Total immersion in the                     The real world is improved   It allows interacting with
                                                                                                                                         virtual environment                        with digital objects         both the real world and
                                                                                                                                                                                                                 the virtual environment
                     Microsoft                                                                                            Acer
                     HoloLens                             Examples of mixed reality devices                               Windows

          Figure I. MR holographic devices and immersion devices

                                                                                                                                     Figure J. Differences between VR, AR, and MR

     2. H
         oloLens was the first wireless holographic computer. It was controlled by sight, finger gestures or voice. It
        has a set of twin glasses where the holograms are projected, and they give information about depth, shape
        and dimensions.

16                                                                                                                                                                                                                                DEFINITION OF VR/AR/MR   17
VIRTUAL REALITY IN HEALTH Current status of VR in health - TIC SALUT SOCIAL
4. A
         PPLICATIONS OF
        VR/AR/MR                                                                           Also, it is worth highlighting that other entertainment areas that are offering this type of
                                                                                           experiences. Applications like Oculus Venues (21), in fact, have contributed to distributing
                                                                                           activities like watching a film or following a sports event in VR, adding a social component
                                                                                           thanks to the possibility of remotely participating in the development, in the virtual
                                                                                           environment, together with other users.

        Virtual Reality (VR) can offer multiple applications that can be used in diverse   The other industry, known as Location Based VR (LBVR), is gaining an important position
        sector thanks to the capacity of recreating any environment and situation.         in the VR entertainment world. LBVR is all types of environments where users participate
                                                                                           in a VR simulated experience, accompanied by specific structures capable of creating
        The sector that generates most content and benefits using VR is                    multi-sensory effects like vibrations, aroma, and simulated objects that the users can
        entertainment, specifically video games. Currently, also, other sectors like       touch and manipulate. Thanks to the possibility of having these infrastructures, LBVR
        tourism, motor racing, sports, companies, education and above all health           experiences can provide the entertainment world in VR an added dimension that, in
        services use this technology to offer new experiences and possibilities to         a domestic environment, is even difficult to attain because of the high costs of installation
        their users.                                                                       and maintenance.
        Some of the applications that VR allows in different sectors, as well as some
        of the most outstanding that AR and MR devices allow.
                                                                                           Extending the entertainment concept to
                                                                                           areas like tourism and culture, is very common,

     4.1 Applications of VR by sectors                                                     currently, using VR applications to visit three
                                                                                           dimensional recreations of museums and
                                                                                           remote tourist attractions. In addition to the
        Entertainment                                                                      most typical virtual visits, also participating
        As previously commented, the most outstanding sector in VR is                      new experiences, like three-dimensional
        entertainment, specifically that of video games. This industry is always           recreations of famous paintings in VR (22),
        generating greater benefits and many international technology                      that bring the previously mentioned LBVR
        companies that are committed to it, for example, Microsoft, Samsung or             concept to museums (fig. L) and exhibitions.
        Facebook. Currently, regarding Playstation VR, the Sony VR glasses for the
        domestic video console PlayStation 4 (PS4), has sold more than 5 million
        units around the world (20) (fig. K). Likewise, more video games are being                                                               Figure L. VR experience simulating a museum
        published with possibilities of being experimented in VR, not only for
        domestic video consoles, but also for computers and smartphones.
                                                                                           Also, AR applications are being distributed in tourist and cultural environments as
                                                                                           substitutes or as complements for audio guides (23) that allow the users to visualize
                                                                                           additional information on smartphone screens, tablets, or specific glasses (like the
                                                                                           HoloLens by Microsoft) (24).
                                                                                           The popularity of devices like smartphones and tablets is also contributing to the
                                                                                           distribution of many augmented reality applications among the users.
                                                                                           Online shops for smartphones and tablets, like Play Store (Google) or App Store (Apple), offer
                                                                                           a wide range of AR apps. Some of the most successful are Pokemon GO that uses AR and
                                                                                           GPS localization to show digital elements in 3D of roads and emblematic locations, or others
                                                                                           like Snapchat or Instagram allowing to apply a multitude of filters and digital accessories
                                                                                           using AR (25).
                                                                  Figure K.
                                                                  PSVR Glasses

18                                                                                                                                                                               APPLICATIONS OF VR/AR/MR   19
Education

     VR can be used in teaching and training situations, allowing the accessible             Industry
     and easy presentation of complex data to students (fig. LL). In addition to             Training can be conducted using VR in
     discovering an innovative environment for new possibilities. For example,               many industrial processes, from working
     VR allows travelling in time and personally seeing historic events, not only            on an assembly line (fig. M), making virtual
     to obtain information and data, but also for other types of perceptions                 visits to the facilities, or driving industrial
     that only VR immersion can offer.                                                       machinery in a mining excavation, among
                                                                                             others.

                                                                                                                         Figure M. VR Experience in industry

                                                                                             Also, occupational accidents can be simulated with this technology or simulating
                                                                                             risky operations, as well as emergency action simulations and escape routes.
                                                                                             In addition, VR simulators can also be used to optimize tasks in the industrial
                                                                                             sector, for example, offering interactive warehouse management systems.
                                                                                             On the other hand, the vehicle industry is also especially benefiting from this
                                                                                             technology, like for example by visualising virtual full-scale prototypes of cars,
                                                                                             or by establishing design revisions with the collaboration of different engineers.

