Experts Opinion

VR and Brain Health: Where Innovation Meets Human Health

LAB51 Featured Image AMIR B

INTERVIEW WITH AMIR BOZORGZADEH

VR is contributing to the field of brain health, offering innovative and immersive solutions to enhance cognitive training, therapy, and overall brain function to specific target audiences. Throughout the conversation, Amir emphasizes a strong commitment to both education and therapy, shedding light on the transformative possibilities that VR can bring to these fields.

Can you tell us about your journey and how you became involved in VR, brain health, and EdTech?

I grew up in Canada and initially worked as a market researcher after graduating from university. However, my path took a turn when I moved to Dubai during the financial crisis of 2008โ€“2009. Due to the disruptions of that period, I found myself immersed in the world of mobile game publishing. For a considerable amount of time, I served as a mobile games publisher in the Middle East, focusing on projects with a social impact-oriented approach. These experiences gradually steered me towards ventures that aligned with social impact initiatives.

Around 2015, during my eight-year stay in the Middle East, I began to consider moving to Europe and transitioning into the virtual reality industry. Despite my lack of experience in this field, I spent four years writing about virtual reality for TechCrunch and VentureBeat.

This allowed me to gain expertise in various virtual reality applications across different sectors. After a few years, I came to realize that the most crucial and captivating applications of this technology were in the fields of education and healthcare. Consequently, in 2017, my team and I began planning the creation of a company at the intersection of these two sectors, emphasizing science-driven applications utilizing virtual reality.

In early 2018, we were accepted into our first accelerator program, marking the start of our entrepreneurial journey. Now, after nearly five years of running the startup, we continue to thrive in the ever-evolving landscape of virtual reality applications for education and healthcare.

Effectiveness and Scientific Validity

How do you ensure the effectiveness and scientific validity of the cognitive training exercises in VR-based medical interventions or treatments?

Neuroscientists, among others, helped create our game designs. During the early stages of testing and design, these designs undergo a process of co-validation, co-creation, and co-testing with external partners. We collaborate with esteemed advisors from renowned institutions such as Stanford, UCLA, and MIT. Working with top-tier neuroscientists and cognitive scientists from partnering institutes is crucial for a science-driven company like ours. It is critical, especially in the healthcare and clinical fields, to adhere to rigorous best practices while taking a slow and practical approach.

When it comes to the design phases, we primarily focus on translating existing neuropsychological assessments and tools into virtual reality. We don’t reinvent much of the technology we use. Instead, we base it on well-established techniques and tools that involve observation, physical engagement, and comprehensive data capture. As a result, the validity of our approach is not a major concern since our tools are based on designs published in transparent, peer-reviewed journals.

In the domain of neuroscience-driven technology, the crucial factor lies in whether the medical community accepts it rather than solely relying on medical validation. By publishing our results and designs, we contribute to the pioneering of new approaches in novel settings. Instead of asserting our authority, we recognize the importance of medical professionals in determining the best tools for specific purposes.

We firmly believe that we offer the best way to evaluate cognitive performance. We do this by considering various aspects of the human experience. After publication, potential users are ultimately up to decide whether they want to utilize our tools. That is the extent of our contribution.

Could you explain the concept of cognitive training in VR and how it can positively impact brain health?

There is limited evidence suggesting that these kinds of treatments have a therapeutic effect. It is still early in the research process. Our initial study last summer demonstrated some positive effects for ADHD, specifically improvements in processing speed. We are now planning a larger study to explore its benefits further. The focus will be on long-term COVID-19, ADHD, aspects of autism, and recovery from brain injuries or sleep disorders.

When external factors like poor sleep or unhealthy habits affect performance, this treatment may have a therapeutic effect. It can help restore normal functioning. However, I donโ€™t believe it enhances abilities in already healthy individuals. It is not meant to push performance beyond natural potential. Its therapeutic usefulness lies in specific contexts and circumstances.

I believe the most important aspect is the educational perspective as well as its relevance to general well-being and fitness. When engaging with our games, you gain awareness of your strengths and weaknesses across 22 different cognitive categories. You can compare your abilities to others in your demographic and professional background to understand your strengths and weaknesses. This awareness helps you gauge where you stand relative to others. It may come as a surprise to discover certain aspects that you were previously unaware of. This self-knowledge empowers you to rely on virtual reality and similar solutions. Also, it empowers you to apply this understanding to the real world and explore alternative approaches.

