Virtual Reality Pain Distraction System (VRPDS)

Virtual Reality Pain Distraction System (VRPDS)

Product Description

The objective of the 5DT Virtual Reality Pain Distraction System (VRPDS) is to distract the attention of patients that undergo painful procedures from the pain associated with the procedure. VRPDS is aimed at painful procedures (e.g. wound-dressing for burn victims) where anesthesia is not a viable option.

The patient wears a Head Mounted Display (HMD) during the procedure. The HMD fully immerses the patient in the distraction game. The HMD also serves to isolate the patient from the procedure, since the patient cannot see the procedure being performed. The patient controls the distraction game with either a game pad or a joystick.

The distraction games were designed to provide a rich sensory experience. Fast-moving, colorful and interesting imagery provide visual stimulation. A variety of background sounds and music provides aural stimulation. Force-feedback by the game controls provides tactile stimulation. The games are interactive and require serious concentration. The games also offer a challenge to the players. There are various game levels to keep the patients interested continuously.

VRPDS currently features two pain distraction games:
a. The Jolly Jumpin Jellies (JJJs) (age group 3-8)
b. Street Luge (age group 8-88)

The Jolly Jumpin Jellies are aimed at the younger age group (3-8). The game features a fantasy virtual world with Jolly Jumpin Jellies1], a play park, a rainbow, boat rides, birds, butterflies and the main character 'Gotcha'2]. The patient controls 'Gotcha' to catch the jellies. There are 7 jumping jellies that must be caught in the shortest possible time. Each progressive game level provides for faster jellies that are more difficult to catch.

Street Luge is aimed at the age group of 8 to 88 years. It is essentially downhill racing on a big skate board, with the game player lying on his/her back on the skate board. The game features a fast-moving reality-based virtual world. Whereas the premise of the Jollie Jumpin Jellies game was to provide a very stimulating world with cute bubbly characters for pain distraction, the premise of Street Luge is a game that requires a lot of concentration and that challenges the game player to try for a better time again and again. Each progressive game level features a higher gravity value, resulting in increasing downhill speeds for the Luge.

The games were designed to be non-violent. The games were also designed to be as cross-cultural as possible and to appeal to both sexes.

Data Sheets

Data sheets must be viewed with a PDF-viewer. If you do not have a PDF-viewer, you can download Adobe Acrobat Reader from Adobe's site at http://www.adobe.com/products/acrobat/readstep.html.

 VRPDS Data Sheet: VRPDSDataSheet.pdf (307 KB)

Manuals
Manuals must be viewed with a PDF-viewer. If you do not have a PDF-viewer, you can download Adobe Acrobat Reader from Adobe's site at http://www.adobe.com/products/acrobat/readstep.html.

  VRPDS Manual: VRPDSManual.pdf (534 KB)

Pricing
PRODUCT NAMEPRODUCT DESCRIPTIONPRICE
Virtual Reality Pain Distraction System Virtual reality system Contact Us

Order a Product

Photo Gallery
The 5DT VRPDS uses standard Personal Computer (PC) hardware. The physician (or his/her assistant) controls the sessions by means of a computer (not shown), computer monitor, keyboard and mouse. The patient wears a Head Mounted Display (HMD) and controls the distraction games with either a force feedback game pad or a force feedback joystick. The purpose of the web cam (on top of the monitor) is to record the actions of the patient from an outside-view perspective during sessions for research purposes.
Virtual Reality Pain Distraction System (VRPDS) Hardware
This module enables the physician (or his/her assistant) to create new users, edit existing users, search for specific users or to delete users. It also facilitates the generation and viewing of session reports. The reports include all the necessary information related to a session (Date, time, location, physician, assistant, patient, procedure performed, distraction games played, game levels, game scores and specific comments by the session staff.
Virtual Reality Pain Distraction System (VRPDS) Administration Module
The objectives of this game are to catch all the Jolly Jumpin Jellies (shown in background) in the shortest possible time. The main character is 'Gotcha' (shown in foreground) (known as 'G' to its friends). The movements and actions of Gotcha are controlled by the patient, either with a force-feedback game pad or with a force-feedback joystick.
	