                                                                                             For over a decade, the automation world has already
                                                                                             implemented AR applications, such as ADAS
                                              Figure LL. AR Colouring. Disney Research Hub
                                                                                             (Advanced Autonomous Driving Systems) that thanks
                                                                                             to virtual projections applied to natural image provide
     There are also a multitude of AR apps (aimed at teaching) for learning                  information attached to the driver, estimating the
     (26), like for example, in the case of astronomy, identification of pantes              vehicle trajectory, and guiding the driving (29) (fig. N).
     and stars by means of focussing our mobile phone on them (Sky Map                       Both AR and MR are an integrated part of the Industry
     app). Or mathematics where primary students can learn to add and                        4.0 concepts, because they allow the workers access
     subtract using real world scenarios (FETCH! Lunch Rush app) and like                    to digital information and they can superpose it on the
     in the case of languages, where they can directly translate texts printed               physical world (fig. O).                                          Figure N. Continental. ADAS System for AR
     on objects, focussing the object with Google Translate (27).
     With MR, students can manipulate objects generating better
     understanding of the same, and also interact with series of data,
     complex formulas, and abstract concepts, that way facilitating their
     understanding (28).

     AR applications are also distributed in infant education environments,
     where young users can participate in creative activities, like colouring
     or drawing. These applications add a three-dimensional dimension that
     results more attractive than traditional ones.

20
                                                                                                Figure O. Industry 4.0                                                            APPLICATIONS OF VR/AR/MR   21
Sports                                                                                                Other sectors
     The great gamification offered by VR platforms
                                                                                                           Many other sectors also take advantage of VR, AR, or MR to offer new experiences
     also make them ideal for improving the sports
                                                                                                           to their users. For example, in the property world, VR allows recreating properties
     performance of the users from the commodity
                                                                                                           before they are built and showing them to interested parties (32). On the other
     of their homes and while they compete and
                                                                                                           hand, AR can, for example, digitally represent furniture in the home of the user by
     socialize with their family and friends.
                                                                                                           simply focussing on it with the smartphone or tablet camera (33).
     Now, this technology can facilitate practising
                                                                                                           In the tourism sector, persons can experiment virtual routes (fig. R) offered by travel
     a large variety of sports from the same place,
                                                                                                           agencies when deciding for a destination, or once the user is touring. Thanks to
     thanks to the fact that VR simulations transfer
                                                                                                           AR apps, they can enrich their travel experience with extra digital information they
     the users to real sports environments like
                                                                                                           provide when focussing on emblematic places with smartphone cameras (34).
     gymnasiums o open spaces (fig. P).
                                                                                                           The fashion sector also uses VR software to check virtual fashion shops, preparing
     Likewise, VR can also be combined with other
                                                              Figure P. VR connected to personal welfare   3D avatars to help designing on smartphone screens (35).
     machines or devices to augment immersion. For
     example, it can be combined with static bikes with                                                    Regarding the construction sector, any project can be elaborated in a virtual
     a real environment simulation for mountain cycling.                                                   environment offering advantages when, for example, testing diverse factors
                                                                                                           without neither the cost of structure construction, reducing the amount of
                                                                                                           errors that could appear once the building is finished. On the other hand, with
     Safety                                                                                                MR, in a construction the understanding and communication of complex spatial
                                                                                                           conditions can be improved by combining the real word with the virtual world (36).
     Safety forces can use VR for different training modes. For example, in military
     cases, real combat situations or other hazardous scenario simulations can be                          Finally, the scientific sector must be highlighted a using this technology to express
     recreated to learn how to efficiently react (30). This technology can also help                       complex ideas and concepts, like the case of molecular models or statistical
     when learning how to pilot a military vehicle, like tank or fighter jet.                              results.

     Likewise, VR simulations are safer and less costly
     than traditional training methods and can avoid any
     serious or slight risk for the professionals (fig. Q).
     On the other hand, VR can also be used to handle
                                                                                                                     Figure R. VR use in simulated virtual tours
     post-traumatic stress disorder in soldiers that have
     any disorder on the battlefield (31). If the users
     gradually submit to expositions that trigger their
     condition, they can learn how to face the symptoms
     in a safe environment.
     AR also has great presence in this field due to
     the quantity of possibilities it can offer for users
     of advanced military goggles or helmets with
     this technology. For example, for a jet fighter
     pilot, a smart helmet can provide him with crucial
     information of the surrounding environment while            Figure Q. Training armed forces with VR
     flying at more than 1,500 km/h.

