Migraine researcher Dr. Alexandre DaSilva may not be able to feel your pain, but thanks to virtual reality, he can see it.
Or more accurately, 鈥渧isualize鈥 it, since the pain specialist and faculty member at the University of Michigan School of Dentistry and Center for Human Growth and Development wears a Microsoft HoloLens to look at a hologram of brain activity, not the organ.
So far, he鈥檚 used recorded activity of patients鈥 brains in a clinical environment, but soon he鈥檒l be able to use a real-time application on patients wearing sensors on their heads. When those sensors send information wirelessly to the HoloLens computer, it will show DaSilva color-coded areas that indicate if pain centers in the brain are activated in the patients鈥 heads.
DaSilva and others in medicine use digital platforms 鈥斕齦ike the Microsoft HoloLens鈥 augmented reality, which superimposes holograms over the real world, and the Oculus Rift, which simulates a world other than the real one 鈥 in ways never imagined by their creators.
The devices are normally used for playing games like Minecraft. The world of medicine is instead using the technologies to treat PTSD and addictions; teach anatomy and educate patients about their conditions; practice robotic surgery skills; plan corrections for skull defects; assess balance as a hedge against falling; rehabilitate disabilities from stroke and other brain injuries; and 鈥 in DaSilva鈥檚 case 鈥 analyze pain.
鈥淲e can better understand, in an objective way, when the patient is really suffering, because sometimes they cannot express the pain,鈥 says DaSilva, citing people left speechless after a brain injury as an example. 鈥淎nd the idea is even to decide what the stage of their pain is and block it or intervene with brain stimulation.鈥
DaSilva knows a lot about such stimulation: His earlier research showed that electrical current applied to certain areas of the brain helps prevent or alleviate pain, including migraine, TMD, and cancer pain.
To visualize pain in real time, DaSilva combines his neurotechnology research with virtual reality visualization techniques used by specialist Ted Hall and the team of artists and computer graphics experts at the University of Michigan鈥檚 3D Lab.
Hall and his colleagues can use software to modify scans from imaging like X-ray or PET and make what鈥檚 transparent appear opaque and vice versa, modify their color, add skin, or cut them into parts that can be reassembled and rotated 360 degrees.
鈥淲e can view and slice through the model in virtual reality using the MIDEN or the Oculus Rift,鈥 says Hall, referring to the Michigan Immersive Digital Experience Nexus in the 3D Lab, which convinces users they鈥檙e in a computer-generated, virtual 3-D world, and to Facebook鈥檚 Rift, sort of a digital View-Master.
U-M鈥檚 3D Lab has made Ann Arbor a hot spot in Michigan for augmented and virtual reality in medicine, but others around the state are using it, too.
Tricking the Brain
Three years ago, at a Wayne State University computer science class, physical therapist Dr. Sujay Galen pitched his idea for an app to assess people鈥檚 risk of falling due to poor balance and found a willing programmer in then-senior Alex Pavlov. The resulting app is based on accepted medical assessments for balance.
Pavlov wrote the app for the Microsoft Kinect, which is normally used with Xbox game consoles. But Kinect can also be used with Windows PCs for user-written apps like the one Galen had in mind.
The Kinect has a camera, depth sensor, and microphone that detect a person鈥檚 body, voice, and the space they鈥檙e located in. Then, it typically sends that data to the听Xbox. But in Galen鈥檚 case, it goes to a computer.
After Galen, now interim director of WSU鈥檚 Physical Therapy Program, published a journal article about the validity of using the Kinect and Pavlov鈥檚 app 鈥 dubbed the Interactive Functional Reach Test 鈥 to assess balance, he went to a rehabilitation conference.
By chance, he sat next to physical therapist Dr. Mary Roberts and her colleagues from Michigan Medicine, formerly the University of Michigan Health System.
Now Roberts, who is planning a study using the Kinect to help people who are weak on one side after a stroke, and her team at Michigan Medicine鈥檚 Canton health center plan to use Galen鈥檚 app with the Kinect to assess the balance of participants in their research. Then they will try to trick the brains of people in the study into believing their weak arm or leg is getting stronger and can move normally.
