ESTRO 2026 - Abstract Book PART II

S2655

RTT - Patient experience and quality of life

ESTRO 2026

enhance patient education strategies for young patients and engage caregivers in preparing them for treatment processes2,3. We aim to develop a series of immersive and interactive VR modules for paediatric radiotherapy education. Material/Methods: We collaborated with the School of Design and Media from Nanyang Polytechnic Singapore to develop four VR modules for photon and proton treatment rooms. Each treatment environment was bundled with an animated storyboard and an interactive module. The storyboards were kept to 5 minutes focusing on engagement and education of paediatric patients and caregivers, whilst preserving realism and accuracy of treatment procedure. Similarly, the objective of the interactive modules was meant to be engaging, visually appealing, and intuitive.The development roadmap involved a multifaceted process, as illustrated in Figure 1.The first phase focused on the creation of characters, which included design, modeling, surfacing, texturing, and skeleton rigging, as well as the development of environments and props using Autodesk Maya and Adobe Substance 3D.The second phase involved animating the characters and machines using keyframing in Maya and motion capture technology. These animations were then integrated into Unity to produce a VR application showcasing the animated sequences, compiled as an Android APK file compatible with the Meta Quest headset.The final phase focused on the development of the interactive VR applications, allowing users to interact with the radiotherapy machine in real time. The interactive system was implemented in Unity and compiled as a separate Android APK file for the Meta Quest headset.

The animations were produced to deliver concise information to patients on their role and reassure them of their safety during treatment, whilst injecting fun into the process. The interactive modules allow patients to navigate within the VR environment and control the treatment machine. The VR environment and interactive elements have the potential to reduce unfamiliarity and enhance patients’ understanding of the treatment processes. Conclusion: Fourinteractive and immersive VR modules were developed for paediatric radiotherapy patients. The interaction holds value in empowering patients in the clinical setting. Future clinical evaluations of the VR modules will be conducted. References: 1. Ryu JH, Park JW, Nahm FS, Jeon YT, Oh AY, Lee HJ, Kim JH, Han SH. The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial. J Clin Med. 2018;7 (9):284.2. Tennant M, Anderson N, Youssef GJ, McMillan L, Thorson R, Wheeler G, McCarthy MC. Effects of immersive virtual reality exposure in preparing pediatric oncology patients for radiation therapy. Tech Innov Patient Support Radiat Oncol. 2021;19:18-25.3. Chan SYC, Liu KCK, Ching JCF, Liu APY, Lee SWY. Pediatric radiotherapy preparation: a scoping review. Chin Clin Oncol. 2025;14(1):10 Keywords: VR, Pediatrics, Education

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Results: Four space-themed VR modules featuring clinically accurate elements such as room layout, machine movements, sounds, and procedure, were produced to enhance overall patient education for young patients (see Figure 2).

Exploring the need for post-treatment information among gynaecological radiotherapy patients: a qualitative study. Talitha Neill 1 , Annemarie Devine 1 , Andrew England 1 , Aisling Barry 1,2 , Mark McEntee 1 , Bolanle Ofi 3 , Theresa O' Donovan 1

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