22                                                                                                                                                                               APPLICATIONS OF VR/AR/MR   23
In fact, the light field captures system allows the
                                                                                                                                                                        creation of three-dimensional content thanks to the
                                                                                                                                                                        possibility of knowing the angle of incident of each
                                     4.1.1    The future of 3D, its applicability in VR and its                                                                        ray going through the lenses. That way creating
                                              impact in the health field                                                                                                knowledge about the position of the objects in the
                                                                                                                                                                        3D world and generating viewpoints ideally from any
                                                                                                                                                                        position.
                                                                                                                                                                                                                                     Figure V. Holographic screens in a car
                                              The success of VR is not limited to the use already mentioned in
                                              this report, because current development in the 3d video field has                                                        On the other hand, the representation systems using the same technology, called holographic
                                              the objective of transforming the daily use of certain technologies.                                                      or stereoscopic screens (fig. V), allow visualization of three-dimensional content without the
                                              Concepts like volumetric3 video, holograms, and light fields4 have                                                        need of using VR or AR glasses. This is an ideal situation when the user needs perfect visibility,
                                              achieved great popularity in the research world and soon will have                                                        as is the case, for example, of driving a vehicle.
                                              a daily impact on the lives of users.
                                                                                                                                                                        The benefits of the advances this vision offers will have a considerable impact in the health
                                              The way we communicate is already one of the first initiatives affected                                                   sector. We refer to learning, for example, thanks to holographic transport, it will be possible
                                              by this revolution. Linking volumetric video with real time transmission                                                  to remotely participate in face-to-face sessions of medical training in virtual environments.
                                              systems (like video conferences), can extend to Holoportation (37)                                                        Multi-sensory simulations can be shared, in which an instructor, for example, can reproduce
                                              (fig. S), meaning, holographic transport, a system that allows two                                                        a physical sensation, a weight or a movement and transmit it to the students.
                                              persons to communicate in real time in a VR or AR environment. In
                                              the first case, both communicate in a virtual environment, and, in the
                                              second case, they are projected into the real world.                                                                                                                Taking advantage of light field technologies, in medical
     Figure S. Holoportation
                                              Even so, volumetric video can also be an improvement without the                                                                                                    environments, improvements can be made in the
                                              background of VR experiences. At the moment, the user is represented                                                                                                surgical field like, for example, in endoscopies. In fact,
                                              by an avatar in the most popular VR experiences (fig. T), or now,                                                                                                   thanks to the endoscopic light field (38), the limited
                                              without any sort of representation. Holograms can be projected as                                                                                                   field of vision of a camera can be replaced by a system
                                              a self-representation, so the user has the sensation of seeing his/her                                                                                              of images with less presence of occlusions and now
                                              own body, with real movements acting at the same time. Thanks to                                                                                                    with the capacity of seeing through cloudy fluids, with
                                              this revolution, many of the mentioned uses can gain another human                                                                                                  presence of blood or other poor visibility situations.
                                              and social dimension.
                                                                                                                                                                         Figure W. 3D reconstruction of a heart
                                              Many activities needing high interaction or that involve certain risks
                                              can be conducted remotely without losing the benefits of face-to-
                                                                                                                                                                         Thanks to fusion techniques among different and diverse technologies, it will be possible
                                              face communication. Professional education or training in the use
     Figure T. User observing his/her hands                                                                                                                              to join the images created by an endoscope to information obtained by body scanning
     represented in VR                        of heavy and hazardous machinery are examples of applications in
                                                                                                                                                                         technologies, like ultrasounds, to create 3D reconstructions of human cavities without any
                                              which natural human interactions with an added dimension of realism
                                                                                                                                                                         type of invasive action. Any endoscopic surgery operation will now have a new dimension in
                                              or simulated environments.
                                                                                                                                                                         terms of visibility for the medical team.
                                              Lastly, the systems based on light fields are positioned as the main
                                                                                                                                                                         Including all these cases of using new networks or high speed and low latency transmissions
                                              candidates for creating high quality 3D content and the three-
                                                                                                                                                                         (like 5G), VR/AR/MR applications can be used not only for learning or for face-to-face
                                              dimensional representation in holographic screens (without the need
                                                                                                                                                                         interventions, but also to conduct activities that up till now required the presence of
                                              of a VR/AR screen) (fig. U).
                                                                                                                                                                         professionals and immediate actuations. Delicate situations like, for example, surgical
                                                                                                                                                                         interventions, can be remotely conducted thanks to MR jointly with optical devices (associated
                                                                                                                                                                         to the sense of touch) (fig. W).
                                                                                                                                                                         This vision shows research development at medium and long term; however, virtual
                                                                                                                                                                         applications are already strongly rooted in the health sector.
     Figure U. VR use for surgical
     training
                                                      3. Volumetric or holographic video is the technique that captures movement in a three-dimensional space.
                                                      4. This function completely characterizes the light flow through an obstructed space in a static scenario with
                                                         fixed illumination.

24                                                                                                                                                                                                                                                                 APPLICATIONS OF VR/AR/MR   25
4.1.2 AV/AR/MR related to other technologies like 5G and
           Wi-Fi 6

         The repercussion of 5G or other connectivity technologies
         regarding AV/AR/MR in the health field and how they will
         accompany us in our daily lives in the coming future has been
         analysed with future projection thanks to the collaboration
         between Huawei and the Social Health TIC Foundation.
         The truth is that the evolution of AV/AR/MR devices over the last
         five years has very significantly improved. In fact, these devices
         have improved by promoting their immersion effect and the 3D
         sound effects, as well as the fact of providing the gigantic IMAX
         screen experience.
         Beyond technical and design specifications, companies like
         Huawei, among others, have accompanied the launching of VR
         glasses with a platform of more than 30,000 content of high-
         definition reproduction and with the expectancy of adding more
         films, series and video games over the next years. Like what
         happened with platforms like Netflix, Amazon Prime and Disney+,
         to mention some of the actors in the streaming world, there is
         the possibility that, over the coming years, the competition in VR
         moves from hardware to the generation and emission of content.
         For example, the apparition of exclusive retransmission of events
         like football and concerts, applications in the education, culture,
         and business worlds, etc.
         On the other hand, an increase in the percentage of 4K/8K, 3D         All that means that our current communication infrastructure, either 3/4G or Wi-Fi n/ac,
         and interactive content is foreseeable something that will require    will no longer be viable to cover this growth of VR content and quality. In addition, it is
         greater bandwidth and minimum latency to guarantee good               expected that VR will become one of the fundamental 5G applications, as well as the
         user experience. We refer to a minimum of 50 Mbps and latency         exponential growth of terminals with this technology. Given that the 5G radio electronic
         below 20 ms per user in applications above all in the health          resource is finite, also Wi-Fi infrastructures are expected to be updated to the new
         sector. Wireless formats will predominate as the excellent means      standard, or simply Wi-Fi 6, that shares many services with 5G, above all in bandwidth
         because of its freedom of movement.                                   and low latency terms.