They鈥檒l do this with an app that鈥檚 being developed by U-M鈥檚 3D Lab to use with the Kinect. It will analyze movements made by the participant鈥檚 healthy side. Through digital technology, participants will view their good limb and its mirror image so it looks as though their weak arm or leg is moving normally.
鈥淲e hypothesize that by viewing normal movement of your weaker limb, the 鈥榤irror neuron鈥 network in the brain will become activated and will ultimately improve the function of your weaker side,鈥 Roberts says.
Her study also has a twist not typically found in medical research 鈥 it鈥檚 fun.
She explains that motivating some people with neurological impairment after a stroke can be difficult. A fun, interactive game-like therapy that gets participants to challenge themselves can help. She compares the planned use of the Kinect app to the games played with the Wii video game console 鈥 which include simulated activities such as tightrope walking and boxing 鈥 that have been used in physical therapy. Like Wii games, her study鈥檚 app will give the player immediate visual feedback on a screen.
鈥淚t kind of sparks their motivation to beat the clock or beat their score,鈥 Roberts says. 鈥淚 think it鈥檚 just human nature to be competitive.鈥
Thinking Outside the Lab
Both Galen and Roberts think their apps may have potential for home use. Galen estimates the current cost for the hardware at $300. The cost would be even less if the Kinect is used with a computer-equipped smart TV.
Galen鈥檚 vision is to have someone use his app in their own home and having their results uploaded to the cloud, where a medical team can assess the patient鈥檚 balance 鈥 daily, if necessary 鈥 and their potential for falling.
鈥淲e can intervene before the fall happens,鈥 he says.
That would be great news for Americans, especially those 65 and older. More than one in four people in this age group fall each year, according to the Centers for Disease Control and Prevention. Of those who do fall, 20 percent break a bone, such as a hip, or sustain a head injury, at an annual nationwide medical cost of $31 billion. Worse, falling once doubles the chance of falling again.
Roberts also sees possibilities for home use by stroke patients like the ones she hopes to enroll in her study.
鈥淯ltimately, it would be great if we could make an app for home,鈥 she says. 鈥淚f it鈥檚 fun and something these people like and is engaging, why not continue it at home?鈥
Dr. Rajiv Ranganathan, an assistant professor of kinesiology and mechanical engineering at Michigan State University, is another researcher studying the use of virtual reality for people with problems after a stroke. He, too, likes the idea of having therapeutic apps for home use.
鈥淚f we can increase the dose [i.e., time spent practicing with the app], hopefully that should result in better outcomes,鈥 he says.
Ranganathan鈥檚 research differs from Roberts鈥 in that his participants practice only with their arms. He is planning an upcoming study that will try to trick participants鈥 brains into believing their efforts are more, or less, effective than they are. By seeing their efforts as more effective, some people may get more confident and motivated to move more, he says.
Not everyone responds the same way, though. Some people are motivated when their movements appear to be less effective than they are.
What Ranganathan wants to avoid, he says, is people who decide that 鈥淚 can reach for my cup of coffee and that鈥檚 enough鈥 when they are likely capable of more. To him, using VR in rehab is 鈥渟ort of like having a coach to push you.鈥
Beating Your Best Score
Others are using virtual reality to solve other health care challenges.
Theresa Ricketts, a physical therapist at the Beaumont Health Center in Royal Oak, uses it with the Lokomat robotic-assisted walking therapy equipment for patients like Matt Fitzsimons of Richmond. The Lokomat has a built-in computer and video monitor that play games controlled by a user鈥檚 movements.
Fitzsimons, 19, who can walk if assisted but has physical and communication impairments from a closed head injury, visits Ricketts three times a week for a 45-minute session on the Lokomat鈥檚 treadmill to strengthen his core and lower body muscles and to improve his endurance. But he鈥檚 doing more than walking.
In one game, hips and knees control an avatar shown on the monitor who competes with a second virtual reality character to pick up coins. In other games, the user controls the height of a flying avatar or a walker鈥檚 position on a road. The Lokomat records the user鈥檚 time and distance along with a score. It also displays the user鈥檚 personal best score so they can try to beat it.
