Virtual Reality in Healthcare

2022 ◽  
pp. 1-10
Author(s):  
Dorota Kamińska ◽  
Grzegorz Zwolińsksi ◽  
Anna Laska-Leśniewicz ◽  
Luis Pinto Coelho

Over the past few years, the rapid development of virtual reality has led to the technology finding its way into the professional sector in addition to the gaming market. It plays a particularly important role in medical applications by providing a virtual environment to enable therapy, rehabilitation, and serving as an educational platform. The chapter provides an overview of the applications of virtual reality in medicine about some of the most important areas. Both scenario development and application validation methods are presented, as well as their impact on the end user. Finally, the technological potential and future development of VR applications used for improving medical service delivery are summarized and briefly discussed.

2014 ◽  
Vol 651-653 ◽  
pp. 1511-1514 ◽  
Author(s):  
Xian Li ◽  
Hu Liu

With the rapid development of the air transport industry, more attention is paid to interior ergonomics analysis which directly affects the time and cost spent during design. To provide a quick and human-in-loop accessibility way to evaluate accessibility in aircraft cabin, a new method based on virtual reality is proposed. In this method, the digital mock-up model is converted to other format which is need to build a virtual environment first, then virtual environment is built and a virtual hand is driven through tracking hand’s position by A.R.T(Advanced Realtime Tracking ) system to carry on accessibility evaluation in the virtual environment. Based on above-mentioned method the aircraft cabin accessibility evaluation system is designed and realized, which is verified by one case of a certain aircraft cabin. The result shows this method is simple and useful, offering a new way for accessibility evaluation in aircraft cabin.


2018 ◽  
Vol 11 (4) ◽  
pp. 2091-2100 ◽  
Author(s):  
Tanvi G Pareek ◽  
Urja Mehta ◽  
Geraldine Bessie Amali D ◽  
Anisha Gupta

Virtual reality is a new and a very revolutionizing concept and its progress in the field of medical diagnosis is taking this technology to another level. Simulators of virtual reality give essential aptitude for preparing in a controlled domain, operating patients free of pressure without supervision. These skills acquired can then be utilized in the training room. In medical applications virtual reality can be utilized for better picture control, enhanced picture understanding, enhanced quantitative correlations, and better planning of surgery. Not only has the virtual environment provided in the virtual reality helped the patients to cope with stress associated before the surgery but also helped in the reduction of pain. In this paper we have mainly focused on incorporating Virtual Reality in treatment of three diseases-breast cancers, colon cancer and Alzheimer’s. Also, we have made a comparison of the traditional methods, which already exist to treat the above diseases with the methods incorporating virtual reality. Finally we have stated the benefits of using virtual reality over traditional methods.


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Alexander J. Lemheney, Ed.D. ◽  
William F. Bond, M.D. ◽  
Jason C. Paden ◽  
Matthew W. LeClair, M.S. ◽  
Jeannine N. Miller, M.S.N. ◽  
...  

Virtual reality simulation may significantly benefit a geographically dispersed learner demographic in the medical outpatient setting. Our research used an immersive virtual reality platform as a novel way to recreate high-risk medical scenarios targeted for office-based emergencies. Using a design-based research approach we designed virtual-reality-based simulation scenarios to prepare interprofessional office personnel for emergencies. Learners were connected using laptop computers, via a browser interface, with learner controlled team member avatars and educator controlled patient avatars. The virtual environment was modeled after a multi-provider healthcare office setting in a large suburban health network. Evaluation occurred via post-event surveys and feedback transcribed from video recordings and debriefings. Three office-based emergency scenarios were created (chest pain, respiratory distress/allergic reaction, and suicidal risk), with progressively smaller changes to the virtual environment with each iterative improvement. In total, 18 individuals representative of a typical outpatient office interprofessional care team participated in the pilot study. Qualitative design-related feedback from participants and faculty improved the educational environment, artifacts, and scenarios. Participant feedback was overwhelmingly positive and enthusiastic about the use of virtual reality-based simulations to explore teamwork, build scope of practice, and rehearse infrequently used clinical skills. We successfully created novel outpatient virtual reality simulations in a first-person-perspective virtual environment. Pilot testing revealed successful rapid development, implementation, and participant orientation, with the ability to present learning opportunities. Future efforts will include assessments and attempt to overcome development barriers by switching to a more versatile platform.


