Healthier communities: Nurturing physical and mental wellness
Innovation Issue 39: Spring 2024
AI-enhanced therapeutic virtual reality programs
Intersection
AI-enhanced therapeutic virtual reality programs
The immersive nature of virtual reality (VR) programs, enhanced with artificial intelligence (AI), is being leveraged to develop digital therapy tools that respond and adapt to users鈥 needs.
成人大片 (成人大片) professor Naimul Khan, cross-appointed to the Faculty of Engineering and Architectural Science and The Creative School, is the director of the 成人大片 Multimedia Research Laboratory. He creates AI-enhanced VR tools that support mental health and are adaptive based on physiological signals, such as heart rate detection.
鈥淒igital therapy can help create pathways to treatment approaches that are both scalable and accessible,鈥 said professor Khan. 鈥淧atients can utilize digital therapy tools in their homes, while clinicians can monitor patients remotely through AI-backed analytics.鈥 VR offers users a sense of immersion and convenience, which could help address delays in accessing health-care services caused by issues such as pandemic-related backlogs.
Professor Khan said creating an AI model that can assess a person鈥檚 stress levels or emotional state can be 鈥渢ricky.鈥 His research team has been collecting data since 2018, including using electrocardiogram (ECG) readings from sensors worn, like a smart watch, to build increasingly accurate models that classify stress levels. One of the team鈥檚 recent models achieved 72.7 per cent accuracy and outperformed every related published study. The team is adding eye-tracking through a VR headset to their collected physiological data to further improve performance.
Professor Khan has a number of projects relating to digital therapeutic tools.
Therapeutic games
The VR game 鈥淪ubway Sensations,鈥 offers children with autism the opportunity to experience riding the subway virtually and assess what about the experience creates stress. By adapting the game content to the user through AI, clinicians can view and compare data with previous game sessions through the dashboard that professor Khan and his team developed. This project will undergo a usability study in early 2024 and continues professor Khan鈥檚 work on therapeutic VR games that began with his collaboration with Holland Bloorview Kids Rehabilitation Hospital and entertainment company Shaftesbury鈥檚 previous technology division, which is now owned by UNLTD Inc.
As part of this collaboration, professor Khan and his lab also tested the game 鈥淏ubble Bloom,鈥 which was developed by Shaftesbury鈥檚 former technology division as a positive distraction game to help children cope with stress. His team鈥檚 research focused on adult users and found that the game had a positive impact on stress reduction. The lab also used this game to collect data as part of their experiments in classifying stress levels using sensor data that gave feedback on the player鈥檚 heart rate, skin response and respiration.
Digital therapy can help create pathways to treatment approaches that are both scalable and accessible.
about his virtual reality and AI research at the University of Windsor. He begins speaking at about the three minute mark.
in IEEE Sensors Journal.
in Bioengineering.
Professor Khan鈥檚 research is supported in part by the New Frontiers Research Fund, the Natural Sciences and Engineering Research Council of Canada, National Research Council Canada, and UNLTD VR.