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Article appeared in Scientific
America.com, July 2004.
by Hunter G. Hoffman
In the science-fiction thriller The Matrix, the heroes "plugged in" to
a virtual world. While their bodies rested in reclining chairs, their minds
fought martial-arts battles, dodged bullets and drove motorcycles in an elaborately
constructed software program. This cardinal virtue of virtual reality--the
ability to give users the sense that they are "somewhere else"--can
be of great value in a medical setting. Researchers are finding that some of
the best applications of the software focus on therapy rather than entertainment.
In essence, virtual reality can ease pain, both physical and psychological.
For the past several years, I have worked with David R. Patterson,
a pain expert at the University of Washington School of Medicine,
to determine whether severely burned patients, who often face
unbearable pain, can relieve their discomfort by engaging in
a virtual-reality program during wound treatment. The results
have been so promising that a few hospitals are now preparing
to explore the use of virtual reality as a tool for pain control.
In other projects, my colleagues and I are using virtual-reality
applications to help phobic patients overcome their irrational
fear of spiders and to treat post-traumatic stress disorder
(PTSD) in survivors of terrorist attacks.
At least two software companies are already leasing virtual-reality
programs and equipment to psychologists for phobia treatment
in their offices. And the Virtual Reality Medical Center, a
chain of clinics in California, has used similar programs to
successfully treat more than 300 patients suffering from phobias
and anxiety disorders. Although researchers must conduct more
studies to gauge the effectiveness of these applications, it
seems clear that virtual therapy offers some very real benefits.
SpiderWorld and SnowWorld
Few experiences are more intense than the pain associated with severe burn injuries.
After surviving the initial trauma, burn patients must endure a long journey
of healing that is often as painful as the original injury itself. Daily wound
care--the gentle cleaning and removal of dead tissue to prevent infection--can
be so excruciating that even the aggressive use of opioids (morphine-related
analgesics) cannot control the pain. The patient's healing skin must be stretched
to preserve its elasticity, to reduce muscle atrophy and to prevent the need
for further skin grafts. At these times, most patients--and especially children--would
love to transport their minds somewhere else while doctors and nurses treat their
wounds. Working with the staff at Harborview Burn Center in Seattle, Patterson
and I set out in 1996 to determine whether immersive virtual-reality techniques
could be used to distract patients from their pain. The team members include
Sam R. Sharar, Mark Jensen and Rob Sweet of the University of Washington School
of Medicine, Gretchen J. Carrougher of Harborview Burn Center and Thomas Furness
of the University of Washington Human Interface Technology Laboratory (HITLab).
Pain has a strong psychological component. The same incoming pain signal
can be interpreted as more or less painful depending on what the patient is
thinking. In addition to influencing the way patients interpret such signals,
psychological factors can even influence the amount of pain signals allowed
to enter the brain's cortex. Neurophysiologists Ronald Melzack and Patrick
D. Wall developed this "gate control" theory of pain in the 1960s
[see "The Tragedy of Needless Pain," by Ronald Melzack; Scientific
American, February 1990].
Introducing a distraction--for example, by having the patient listen to music--has
long been known to help reduce pain for some people. Because virtual reality
is a uniquely effective new form of distraction, it makes an ideal candidate
for pain control. To test this notion, we studied two teenage boys who had
suffered gasoline burns. The first patient had a severe burn on his leg; the
second had deep burns covering one third of his body, including his face, neck,
back, arms, hands and legs. Both had received skin-graft surgery and staples
to hold the grafts in place.
We performed the study during the removal of the staples from the skin grafts.
The boys received their usual opioid medication before treatment. In addition,
each teenager spent part of the treatment session immersed in a virtual-reality
program and an equal amount of time playing a popular Nintendo video game (either
Wave Race 64, a jet-ski racing game, or Mario Kart 64, a race-car game). The
virtual-reality program, called SpiderWorld, had originally been developed
as a tool to overcome spider phobias; we used it for this investigation because
it was the most distracting program available at the time and because we knew
it would not induce nausea. Wearing a stereoscopic, position-tracked headset
that presented three-dimensional computer graphics, the patients experienced
the illusion of wandering through a kitchen, complete with countertops, a window
and cabinets that could be opened. An image of a tarantula was set inside the
virtual kitchen; the illusion was enhanced by suspending a furry spider toy
with wiggly legs above the patient's bed so that he could actually feel the
virtual spider.
Both teenagers reported severe to excruciating pain while they were playing
the Nintendo games but noted large drops in pain while immersed in SpiderWorld.
