Professional Documents
Culture Documents
Purpose
The purpose of our proposal is to request funding for the development of an educational hyper
realistic virtual reality surgery simulation game (HRVRSS).
Summary
Our proposed virtual reality surgery simulator is intended to be an educational asset to medical
schools worldwide. Students utilizing our software will interact with realistic models of human
bodies through mainstream virtual reality technology. In addition to helping educate future
surgeons, our software will help save universities money. The HRVRSS can revolutionize the
way surgeons learn while promoting safety and cost effectiveness.
Introduction
When you think about it, the process of learning how to perform surgery is kind of frightening.
Real people, real lives are involved. While obviously, new med school students arent just
handed a scalpel and told have at it, there is an undeniable trial and error element to learning
medicine. Surely, as a technologically advanced civilization we can do better. Rather than cutting
up cadavers or watching elder surgeons, there must be a way medical students can obtain
realistic first hand experience without risking anyones wellbeing.
We believe one such way is through the use of hyper realistic virtual reality simulation. While
the technology is in its infancy, with enough funding and research a surgery simulation
environment could be created. There are already some surgery simulation games out there, but
nothing suitable for learning has been put forth. Our vision is an experience that accurately
imitates interacting with a real life human body.
Imagine you put on your VR headset and you see before you a human body on an operating
table. Before you are your tools: your scalpel, clamp, etc. You can pick up these tools and use
them like you would in the real world. You pick up your scalpel and cut into your subjects chest.
You poke the heart with your scalpel, and the subject immediately starts convulsing. Luckily this
is just a simulation. You can pause the game and do some research. Or you can just restart the
simulation. No one is hurt, and the opportunity for learning is unlimited.
While this simulation would resemble a video game in structure, it would in practice be of far
greater value than a game. We are aiming to produce a virtual surgical environment that is
perfectly realistic. This will entail significant research into the structure of the human body. We
want our product to be a recognized educational tool. In order to achieve this, credibility is
paramount. In order to assure credibility, medical experts will oversee every part of the project,
assuring medical accuracy.
Assuming we can obtain a satisfactory degree of medical accuracy, we plan to offer our product
to educational institutions as a software package. Universities and hospitals would be able to
purchase a license and offer the simulation software to their students. The VR peripherals would
be part of the package.
Furthermore, our simulation software would nearly eliminate the need for cadavers in med
school.. According to New York Time article In Science's Name, Lucrative Trade in Body
Parts by John Broder, Delivery of an intact cadaver costs as little as $1,000. A torso in good
condition can fetch $5,000. A spine goes for as much as $3,500. A knee can cost $650, etc.
While nothing can truly replace operating (or in this case dissecting) on a real body, these
cadavers are expensive and hard to procure. Our software all but replaces the need for cadavers.
The money saved alone will likely cover the cost of our software license.
Proposed Tasks
With the supports of Medical school representatives, our team can begin the development tasks
outlined below immediately.
In game, these bluetooth gloves are critical in simulating a realistic surgery experience. They are
the gateway between the user and the simulated human body. It is critical that users have an
accurate representation of what interacting with bodily elements actually feels like. Every part of
the human body will be positionally tied to the gloves. When touching a bone for instance, the
gloves will simulate the sensation through its pressure points. These sensors will simulate the
weight and tactile impression of the surfaces interacted with. Development of the peripheral
bluetooth glove will take upwards of a year.
Task 5: Setting up server, database, quality check, accuracy check and check for bugs
After development of the VR peripheral, we will focus on setting up servers and means of data
management. Standard surgical scenarios will be stored and distributed via our servers. Should
users want to pause their surgery, their progress will be saved both locally and on the cloud. After
our servers are functionally ready, we will commence internal testing. During this phase major
game breaking bugs will be rooted out.
Budget
Direct Costs Costs
Medical Consultants $500,000
Research $500,000
Living expenses / Salary $240,000
Software Licences $7,000
Budget per year $1.247,000
Total Budget Request After 3 years $4,000,000
Schedule
Activity Start Date Finish Date
Task 1: Consult Top Experts in the Medical Field Jan-20 31-Jan-20
Task 2: Developing Code and Application for VR Headset 1-Feb-20 28-Feb-22
Task 3: Developing and Manufacture Gloves 3/1/2022 3/31/2023
Task 4: Setting up Servers and Database 4/1/2023 6/30/2023
Task 5: Quality Check, Accuracy Check and Check for 7/1/2023 7/31/2023
Bugs
Task 6: Open Tests: Actual Surgeons testing the Devices 8/1/2023 10/31/2023
and Improvement
Task 7: Setting up License 11/1/2023 11/30/2023
Experience
The League of Legends consists of programming professionals with significant experience in the
VR realm.
Jack Chen, the sole electrical engineer in the League of Legends, holds a
bachelor's and masters degrees in electrical engineering. Jack previously worked at
Samsung Oculus as senior electrical engineer for 9 years. Samsung Oculus is a virtual
reality company specializing in hardware and software products. As an electrical engineer
at Oculus, Jack designed and implemented systems and circuits used in virtual reality
hardware. Jack participated in the development of Oculus Rift from its conception to
production. As directing electrical engineer in our team, Jacks main focus is coordinating
the team and developing the peripheral glove hardware.
Daniel Vignoles, a VR software engineer, holds bachelors and masters degrees
in computer science. Daniel was also part of the Oculus team and worked as director of
software engineering for 8 years. As director of software engineering, Daniel helped
design and develop VR games. He worked in a team environment using various APIs. In
the League of Legends, Daniel primarily deals with C# coding and implementation of
animations.
Zsoreign Sanchez, a software engineer and 3D modelling specialist in our team,
holds bachelors degrees in art and computer science, as well as a masters degree in
computer animation. Zsoreign founded Oculus story studio and developed the original
VR cinema experience. As 3D artist in Oculus, he was involved in every step of the
product development process. In our team, Zsoreigns chief duty is to create realistic
digital human body organs.
Kai Hang Chen, security engineer in the team, holds bachelors and masters
degrees in computer science. Kai Hang previously also worked at Oculus as a software
engineer for 7 years. As a security engineer in Oculus, Kai Hang helped to secure and
protect users information in the Oculus VR platform. Furthermore, Kai Hang built
security models across multiple operating systems including Android and Windows. In
our team, Kai Hangs main focuses are monthly maintenance updates to enhance the
security of the application, and to work with the software engineers to ensure the product
is secure in every phase of development.
References
Broder, J. M. (2004, March 11). In Science's Name, Lucrative Trade in Body Parts. Retrieved
http://www.nytimes.com/2004/03/12/us/in-science-s-name-lucrative-trade-in-body-
parts.html
https://venturebeat.com/2017/04/04/captoglove-vr-controller-glove-surpasses-kickstarter-
Fun ding-goal/Thalmann, D. (n.d.). USING VIRTUAL REALITY TECHNIQUES IN
THE ANIMATION PROCESS (pp. 1-20, Rep.). Swiss Federal Institute of Technology.
https://pdfs.semanticscholar.org/302e/13cf0d82c6227c0b2be824cd37408a39392f.pdf.
"Surgeon Salaries." Surgeon Salaries by education, experience location and more. Salary.com,