A Timer (bottom center) shows the time that has elapsed since the start of the game. The 'Jellie Bar' (bottom center) shows the jellies that have been caught so far. When a Jellie is caught it causes the controls (either game pad or joystick) to vibrate. The 'Stamina Bar' (left) indicates the amount of stamina of the main character ('Gotcha'). The stamina of the main character decreases as the game proceeds unless it either rests (stands still in one place) or partakes in interactive activities, e.g. playing in the park or drinking water. Stamina is also increased by catching a Jellie. The 'Activity Window' (top left) shows the proximity of interactive activities (e.g. play activities).
Jolly Jumpin Jellies: Game Objectives
The stamina of the main character is increased by catching Jellies, resting, or by participating in interactive activities such as play activities or drinking water at the fountain. If the stamina level goes down to zero the main character will only be able to walk at a slow pace, thus making it more difficult to catch the jellies.

The 'Activity Window' (top left) shows the proximity of interactive activities. In this image the main character is close to the slide (shown on the right) and the slide is also shown in the activity window. By pressing the trigger button, the main character will go down the slide. In the process its stamina will be increased. The other play activities are a carousel ride (background, left of middle) or a swing (background, right of middle). Stamina may also be increased by drinking water at the fountain (not shown).
Jolly Jumpin Jellies: Interactive Activities
A fantasy world provides for a sensory-rich experience with an abundance of color, movement, sounds, force-feedback and variety. This image shows the waterfall area of the virtual world.
Jolly Jumpin Jellies: Virtual World 1
The main character ('Gotcha') can employ a boat to take it downstream. While taking the boat ride it is essentially resting, so its stamina is increasing.
Jolly Jumpin Jellies: Boat Ride
The main character may also go underwater in its pursuit of the jellies. The bottom of a boat is shown in the distance.
Jolly Jumpin Jellies: Underwater
The fantasy world of the Jolly Jumpin Jellies features abundant plant life and variety. The play area is shown in the distance.
Jolly Jumpin Jellies: Virtual World 2
Several swarms of birds and butterflies (not shown) reside in the fantasy world of the Jolly Jumpin Jellies. The arrival of a swarm of birds is heralded by tweeting sounds.
Jolly Jumpin Jellies: Birds
Street Luge is essentially downhill racing on a huge skate board. With a real luge the participant lies on his/her back and steers the board by moving his/her weight to the side where he/she wants to turn to. In the game the direction of the luge is controlled with the game pad or the joystick.

The objective of the game is to complete the course in the shortest possible time. To achieve this, the participant needs to stay on the road and successfully complete two jumps over ramps that are placed along the course. This requires considerable concentration.
Street Luge: Game Objectives
This image shows a participant starting the course in game level 1. In this level the course must be completed in 120 seconds to graduate to game level 2. This will require the participant to reach virtual speeds in excess of 60 mph (100km/h).
Street Luge: Start
A participant approaches the first ramp of the course. Virtual straw bales are placed to the left of the ramp to force participants to attempt the jump. Some participants do however avoid ramping by squeezing through the gaps.
Street Luge: Ramping 1
A mid-air participant on his/her way down to the tarmac after a jump at a ramp.
Street Luge: Ramping 2
A participant approaches the finish banner. The game immediately loops to the start of the course.
Street Luge: Course Completion

Video Gallery
jjj_lo.avi
jjj_lo.avi
Resolution: 360x270
Duration: 2:01 Minutes
Size: 7.66 MB
jjj_hi.avi
jjj_hi.avi
Resolution: 720x540
Duration: 2:01 Minutes
Size: 43.2 MB
luge_lo.avi
luge_lo.avi
Resolution: 360x270
Duration: 1:49 Minutes
Size: 11.9 MB
luge_hi.avi
luge_hi.avi
Resolution: 720x540
Duration: 1.49 Minutes
Size: 33.5 MB

The entire range of 5DT's Photo Gallery images and videos is available on a FREE 5DT CD-ROM. Click on the button below for more details.

Order Media CD-ROM
HOME | CORPORATE INFO | PRODUCTS | DOWNLOADS | PRESS RELEASES
  MEDIA KIT | CONTACT US | CUSTOM DEVELOPMENT
  DISTRIBUTORS & RESELLERS | ORDER FORM | PRICE LIST
VIRTUAL REALITY INFORMATION
 E-Mail:
info@5dt.com
Copyright © 1999-2005 by Fifth Dimension Technologies. All rights reserved. Webmaster: webmaster@5dt.com