26                                                                                                                                                             APPLICATIONS OF VR/AR/MR   27
4.2 Applications in Health
         The health branch is one of the greatest users of VR, allowing multiple                                         From a surgical viewpoint, MR glasses are being used in the operating theatres during
         possibilities, like, for example, the treatment of phobias (39), surgery                                        interventions, for example, to visualize interactive panels allowing professionals to
         simulations and training of abilities (40) or promoting the recuperation of                                     have access to, consult and manipulate clinical information of the patient in real time,
         cognitive capacities (fig. X).                                                                                  without deviating attention form the surgery (44) (fig. Z).
         In virtual training environments, operating theatres can be represented,                                        Likewise, both AR and MR can allow entering into the patient using 3D holograms
         where health professionals improve their abilities and acquire new one                                          generated form magnetic reactions (45) (fig. AA).
         in a safe and controlled environment. Also, health emergency situations
                                                                                                                         In addition, this technology can be used as such by diverse assistance professionals,
         can be recreated, scenarios that are difficult to recreate in a physical
                                                                                                                         from different places, being able to participate and collaborate in the same intervention.
         environment (41). In addition, it can be used to learn anatomy exploring
                                                                                                                         This is possible thanks to MR glasses online and representing as holograms the
         inside the human body, developing surgery simulations, or showing three-
                                                                                                                         professionals that are physically present in the operating theatre (46).
         dimensional images of the body so medicine students can explore it (42).
                                                                                                                         On the other hand, we must highlight that in February 2020, the Hospital de la Santa
         Also, VR can help to reduce anxiety and calm pain (43), for example, in
                                                                                                                         Creu i Sant Pau in Barcelona was the first in Spain to use a 3D hologram as a support
         cases of “ghost member” effect due to amputation or in persons with
                                                                                                                         image for highly complex surgery. The hologram allowed recreating th anatomy of
         fibromyalgia.
                                                                                                                         the patient being operated. It was visualized in the same operating theatre in a glass
         In addition, many technology companies and hospitals are committed                                              pyramid of about two meters height, showing th three-dimensional image to all the
         to health projects using both AR and MR. For example, health sciences                                           assistance professionals that were participating in the intervention (47).
         students can learn anatomy an interact with 3D holograms representing
         the different layers of the human body, (skin, muscles, blood vessels, etc.)
         (fig. Y).

                                                                                                                                                                                  Figure AA. Representation of users in holographic avatars

                                                Figure Y. Holographic representations of the human body in its differ-
                                                ent layers                                                                          Figure Z. Use of MR to see “through” a body
              Figure X. VR for rehabilitation

28                                                                                                                                                                                                                      APPLICATIONS OF VR/AR/MR   29
5. V R/AR/MR                                                                                      Graphic capacity (processor, RAM...):
                                                                                                        Mainly, in autonomous devices or also known as
                                                                                                        standalone.
                                                                                                                                                                                 Graphic capacity (processor,
                                                                                                                                                                                 RAM…): Mainly, in autonomous devices

         DEVICES
                                                                                                                                                                                 or also known as standalone.

         As an emerging technology, the number of companies dedicated to VR/
         AR/MR is considerably increasing, making it more accessible through
         innovative companies and start-ups that are entering the market.
                                                                                                                                                              Standalone
         There is a large diversity of models of VR glasses available (fig. AB), form                            PC
         low cost glasses for mobile phones up to high level devices that allow
         offering a much greater quality immersion experience.

                                                                                                                                     Console

                                                                                                                                                                                               Smartphone

                                                                                                                  Figure AC. Connections to other devices according to requirements of different VR glasses

                                                                         Figure AB Diverse VR glasses    Non-autonomous glasses: Need connecting to a PC, if connected by cable or wireless.

     As in any technological device, the functions and characteristics are what
     differentiates some glasses form others and what marks the price. The main                            Accessories: Those incorporated in the same product, like controllers and/or external sensors.
     factors to be considered for any VR experience are shown below (fig. AC):                             Also, there are important differences between more simple controllers that only serve as pointers,
                                                                                                           and other more advanced ones, with different buttons that detect movements.

          Screen incorporation: Currently this differentiates VR                                            Movement: The simplest VR glasses only detect rotational head movement, but the most
          glasses for mobiles from the rest. The mobile phone is introduced                                 sophisticated ones can also detect translational movement of the user (inclinations, walking
          into glasses that do not include it, so the mobile phone projects                                 or turning the body 360º, or even the same movement of the retina). Also, considering the
          the images.                                                                                       space where the user moves and the precision is reflected in the virtual experience (if there
                                                                                                            is a delay in the response or not, meaning, if the real movements are truly represented in the
                                                                                                            virtual space). Some glasses offer up to 3.5 m x 3.5 m of free space, but others offer up to 10
                     Screen resolution: The higher the solution, the better quality of                      m x 10 m, also according to the quantity of sensors used and their precision. Likewise, the
                     the images projected on the visor screen. The texts will be easier to read             newest models start to not use external sensors, because the same devices incorporate the
                     the projected images will have better definition, which provides the best              sensors to detect the space where the users move, that way facilitating the installation and
                     immersion experience to the user.                                                      use of glasses.

