EUSONUS

PROJECT PROPOSAL

ARTIFICIAL INTELLIGENCE SOUND COGNITION VIRTUAL REALITY

TBAM

SCIENTIFIC RESEARCH AND APPLICATION DEVELOPMENT FOR PAIN MANAGEMENT

2024

EUSONUS

01. DESCRIPTION & OBJECTIVES

02. MARKET & PRODUCT

03. FINANCE

04. STRATEGY & DEVELOPMENT

05. RESEARCH

06. EXPERIENCE GUIDE

INDEX

EUSONUS

01.

DESCRIPTION & OBJECTIVES

PAIN IS A COMPLEX PHENOMENON, WHILE SIMULTANEOUSLY, AN INTRINSICALLY HUMAN EXPERIENCE.

Historically, weve been faced with the challenge in the responsability of understanding its complexity to systematize its relief.

We understand it as not only influenced by the physical environment, but also by emotional and cultural factors.

Being an immersive medium, VR offers an experience that competes with pain signals, providing effective relief by competing the stimuli that generate the discomfort of pain. The integration of AI further enhances this experience by making it more efficient and customizable, adapting to the individual needs of each person.

DESCRIPTION & OBJECTIVES

At the present cultural tipping point, characterized by rapid technological advances, we identify new paths in pain management that integrate resources such as virtual reality (VR), augmented reality (AR) and artificial intelligence (AI), transforming the way we understand and we address pain, offering innovative and comprehensive approaches to healthcare.

In a similar way, advances have been demonstrated in pain management linked to sound cognition and Music Therapy. The use of music and sound stimuli has shown promise in reducing discomfort and promoting emotional well-being. With this project, we decided to integrate these resources that reduce stress, fear and anxiety in service to explore forms of relaxation and well-being complementary to traditional care.

This combination can provide new possibilities to comprehensively address and relieve pain, improving people's quality of life and marking a milestone in the history of pain management.

EUSONUS

01.

DESCRIPTION & OBJECTIVES

Our goal is to create EUSONUS, a virtual reality (VR) and augmented reality (AR) application that integrates immersive technology, artificial intelligence (AI) and comprehensive sound-therapeutic approaches to accompany and support pain management and emotional well-being.

DESCRIPCION & OBJETIVOS

With EUSONUS, we seek:

⊖ Offer an accessible platform that integrates VR, AR and AI to provide personalized and adaptive experiences designed for pain relief, overall well-being and personal growth.

⊖ Foster a supportive community within EUSONUS, promoting connection, collaboration and self-exploration through semantic and sonic creative expression.

⊖ Advance the understanding of the therapeutic potential of VR, AR and AI through continuous research, integration of healthcare professionals and constant improvement of application functions to meet the changing needs of users.

⊖ Integrate and support artists from Honduras to be part of the experience designing VR environments, visuals, sounds and ideas, aligning EUSONUS with evidence-based therapeutic practices.

⊖ Offer resources and tools to users to discover new ways to manage pain, find harmony, explore their creative potential and take a more active role in their well-being.


EUSONUS

02.

01.

MARKET & PRODUCT

MARKET ANALYSIS

Our target audience with EUSONUS are people with access to VR technology (or technology that can be transformed into VR), capabilities or with people capable of navigating it, and who seek to experience immersive educational creative experiences for their well-being.

WE IDENTIFY FOUR KEY GROUPS

⊖ Virtual Reality Enthusiasts: People who are early adopters of VR technology and looking for new experiences.

⊖ People seeking pain relief and/or wellness: People seeking new approaches to pain management and emotional well-being.

⊖ Creative and artistic communities: people interested in using VR for individual and/or community self-expression and artistic exploration.

⊖ Health professionals: professionals seeking innovative technologies to improve their therapeutic practices.

GROWTH FACTORS

⊖ Growth of Immersive Media: A PwC report suggests the VR content market will grow at a CAGR of 76% over the next five years, reaching $15 billion by 2025. The report also highlights that VR is becoming more mainstream, with video games and video content driving the majority of consumer VR software revenue.

⊖ VR Purchase and Industry Growth: A report by Grand View Research predicts that the global VR market size will reach $62.1 billion by 2027, growing at a CAGR of 21.6% from 2020 to 2027. This growth is committed to substantial investments by public and private entities seeking to improve their customer offerings and optimize business operations with VR technology.

