| Literature DB >> 30320208 |
Richard K J Brown1, Sean Petty2, Stephanie O'Malley2, Jadranka Stojanovska1, Matthew S Davenport1, Ella A Kazerooni1, Daniel Fessahazion2.
Abstract
Magnetic resonance imaging (MRI) is an extremely useful tool for the detection and characterization of numerous pathologic processes. Although patients can benefit from the use of MRI, claustrophobia is a major issue in some cases. This fear alone can lead to cancellation of the scanning procedure in some cases and the need for conscious sedation in others. Patient anxiety during the scan can also lead to increased motion-related artifacts on the images with associated degradation of the diagnostic quality of the study. To alleviate these problems, our team developed a virtual reality (VR) tool (app) to educate patients about MRI and simulate the experience of actually being scanned. The app is totally immersive and incorporates both the visual and auditory sensations that patients encounter during an MRI scan. Patients also learn about potential conditions and implanted devices that may preclude the safe performance of the examination. This VR tool not only educates patients about MRI and its importance in their care, but also allows them to virtually experience what it is like to have a MRI scan. This technology has the potential to decrease both claustrophobic cancellations and patient anxiety before a MRI scan.Entities:
Keywords: MRI claustrophobia; MRI patient preparation; VR apps in medicine; virtual MRI; virtual reality MRI
Year: 2018 PMID: 30320208 PMCID: PMC6173786 DOI: 10.18383/j.tom.2018.00023
Source DB: PubMed Journal: Tomography ISSN: 2379-1381
Figure 1.The virtual reality (VR) magnetic resonance imaging (MRI) app is downloaded to a smart phone and placed in any of a variety of low-cost headsets. This makes the app easy to distribute and deploy.
Figure 2.The programmers and 3D artists were able to create a virtual scanning environment using the actual dimensions of the scanner and scanning table. The programming was performed using the Unity game engine.
Figure 3.To create a more realistic experience in the app, our team used a 3D environment with virtual cameras placed in the 3D space. This functioned more like a 3D game environment, allowing us to simulate the experience more closely to what a patient would experience in real life. A 360 video capture can create too much distortion for the space to feel accurate for the user.
Figure 4.Virtual cameras were placed where the subject's eyes would be in the 3D scene, with parameters for adjusting focal length used to eliminate any distortion. The image on the left shows the placement of the virtual cameras, and the image on the right is what the patient would see with the cameras at that angle.