                                                                                                           Material: We can find from cardboard devices to other more resistant and
         Frequency of refreshment (Hz): This number indicates the quantity of                              ergonomic ones, like those made from carbon fibre.
         times per second that the screen image changes. According to the experts, the
         recommendation is that VR glasses offer a minimum of 90 Hz, because lesser
         refreshment frequencies can cause dizziness or discomfort in the users (48).
30                                                                                                                                                                                                              VR/AR/MR DEVICES   31
Some of the most outstanding manufacturers of VR/AR/MR glasses (48) on the
     market, the visors they offer and the most outstanding main characteristics:

                                                 Displacement                                                                                                                                                Displacement
        Company            Device                 detection 5              Autonomous 6                 Controllers 7                 Price 8                             Company              Device         detection 5       Autonomous 6              Controllers 7         Price 8

                    Oculus GO                 No                         Yes                       Yes (1 unit)               159 € (32 GB)                                             Glass Enterprise   No                 Yes                    No                   $ 1,195.00
                    (2018)                                                                                                    219 € (64 GB)                                             Edition 2
                                                                                                                                                                                        (2019)
                    Oculus Rift               Yes                        No                        Yes (2 units)              Not available on
                                                                                                                                                                       GOOGLE 78 i 79
                    (2016)                    - Uses external            - Needs to be con-        - Oculus Touch             official website                                          Google Cardboard   No                 No                     No                   From 6€
                                              sensors                    nected to a PC that                                                                                                                                  - Needs to include a
                                                                         meets the minimum                                                                                                                                    smartphone
                                                                         requirements                                                                                                   Mirage Solo        Yes                Yes                    Yes (1 unit)         € 249.95
     FACEBOOK 74
                    Oculus Rift S (2019)      Yes                        No                        Yes (2 units)              449 €                                                     (2018)             - Does not need
                    -Improved version         - Does not need            - Needs to be             - Oculus Touch                                                                                          external sensors
                    of Oculus Rift            external sensors           connected to a PC                                                                             LENOVO 80        Lenovo Explorer    Yes                No                     Yes (2 units)        Not available on
                                                                         that meets the mini-                                                                                           (2017)             - Does not need    - Needs to be                               official website
                                                                         mum requirements                                                                                                                  external sensors   connected to a PC
                    Oculus Quest              Yes                        Yes                       Yes (2 units)              449 € (64 GB)                                                                                   that meets the mini-
                                              - Does not need                                      - Oculus Touch             549 € (128 GB)                                                                                  mum requirements
                                              external sensors                                                                                                                          HP Windows         Yes                No                     Yes (2 units)        € 655.82
                    Vive Cosmos               Yes                        No                        Yes (2 units)              829 €                                                     Mixed Reality      - Does not need    - Needs to be
                    (2019)                    - Does not need            - Needs to be             - VIVE Cosmos                                                       HP 81            Headset            external sensors   connected to a PC
                                              external sensors           connected to a PC         Controller                                                                           (2017)                                that meets the mini-
                                                                         that meets the mini-                                                                                                                                 mum requirements
                                                                         mum requirements                                                                                               Huawei VR Glass    Yes                No                     Yes (3 units)        2,999 Yuan (about
                    Vive Pro HMD              Yes                        No                        Yes                        679 €                                                     (2019)             - Does not need    Needs to be            - NOLO CV1 Air       400 €)
                    (2018)                    - Including two            - Needs to be             - Sold separately                                                                                       external sensors   connected to a         VR 3D Console
                                              base stations for          connected to a PC                                                                                                                                    smartphone (only       Controllers
     HTC 75                                   one 5m x 5m space          that meets the mini-                                                                                                                                 with the Huawei
                                                                         mum requirements                                                                              HUAWEI 82                                              Ma-te 30, Mate 20
                                                                                                                                                                                                                              or P30 series, or a
                    Vive                      Yes                        No                        Yes (2 units)              Out of stock                                                                                    com-puter mee-
                                              - Including two            - Needs to be             - Controller                                                                                                               ting the minimum
                                              base stations for          connected to a PC                                                                                                                                    requirements
                                              one 3.5m x 3.5m            that meets the mini-
                                              space                      mum requirements
                    Vive Focus                Yes                        Yes                       Yes (1 unit)               716,48 € + 159,90
                    (2019)                    - Does not need                                                                 € 12                                                      XR-1 Dev Edition   Yes                No                     No                   € 9,995
                                              external sensors                                                                                                                                                                - Needs to be
                                                                                                                                                                                                                              connected to a PC
     MICROSOFT      HoloLens 2                Yes                        Yes                       No                         3.500 $ 14                                                                                      that meets the mini-
     MICROSOFT 76   (2019)                    - Does not need                                                                                                                                                                 mum requirements
                                              external sensors
                                                                                                                                                                                        VR-2 Pro           Yes                No                     No                   € 5,995
     SONY           Playstation VR            Yes                        No                        Yes                        299 €                                    VARJO 83                                               - Needs to be
                    (2016)                    - Includes a 2.0           - Needs connec-           - sold separately                                                                                                          connected to a PC
     SONY 77                                  camera                     ting to the PS4 or        (PS Move)                                                                                                                  that meets the mini-
                                                                         a PC                                                                                                                                                 mum requirements
                                                                                                                                                                                        VR-2               Yes                No                     No                   € 4,995
                                                                                                                                                                                                                              - Needs to be
                                                                                                                                                                                                                              connected to a PC
                                                                                                                                                                                                                              that meets the mini-
                                                                                                                                                                                                                              mum requirements

