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Table of Contents

1 Executive Summary ............................................................................................... 2


2 Technical Overview ................................................................................................ 3
3 Medical training Case ............................................................................................ 4
4 Requirements ......................................................................................................... 6

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1 Executive Summary
Virtual Reality technology is a computer-simulated environment that can recreate
sensory experiences and stimulate presence in locations that are from the real or may be
from an imagined world. It has generated tremendous excitement in the healthcare
industry where the applications of virtual reality technology extend to psychiatric, training,
medical practice, and among other branches of medicine as a part of alternate therapies.

We have designed a virtual reality based collaboration system that allows people in
different locations to enjoy being in the same cospace and collaborate hands-on with 3d
models of equipment. The solution is designed for enterprises engaged in engineering
and technology.

One area where this is being used in Medical Equipment training. Emerging changes in
health-care delivery are having a significant impact on the structure of health-care
professionals’ education. Today it is recognized that medical knowledge doubles every
6–8 years, with new medical procedures emerging every day. While the half-life of
medical information is so short, the average physician practices 30 years and the
average nurse 40 years. Continuing education thus represents an important challenge to
face. Recent advances in educational technology are offering an increasing number of
innovative learning tools. Among these, Virtual Reality represents a promising area with
high potential of enhancing the training of health-care professionals. Virtual Reality
Training can provide a rich, interactive, engaging educational context, thus supporting
experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in
trainees and to effectively support skills acquisition and transfer, since the learning
process can be settled within an experiential framework.

In the sections ahead we will be discussing the flow and technical requirements for VR
simulation and VR Chat Room and use case in one of the leading medical
instrumentation firm in India.

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2 Technical Overview
a) A the computer-generated simulation of a three-dimensional image or environment that can
be interacted with in a seemingly real or physical way by a person using special electronic
equipment, such as a helmet with a screen inside or gloves fitted with sensors.

b) Simulation is the imitation of the operation of a real-world process or system over time. The
act of simulating something first requires that a model be developed; this model represents the
key characteristics or behaviours /functions of the selected physical or abstract system or process.
The model represents the system itself, whereas the simulation represents the operation of the
system over time.

c) VR Chat – VR chat is a ‘presence ‘ based system in which user and see, interact and to some
extend feel(haptics) the other participants in a 3 rd environment which is disjoint with first two
real environments which can either real/virtual.

(3rd world interaction with virtual element placement)

(Participants)

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3 Medical training Case

Our VR chat and VR simulations are currently being used by one of the leading medical
firm for the purposes of Multi Spot Single environment training and VR simulation for
complex device practice.

Complete training involves participants from different locations by login page using VR
headset version 1.0 by HTC- Vive. They were connected over high connectivity network
for seamless experience.

Participants had following options to enhance their experience:

1.1 Initial dashboard for teacher to select content (video) which is to be played.

1.2 Two 3D environments

1.3 15 seating space

1.4 Two Screens with same content (one for students and other for teacher right opposite to the first)

1.5 15 different avatars to select from

1.6 Video play Pause Next etc. all the basic video player features control centralized to the teacher.

1.7 3d model import and view ability for all 15 users.

1.8 Initial Seat selection

1.9 MOOC server with all the content including videos and 3d model.

1.10 Two way audio communication for each user.

1.11 Low bandwidth optimization.

1.12 High quality rendering with realistic graphics.

1.12 Hand gesture based annotation on 3D model

1.13 Import of 3rd party chat like Skype for on spot calling

1.14 3rd party non VR view ability option

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------------------------------------other points------------------------------

Login page for Teacher and Student will be available.

Students(doctors in this case) Enter virtual class room at different locations are sitting on the lecture theater
chairs(as designed) (default position)

Teacher enters VR class room and positioned next to screen opposite to students(default position)

There are two screens in the scene 1) for students 2) for teacher

Both the screens run the same content

Content control is completely owned by Teacher

Students can ask questions or interact by Audio

Detailed analytics is generated after every session

Teacher can import 3d model for explanations and that 3d model will be individually recreated in front of every
student to interact

Students can use their hands to rotate the 3d model

Students Can use laser pointers to annotate (using VIVE controllers)

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4 Requirements

S.No Category Sufficient/ Details

1 Computer GTX 1080 or AMD RADEON R9


290, Intel i5 4590 or AMD FX
8350, 8GB RAM, OS:- Windows
7 or higher

2 Connectivity 25Mbps

3 Data Server At Customer Premises

4 Encryption All media is encrypted using


industry standard secure
encryption protocols.

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