CHI 2011 • Interactivity 2 Open
May 7–12, 2011 • Vancouver, BC, Canada
Immersive VR: A Non-pharmacological
Analgesic for Chronic Pain?
Diane Gromala, Ph.D
Steven J. Barnes, Ph.D
Abstract
Simon Fraser University Surrey
University of British Columbia
This paper describes the research work being carried out
250 -13450 102 Avenue
2136 West Mall
by the Transforming Pain Research Group – the only group
Surrey, BC V3T 0A3 CANADA
Vancouver, BC V6T 1Z4 CANADA
whose work is exclusively focused on the use of immersive
dgromala@sfu.ca
sjb@nervouscreation.com
VR for chronic pain management. Unlike VR research for
Meehae Song
Mark Nazemi
this research posits a new paradigm for the use of VR. In
Simon Fraser University Surrey
Simon Fraser University Surrey
addition to providing an overview of our work, the present
250 -13450 102 Avenue
250 -13450 102 Avenue
paper also describes one of our current works in detail: the
Surrey, BC V3T 0A3 CANADA
Surrey, BC V3T 0A3 CANADA
Virtual Meditative Walk.
meehaes@sfu.ca
mna31@sfu.ca
Ji-Dong Yim
Chris Shaw, Ph.D
Simon Fraser University Surrey
Simon Fraser University Surrey
250 -13450 102 Avenue
250 -13450 102 Avenue
Surrey, BC V3T 0A3 CANADA
Surrey, BC V3T 0A3 CANADA
jdyim@sfu.ca
shaw@sfu.ca
Tyler Fox
Dr. Pam Squire, MD, CCFP
Simon Fraser University Surrey
University of British Columbia
250 -13450 102 Avenue
317 - 2194 Health Sciences Mall
Surrey, BC V3T 0A3 CANADA
Vancouver, BC V6T 1Z3 CANADA
tfox@sfu.ca
ps@pamsquire.com
acute or short-term pain, which relies on pain "distraction,"
Keywords
Immersive Virtual Reality, Virtual Environments,
Mindfulness Meditation, Meditation, Biofeedback, Chronic
Pain, Non-pharmacological Analgesia, Self-modulation
ACM Classification Keywords
H.5.1 Multimedia Information Systems: Artificial,
augmented, and virtual realities.
General Terms
Design, Experimentation
Copyright is held by the author/owner(s).
CHI 2011, May 7–12, 2011, Vancouver, BC, Canada.
ACM 978-1-4503-0268-5/11/05.
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CHI 2011 • Interactivity 2 Open
May 7–12, 2011 • Vancouver, BC, Canada
Acute vs. Chronic Pain
pain. There were two largely unexpected outcomes of
Pain is considered to be one of two types: acute pain or
Hoffman et al.’s ground breaking research: (1) In patients
chronic pain. Acute pain can usually be traced to some
experiencing acute pain, the magnitude of VR-induced
observable damage to a specific body part. Acute pain will
analgesia was shown to be comparable to that of opioids
usually resolve itself relatively quickly: when we cut our
[4], and (2) there was no development of tolerance to the
finger with a knife, we experience acute pain; but that pain
analgesic effects of VR on acute pain [5].Tolerance is a big
will usually subside within minutes to hours.
problem in opioid-based therapies. Acute pain has not been
the only medical application of VR. Indeed, VR has been
In contrast, chronic pain lasts much longer than acute
used effectively for a variety of medical applications
pain, and need not be associated with any observable
ranging from post-stroke rehabilitation (e.g., [7]) to the
bodily damage. Chronic pain persists well beyond the
treatment of phobias [2] and post traumatic stress
normal healing period might even persist for a lifetime. [8]
disorder [3].
Chronic pain might result from any one of many
antecedents, including even a brief exposure to acute pain.
Virtual Reality for Chronic Pain?
However, a clear antecedent injury isn’t necessarily a
Given the demonstrated ability of VR to serve as a
requirement for chronic pain, as neuropathic pain
powerful treatment for acute pain, can similar therapeutic
illustrates. In neuropathic pain, one common type of
benefits of VR be derived for individuals suffering from
chronic pain, there is no evidence of nociceptor activation
chronic pain? And, if so, would the approach to VR have to
in association with the experience of pain [12]. Chronic
be fundamentally different from what has been used in VR-
pain is the pathological side of pain: it is pain without any
based therapies for acute pain? Although VR does work for
clear protective purpose.
the treatment of acute pain, there is no guarantee that it
would also do so for its pathological counterpart, chronic
An estimated 15%-29% of the North American population
pain. Chronic pain is a medical condition with a complex
currently suffers from chronic pain [1]. Decreases in
etiology and idiosyncratic presentation that require a
mobility and social interaction are both common sequelae
fundamentally different approach to VR development.
[11]. For example, we recently interviewed 20 senior
citizens about how chronic pain impacted their lives, and
Dr. Diane Gromala recently formed a multidisciplinary
found that their pain had the most serious impact on
research group composed of a medical practitioner, a
scheduled social activities. These impacts occurred most
neuroscientist, psychologists, computer scientists, an
strongly when analgesic methods failed. We hope that the
engineer and artists. As the Transforming Pain Research
approach proposed here can add alternative analgesic
Group, we are involved in several large projects that
avenues where others fail.
collectively seek to help individuals living with chronic pain
deal with the various aspects of their illness.