For instance, I struggle with spatial orientation, which is notably below average. Generally speaking, I struggle with spatial navigation, orientation, and conceptualization. It is just something that comes more naturally to others than to me. When I engage with people, I often realize that I have less knowledge than them. Especially when we do things together, however, this knowledge enables me to explore different opportunities, such as taking a carpentry class or engaging in physically active outdoor pursuits.

In my opinion, VR experiences should ideally last less than 15 minutes. I’m not particularly fond of using VR for gaming or similar activities. I believe that the real world is where I truly want to be. VR should be used to overcome specific barriers effectively and safely, enabling individuals to go beyond limitations in space and time. It allows people to engage in activities without feeling self-conscious or concerned about being observed. These unique aspects of VR can help conquer barriers and enhance real-world experiences.

Our games are designed for a maximum of 15-minute sessions. This emphasizes the importance of engaging with them daily or a few days a week, month, or season. You can choose to use them as frequently as you like. They are like a mental gym for us. It’s similar to how I go to a physical gym a set number of days per week. Just as you schedule specific days for physical exercise, you should also schedule certain days for mental exercise.

VR and Brain Health
Take a look at Virtuleap’s Enhance – the daily cognitive workout of fun VR games designed to help train your cognitive skills.

In your opinion, what are the key factors that contribute to the effectiveness and impact of VR-based learning experiences?

There are numerous factors to consider. For instance, some individuals are developing supplementary VR content specifically designed to enhance math and science learning for 13-year-olds. In such cases, it is crucial to have team members with backgrounds in those industries. As the CEO, my role involves providing a general plan for our direction. The specialists I’ve hired and brought on board are responsible for creating the content. Their expertise and training in the specific subject matter are essential. Therefore, someone with domain knowledge must engineer the content.

Another aspect to consider in VR is user design, which incorporates a three-dimensional, spatialized experience. This presents various challenges related to accessibility and comfort. Neglecting these aspects can lead to issues. To address this, we designed our content to accommodate individuals with mobility restrictions, such as those using wheelchairs. We also provide colorblind settings and the ability to adjust font sizes to improve visibility and comfort. By considering user comfort and potential pitfalls, we ensure a better experience.

For example, our content restricts movement within a confined space, eliminating problems like motion sickness. It is crucial to be aware of VR best practices, including 3D-based spatialized content design, and to conduct thorough user testing.

Currently, we are developing a second product and conducting testing in collaboration with partners, including Roche, a pharmaceutical company, and a hospital in Lisbon, Portugal. We have completed three rounds of user testing with patients at the hospital. We carefully note what works, what doesn’t, and what areas improve. Based on these findings, we iterate, make necessary design changes, and repeat the testing process.

We evaluate factors such as tolerability, comfort, and the effectiveness of the tutorial. This level of rigorous testing is essential not only in healthcare but also in educational environments, especially in VR. We design experiences for various learning styles, including visual and kinesthetic learners. Our goal is to make them engaging for a wide range of users.

Therefore, VR content requires careful planning and extensive testing. This is even more crucial than for traditional 2D screen-based content.

Can you share any success stories or case studies where VR has had a significant impact on patient outcomes or healthcare practices?

People have been discussing virtual reality for quite some time now, and it’s important to remember that what we’re experiencing now is the latest wave of VR. Prior to this, there have been at least three other waves since the 1990s.

We must note that we have attempted similar applications in the past, and there’s nothing entirely new about what we are currently doing or envisioning in the realm of VR. In fact, I can’t think of anything significant that has emerged since the 1990s, maybe even the 1980s. So, it’s all about the technology being ready.

Since the 90s, the US military has been using VR to simulate environments for veterans suffering from PTSD. They employ a technique similar to exposure therapy that helps to treat phobias.

By revisiting the traumatic experiences in a safe and controlled manner through virtual reality, they aim to help with PTSD. There are publications available on applications for treating veterans with PTSD and individuals with traumatic brain injuries. However, regulatory bodies like the FDA in the US and DiGA in Germany have approved only a limited number of actively used and validated solutions. Among them, pain management is prominent. Exposure therapy and cognitive behavioral modification techniques commonly help people quit smoking, overcome drug and alcohol addiction, and manage obesity. As far as I’m aware, numerous teams actively use these applications.

Challenges and Adoption of VR in Education

What challenges exist in integrating VR into education? How can they be overcome, and how can the adoption of VR in education be accelerated?

In the United States, major companies like Meta have invested significant funds and resources to provide high schools with VR headsets. They also offer highly educational content that focuses on subjects like science and STEM topics. This visual and interactive approach has proved to be more effective than traditional textbooks.

