This is based on a version of the same talk presented in person by me at the VR For Good conference, held on in November 2018 at the University of Advancing Technology in Tempe, Arizona, USA.
“Virtual Reality was made for education.” I have no idea who first said that – can I claim it? – but I am sure it has been uttered countless times since and I assure you that it will be said countless times in the future. From feeling as though virtual reality (VR) was nothing more than a sci-fi promise of things to come yet never quite delivered to the current situation in which VR feels as if it is undergoing a true renaissance.
With the arrival of devices, such as the Vive, Oculus Rift and Samsung GearVR, that are finally capable of delivering truly-immersive, high resolution and, most importantly, non-nausea-inducing experiences that captivate both young and old alike, VR has arrived and the exciting truth is that we are simply getting started!
There are already creative, innovative and fast-moving teams working on sating the appetite for immersive content, with gaming naturally leading the charge, and 360-degree video experiences also offering many their introduction to the world of VR. This, however, is not where VR ends and it continues to excite me to see the educational promise that this technology offers and that pioneers in the field are indeed delivering on. Unimersiv, one such team, refer to the idea that whilst 10% of knowledge that is read and 20% of that heard is retained two weeks later, a staggering 90% of what is experienced, or physically acted out, is recalled. If that is indeed the case then VR, with its power to immerse users in any environment that can be digitally rendered, offers a hugely powerful educational tool. The fact that the big players in the tech arena, such as Google, are now taking VR seriously speaks volumes for how impactful it is predicted to be, and that I believe it will be.
Potential medical, especially educational, applications abound, with veterinary no exception. Whilst my interests in the technology are NOT limited to veterinary, it is an area that I have direct experience of working in and so where perhaps I am most effectively able to postulate on the future applications of a technology that IS, I strongly believe, going to shake things up for all of us. In terms of medical and science education, for example, work such as Labster’s simulated world-class laboratories, where students can learn cutting-edge science in a realistic environment and with access to digital versions of professional equipment. It may be digital and simulated but that does not diminish the educational power that such experiences delivers. I can see Labster’s technology inspiring a new generation of scientists to develop a fascination for the subject and ultimately help solve many of the world’s most pressing problems, such as the issue of antimicrobial resistance and the drive to develop new drugs.
So what about the potential uses for VR within veterinary? Well, perhaps some of the following….
- Dissection – Anatomical training without the need for donor animals/ biological specimens. More efficient, with multiple ‘reuse’ of specimens in a digital environment, leading to revision of key concepts and better learning outcomes, translating into better trained, more confident practitioners.
- Physiology – take immersive ‘journeys’ through biological systems, such as the circulatory system, learning about how these systems work, both in health and disease. Simulation of the effects of drugs, parasites, disease processes can be achieved, with significant learning outcomes compared to traditional learning modalities.
- Pharmacology – model the effects of drugs on various biological systems and see these effects up close in an immersive, truly memorable manner, thus deeply enhancing the educational experience.
- Surgical training – simulate surgical procedures thus enabling ‘walk-throughs’ of procedures in advance of actually physically starting. With advances in haptic technologies, tactile feedback can further augment the experience, providing rich, immersive, powerful learning environments. Surgeons, both qualified and training, could learn in a solo capacity or with team members in the digital environment – great for refreshing essential skills and scenario role-playing with essential team members. For example, emergency situation modelling to train team members to carry out their individual roles automatically, efficiently and effectively.
- Client education – at home and in-clinic demonstrations of important healthcare messages, helping drive healthcare messages home and driving clinic sales, revenue and profitability, and leading to more favorable healthcare outcomes and client satisfaction.
- Communications training – many of the issues faced in medical practice stem from breakdowns or difficulties in communication with clients or between colleagues. Communications training is now an integral part of both medical and veterinary training and should be extended to all members of a clinic’s team, from receptionists to nurses and veterinary surgeons. With the immersive power of VR and the ability to create truly empathetic experiences, it offers the perfect tool for communications training.
- Pre Vet School education/ Careers counseling – think you know what it means to go into veterinary practice? Can’t arrange a farm placement but still believe you have what it takes to pursue a veterinary career? Imagine being able to experience a range of VR simulations that guide you through a host of realistic scenarios faced by veterinary professionals, enabling you to make informed career decisions based on ‘real’ experience. It has been demonstrated that those who experience high-quality VR feel genuine empathy for those situations into which they digitally stepped. The power of this for making informed choices about future plans and for challenging preconceived notions about what it means to be or do something is compelling.
- Commercial demonstrations/ trade show experiences – custom-made VR experiences for showcasing new products and services to prospective customers, creating truly memorable and impactful campaigns. I for one look forward to VR becoming a mainstream component of company presentations at trade shows.
These are simply a snapshot of some of the potential applications for VR with most easily being applied in other, non-veterinary contexts. I look forward to continuing to grow my knowledge and expertise in this exciting area and welcome anyone who shares the same sense of wonder and optimism at the possibilities to get in touch.