Tagged / VR

HEIF Funded Project: VR Igloo

Developing and evaluating a novel interactive virtual reality intervention for children with eczema

Team: Dr Heidi Singleton, Yaqing Cui, Dr Xiaosong Yang, Dr Emily Arden-Close, Professor Steven Ersser, Professor Debbie Holley, Dr Sarah Thomas, Richard Glithro, John Moran, Dr Andy Hodder and Amanda Roberts (Nottingham Support Group for Carers (NSG) of Children with Eczema).

Aim: To co-create a complex VR health intervention based on the guided imagery approach to treating eczema (Ersser et al., 2014); targeted at children (aged between 7 and 11 years of age) (complex intervention development). This intervention is not a medical device but addresses a clinical issue and can be used at hospital or in the home. Our processes and outputs will be congruent with some of the staging of complex intervention development advised by the Medical Research Council (2021).

Evidence from our small-scale PPI project (Singleton et al. 2022), points to the need for an interactive VR innovation that provides an immersive experience to distract from itchy eczema with minimal requirements for contact with the child’s face or hands. To tackle this problem, we will design and develop a prototype system of an interactive “mini-VR igloo headset”. We will work with the Department of Design and Engineering to design and develop the prototype.

The two initial ideas for the engineering of the igloo are presented below. In keeping with a person-based approach these ideas will be discussed with our PIER group and will form part of the developmental work with our Nottingham based charity stakeholder partner.

This HEIF funding will enable this cross faculty team to work together (with external partners and Voice), with some additional paid staff to accelerate and maximise the development of a complex intervention to enhance its potential for impact. It will also provide us with several prototypes to test at BU events.

 

 

 

HEIF Small Fund Research Project: Virtual Reality Chillout

Using immersive and non-immersive virtual reality to distract children with moderate to severe eczema from itching.

Project team: Dr Heidi Singleton, Professor Steven Ersser, Professor Debbie Holley. Associate Professor Xiaosong Yang. Dr Emily Arden-Close. Yaqing Cui- (Research Assistant and software developer), Professor Liz Falconer (Virtual Heritage Ltd), Dr Sarah Thomas, Amanda Roberts (Nottingham Support Group for Carers).

Child aged 5 years using Oculus Quest 2™ Headset

The aim of this project was to co-create immersive and non-immersive VR based on the guided imagery approach to managing moderate to severe eczema, targeted at children aged between 5 and 11 years of age.

Co-creation and Evaluation

Through online surveys (n=6) and semi-structured interviews (n=6), children worked with software developers to codesign the VR Chillout software. Children selected settings, interactions, music and sound effects that they felt would best help them relax and be distracted from their eczema.

 

Two resources were developed for evaluation: a relaxing 360 video of a woodland scene (click the image to view the interactive video on Youtube) and immersive VR mobile phone games:

 

Games for mobile phones – (a) Lobby  (b) Snowy World (c) Flying over Sakura

 

 

 

 

 

 

 

 

 

 

 

 

 

 

For the Oculus Quest 2™, three games were developed. The first game ‘Lovely Fruit Grocery’ provides an immersive interaction experience with cartoon animals, via haptic controllers. The second game is ‘Hand Jet Flying’, which not only keeps the subject’s hand busy but also produces a highly immersive VR experience. The third game is ‘Nature Wonderland’, which focuses on presenting a visually and acoustically immersive and peaceful VR environment with animals, water, and natural elements.

Key findings

  • Evaluation of 360 woodland scene, via low-cost VR headsets: children found the experience relaxing and felt they were transported to a different space.
  • Evaluation of mobile VR software: children appreciated additional interactivity offered by the Snowy World animals and flying over Sakura landscapes.
  • Evaluation of Oculus Quest 2™software (VR game useability survey – n=10 and Children’s Dermatology Life Quality Index survey- n=4): children had the opportunity to use haptic hand controllers and reported that this enhanced the distraction from their eczema. Children felt that the Oculus VR Chillout games were very immersive.

“The animals were very realistic. I enjoyed playing with them and giving them food to eat. I loved the VR games; I feel they helped me to forget my itching.”

(Child aged 11)

Next steps

  • We have started discussions with the clinical eczema teams in the South of England and RDS regarding future bidding to proceed to clinical trials.
  • We aim to build upon this work with subsequent HEIF calls.

Links

Interactive 360 Video 

VR Chillout Software Show Reel

 

Immerse UK – connecting the worlds of virtual reality, augmented reality and immersive technologies

Flying planes in a computer game

This is a new Knowledge Transfer Network that was launched in November 2016.  The network now has just under 400 members. Around 70% are  business, 20% are from universities and research centres, 5% from government or public sector backgrounds, and a further 5% from not-for-profit and cultural organisations.

Over 100 people from across those groups came to the  first members’ meeting on December 7th at the Digital Catapult. Following presentations from some of Immerse UK’s founding partners as well as two of the key platform providers (HTC and Holovis), there was a series of roundtable conversations about the priorities.