                                                                                                                                                                                        Magic Leap 1       Yes                Yes                    Yes (1 unit)         $ 2,295
                            5. P ositional tracking indicates if the device, as well as detecting head rota-tion like all VR glasses, also allows, detecting if the
                                                                                                                                                                       MAGIC LEAP 84
                                user moves, meaning, if he/she crouches, walks, inclines, etc.
                            6. Standalone indicates if the device does not need connecting to another devices (for example to a PC), to func-tion.
                            7. The controllers or commands allow detecting arm movement. The most sophisticated also detect finger move-ment.
                            8. Prices obtained from the official website of the manufacturer when preparing this report.
                            9. Extendible to 10 m x 10 m with four base stations.
                            10. This model obliges to acquire an additional service for two years for 159.90 €
                            11. Microsoft likewise offers, other pur-chase operations (https://www.microsoft.com/en-us/hololens/buy).

32                                                                                                                                                                                                                                                                                            VR/AR/MR DEVICES   33
6. G
         ENERAL VIEW AT
        WORLDWIDE SCALE
        OF VR/AR/MR

     6.1 Main regions of the world                                          ASIA
                                                                            ÀSIA
                                                                 EUROPA
                                                                 EUROPE
         Like what happens with the majority
         of technologies, virtual reality (VR),
                                                          USA
                                                          EEUU
         augmented reality (AR) and mixed
         reality (MR) are fully globalized products.
         All the parties involved in the research,
         development, production, and creation of
         content are located in different parts of the
         world. The most outstanding regions on
         a global scale in VR are Asia, Europe, and
         the United States. A referential report in the
         VR/AR field (34) allows obtaining a certain
         perspective of how VR is developing on
         European scale. Likewise, the report (49)
         approaches a series of data that have been
         agglutinated and complemented with the
         same experience of the FTSS observatory
         during 2018. In addition, specific reports
         about the implantation status of this
         technology in specific countries like
         Australia (50) or New Zealand (51) has
         allowed completing a global vision of the
         VR/AR. An approximation to the realities
         of each continent by means of articles and
         the reports to which we have previously
         referred.
                                                                   AFRICA
                                                                   ÀFRICA     OCEANIA

34                                                                          GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   35
The United States of America have a clear leading position in the global VR/AR
      market. The research and development of both hardware and software are centre
      in the Silicon Valley region, where companies like Google, Apple or Facebook
      are located. The large video game studios established in Los Angeles are the
      main producers of content for VR/AR/MR that are exported on a global scale.                               Regarding Europe, the research capacity and tradition of universities stands out due to
      Regarding financing, the United States have venture capital funds specialized                             development of highly specialized content. Research is usually centred on developing
      in VR and AR that promote the creation of new companies and solutions. This                               complex technologies for industry, in the health field, etc. Generally speaking, in the VR/
      contrasts with South America where there has been much less activity. This                                AR field in Europe, diverse members states stand out for concentrating this research
      confirms that there are not any globally referential company, but there are some                          activity: France, United Kingdom, Germany, Sweden or Spain (specifically, Barcelona) are
      very atomized technological centres. Generally, there are no governmental grants                          the main exponents of this activity. In all cases, European universities have integrated as
      or large venture capital funds for VR/AR.                                                                 work plans the generation of research consortiums, which collaborate in international
                                                                                                                projects financed by European research funds.

                                                                                                                                ÀSIA
                                                                               EUROPE
                                                                               EUROPA
                                                 USA
                                                 EEUU
                                                                                          Manchester / Newcastle
                                                                                              Berlin / Munich
                                                                                París

                                                                                         Catalunya
                                              Silicon Valley
                                               Los Angeles
                                                                                                                                 Regarding Oceania, the activity is concentrated in the main
                                                                                                                                 metropolis of Australia and New Zealand. This industry is deeply
                                                                                                                                 linked to the West Coast of the United States and where audio-visual
                                                                                                                                 content creation companies stand out. There is a strong local market
                                                                                                                                 where ad hoc solutions are developed, fostered, and financed by
                                                                                                                                 local institutions and by the government
     Some corpuscles of VR/AR activity can be found in Africa, in countries
     like Nigeria. However, there are no governmental policies or venture
     capitals that allow correct development of companies. The lack
                                                                                              Johannesburg
     of persons with abilities and knowledge to develop projects with
     this technology is also endemic to the majority of the continent.
     Exceptionally, the South African capital Johannesburg, has activity
     around VR/AR with diverse companies and Hubs centred of producing
     content

                                                                                     AFRICA
                                                                                     ÀFRICA                                        OCEANIA

