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Date: May 07, 2017

To: Boarding Members of

City University of New York School of Medicine
From: Team League of Legends
Daniel Vignoles, Jack Chen, Zsoreign Sanchez, Kai Hang Chen
Subject: Proposal for Developing Hyper Realistic Virtual Reality Surgery Simulation.

The purpose of our proposal is to request funding for the development of an educational hyper
realistic virtual reality surgery simulation game (HRVRSS).

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.

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.

Task 1:Research on the body and Realism check

Our product is nothing if it is medically inaccurate. In order to assure the student experience will
match real world applications, significant research and consultation is necessary. We intend to
consult top experts in the medical field pertaining to all the various bodily systems. This would
include cardiologists, orthopedic surgeons, urologists, audiologists, neurosurgeons, and so on.
While obviously we cannot perfectly replicate bodily systems down to the microscopic level, we
believe with enough research and oversight the larger visual systems that surgeons are concerned
with can be simulated. Our product can be thought of as similar to fighter jet simulation training
that pilots use. It is a preparatory tool, but cannot replace the real thing. While our simulation
cannot account for every variable present in the real world, it can prepare you for the routine
tasks associated with being a surgeon. In addition to the initial required research, a professional
surgeon will oversee every part of the development process to ensure credibility. With proper
oversight of our project by medical professionals, we can assure budding surgeons will be
familiar with the human body before ever having to see an operating table.

Task 2: Developing code and application for VR Headset

Task 2.1: Gameplay Mechanics
This will be a first person virtual reality game. In short users will interact with the game
by utilizing a Peripheral Glove designed to simulate real life surgical instruments. (The
specifics of the Peripheral Glove will be elaborated on in Task 3).The Peripheral Glove
is the core of our game, and what makes it truly unique. Before designing the glove itself,
the interactions the user can have with the in-game world must be designed. There must
be code in place for every possible interaction the user can have with the body. These
protocols make up the core gameplay mechanics.

Task 2.2: 3D Modelling / Art for game

We will use Autodesk Maya 2016 in conjunction with ZBrush to build low poly and
high poly meshes for the game(application). Most of the animations will be done in
Maya with a few modifications being done after exporting into the Unity engine.

Task 2.3: Build Animations

With the models we get from Maya we will Import the animation data into Unity
and insert any necessary finishing touches. With these animations we will add
audio to compliment each and every movement in the atmosphere of our

Task 2.4: Build Application

After designing the gameplay mechanics, 3D modelling, and animation for our
application, our software engineers will start to use Unity3D as an engine to program and
animate the game. Software engineers will also use the C# programming language to
program every command and action that the user performs in the software. The
completed application will be uploaded to the Oculus Rift VR platform. The whole
process of creating the application will take us up to three years to finish.

Task 3: Development of Peripheral Glove

Every surgeons first and foremost tool is his or her gloves. In pursuit of authenticity, we intend
to design a reimagined surgical glove, for use in VR. These surgical gloves are wirelessly linked
to the VR headset through bluetooth. Every surgical tool needed will be simulated by wearing
the glove. The gloves will send signals to the VR headset and display the tools that the user
needs. The glove calibrates and simulates the tool actually being in your hand through the use of
pressure points. The peripheral glove will also sport a positional tracking system. When the user
reaches for a specific tool, the glove will automatically recalibrate the pressure points.

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.

Task 6: Open testing

After we are satisfied with our internal testing, and the product is safely in beta, open testing will
begin. During this phase we will look for feedback from medical professionals and students.
After receiving feedback from the open beta, we will further iterate and bug fix. The whole
process will take about a month to complete.

Task 7: Licensing Distribution

At this point our software and peripheral package will be ready for distribution. Our application
will only work if a valid license is present on the computer. Licenses will be sold to schools, for
all students to use, on a semester basis. The peripheral glove and any maintenance needed will be
included in this package.

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

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
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

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
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.

Broder, J. M. (2004, March 11). In Science's Name, Lucrative Trade in Body Parts. Retrieved

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THE ANIMATION PROCESS (pp. 1-20, Rep.). Swiss Federal Institute of Technology.

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