The key topics identified as ones where Immerse UK can make a difference are:
– access to finance, funding and investment
– content, production and user experience
– connecting industry and universities (skills and research)
– industrial applications
– mapping activity in the UK

Access to Finance and Funding
Immerse UK will work with investors and funders in the UK and other countries to make them aware of the opportunities and needs of SMEs building businesses on the applications of VR/AR and other immersive technologies across a range of markets. As well as advising public sector agencies such as Innovate UK and Horizon 2020, where we’ve already had significant success, we’ll work to connect members with angels, VCs, and commissioners.

An event is being planned  with VCs for the first quarter of 2017 in collaboration with PwC; we’ll send out more information about this early in the New Year. Immerse UK are also working with a European network, the NEM Initiative, to explore the feasibility of establishing a pan-European network of financiers focussing on VR/AR.

Mapping Immersive activities in the UK
One of the objectives of ImmerseUK is to map current expertise and activities related to VR/AR technologies. This map will support understanding of current UK expertise and facilities, to help companies gain access to the support they need, and also to link members.

Immerse UK would ideally like to create a web-based map to show the following information for each member: academia/industry; VR/AR facilities; application areas; expertise; sector; etc. and also to provide a search facility. The map must be: 1. easy to update/populate; 2. accessible; 3. visually attractive; and 4. easy to understand and use. If anyone has such expertise, or has experience of creating/using a suitable off-the-shelf software, please contact glyn.lawson@nottingham.ac.uk.

Content, Production and User Experience
Two main themes were raised in the members’ discussion around content: standards and “how can AV/VR be explored to the boundaries of its potential experience, rather than using the grammar and content of games, web or 2D content”. What are the specific affordances of AR and VR that are more than the sum of the parts from TV, Film, Games and internet?

In the conversation around production, issues raised included the reduction of costs, and the need to educate and engage content providers working in other media.

The working group in this area is also being co-ordinated by the Digital Catapult and KTN. If you are interested in being involved in the development of this please contact  Frank Boyd at the KTN 07964 563152
@frnboy

Connecting industry and academia (skills and research)
Universities were well represented at the meeting and Immerse UK continues to attract members from across academia. Glyn Lawson from Nottingham, who has submitted a bid to the EPSRC to fund networking across the academic community and between universities and business, is also leading the working group for this activity. If you would like to be involved in this aspect of the  programme, please contact him: glyn.lawson@nottingham.ac.uk.

Industrial Applications – co-ordinated by IET and High Value Manufacturing Catapult
The discussion on industrial applications of vr and related technologies was hosted by Ahmed Kotb who co-ordinates the IET’s Applied Visualisation Community. The IET will be working with the High Value Manufacturing Catapult to lead much of Immerse UK’s activity in this area.

Immerse UK are currently collaborating on an Applied Visualisation Forum which will be held at the British Motor Museum on January 26th. The forum will encourage those working in the field of visualisation and virtual reality (VR) to share their expertise, good practice, hardware and software advances and application in VR, Augmented Reality (AR) and Data Capture and Visualisation.

Immerse UK are also in the early stages of planning an event focused on the construction industry which is likely to be held in April or May 2017.

Communications
We’ve now completed the first iteration of the Immerse UK website, established groups on LinkedIn, a Facebook page, and a presence on Twitter. Please do join these groups and contribute to the conversations in them.

If you have news about activity or events that you’d like to share with the Immerse UK community, please send it to Frank Boyd or to fiona.kilkelly@ktn-uk.org.

Innovate UK funding
Innovate UK is launching two new competitions for funding in the New Year which may be relevant to Immerse UK members.
 
1. Design Foundations 
This new competition aims to support businesses in identifying high-value innovation opportunities and generate propositions for new products, services and business models. It is open to any UK company, regardless of size or sector and will provide up to £70,000 of project funding to help you address key business challenges.This programme runs for the whole of 2017. If it sounds of interest, do register for the launch event which is on 17 January 2017. You’ll get further insight into how to apply and you can also network to find the right collaborators, if you don’t already have someone in mind. There are further rounds in May and August so these may be appropriate if you need more development time.

Further details on the programme are on KTN’s website.

2. Transforming products and services
Innovate UK has up to £15 million to support the best business-led and innovative ideas for new products, processes and services. This competition is the second of 2 annual Innovate UK open competitions that support good ideas with market potential from any technology area.Projects that are likely to lead to a sustainable growth in productivity or access to new overseas markets will be given priority.

More information  can be found here.

Events:
Immerse UK members are organising a number of events over the next few weeks.

The newly opened Realities Centre is launching a programme of conferences including:
EdTech Conference, Jan 19th – London
EdTech Hackathon – Jan 21/22nd – London

You may also be interested in:
VR Connects London conference, 16th-17th January 2017
More information can be found at here.