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Solas VR teams up with PixoVR- this is how we announced it

Extended Reality (XR) Solutions Provider and Content Partners Look to Meet Exploding Global Demand for XR 

FOR IMMEDIATE RELEASE

ROYAL OAK, Mich. — Enterprise extended reality (XR) solutions provider, PIXO, which launched its groundbreaking XR content distribution and analytics platform, PIXO Apex, in late summer 2020 has announced a major expansion of its content library. Among the array of new offerings are XR modules that go beyond the virtual reality (VR) training category the company has helped define since 2016. This week, PIXO will add new mindfulness and wellness experiences developed by its Dublin, Ireland-based content partners at Solas VR — The Meditation Space, The Breathing Space, and The Wisdom Space, each ‘space’ containing a range of experiences to help users reconnect, refresh, and recenter themselves. 

Also available now in the PIXO Content Collection are new VR training titles relevant to multiple industries, including Lockout/Tagout, Ladder Safety, Fire Prevention (Construction Site), Hazard Recognition (Construction Site), Housekeeping (Construction Site), COVID-19 PPE Usage & Handwashing, Pole Top Rescue, First Aid, CPR/AED (Adult & Infant), Fire Extinguisher Training, and Low Voltage Rescue. CEO Sean Hurwitz says new content is critical to PIXO’s success.


“The demand for new and relevant enterprise XR content is profound,” Hurwitz said of the industry’s rapid growth, which PIXO is experiencing firsthand. According to a recent study by PwC, the XR industry is expected to contribute an eye-opening $1.5 trillion to global GDP by 2030. But that growth in demand creates supply side issues, Hurwitz added. “Our customers are in constant need of new modules, for training and otherwise. As a business, we have to meet that demand or we’ll leave clients wanting. That’s why having partners like Solas VR is critical.”

To satisfy the exploding demand for XR content, Hurwitz said, PIXO has leveraged a different kind of business model. Enabled by his company’s content-agnostic platform, which can distribute virtual, augmented, or mixed reality content from virtually any source, PIXO seeks collaboration rather than competition with other XR content creators. While PIXO still develops premium XR content itself, the company has increasingly utilized a growing network of third party XR developers — PIXO Content Partners — to curate relevant, high quality XR titles which contributors can monetize on the PIXO Apex platform through revenue-sharing agreements.

“The logistical challenges of COVID dumped jet fuel onto a fire. Remote work, training, and collaboration isn’t a ‘want’ anymore, but a ‘need’ for enterprises, so offering engaging new content is essential,” Hurwitz said. “Companies that were competitors two years ago are our partners today. By offering their content on our platform, they gain access to new audiences and revenue streams while we give our clients what they need. It’s a win-win.”

For its part, Solas VR is also looking for a ‘win-win’ by offering the PIXO audience a different kind of XR experience: immersive 360-degree nature videos. The range of offerings are ideal for what the company calls “micro-breaks”, which provide everyone from new hires to C-suite executives a welcome respite from the daily grind. These micro-breaks allow users to reset and refocus at any time during the day, improving performance in the short term and building resilience and mental health in the long term. They also provide practical breathing techniques and a range of guided meditations to help employers and employees navigate an increasingly complex world.

“Our focus is mindfulness and wellness; putting users in a better state of mind,” said Solas VR CEO Stephen Pitcher. “This partnership isn’t just about training, but helping to create healthier employees and companies overall. XR allows people to feel more connected — not just with this technology, but with nature and themselves.”

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Virtual Reality and the COVID Mental Health Crisis

Depression and anxiety have risen amid the pandemic; immersive therapeutics can help

Article written by Brennan Spiegel for Scientific American.

I am being challenged daily. As a frontline doctor, I find that the COVID-19 pandemic has not only tested my clinical abilities but also strained my capacity to bear witness to grievous suffering. This suffering extends well beyond the physical distress of hospitalized patients battling the virus. The pandemic has also spawned a mental health crisis beyond anything I have seen in 25 years of caring for patients. The statistics are overwhelming: CDC research indicates that 31 percent of Americans have reported anxiety and depression during the pandemic, and 11 percent have considered suicide. A national shortage in mental health clinicians existed before COVID-19. Now, health care organizations must decide how to rapidly scale and deploy behavioral health care to a geographically widespread and increasingly isolated populace. There is no time to wait for expansion of the mental health workforce.

Doctors are now turning to an unlikely solution: virtual reality (VR). When most people think of VR, they think of a gaming technology—a toy for pent-up teens to play first-person shooter games in their parents’ basement. But for decades, scientists around the world have been quietly discovering the surprising health benefits of VR for ailments ranging from severe pain, to PTSD, to substance use, to existential anxiety. Over 5,000 studies reveal that VR has an uncanny ability to diminish pain, steady nerves, and boost mental health—and best of all, it can be administered at home without a trained clinician.

VR works by creating a sense of psychological presence. When VR scientists speak of presence, they mean the technology has a unique ability to convey a sense of just “being there,” wherever there happens to be. It might be relaxing by the ocean or soaring in a hang glider or swimming with dolphins without leaving their couch. VR can even cause people to think and feel like another person altogether. For example, using a headset can enable people with depression to assume the body of Sigmund Freud and engage in self-counseling through his persona, allow people with eating disorders to experience life by way of a healthy avatar, and teleport people outside their own body so that they may gain new insights about the nature of dying. In all of these cases, if the VR is any good, the user feels transported to a new virtual environment and temporarily accepts it as reality. When used in the right way, at the right time and with the right patient, these virtual journeys can change mind and body for the better, all from the comfort of home.

