Development of a Smartphone-Based Virtual Reality Platform for Radiation Oncology Patient Education. International journal of radiation oncology, biology, physics Blomain, E., Capaldi, D. P., Panjwani, N., Skinner, L., Loo, B. W. 2021; 111 (3S): e156

Abstract

PURPOSE/OBJECTIVE(S): Navigating cancer care is a major life stressor and negative determinant of cancer patient quality of life and potentially patient satisfaction. Patient education has been shown to ameliorate these negative outcomes, but this has proven difficult in the field of radiation oncology. One obstacle for effective patient education in radiation oncology is the inherent difficulty of explaining a visual spatial treatment paradigm using traditional verbal or written teaching aids. However, existing visual patient education platforms are lacking in key areas including fidelity to patient experience, cost, scalability and generalizability. In that context, the present study presents a cheap, immersive, realistic, and scalable smartphone-based virtual reality interface where patients can learn about and visually experience their treatment from anywhere using almost any modern smartphone.MATERIALS/METHODS: We utilized a Ricoh Theta V 360-degree camera to capture immersive spherical still images and videos of various parts of the patient experience, including simulation, Klarity mask-making, and the treatment vault. Images and videos were uploaded and processed in the Google environment (Google Photos and YouTube, respectively). The smartphone-based virtual reality experience was accomplished using various IOS and android devices attached to inexpensive Google Cardboard-compatible headsets. Separately, the VR experience was tested on an Oculus Quest 2 device as well.RESULTS: Images and videos were quick and easy to obtain (initial proof-of-concept was accomplished within 3 hours), and the approach was tractable for even those with limited audiovisual experience. The immersive images and videos were subjectively tested and validated by multiple investigators on the Oculus Platform as well as the Google Cardboard Platform using both IOS and Android devices as reliably representing the chosen aspect of treatment. The overall cost required to add the VR equipment to any existing smartphone was under $15 using commercially-available components.CONCLUSION: The present study describes a VR-based radiation oncology patient education experience that is inexpensive and modular to nearly any institution or clinical scenario. The already nominal cost can potentially be driven lower by 3D printing or similar customization. Moreover, patients can engage the simulation from anywhere with minimal assistance needed. The present proof-of-concept study has the potential to increase patient quality of life, treatment compliance and satisfaction all while reducing stress. Furthermore, the current global pandemic underscores the need for remote education resources both now and in the future. To these ends, this approach is currently being prospectively validated for impact on patient knowledge, satisfaction, stress and quality of life endpoints.

View details for DOI 10.1016/j.ijrobp.2021.07.621

View details for PubMedID 34700803