36                                                                                                                                                                        GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   37
If we consider the most outstanding countries of the European
                             continent, we can see which are the most outstanding institutions                                     Germany has diverse VR and AR nodes well distributed around
                             and the environments of the different states according to the                                         the country. Its main node is in Berlin. The capital, with its essence
                             report of 2017 (34).                                                                                  of disruptive creation, makes available to VR a complete creative
                                                                                                                                   ecosystem that promotes innovative content and applications.
                                                                                                                                   There is a manufacturing culture in south Germany represented by
           Regarding the United Kingdom, its capital is considered the main node of the                                            vehicle, aero spatial and biotechnological industries. These large
           VR/AR activity network. Generally, the country has a favourable environment                                             companies are, likewise, potential clients for the VR/AR industry, to
           for start-ups and development of VR/AR projects. Access to private financing                                            which they demand solutions to improve their industrial processes or
           sources and the large quantity of governmental investments in innovation and                                            to complement their own products.
           technology favours sector dynamism and provides a good rhythm of company
                                                                                                                                   On the other hand, Munich agglutinates prolific cinematographic and
           creation and solutions, also in cities like Manchester or Newcastle.
                                                                                                                                   audio-visual content industries.
           London acts like a referential Hub on European scale and has strong connections
                                                                                                                                   In addition, Germany has a very good rhythm creating start-ups.
           with other Hubs like Beijing (Asia) and Silicon Valley (United States). With this
                                                                                                                                   However, their growth is often unused by a very consolidated
           latter they strengthen the ties, because they share the language and have long
                                                                                                                                   entrepreneurial structure that does not allow these start-ups to enter
           experience of collaborations.
                                                                                                                                   the market occupied by large corporations.
           The connections on European scales are very string with Berlin, the Netherlands
           and France, from where they received technical knowledge.                                                                         ÀSIA
                                                                                                                                   Universities and research centres follow the same line as companies.
                                                                                                                                   We see that the Munich Technical University is a reference in the
                                                                              EUROPA                                               application of VR for industrial design. Regarding the Brandenburg
                                                                                                                                   region, the Berlin University or the clusters are centred on research
                                                                                                                                   of new products in any field, although currently concentrating on VR
                                                                                                                                   applications, mainly, in the neuroscience field.

     In France, the cities of Paris and Laval are references on                         Manchester / Newcastle
     European scale and form a strong node in the VR/AR                                          Berlin / Munich
     ecosystem. Developing applications is highlighted as                      París
     the main activity of the French VR activity. Prestigious
     3D design industry, universities and schools in this
                                                                                       Catalunya
     subject have provoked that development of artistic and
                                   Silicon Valley
     visual content become the main motor of this industry.
     Nearly two years ago theLos    city Angeles
                                          of Laval welcomed
     a reference event in the VR world, called Laval Virtual,
                                                                                               Pel que fa a l’Estat Spain, the main activity is based on creativity and the abilities of its professionals.
     that transforms this small western France city into the VR
                                                                                               Competitive prices promote a creative scenario in which start-ups find in Barcelona a favourable space for
     capital once a year. This event, in addition, has caused
                                                                                               experimenting and developing new VR/AR solutions. On the other hand, obtaining grants and investors to
     the creation of the Laval Virtual Centre, a stable space
                                                                                               develop the projects is difficult compared with neighbouring countries.
     for the creation and research of this technology.
                                                                                               In Catalonia, different institutions specialised in VR, like EventLAB, Barcelona VR, VR Centre Barcelona and
     All these nodes and structures are strengthened at
                                                                                               Wayra stand out. Spanish universities and companies compete with different events related with VR/AR/
     government level by a series of policies that want to
                                                                                               MR, either because of the central subject of the event or because indirectly VR and AR have a space in the
     favour high quality products produced in France both in
                                                                                               programming. Some of the most outstanding acts or events are the Mobile World Congress, 4YFN, VR Thec,
     software and in hardware.
                                                                                               the Barcelona 360° VR and AR market, Expoelearning, Healthio and many others that consolidate the use of
                                                                                               these technologies in the country.
                                                                                               Johannesburg

38                                                                                                                                                                            GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   39
Approximation to the global VR/AR
     research state                                                         VR/AR Research tendency
     Regarding the VR/AR application in the health world, this is still
     subject to many research questions, both in technology and             A bibliographic research has been conducted with a a specific
     in their applications. To objectify the way research centres are       chain (“Virtual Reality” AND “Health”) to know the usage
     globally operating and the behaviour of research in the health field   tendency of VR in the health field, which has provided a certain
     concerning VR/AR, the FTSS has conducted a series of revisions         approximation, in publications, to the general use and research
     of scientific literature that it pretends approaching below.           conducted of VR in the health field. The research was conducted
                                                                            in the general field using the metasearcher Google Scholar and
                                                                            the PubMed and Scielo databases, with the following results of
                                                                            evolution in publications over the last years (fig. AD):

                                                                            2018                                                                       32 9

                                                                            2017                                                        23 3

                                                                            2016                                                19 5

                                                                            2015                                          174

                                                                                   0          50       100       150      200          250     300     350

                                                                                   Figure AD. Annual number of VR publications in the health field (2015-2018)

40                                                                                                                                       GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   41
Subjects on which the research concentrates

     A research has been made on the following terms to establish which are the most relevant VR subjects: “Virtual Reality”
     AND “Health”. On this occasion the revision was centre on the Pubmed database and the reduced time range of the
     year 2018. Of 342 publications, 27% have been excluded for not adapting to the study subject. After a more exhaustive
     analysis of these, we can highlight that 28% is of open access while the remaining 71% is only by private license. It is
     worth highlighting that the percentage of private licenses is in consonance with the European average of scientific
     publication in open access format, as indicated by the “la Caixa” Social Observatory (52).