Until recently, VR technology has been too expensive, unreliable and unwieldy for doctors to prescribe home-based virtual therapeutics. Now that’s all changed, and the timing couldn’t be better given the mental health crisis of COVID-19. In the past five years, multinational companies, including Facebook, Google, HP and others, have invested billions of dollars into developing and expanding the VR industry. As a result, explosive advances have been made in delivering low-cost, portable and high-quality VR to the masses. We have now reached an inflection point where the technology is cheap enough, its quality good enough and the science voluminous enough to think seriously about leveraging VR to improve mental health at scale with home-based treatments.

My lab at Cedars-Sinai Medical Center in Los Angeles, and others like it, has been on a journey to study whether and how VR can improve mental health. We created one of the largest medical VR programs in the world and have now treated several thousand patients with immersive therapeutics. In my book, VRx, I reveal how our team is using VR in the emergency department for helping patients with panic attacks, treating women in labor who are seeking to avoid an epidural, and managing patients with painful injuries. I discuss the research on how VR can treat irritable bowel syndrome, support stroke rehabilitation, steady tremors, manage schizophrenia and engage patients with dementia.

But it was the COVID-19 pandemic more than anything that has pushed us to move VR outside the walls of the hospital and into the community. Now, with the help of research funding from the National Institutes of Health, our team is shipping VR headsets directly to patients where they can receive mind-body treatments in vibrant, three-dimensional worlds—all in the privacy of their home and without the need for a live visit. Instead of prescribing another pill through a traditional in-person session, we might recommend a virtual beach vacation at home to ease aches and pains, or prescribe a course of cognitive behavioral therapy for people suffering from anxiety or depression.

In one program, called EaseVR, patients with chronic pain learn to control their mind and body through VR biofeedback therapy in a whimsical forest of glowing trees beside a shimmering lake. As the patient breathes in and out in sync with beating drums, the microphone in the headset detects the respirations and uses the input to drive a metaphorical visual narrative, allowing the user to breathe life into a dying tree or cause the sky to brighten a lustrous shade of blue. Virtual trees expand and contract in rhythm with breathing, like a huge arboreal lung exchanging air in sync with the patients’ body. Evidence shows this type of therapy not only helps in the short term, but can also alleviate pain, anxiety and depression well after the immediate treatment is over.

VR does all this by radically changing our perspective of the world. We can imagine being somewhere fantastical and healing. We can practice being the person we want to become. We can see ourselves from beyond and regard ourselves in a new light. We can empathize with ourselves and with others. We can confront our inner voice. We can transform our minds drastically and immediately, and when effective, forge healthy cognitions that last long after the headsets are removed.

VR is not just for gamers anymore. It is a new type of mental health treatment that can make things easier when times are hard.

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Science Talks: VR as a treatment method

VR in treatment

There is compelling evidence that Virtual Reality (VR) impacts our brain’s sensors in a unique way that, in terms of response, it resembles the “real thing”. It is no surprise that academics and psychology researchers have conducted experiments to explore, in vivo, the power of VR as a treatment method. From 2012 to 2015, 24 controlled trials have been conducted to evaluate the potential applications of VR in what is now called VRT (Virtual Reality in psychological Treatment). The findings unveil the huge potential of VR in a wide range of psychological cases, from panic attacks and anxiety to PTSD (Post Traumatic Stress Disorder).

The common ground between treating severe psychological conditions and using VR for mindfulness is the way Virtual Reality is limiting distractions from the real world, increasing sense of presence and giving people an interesting place to go to practice mindfulness, according to a recent study. In other words, individuals enjoy VR meditations more and they are motivated to stay consistent with their practice, while the mind gets an intense, transformational experience, like “really being there”. This new reality sets off the relaxation mechanisms that allow us to be more receptive, and even to revisit old incidents and/or beliefs that have shaped us.

This new stream of thought has jumped from academia to popular websites and magazines (eg Forbes, Cnet etc) as the evolution of mindfulness apps as we know them.  It is getting cleared every day that Virtual Reality opens the gate to a whole new world, where we can be more present, calmer and healthier. Enter for free, here or :

Download From Oculus Store

Further Reading:

  • Meditation experts try Virtual Reality Mindfulness: A pilot study evaluation of the feasibility and acceptability of Virtual Reality to facilitate mindfulness practice in people attending a Mindfulness conference. – https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0187777
  • RealWorld: Neuroadaptive and Immersive Virtual Reality Meditation System- https://www.researchgate.net/publication/301635964_RelaWorld_Neuroadaptive_and_Immersive_Virtual_Reality_Meditation_System
  • Virtual Reality and Anxiety Disorders Treatment: Evolution and Future Perspectives- https://link.springer.com/chapter/10.1007/978-1-4939-9482-3_3
  • Virtual Reality Applications to Treat Posttraumatic Stress Disorder- https://link.springer.com/chapter/10.1007/978-1-4939-9482-3_4
  • Virtual reality in the psychological treatment for mental health problems: An systematic review of recent evidence- https://www.sciencedirect.com/science/article/abs/pii/S0165178116300257
  • VR Meditation: The Path To Next-Gen Health & Happiness- https://www.forbes.com/sites/solrogers/2019/03/28/vr-meditation-the-path-to-next-gen-health-happiness/#421864b62ff4
  • Meditation in VR: Virtually mindful- https://www.cnet.com/news/virtually-mindful/
  • Virtual Reality Therapy: A Therapeutic Use Of Technology- https://www.betterhelp.com/advice/therapy/virtual-reality-therapy-a-therapeutic-use-of-technology/
  • How Virtual Reality Meditation Helps Me Control My Anxiety- https://www.healthline.com/health/mental-health/meditation-virtual-reality#1