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Biomedical subjects

T A Furness

Publications and source records attributed to T A Furness.

7 recordsLinked to original sources

Virtual reality in the treatment of spider phobia: a controlled study.

This study explored whether virtual reality (VR) exposure therapy was effective in the treatment of spider phobia. We compared a treatment condition vs. a waiting list condition in a between group design with 23 participants. Participants in the VR treatment group received an average of four one-hour exposure therapy sessions. VR exposure was effective in treating spider phobia compared to a control condition as measured with a Fear of Spiders questionnaire, a Behavioural Avoidance Test (BAT), and severity ratings made by the clinician and an independent assessor. Eighty-three percent of patients in the VR treatment group showed clinically significant improvement compared with 0% in the waiting list group, and no patients dropped out. This study shows that VR exposure can be effective in the treatment of phobias.

Adolescent↗

Effects of image scale and system time delay on simulator sickness within head-coupled virtual environments.

Novel patterns of visual-vestibular intersensory stimulation often result in symptoms of simulator sickness, raising health and safety concerns regarding virtual environment exposure. Two experiments investigated the effect of conflicting visual-vestibular cues on subjective reports of simulator sickness during and after a 50-min exposure to a head-coupled virtual interface. Virtual image scale factors (0.5. 1.0, 2.0 magnification, generated by varying geometric field of view angle) were investigated in Experiment 1, and additional system time delays (125, 250 ms) were investigated in Experiment 2. Simulator sickness metrics included spoken self-reports during exposure and simulator sickness questionnaires (pre-exposure, immediate postexposure, and 20 min postexposure). Head yaw angular position data were also recorded. Reports of simulator sickness symptoms were significantly greater in the minification (0.5) and magnification (2.0) image scale factor conditions than in the neutral condition (1.0). Simulator sickness did not vary with changes in time delay, however. Furthermore, a comparison across experiments suggests no appreciable increase in simulator sickness with increasing time delays above the nominal value (48 ms). Head angular position data exhibited certain systematic variations across conditions. Actual or potential applications of this research include virtual environment training, simulation, and entertainment systems.

Adult↗

Virtual reality as an adjunctive pain control during burn wound care in adolescent patients.

For daily burn wound care procedures, opioid analgesics alone are often inadequate. Since most burn patients experience severe to excruciating pain during wound care, analgesics that can be used in addition to opioids are needed. This case report provides the first evidence that entering an immersive virtual environment can serve as a powerful adjunctive, nonpharmacologic analgesic. Two patients received virtual reality (VR) to distract them from high levels of pain during wound care. The first was a 16-year-old male with a deep flash burn on his right leg requiring surgery and staple placement. On two occasions, the patient spent some of his wound care in VR, and some playing a video game. On a 100 mm scale, he provided sensory and affective pain ratings, anxiety and subjective estimates of time spent thinking about his pain during the procedure. For the first session of wound care, these scores decreased 80 mm, 80 mm, 58 mm, and 93 mm, respectively, during VR treatment compared with the video game control condition. For the second session involving staple removal, scores also decreased. The second patient was a 17-year-old male with 33.5% total body surface area deep flash burns on his face, neck, back, arms, hands and legs. He had difficulty tolerating wound care pain with traditional opioids alone and showed dramatic drops in pain ratings during VR compared to the video game (e.g. a 47 mm drop in pain intensity during wound care). We contend that VR is a uniquely attention-capturing medium capable of maximizing the amount of attention drawn away from the 'real world', allowing patients to tolerate painful procedures. These preliminary results suggest that immersive VR merits more attention as a potentially viable form of treatment for acute pain.

Adolescent↗

The use of an independent visual background to reduce simulator side-effects.