     As we can see in figure 45, the topic most considered in VR research in                        Mental health
     the health field is that of mental health, followed by training of abilities,                  This topic includes spaces for handling phobias (53) and psychopathies (54) and
     systematic revisions of rehabilitation, cognition research and seven                           for working social abilities (55), among others. This subject is large and allows
     other topics that have been identified. The main subjects and some of                          exploring the VR capacity to build controlled realities in which the patients are
     the articles representing them and that have been selected for revision                        exposed to different situations simulating real environments.
     are shown below (fig. AE):
                                                                                                    Training/Education
                                                                                                    Regarding training of abilities, there are some studies that pretend validating
                                                                                                    VR as an educational means. In this case, there are two well differentiated lines:
                                                                                                    training of abilities by health professionals (56) and training of abilities in persons
                              SUBJECTS                                                              with a pathology (57).

                                                                                                    Systematic revision
            Mental health
             Salut mental                                                                           This cannot be considered as a research subject as such, but we must highlight
                                                                                                    the research community interest in scientific evidence regarding VR. An example
                  Training
             Entrenament
                                                                                                    of this is the interest shown by Bremen University for the evidence of VR in the
     Systematic   revision
      Revisió sistemàtica                                                                           surgery field (58). Another example is the interest of researchers from Katowice
            Rehabilitation
             Rehabilitació                                                                          University due to its application of virtual reality standards in balance training
                                                                                                    programs (59), among others.
                Cognition
                 Cognició
                Gent gran
                  Adults                                                                        %   Rehabilitation
                                                                                                    Rehabilitation has been one of the most treated subjects in that regarding
      Canvi de
     Change  ofconductes
                conducts                                                                            simulation over the last years, and the VR/AR applications are not any exception.
                  Exercise
                   Exercici                                                                         A Randomized Controlled Trial, conducted by the Korean Keimyung University,
                                                                                                    demonstrates the effectiveness of 3D-ARS systems to improve balance in old age
               Neurology
               Neurologia
                                                                                                    (60).
         Ophthalmology
           Oftalmologia
                Emotions
                Emocions                                                                            Cognition
                                                                                                    Lastly, we must highlight the cognition field, as a recurrently strong subject in
          Development
       Desenvolupament                                                                              VR applications. Some studies refer to distraction as a tool for reducing pain and
                                                                                                    anxiety in persons that submit to painful or invasive techniques, or even before
                                                                                                    surgery (61).
                              Figure AE. Subjects detected in the VR publications (2015-2018)

42                                                                                                                                                                        GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   43
VR/AR publications by countries                                                                                            Approximation to Catalonian research
     We have analysed a significant part of these articles and we have extracted                                                Regarding Catalonia and following the same research chain (“Virtual
     some conclusions to obtain an image from research conducted around the                                                     Reality” AND “Health”) in only one database, we see that over the last
     world during 2018 that allows establishing a comparison to corroborate what                                                three years (2017-2019) scientific production has mainly treated the same
     international consultants declare and to whom we have referred throughout                                                  subjects observed as a tendency in the rest of the world. It is noteworthy
     this report.                                                                                                               that a member of a Catalonian university is the main researcher of the
     The same revision of 2018 literature has been used to compile this information,                                            publications mainly focussed on the VR applications in mental health.
     aimed at focussing on the origin of the main researcher of each scientific
     article or author of correspondence.                                                                                                                   We can say the Barcelona University is the
                                                                                                                 ASIA
                                                                                                                 ÀSIA                                       most productive institution in VR, above

                                                      EUROPE
                                                      EUROPA
                                                                                                                                                            all in the mental health field. We also
                                                                                                                                                            find other institutions, like the Universitat
                      USA
                      EEUU                                                                                                                                  Autònoma of Barcelona, or programmes/
                                                                                                                                                            entities like ICREA or EURECAT. It could be
                                                                 5,88
                                                                                    1,47
                                                                                                                                                            surprising that Catalonia does not have a
                                                         2,94                            2,94
                                                                                                1,47
                                                                                                                                                            more notable impact in research of VR/AR
                                                                                 1,47
                        5,88                                            2,94
                                                                                  1,47
                                                                                                                         2,94
                                                                                                                                                            in the health field. As we have seen in the
                                                                          1,47                   2,94
                                                                   1,47                                        5,88
                                                                                                                                                            previous phases on the Report, Catalonia
                                                                                    7,35
                                                                2,94
                                                                                                                       1,47                                 has a knowledge transfer tradition
                                                                                                        1,47
                                                                                                                                                            regarding the product. That means that
                       36,76
                                                                                                                                                            a good part of the knowledge generated
                                                                                                                                                            is used directly by companies to generate
                                                                                                                                                            solutions aimed the market and that are
                                                                                                                                                            not compiled as scientific publications all
                                                                                                                                                            the innovations being conducted around
                                                                                                                                                            Spain, or that, due to intellectual property
                                                                                                                                                            rights (patents, registries...), the option of
                                           1,47                                                                                                             publishing is not the bets for the research
                                                                                                                       4,41
                                                                                                                                                            group conducting the project in question.
        Argentina
        Austria       Australia
        Brazil
        France
        Germany                              1,47
        Holland
        Lithuania     Canada
        Sweden        China
        Switzerland   United Kingdom
        Taiwan
        Thailand

                      Italy

                                                                  ÁFRICA
                                                                  ÀFRICA
        Ireland
        Korea
        Netherlands
        Poland
                                                                                                                      OCEANIA
        Romania       United States
        Spain

44                                                                                                                                                                                GENERAL VIEW AT WORLDWIDE SCALE OF VR/AR/MR   45
You can also read