Virtual Reality in non-game sectors
(1) Assessment report and good practice catalogue on VR applications
The assessment report documents possible and actual VR applications in the BSR, naming and describing the overall potentials and conditions of success that have been identified and comprises
- a description of the current state of the VR market in the Baltic Sea Region
- an overview and evaluation of studies regarding VR potentials in different non-game industries
- an overview and evaluation of the current technical development of VR technology and how to use and implement it for different purposes and in different working fields
(2) Requirements catalogue on hospital-specific framework conditions for virtual reality applications in therapeutic use
The requirement catalogue contains the requirements for an effective implementation of the VR application in the context of an everyday clinical routine. It covers aspects such as technical, personnel, spatial resources as well as aspects of law and ethics. It depicts exactly what conditions are needed to implement a VR application in hospitals, as well as the current level of fulfilment in the hospitals involved.
(3) Tested and functional VR application for therapeutic use in alcohol addiction treatment (rehab)
A tested and functional Pilot VR Application is available for therapeutic use in alcohol addiction treatment. In the VR using therapy, patients wear a head-mounted display that completely immerses them in a virtual world. In contrast to traditional game applications that use joysticks or gamepads, the VR App makes use of state-of-the-art motion controllers that track the patients’ hand movements.
THE PLAY: The virtual world depicts an everyday situation that is connected to alcohol, such as a visit in a restaurant or pub. Through playful interaction, the patients are then instructed to push away all addiction-related stimuli, like alcoholic beverages, with their hands. This is believed to enhance the tendency of the patients to avoid alcohol through avoidance gestures. In addition, the patient is encouraged to pull non-alcoholic stimuli closer, which is assumed to train the patient to approach non-alcoholic beverages, increasing the attractiveness of addiction-free stimuli.
(4) Evaluated VR Application for use in alcohol therapy and implementation-guideline
The Final VR Application is ready to be used in the daily therapeutic practice for the treatment of alcoholics, also outside the three participating hospitals UKE, IPIN, and UCAR. A handbook accompanies the app, serving as guideline on how to plan, implement and uphold the usage of VR within the daily practice of alcohol treatment and rehab, and what factors are to be taken into consideration. It takes into account country-specific and transnational conditions.
(5) VR Health Reference Model
The VR Health Reference Model forms the basis for an efficient and successful implementation of VR technology and software in health institutions across the BSR. It includes:
- a conceptual model, outlining legal and ethical framework conditions, technical and organizational conditions, spatial conditions, safety conditions, human & user conditions, and depicting the full processes & workflows for planning, designing, developing and finally using VR applications in health institutions, as well as a reference case study, helping to exemplify the conceptual model through data from a successful VR implementation in a health institution
- specific guidance and advice to Game and VR Developers as potential providers on how to open up this area as a new market segment, as well as to health care providers as potential clients on how to use VR in therapeutic use.
(6) Recommendations for implementation of virtual reality applications in other industries
The VR Best Practice Catalogue plays a key role in opening up new business areas for game developers in the BSR. The stabilization of existing and opening of new markets will enable the BSR to be a high potential actor in the rapidly growing VR sector and to develop into an international game industry hotspot. It comprises:
- a best practice collection of VR application development for non-game industries, derived from the VR Good Practice Database
- generalised conclusions and recommendations for VR application development for non-game industries
- an overview on the latest research upon VR technologies
- identified conditions for failure and success illustrated by existing business models for VR throughout various non-game industries to highlight economic potentials.