⊖ VR in Health and Pain Management: - A study published in 2022 found that VR reduced pain pressures and opioid use compared to a control intervention, suggesting that VR may be a useful adjunct to postoperative pain management after surgery. head and neck.

- Another 2019 study found that VR and music therapy have been separately explored for pain relief with relatively consistent levels of success. The combination of these two methods could present new opportunities to reduce patient pain suffering by presenting focused aesthetic multisensory stimulation.

- A clinical trial in 2022 is testing the impact of Virtual Reality-Assisted Guided Imagery (VRAGI) on patients with advanced cancer in a home setting. The primary objective is to evaluate the effectiveness of VRAGI in pain management at home.

- A 2022 study suggests that VR and mobile apps can be used as complementary digital therapies for pain management, transforming patient-centered pharmaceutical care.

- One study found that VR for pain management sparks interest among clinicians and pain management leaders in safety-net health settings, but limits meaningful adaptation and customization to address the needs of diverse populations.

MERCADO & PRODUCTO

POSICIONAMIENTO DE PRODUCTOS PARA EUSONUS

With EUSONUS, we seek to meet the needs of people seeking immersive experiences, pain relief and personal development, positioning ourselves as a cutting-edge solution in the growing VR market.

⊖ Brand positioning: EUSONUS represents a spirit of exploration, relief, wonder and creative empowerment, inviting people to redefine their relationship with their well-being. Our brand aspires to be a beacon of self-expression, personal growth and self-connection, through an immersive world of creativity and self-discovery. EUSONUS seeks to offer a transformative experience using cutting-edge technology for pain management and quality of life.

⊖ Price Positioning: The EUSONUS app, with its wide range of VR and AR experiences, would be offered at an affordable price to ensure its accessibility. We may consider different pricing models, such as subscriptions or in-app purchases, to suit user preferences. As well as more affordable possibilities for institutions or researchers.

⊖ Buyer Positioning: Users can access EUSONUS primarily through app stores. In addition, EUSONUS fosters a community where people can share sound creations through artificial intelligence integrated into the application. We also offer platforms where you can share and celebrate your work. For those who wish to carry a piece of their experience, EUSONUS will have available a line of merchandise, including art books, clothing and collectibles, that serve as tangible reminders of the personal and creative journey taken with EUSONUS.

By positioning EUSONUS as a brand that promotes self-discovery and well-being, we can attract a diverse audience interested in the therapeutic benefits of VR and its ability to support creative processes.

Our pricing strategy ensures accessibility, while the variety of interaction channels and products offered enrich the user experience.

EUSONUS

03.

FINANCE

Income sources

POSSIBLE SOURCES OF INCOME INCLUDE

FINANCE

⊖ In-app purchases Users can access premium content, additional features and exclusive experiences, resulting in direct income.

⊖ Subscription Model A recurring subscription model offers users access to expanded content and features, ensuring a constant revenue stream.

⊖ Brand Collaborations and Sponsorships Collaborations with relevant brands and artists can generate revenue through branded content, in-app ads, and product closures.

⊖ Virtual merchandise and collectibles The sale of virtual merchandise and collectibles, including non-fungible tokens (NFTs), provides a unique income stream.

⊖ Associations and licenses As EUSONUS gains recognition, partnerships and licensing agreements with other companies and organizations may generate additional revenue.

By diversifying our revenue sources, EUSONUS can maintain a sustainable and profitable business model, supporting continued application development and demand for valuable user experiences.


PRICES

PRICE STRATEGY

⊖ Tiered pricing structure Users can access premium content, additional functions and exclusive experiences, resulting in direct income.

⊖ Flexible pricing model We offer options for users with different budgets and needs, including a free basic version and a premium subscription with access to exclusive content and features.

⊖ Promotional offers and discounts Our prices are adapted to different regions and markets, ensuring that they are fair and aligned with the purchasing power of users in various countries.

⊖ Unlocking features based on user participation To encourage user adoption and participation, we will offer promotional discounts and limited-time offers on premium subscriptions.

⊖ Associations and licenses We will implement a rewards system that will allow users to unlock additional features by actively using the application and meeting certain milestones. For example, after completing 10 meditations, you will be able to unlock a new scene or landscape for your VR experience.

Our pricing strategy seeks to balance affordability for users with project sustainability. Specific details of pricing and subscription options will be determined through further research and analysis of the target market, competitive landscape and cost structure.

EUSONUS is committed to offering an accessible and sustainable experience.

EUSONUS

04.