(They rated the pain on a zero to 100 scale immediately after each treatment
session.) Although Nintendo can hold a healthy player's attention for a long
time, the illusion of going inside the two-dimensional video game was found
to be much weaker than the illusion of going into virtual reality. A follow-up
study involving 12 patients at Harborview Burn Center confirmed the results:
patients using traditional pain control (opioids alone) said the pain was more
than twice as severe compared with when they were inside SpiderWorld.
Why is virtual reality so effective in alleviating pain? Human attention
has been likened to a spotlight, allowing us to select some information to
process and to ignore everything else, because there is a limit to how many
sources of information we can handle at one time. While a patient is engaged
in a virtual-reality program, the spotlight of his or her attention is no longer
focused on the wound and the pain but drawn into the virtual world. Because
less attention is available to process incoming pain signals, patients often
experience dramatic drops in how much pain they feel and spend much less time
thinking about their pain during wound care.
To increase the effectiveness of the virtual therapy, our team created SnowWorld,
a program specifically customized for use with burn patients during wound care.
Developed with funding from Microsoft co-founder Paul G. Allen and the National
Institutes of Health, SnowWorld produces the illusion of flying through an
icy canyon with a frigid river and waterfall, as snowflakes drift down [see
illustration on pages 58 and 59]. Because patients often report that they are
reliving their original burn experience during wound care, we designed a glacial
landscape to help put out the fire. As patients glide through the virtual canyon,
they can shoot snowballs at snowmen, igloos, robots and penguins standing on
narrow ice shelves or floating in the river. When hit by a snowball, the snowmen
and igloos disappear in a puff of powder, the penguins flip upside down with
a quack, and the robots collapse into a heap of metal.
More recent research has shown that the benefits of virtual-reality therapy
are not limited to burn patients. We conducted a study involving 22 healthy
volunteers, each of whom had a blood pressure cuff tightly wrapped around one
arm for 10 minutes. Every two minutes the subjects rated the pain from the
cuff; as expected, the discomfort rose as the session wore on. But during the
last two minutes, each of the subjects participated in two brief virtual-reality
programs, SpiderWorld and ChocolateWorld. (In ChocolateWorld, users see a virtual
chocolate bar that is linked through a position sensor to an actual candy bar;
as you eat the real chocolate bar, bite marks appear on the virtual bar as
well.) The subjects reported that their pain dropped dramatically during the
virtual-reality session.
What is more, improving the quality of the virtual-reality system increases
the amount of pain reduction. In another study, 39 healthy volunteers received
a thermal pain stimulus--delivered by an electrically heated element applied
to the right foot, at a preapproved temperature individually tailored to each
participant--for 30 seconds. During this stimulus, 20 of the subjects experienced
the fully interactive version of SnowWorld with a high-quality headset, sound
effects and head tracking. The other 19 subjects saw a stripped-down program
with a low-quality, see-through helmet, no sound effects, no head tracking
and no ability to shoot snowballs. We found a significant positive correlation
between the potency of the illusion--how strongly the subjects felt they were
immersed in the virtual world--and the alleviation of their pain.
Seeing Pain in the Brain
Of course, all these studies relied on the subjective evaluation of the pain
by the patients. As a stricter test of whether virtual reality reduces pain,
I set out with my colleagues at the University of Washington--including Todd
L. Richards, Aric R. Bills, Barbara A. Coda and Sam Sharar--to measure pain-related
brain activity using functional magnetic resonance imaging (fMRI). Healthy volunteers
underwent a brain scan while receiving brief pain stimulation through an electrically
heated element applied to the foot. When the volunteers received the thermal
stimuli without the distraction of virtual reality, they reported severe pain
intensity and unpleasantness and spent most of the time thinking about their
pain. And, as expected, their fMRI scans showed a large increase in pain-related
activity in five regions of the brain that are known to be involved in the perception
of pain: the insula, the thalamus, the primary and secondary somatosensory cortex,
and the affective division of the anterior cingulate cortex [see illustration
on page 61].
Creating virtual-reality goggles that could be placed inside the fMRI machine
was a challenge. We had to develop a fiber-optic headset constructed of nonferrous,
nonconducting materials that would not be affected by the powerful magnetic
fields inside the fMRI tube. But the payoff was gratifying: we found that when
the volunteers engaged in SnowWorld during the thermal stimuli, the pain-related
activity in their brains decreased significantly (and they also reported large
reductions in subjective pain ratings). The fMRI results suggest that virtual
reality is not just changing the way patients interpret incoming pain signals;
the programs actually reduce the amount of pain-related brain activity.