Over the past couple of years, there has been a noticeable increase in the number of high schools forming networks and implementing these technologies. However, it is still in the early stages and has not yet been integrated into mainstream curricula. I believe this will change in the next two to three years, especially due to the declining attention spans caused by platforms like TikTok.

We may be facing a cognitive ability crisis, with students performing worse than ever before and showing less interest. This could increase depression. I apologize for sounding negative, but I genuinely believe that technology is leading us down a troublesome path, and it’s not receiving enough attention. This is where VR and similar technologies can make a difference by re-engaging students who are finding it increasingly difficult to focus.

In the next few years, you will witness a significant increase in the adoption of VR and augmented reality (AR) in schools across Europe, Asia, and the United States. It will be both VR and AR, as seen with Apple’s recent announcement of their mixed reality headset, the Apple Vision Pro.

This blend of VR, AR, and mixed reality will bring a tremendous surge in educational applications. Several companies are already making remarkable contributions by providing students with engaging supplementary content to enhance their studies.

How can we ensure that VR is not limited to a privileged few and can be made available to a wider range of learners?

Well, the current best device now costs $400, so I donโ€™t see it as a privilege anymore. Nowadays, many people share a single device. If we consider something a privilege, we need to redefine the term. Just a few years ago, the device cost $1,500, making it far more exclusive. However, as the price is expected to drop to around $250 in the next two years, even private schools can afford it and share it among students.

On the other hand, the Apple Vision Pro is undoubtedly a privileged product, given its price of $3,500. However, I’m aware that they are developing two more devices. One of them is expected to be much more affordable. Apple has never been known for catering to the mass market, as it’s supposed to be a luxury brand. But the Meta Quest device, which is sophisticated and priced at a few hundred dollars, is the one I always recommend. So, I think there’s a misconception surrounding this issue.

Ethical Concerns in VR Applications

How do you address ethical concerns regarding privacy, data security, and potential negative effects in developing VR applications for brain health or education?

People now take many of these issues seriously, especially as Meta faces constant scrutiny. It’s not smart to keep attacking them since they’ve completely restructured to prioritize data privacy, data rights, and responsible data usage. They have dedicated individuals upholding ethical standards full-time.

Sometimes, we tend to perceive the world as more sinister than it actually is. Especially when we are not directly involved. It’s easy to judge from a distance without truly knowing the people involved, but I do. And from my perspective, they are decent individuals. I don’t have any special connection to anyone there, and they rarely even respond to my emails. Hence, I don’t have any valid reason to make such claims. What I do know is that they are real people with solid backgrounds, impressive credentials, and exceptional intellect. They are not mere robots or fictional characters; they are genuine human beings with remarkable minds. They take these matters seriously.

Moreover, they are well aware that regulatory bodies like the FTC in the US closely monitor these issues. For instance, due to concerns about data collection, China-owned TikTok is currently facing or may have already faced bans in some US states. People widely recognize the gravity of these issues, and some nonprofit organizations focus entirely on addressing them. The topic sparks intense debate, and only a fool would dare engage in unethical practices in this field.

However, individuals, be they criminals or simply ignorant people, will always make mistakes. Fortunately, I know for a fact that people at Meta, Pico, HTC, and other companies like Apple are at the forefront, proactively anticipating potential problems and devising ways to safeguard these important aspects.

Future Goals and Contributions

Looking ahead, what are your goals and aspirations in VR, brain health, and educational technology? How do you plan to contribute to the advancement and positive impact of these domains in the coming years?

You know, our primary focus lies in unlocking the potential of neuroscience through virtual reality. We aim to utilize this technology to address cognitive disorders and mental illnesses like depression and explore the relationship between cognitive performance and data, comparing it with other technologies.

Our goal is to integrate virtual reality with traditional treatments, avoiding a standalone approach. We don’t glorify virtual reality like others who throw around buzzwords such as the Metaverse or Web3. These concepts are not a reality and may take a long time to materialize.

Buzzwords do not drive us; instead, we are driven by a specific use case within this sector. We aim to narrow our focus on areas where we observe the most significant impact, possibly targeting ADHD. We believe our technology can counterbalance the negative effects of platforms like TikTok, which has been associated with the term “TikTok brain” due to its addictive scrolling and dopamine-driven mechanisms.

Our objective is to be a force for good, mitigating the harmful effects on our brain and subsequently improving mental health. While we recognize the importance of assisting other companies with wellness, productivity, self-knowledge, and educational curricula, our main interest lies in combating the detrimental impact on our brains.

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