Virtual Reality for Acute Pain
Hoffman et al. [4] have convincingly shown that immersive
One of our major areas of concern has been to address the
virtual reality (VR) is effective for the treatment of acute
question of whether VR can be developed as a therapeutic
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CHI 2011 • Interactivity 2 Open
May 7–12, 2011 • Vancouver, BC, Canada
application for chronic pain. To that end, a major focus of
because we wanted to directly address the decreases in
our group has been on the development of VR treatments
mobility that are known to accompany chronic pain, while
that build on and integrate what we already know can be
simultaneously using our VE to augment meditative
effective for the management of chronic pain. One line of
training and encourage the adoption of a long-term
research is the investigation of the utility of VR-based
mindfulness meditative practice.
biofeedback and meditative practices, since these
interventions have consistently been shown effective for
This new work-in-progress, the Virtual Meditative Walk,
improving major aspects of functioning in sufferers of
incorporates a unidirectional treadmill. The speed of the
chronic pain (e.g., [6]). In their Meditation Chamber,
users’ ambulation on that treadmill is recorded and serves
Shaw, Gromala, and colleagues [9,10] demonstrated that
as the primary input that drives the navigation of the
biofeedback and VR can be effectively combined to
user’s avatar through the VE. In short, ambulation on the
accelerate the adoption of a meditative practice. More
treadmill leads to a forward motion through the VE. In
specifically, they showed that VR can enhance a user’s
addition, the physiological data that are recorded from the
ability to enter a meditative state and to effectively use
participant and fed into the system affect various visual
biofeedback. Based on that foundational work, we are now
and sonic aspects of the virtual landscape. That is, as the
creating a VR-based therapy for chronic pain that
meditator becomes increasingly relaxed and begins to
incorporates a unique virtual environment (VE) with
display physiological characteristics indicative of a
biofeedback and meditation.
meditative state, they are given feedback about their
successes via visual and sonic changes within the VE.
Figure 2 illustrates the general overview of the VR system
for the Virtual Meditative Walk. To experience the VE, a
participant must first be attached to one or more
biofeedback devices, be positioned on a treadmill and don
the head-mounted display (HMD). The system is also
capable of providing output to observers (e.g.,
researchers, physicians) about the individual’s performance
in terms of their biofeedback variables, ambulation speed,
etc.
figure 1. Immesant Meditating in the Meditation Chamber
Virtual Meditative Walk
The VE that we are building engages the participant in a
walking mediation. We chose a walking form of meditation
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3DVIA’s Virtools where they affect the translation of the
camera within the VE. This causes the user’s avatar to
either move forwards or backwards at various speeds
as a function of the immersant’s direction and velocity
of ambulation.
figure 2. Overall Structure of the System for the Virtual
Meditative Walk
Figure 3 provides a more detailed illustration of the
Virtual Meditative Walk system architecture. Biofeedback
signals recorded by Thought Technology’s ProComp+
device are sent through a client to Thought
Technology’s Connection Instrument (i.e., a specialized
socket server). These data are subsequently passed
into 3DVIA’s Virtools application where those data have
a real-time effect on the VE content that is currently
being rendered by Virtools.
figure 3. Detailed System Architecture of the Virtual
Meditative Walk
We have arranged to conduct user studies on our
Virtual Meditative Walk in the Fall of 2011. Participants
with chronic pain have been recruited from a pain clinic
in Vancouver, Canada and testing will occur in a quiet
room in that clinic.
Velocity data are collected from the treadmill via an
optical sensor positioned on the surface of the treadmill
such that it can register any ambulation by the
participant. Those treadmill data are also fed into
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CHI 2011 • Interactivity 2 Open
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Although the exact mechanism of VR’s effectiveness for
acute pain is unknown, current speculation has settled
around the idea that it serves as a form of “distraction.”
If true, this further underscores the strong need for a
fundamentally different approach to the development of
VR-based therapies for chronic pain. Why? Simply
because you can only distract a person for so long, and
we also can’t expect a person with chronic pain to wear
a head mounted display for every waking hour of their
life. Thus, our multidisciplinary approach aligns well
with the unique etiology and phenomenology of chronic
pain.
Based on our consultation with several well-known
Canadian pain experts, we have adopted an approach
to the development of a VR-based therapy for chronic
pain that builds on those behavioral manipulations that
we already know to be effective for the management of
chronic pain: biofeedback and mindfulness meditation.
figure 4. The Virtual Meditative Walk
Discussion
For the past 15 years, research on VR for pain has
focused almost exclusively on therapies for acute pain.
Our group’s focus on VR for the management of chronic
pain is both novel and necessary—developing therapies
for such a complex disorder requires a fundamentally
different approach to VR development.
This fall we will be conducting user studies with chronic
pain sufferers in a pain clinic. Based on the outcomes of
those studies and other questionnaire-based studies,
we plan to develop a relatively low-cost turnkey
system. This will allow the Virtual Meditative Walk to be
employed more widely than in just one complex pain
clinic. Ideally, once such a turnkey system is built, our
hope is to see it being widely used in pain clinics and
hospitals—giving another tool to physicians and
patients trying to deal with chronic pain.
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based pain control with multiple treatments.
Clinical Journal of Pain 17 (2001), 229-235.
Acknowledgements
The Transforming Pain Research Group is supported by
the Canadian Research Chairs Program, National
Centres for Excellence GRAND, Social Sciences and
Humanities Research Council, the Michael G. DeGroote
National Pain Centre, Thought Technologies and
FirstHand Technology.
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