鈥淭he great thing about the games is they鈥檙e powered by his muscles,鈥 says Ricketts, adding, 鈥淭he computer measures the force and the amount of motion the patient puts in, which helps drive the motion of the avatar.鈥
Ricketts says the avatars push her patients to do better because the game aspect motivates them.
Paula Fitzsimons, Matt鈥檚 mother, agrees: 鈥淢att loves doing that because he knows that he has to beat his score.鈥
Practice Makes Perfect
Also at Beaumont, surgeons and residents training for specialties like general surgery, urology, and obstetrics/gynecology practice virtual reality skills while practicing on people. To do this, they use the MIMIC trainer, which virtually simulates technical skills needed for the da Vinci Surgical System and scores a user鈥檚 performance on them.
Without the VR-based training, the robotic surgery 鈥渨ouldn鈥檛 be safe,鈥 says Dr. Kathryn Ziegler, a surgeon and director of Beaumont鈥檚 Applebaum Simulation Learning Institute.
The technical skills practiced with the MIMIC include economy of motion, depth perception, eye-hand-foot control, needle handling, knot tying, and more, says Diane Schuch, director of operations at the institute, which is in Royal Oak. The stereoscopic vision and thumb controls that have a scissors-like action are identical to those on the da Vinci, she says.
Unlike the traditional approach 鈥 practice on a cadaver or body part from a euthanized animal 鈥 the MIMIC automatically assesses a user鈥檚 skills and scores them. The hospital is working on making the results more accessible for bosses, too.
In addition to timing the user and recording errors such as collisions between instruments or use of excessive force, the MIMIC also offers other telltale information indicating that a user might be having trouble.
鈥淚f someone has repeated an exercise over and over again, I鈥檒l be able to see that,鈥 Ziegler says.
While Ziegler focuses on training surgeons, Dr. Hera Kim-Berman uses virtual reality to train dentists at U-M and is trying to see how effective it is, she says.
Kim-Berman collected patient skull CBCT images showing orthognathic problems and gave them to Hall and the team at U-M鈥檚 3D Lab to create a VR training program. She鈥檚 doing a study to figure out whether the VR strategy 鈥 which has a user wear an Oculus Rift headset, hold a touch controller, rotate a 3-D image of the skull on a screen, take it apart, and then reassemble it 鈥 is a better way for dental students to learn specific anatomy relevant to their specialty.
Right now, students trace a 2-D skull X-ray on paper, then cut it into parts that can be moved around on a table, which is typically how most students still learn, Kim-Berman says.
Dr. Scott Sakowitz, a dentist who鈥檚 training in orthodontics at U-M and helping Kim-Berman with her research, likes the VR approach.
鈥淚t definitely allows me to see what鈥檚 going on with a patient a lot better. I found I was able to detect more subtle problems than when I was just looking at the X-ray,鈥 he says.
While U-M dental students focus exclusively on images of the skull, health sciences students at Macomb Community College in Clinton Township learn anatomy with the Anatomage virtual dissection table.
Dr. Diane Roose, associate dean for health sciences at the college, demonstrates by calling up the image of a 33-year-old male on the table鈥檚 horizontal, touch-enabled screen, which measures about 7 feet by 2 feet. Through a series of finger taps and slides on the screen, she uses the machine鈥檚 powerful computer to cut the body in half vertically, make one half disappear, then rotate the remaining portion to reveal the organs, along with other functions.
The table comes with a female image, too, and images that demonstrate injuries, diseases, and anomalies such as conjoined twins.
Users can also load specific patient data, making the table a useful tool for patient education.
Roose got grant funding to buy the Anatomage table after a conference speaker reported good results using it with students who had previously flunked an anatomy class. Macomb has employed it since the fall for kinesiology, anatomy, and medical terminology students.
With help from tools such as the Anatomage, who knows what鈥檚 next for the students? It鈥檚 possible one of them may take DaSilva鈥檚 research further and figure out a cure for migraines, or build on Galen鈥檚 idea and eliminate falls in the elderly completely, or even create a virtual human simulator that functions like a real body.
| 听 |
|