Encouraged by our results, two large regional burn centers--the William Randolph
Hearst Burn Center at New York Weill Cornell Medical Center and Shriners Hospital
for Children in Galveston, Tex.--are both making preparations to explore the
use of SnowWorld for pain control during wound care for severe burns. Furthermore,
the Hearst Burn Center, directed by Roger W. Yurt, is helping to fund the development
of a new upgrade, SuperSnowWorld, which will feature lifelike human avatars
that will interact with the patient. SuperSnowWorld will allow two people to
enter the same virtual world; for example, a burn patient and his mother would
be able to see each other's avatars and work together to defeat monstrous virtual
insects and animated sea creatures rising from the icy river. By maximizing
the illusion and interactivity, the program will help patients focus their
attention on the virtual world during particularly long and painful wound care
sessions. Now being built by Ari Hollander, an affiliate of HITLab, SuperSnowWorld
will be offered to medical centers free of charge by the Hearst and Harborview
burn centers.
Virtual-reality analgesia also has the potential to reduce patient discomfort
during other medical procedures. Bruce Thomas and Emily Steele of the University
of South Australia have found that virtual reality can alleviate pain in cerebral
palsy patients during physical therapy after muscle and tendon surgery. (Aimed
at improving the patient's ability to walk, this therapy involves exercises
to stretch and strengthen the leg muscles.) Our team at the University of Washington
is exploring the clinical use of virtual reality during a painful urological
procedure called a rigid cystoscopy. And we have conducted a study showing
that virtual reality can even relieve the pain and fear of dental work.
Fighting Fear
Another therapeutic application of virtual reality is combating phobias by
exposing patients to graphic simulations of their greatest fears. This form
of therapy was introduced in the 1990s by Barbara O. Rothbaum of Emory University
and Larry F. Hodges, now at the University of North Carolina at Charlotte,
for treating fear of heights, fear of flying in airplanes, fear of public
speaking, and chronic post-traumatic stress disorder in Vietnam War veterans.
Like the pain-control programs, exposure therapy helps to change the way
people think, behave and interpret information.
Working with Albert Carlin of HITLab and Azucena Garcia-Palacios of Jaume
I University in Spain (a HITLab affiliate), our team has shown that virtual-reality
exposure therapy is very effective for reducing spider phobia. Our first spider-phobia
patient, nicknamed Miss Muffet, had suffered from this anxiety disorder for
nearly 20 years and had acquired a number of obsessive-compulsive behaviors.
She routinely fumigated her car with smoke and pesticides to get rid of spiders.
Every night she sealed all her bedroom windows with duct tape after scanning
the room for spiders. She searched for the arachnids wherever she went and
avoided walkways where she might find one. After washing her clothes, she immediately
sealed them inside a plastic bag to make sure they remained free of spiders.
Over the years her condition grew worse. When her fear made her hesitant to
leave home, she finally sought therapy.
Like other kinds of exposure therapy, the virtual-reality treatment involves
introducing the phobic person to the feared object or situation a little at
a time. Bit by bit the fear decreases, and the patient becomes more comfortable.
In our first sessions, the patient sees a virtual tarantula in a virtual kitchen
and approaches as close as possible to the arachnid while using a handheld
joystick to navigate through the three-dimensional scene. The goal is to come
within arm's reach of the virtual spider.
During the following sessions, the participant wears a glove that tracks
the position of his or her hand, enabling the software to create an image of
a hand--the cyberhand--that can move through the virtual kitchen. The patient
maneuvers the cyberhand to touch the virtual spider, which is programmed to
respond by making a brief noise and fleeing a few inches. The patient then
picks up a virtual vase with the cyberhand; when the patient lets go, the vase
remains in midair, but an animated spider with wiggling legs comes out. The
spider drifts to the floor of the virtual kitchen, accompanied by a brief sound
effect from the classic horror movie Psycho. Participants repeat each task
until they report little anxiety. Then they move on to the next challenge.
The final therapy sessions add tactile feedback to the virtual experience:
a toy spider with an electromagnetic position sensor is suspended in front
of the patient, allowing him or her to feel the furry object while touching
the virtual spider with the cyberhand.
After only 10 one-hour sessions, Miss Muffet's fear of spiders was greatly
reduced, and her obsessive-compulsive behaviors also went away. Her success
was unusually dramatic: after treatment, she was able to hold a live tarantula
(which crawled partway up her arm) for several minutes with little anxiety.
In a subsequent controlled study of 23 patients diagnosed with clinical phobia,
83 percent reported a significant decrease in their fear of spiders. Before
treatment, these patients could not go within 10 feet of a caged tarantula
without high anxiety; after the virtual-reality therapy, most of them could
walk right up to the cage and touch its lid with only moderate anxiety. Some
patients could even remove the lid.
