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Needle Fears

VR for Needle Fears is an automated virtual reality therapy designed to help adolescents with moderate to severe fears of needles and medical procedures. Using evidence-based techniques such as graded exposure and applied tension, users practise medical scenarios in a safe, immersive environment.

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Delivered as a fully self-administered experience, the therapy reduces barriers to access and culminates in simulated procedures such as vaccinations and blood tests, helping to build confidence and reduce real-world avoidance.

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My contributions to Needles

  • Conducted QA testing and worked closely with the development team to identify, diagnose, and resolve bugs.

  • Evaluated and selected the Meta Quest 3 platform to improve visual quality and performance, ensuring clearer needle fidelity.

  • Set up and locked down VR headsets for safe, consistent therapeutic use.

  • Designed and implemented processes for routine headset maintenance and support.

  • Created and maintained training materials and support resources for therapy deliverers.

  • Developed and implemented hygiene and sanitation procedures to ensure headsets were safe for repeated clinical use.

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Checkout The Research Here

Study Protocol

2025

Reflection

When I joined Oxford, the VR for Needle Fears project was still in active development, which gave me the opportunity to help shape the experience before it entered the study phase. It has been incredibly rewarding to see the project progress from early development through to live research, and I am looking forward to the publication of the study results.

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As with Phoenix, my primary responsibility was overseeing the VR hardware used in the study, though my role also extended into testing and bug fixing. One of the earliest challenges we identified was needle visual fidelity. Because the needle is extremely thin, several users reported that it appeared fuzzy or unclear within the headset. In response, I recommended targeting the Meta Quest 3, which had been released shortly beforehand and offered significantly improved lenses and display resolution.

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In addition to the hardware change, we increased rendering resolution for the needles and removed anti-aliasing to further improve clarity. Together, these changes resulted in a substantial improvement in needle fidelity and visual confidence during the experience.

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Although the final study results have not yet been published, early indications are very promising, and a version of the therapy designed for adults is already being considered. This project feels particularly meaningful to me, as I was able to be involved across the full lifecycle, from early concepts and development through to real-world evaluation. Having met several participants during the feasibility study, it was clear how impactful the therapy could be, with users progressing from being unable to look at needles to completing a full virtual injection. I am very much looking forward to seeing the final outcomes.

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