STRATEGY & DEVELOPMENT

DEVELOPMENT COSTS

VR development It includes the cost of hiring a virtual reality developer or development team to create the virtual reality experience and make revisions so that it works perfectly on each device. (Approximately: $11000)

AI development The cost associated with the development of artificial intelligence, including the implementation of algorithms and training of models. (Approximately: $12,000)

Visual Artists Fees for the creation of illustrations and designs for the VR environments and the platform. (Approximately: $1500)

Voice Recordings Professional voice recordings for the app, and costs associated with hiring professionals to guide the experiences. (Approximately: $500)

Sound Design Sound Design (Approximately: $500)

Project Management Project Planning, Team Coordination, Budget Management, Quality Control, Risk Management, Communication, Publication and Launch. (Approximately: $5000)

Creative Direction Conceptualization and Creative Vision, Creative Team Leadership, User Experience (UX) Design, Interdisciplinary Collaboration, Creative Quality Assurance, Innovation and Trends: Stay up to date with the latest trends in VR design and technology to incorporate innovative elements in the application. (Approximately: $4000)

 

MISCELLANEOUS HOSTING AND BACKEND COSTS

Application requirement for server infrastructure or backend services, there may be costs associated with hosting and maintaining the backend. Costs vary depending on the provider and the resources required. For a small to medium project, this could range from $5 to $100 per month. (Approximately: $400)

Software and Tools Expenses related to software licenses, development tools or third-party services used during the development process. Software and Tools: Unity has a free option if your income or funding is less than $100K in the last 12 months. For larger projects, Unity plans start at $40 per month. For this project we can use the free version.

3D Design, Assembly Guide, and Materials List for DIY Sustainable and Accessible Headset (to be made at home)             Hiring an Industrial Designer to generate a 3D model design of an accessible headset that can be made with materials that are usually found at home or in businesses at an affordable price. Includes assembly guide.

STRATEGY & DEVELOPMENT

EUSONUS

04.

STRATEGY & DEVELOPMENT

COMMERCIAL COSTS

Marketing and Advertising Expenses related to the promotion of the application, such as advertising on social networks, online campaigns or optimization in application stores. (Approximately: $1000)

Graphic design Graphic design services for marketing materials or app icons, there may be associated costs. (Approximately: $1000)

Research Costs Research Budget allocated for research. (Approximately: $6300)

Consultancy Professional voice recordings for the app, and costs associated with hiring professionals to guide experiences.(Approximately: $500)

PUBLICATION IN APP STORES

App Store Developer Account To publish the app on app stores, there is a cost associated with signing up for a developer account. (Approximately: $300)

Google Play Store $25 (one time only)

Apple App Store $99 (annual)

Microsoft Store $19 for individuals or $99 for businesses (one-time only)

Oculus Store $0 (no registration fee)

Steam $100 (one time only).

App Store Shipping Fee Some app stores require a one-time or annual fee to submit apps for review and distribution.

Google Play Store / Apple App Store / Microsoft Store / Steam Included in registration fee (Approximately: $0)

Oculus Store There is no shipping fee, but there is a 30% commission on profits.

Conceptualization and Creative Vision, Creative Team Leadership, User Experience (UX) Design, Interdisciplinary Collaboration, Creative Quality Assurance, Innovation and Trends: Stay up to date with the latest trends in VR design and technology to incorporate innovative elements in the application.(Approximately: $4000)

STRATEGY & DEVELOPMENT

EUSONUS

04.

STRATEGY & DEVELOPMENT

ROLES AND RESPONSIBILITIES

Alejandro Vélez (Creative Direction, Project Manager) (HND)

 Responsible for the direction and general management of EUSONUS. This includes establishing the creative vision, overseeing the development process, and ensuring successful project execution.

Collaborate closely with the team to provide guidance, make strategic decisions, and ensure the project aligns with goals and objectives.

Additionally, as an artist, I actively contribute to the visual, sound and creative aspects of EUSONUS, to lead the artistic vision of the project as well as lead the communication campaign.

Dante Sebastián Galván Rial (Researcher, Support, Research Execution) (ARG)

He works as a researcher, providing support in various research activities to improve the effectiveness and impact of EUSONUS.

Your role involves conducting research, collecting relevant data and analyzing findings to inform decision-making processes within the project.

With his experience and knowledge, he plays a vital role in ensuring that our project is based on research-backed knowledge and best practices.

S.A. Chavarría (Artificial Intelligence, Support) (CR)

In addition to teaching at RISD, Chavarría is an adjunct professor at Brown University, where she received the Post-MFA Teaching Fellowship in Literary Arts.