Similar programs can be incorporated into the treatment of a more serious
psychological problem: post-traumatic stress disorder. The symptoms of PTSD
include flashbacks of a traumatic event, intense reactions to anything symbolizing
or resembling the event, avoidance behaviors, emotional numbing, and irritability.
It is a debilitating disorder that affects the patient's social life and job
performance and is much more challenging to treat than specific phobias. Cognitive
behavioral therapy protocols, such as the prolonged exposure therapy developed
by University of Pennsylvania psychologist Edna Foa, have a high success rate
for patients with PTSD. The exposure therapy is thought to work by helping
patients process and eventually reduce the emotions associated with the memories
of the traumatic event. The therapist gradually exposes the patient to stimuli
that activate these emotions and teaches the patient how to manage the unwanted
responses.
Researchers are now exploring whether virtual-reality programs can be used
to standardize the therapy and improve the outcome for patients, especially
those who do not respond to traditional methods. JoAnn Difede of Cornell University
and I developed a virtual-reality exposure therapy to treat a young woman who
was at the World Trade Center during the September 11 attacks and later developed
PTSD. During the therapy, the patient put on a virtual-reality helmet that
showed virtual jets flying over the towers and crashing into them with animated
explosions and sound effects. Although the progress of the therapy was gradual
and systematic, the scenes presented by the software in the final sessions
were gruesomely realistic, with images of people jumping from the burning buildings
and the sounds of sirens and screams. These stimuli can help patients retrieve
memories of the event and, with the guidance of a therapist, lower the discomfort
of remembering what happened.
Our first patient showed a large and stable reduction in her PTSD symptoms
and depression after the virtual-reality sessions. Other patients traumatized
by the tower attacks are now being treated with virtual-reality therapy at
Weill Cornell Medical College and New York Presbyterian Hospital. I am also
collaborating with a team of researchers led by Patrice L. (Tamar) Weiss of
Haifa University in Israel and Garcia-Palacios to create a virtual-reality
treatment for survivors of terrorist bombings who develop PTSD.
Virtual Reality by the Hour
Because dozens of studies have established the efficacy of virtual-reality
therapy for treating specific phobias, this is one of the first medical applications
to make the leap to widespread clinical use. Virtually Better, a Decatur,
Ga.–based company that was co-founded by virtual-reality pioneers Hodges
and Rothbaum, has produced programs designed to treat an array of anxiety
disorders, including fear of heights, fear of flying and fear of public speaking.
The company is leasing its software to psychologists and psychiatrists for
$400 a month, allowing therapists to administer the treatments in their own
offices. A Spanish firm called Previ offers similar programs. Instead of
reclining on a couch, patients interactively confront their fears by riding
in virtual airplanes or by standing in front of virtual audiences.
In contrast, more research is needed to determine whether virtual reality
can enhance the treatment of PTSD. Scientists have not yet completed any randomized,
controlled studies testing the effectiveness of virtual-reality therapy for
treating the disorder. But some of the leading PTSD experts are beginning to
explore the virtues of the technology, and the preliminary results are encouraging.
Large clinical trials are also needed to determine the value of virtual-reality
analgesia for burn patients. So far the research has shown that the SnowWorld
program poses little risk and few side effects. Because the patients use SnowWorld
in addition to traditional opioid medication, the subjects who see no benefit
from virtual reality are essentially no worse off than if they did not try
it. Virtual reality may eventually help to reduce reliance on opioids and allow
more aggressive wound care and physical therapy, which would speed up recovery
and cut medical costs. The high-quality virtual-reality systems that we recommend
for treating extreme pain are very expensive, but we are optimistic that breakthroughs
in display technologies over the next few years will lower the cost of the
headsets. Furthermore, patients undergoing less painful procedures, such as
dental work, can use cheaper, commercially available systems. (Phobia patients
can also use the less expensive headsets.)
The illusions produced by these programs are nowhere near as sophisticated
as the world portrayed in the Matrix films. Yet virtual reality has matured
enough so that it can be used to help people control their pain and overcome
their fears and traumatic memories. And as the technology continues to advance,
we can expect even more remarkable applications in the years to come.
###
HUNTER G. HOFFMAN is director of the Virtual Reality Analgesia Research Center
at the University of Washington Human Interface Technology Laboratory (HITLab)
in Seattle. He is also an affiliate faculty member in the departments of radiology
and psychology at the University of Washington School of Medicine. He joined
the HITLab in 1993 after earning his Ph.D. in cognitive psychology at the University
of Washington. To maximize the effectiveness of virtual reality in reducing
physical and psychological suffering, he is exploring ways to enhance the illusion
of going inside a computer-generated virtual world. |