BACKGROUND: Simulator sickness (SS) is a major problem which potentially limits interface applications that feature simulated motion. While display imperfections play a role, a large part of SS is motion sickness (MS). Sensory rearrangement theory holds that MS is related to conflicting motion cues; in the case of simulators, mainly a conflict between inertial cues (usually indicating no self-motion) and visual stimuli from the display (indicating self-motion). It is suggested that MS does not arise from conflicting motion cues per se, but rather from conflicting rest frames selected from those motion cues. There is strong evidence that the visual rest frame is heavily influenced by the visual background. Providing an independent visual background (IVB) consistent with the inertial rest frame may reduce SS, even when the simulator's content-of-interest (CI) is not consistent with the inertial rest frame. METHODS: In two experiments, a circular vection stimulus was shown for 3-4.5 min in a head-mounted display, comparing see-through (i.e., IVB) to occluded (i.e., no IVB) modes. Measures included a standard SS questionnaire and a pre-exposure ataxia measure. Experiment 2 added a visual task which forced attention into the CI and a post-exposure ataxia measure. In both experiments, subjects rated the CI as significantly more visible than the IVB. RESULTS: A large effect was found for the reduction of SS and ataxia in the first experiment, and for pre-exposure ataxia in the second. CONCLUSIONS: Future research will further test the IVB idea and examine applications to high-end simulators.

Adolescent↗

The virtual retinal display: a new technology for virtual reality and augmented vision in medicine.

INTRODUCTION: The Virtual Retinal Display (VRD) is a new technology for creating visual images. It was developed at the Human Interface Technology Laboratory (HIT Lab) by Dr. Thomas A. Furness III. The VRD creates images by scanning low power laser light directly onto the retina. This special method results in images that are bright, high contrast and high resolution. In this paper, we describe how the VRD functions, the special consequences of its mechanism of action and potential medical applications of the VRD, including surgical displays and displays for people with low vision. A description of its safety analysis will also be included. In one set of tests we had a number of patients with partial loss of vision view images with the VRD. There were two groups of subjects: patients with macular degeneration, a degenerative disease of the retina and patients with keratoconus. Typical VRD images are on the order of 300 nanowatts. VRD images are also readily viewed superimposed on ambient room light. In our low vision test subjects, 5 out of 8 subjects with macular degeneration felt the VRD images were better and brighter than the CRT or paper images and they were able to reach the same or better level of resolution. All patients with Keratoconus were able to resolve lines of test several lines smaller with the VRD than with their own correction. Further, they all felt that the VRD images were sharper and easier to view. The VRD is a safe new display technology. The power levels recorded from the system are several orders below the power levels prescribed by the American National Standard. The VRD readily creates images that can be easily seen in ambient roomlight and it can create images that can be seen in ambient daylight. The combination of high brightness and contrast and high resolution make the VRD an ideal candidate for use in a surgical display. Further, tests show strong potential for the VRD to be a display technology for patients with low vision.

Equipment Design↗

Laser safety analysis of a retinal scanning display system.

The Virtual Retinal Display (VRD) is a visual display that scans modulated laser light on to the retina of the viewer's eye to create an image. Maximum permissible exposures (MPE) have been calculated for the VRD in both normal viewing and possible failure modes. The MPE power levels are compared to the measured power that enters the eye while viewing images with the VRD. The power levels indicate that the VRD is safe in both normal operating mode and in failure modes.

Data Display↗

The virtual retinal display as a low-vision computer interface: a pilot study.

This pilot study examined the performance of an alternative computer visual interface, the Virtual Retinal Display (VRD), for low-vision use. The VRD scans laser light directly onto the retina, creating a virtual image. Since visually impaired individuals can have difficulty using computer displays, a matched comparison study was done between the VRD and the standard cathode ray tube (CRT) monitor. Reading speed and acuity tests were collected from 13 low-vision volunteers selected to represent the broad range of partially sighted individuals actively involved in the work force. Forty-six percent of subjects had highest visual acuity while viewing the VRD; 30% of subjects had highest acuity viewing the CRT; and 24% of subjects had equal acuity across the two displays. Although mean reading speed across all 13 subjects indicated no significant difference between displays, individual subjects with predominantly optical causes of low vision exhibited clinically important increases in reading speed versus the CRT. However, most subjects with predominantly retinal damage showed a slight disadvantage using the VRD. We give theoretical explanation to the bifurcated results and conclude that for a subset of low-vision users, the VRD technology is very promising as a basis for future low-vision aids.

Adult↗