S.A. Chavarría plays the role of integrating AI into the app to make the experience as customizable as possible and boost efficiency to support and further study pain management.

Gerhard Rendel (Consulting on a comprehensive approach to cancer pain) (HND)

Doctor of medicine and surgery, surgical oncology resident at San Felipe Specialty Hospital. CEO Bio Natur Laboratory. Supports by offering knowledge of comprehensive ways to address pain management in oncological contexts.

Juan Goyret (VR Development Consulting) (URU)

Multidisciplinary artist and VR developer. He supports VR development through his experience in Unity and also a consultancy to ensure efficient development of the VR aspects of EUSONUS.

Jorge Mejia (Visual and Narrative Artist) (HND)

Jorge brings his artistic experience to the project, contributing to the visual design, storytelling and aesthetics. His input and creative direction play a key role in defining the overall vision and concept of EUSONUS.

STRATEGY & DEVELOPMENT

EUSONUS

04.

STRATEGY & DEVELOPMENT

DELIVERABLES AND NON DELIVERABLES / FUTURE ROADMAP

DELIVERABLES

MVP (Minimum Viable Product) Our main product is the EUSONUS App MVP. This includes the development of core features that allow users to create music and visual art in an immersive virtual environment and share it. The MVP will showcase the accessibility, sleek, easy-to-use interface, and AI-powered assistance that make EUSONUS a unique and powerful tool for self-expression and creativity.

DIY headset design As part of our commitment to accessibility, our goal is to offer a design for a home headset that allows users to turn their smartphones into virtual reality devices. This design will utilize everyday household items and provide an affordable and accessible solution to experience EUSONUS without the need for expensive equipment. It would provide a guide with the list of materials and assembly instructions with dimensions for different cell phone sizes.

Open Access Community Platform We will develop an open access community platform with guidelines where users can connect, collaborate and share their creations. This platform will foster a vibrant and supportive community of people who are inspired and learn within the EUSONUS ecosystem.

NOT DELIVERABLE

Advanced implementation of AR technology While AR technology is a fascinating field, the focus of our project is on virtual reality and its applications for pain management, self-expression, and personal growth. Therefore, the implementation of advanced AR technology is not within the scope of our current deliverables.

NFT Platform Research Although NFTs have gained popularity, our project does not involve extensive research on NFT platforms. Our focus is to provide a virtual creative environment and immersive experiences through the EUSONUS app. We are interested in integrating them at some point so that people with disabilities can monetize the generative art they make with the app.

STRATEGY & DEVELOPMENT

EUSONUS

05.

RESEARCH

RESEARCH

We have integrated a research component into our project proposal with the aim of generating knowledge, supporting our hypotheses and advancing the scientific aspect of our project.

By conducting research we seek to empirically support the benefits and effectiveness of our application in pain management and emotional well-being.

This research will allow us to not only continually grow and improve our project, but also contribute to the scientific field by providing empirical evidence on the therapeutic effects of virtual reality and its application in healthcare.

We are committed to investing in the scientific aspect of our project to support our vision and promote innovation in this constantly evolving field.


Virtual Reality as a Therapeutic Tool for Pain Management

SUMMARY

In recent decades, the adoption of Virtual Reality (VR) in research and therapeutic applications has increased significantly. Factors such as technological advances, improving quality of VR equipment, and decreasing costs have contributed to this growth.

SIGNIFICANCE

VR has shown promise in various therapeutic areas, including psychiatric disorders (depression, anxiety, PTSD, eating disorders), pain management, and more. Studies indicate that VR can be as effective as traditional treatments.

RESEARCH OBJECTIVE

This study seeks to understand the effectiveness of VR and Augmented Reality (AR) as therapeutic tools to relieve emotional distress, manage pain, and improve general well-being.

METHODOLOGY

Participants will be recruited online and divided into experimental and control groups. They will be exposed to controlled stimuli, with the experimental group wearing VR headsets during the exposure. Various instruments will be used to collect objective and subjective data on participants' pain experiences.

ANALYSIS

Data will be subjected to statistical analysis using tools such as t-tests and ANOVA to determine significant differences between groups. SPSS software will be used for factor analysis and correlational measures.

CONCLUSION

This study seeks to contribute to scientific and clinical advances in the field of VR therapy. By understanding the long-term effects of VR on pain management and its applications, this research may offer innovative alternatives to complement and enhance conventional therapies.