2019 ◽  
Vol 299 ◽  
pp. 03006
Author(s):  
Sven Maricic ◽  
Donald Radolovic ◽  
Ivan Veljovic ◽  
Roberta Raguz

The progress and development in the fields of technologies in the past few decades are impressive. With so many innovations that have had an impact on human lives and have changed them so drastically, living in a time where new technologies are still making massive changes, and, unquestionably, it wil continue with that trend. As the techniques are continuously evolving, people are forced to prepare ourselves and our descendants to the new and upcoming technologies so that they would be able to understand them, use them, teach others about them and also make some improvements in the specific fields of applications. This article presents an overview of the principal results of research on the impact of Virtual Reality (VR) 3D education for students in industrial vocational training. They were introducedto the generated model and had to explore all elements to have personal experience in the virtual environment. After the training, a user experience survey has been conducted, and the results obtained after the use of the system were presented.


2020 ◽  
Vol 10 (4) ◽  
pp. 1517 ◽  
Author(s):  
Alexander P. Walmsley ◽  
Thomas P. Kersten

As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.


2019 ◽  
Vol 12 (4) ◽  
pp. 535-552 ◽  
Author(s):  
Jeff Nagy ◽  
Fred Turner

Abstract Since the spring of 2014, the consumer virtual reality (VR) industry has once again been racing to reach the public, providing an opportunity to track an emerging medium’s cultural integration in real time. We examined three sites on the sales chain that stretches from the laboratory to the living room: industry developer conferences, industrial prototypes, and end-user experiences. At each of these sites, marketers renegotiate VR’s novelty in order to sell it to specific constituencies. Paradoxically, these negotiations reveal how VR, typically presented as a disruptive innovation, has been called upon to stabilize and ensure the continuity of the past: that is, of particular cultural forms and of the industrial and technological infrastructures that sustain them. We argue that the enculturation of VR demonstrates that the processes that summon new technologies and construct them as novel also reinforce existing—and often unspoken—agreements about the ways that culture should be organized.


Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1582
Author(s):  
Yahui Wang ◽  
Yueyang Wang ◽  
Jingzhou Chen ◽  
Yincheng Wang ◽  
Jie Yang ◽  
...  

Although the interaction technology for virtual reality (VR) systems has evolved significantly over the past years, the text input efficiency in the virtual environment is still an ongoing problem. We deployed a word-gesture text entry technology based on gesture recognition in the virtual environment. This study aimed to investigate the performance of the word-gesture text entry technology with different input postures and VR experiences in the virtual environment. The study revealed that the VR experience (how long or how often using VR) had little effect on input performance. The hand-up posture has a better input performance when using word-gesture text entry technology in a virtual environment. In addition, the study found that the perceived exertion to complete the text input with word-gesture text entry technology was relatively high. Furthermore, the typing accuracy and perceived usability for using the hand-up posture were obviously higher than that for the hand-down posture. The hand-up posture also had less task workload than the hand-down posture. This paper supports that the word-gesture text entry technology with hand-up posture has greater application potential than hand-down posture.


2019 ◽  
Vol 7 (3) ◽  
pp. 3-23
Author(s):  
Viara Gyurova

Since the beginning of the last decade of the past 20th century, Bulgaria has entered a new, complex stage of its development, with many reforms. Education and teacher training reforms are influenced by the global and European trends, as well as by the national changes (political, economical, social, and technological). The author analyses the main characteristics of the changed teacher training system and teacher qualification and development system. Some of the challenges and directions of the transformation and future development of the teacher education and qualification in Bulgaria are discussed.


Author(s):  
Oriol Bohigas ◽  
Hans A. Weidenmüller

An overview of the history of random matrix theory (RMT) is provided in this chapter. Starting from its inception, the authors sketch the history of RMT until about 1990, focusing their attention on the first four decades of RMT. Later developments are partially covered. In the past 20 years RMT has experienced rapid development and has expanded into a number of areas of physics and mathematics.


Polymers ◽  
2020 ◽  
Vol 13 (1) ◽  
pp. 77
Author(s):  
Enric Casanova-Batlle ◽  
Antonio J. Guerra ◽  
Joaquim Ciurana

Bioresorbable cardiovascular applications are increasing in demand as fixed medical devices cause episodes of late restenosis. The autologous treatment is, so far, the gold standard for vascular grafts due to the similarities to the replaced tissue. Thus, the possibility of customizing each application to its end user is ideal for treating pathologies within a dynamic system that receives constant stimuli, such as the cardiovascular system. Direct Ink Writing (DIW) is increasingly utilized for biomedical purposes because it can create composite bioinks by combining polymers and materials from other domains to create DIW-printable materials that provide characteristics of interest, such as anticoagulation, mechanical resistance, or radiopacity. In addition, bioinks can be tailored to encounter the optimal rheological properties for the DIW purpose. This review delves into a novel emerging field of cardiovascular medical applications, where this technology is applied in the tubular 3D printing approach. Cardiovascular stents and vascular grafts manufactured with this new technology are reviewed. The advantages and limitations of blending inks with cells, composite materials, or drugs are highlighted. Furthermore, the printing parameters and the different possibilities of designing these medical applications have been explored.


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