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Health Care (Medical Training)

Chirag R Jain - 1861707


Sai Madhuri - 1861732

Mission Vision Core Values


Christ University is a nurturing ground for an Excellence and Service Faith in God | Moral Uprightness
individual’s holistic development to make effective Love of Fellow Beings | Social Responsibility
contribution to the society in a dynamic environment | Pursuit of Excellence
Christ University
Department of Media Studies

CONTENTS

● INTRODUCTION

● HISTORY OF VIRTUAL REALITY

● APPLICATIONS OF VIRTUAL REALITY

● VR IN HEALTHCARE AND MEDICINE

● DISADVANTAGES AND CONSEQUENCES

● CONCLUSION

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Christ University
Department of Media Studies

Introduction
Virtual reality (VR) is the name given to the technology that allows a
user to use a VR headset to simulate an interesting situation or
experience within an interactive but computer-generated environment.
The simulation is immersive and may necessitate the use of special 3D
goggles with a screen or gloves that provide sensory feedback to assist
the user in learning from experience in this virtual world.

FIG 01: IMMERSIVE EXPERIENCE VIA VR FIG 02: VR HEADSET AND CONTROLS

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Christ University
Department of Media Studies

History
Philco Corporation
Morton Heilig ● 1961
● 1950s ● ‘Headset’
● Sensorama ● Tracking system (Military purposes)
● moving chairs and odor meters. E.g: Pilots
Douglas Engelbart Ivan Sutherland
● VR notion ● 1965
● visualize information. ● Ultimate Display

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Christ University
Department of Media Studies

APPLICATIONS OF VR
Today, Virtual reality is used in many fields of medicine, entertainment
and technology. A few applications of virtual reality are as follows:

Fig 04: Automotive industry Fig 05: Healthcare Fig 06: Retail

Fig 07: Tourism Fig 08: Architecture and real estate Fig 09: Learning and development

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Department of Media Studies

APPLICATIONS OF VR

Fig 10: Entertainment and Gaming Fig 11: Education and schooling

Fig 12: Mental wellbeing Fig 13: Social meetings and conferences

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Christ University
Department of Media Studies

VR IN HEALTHCARE
Virtual reality is being employed in a number of applications in several sectors of healthcare.
These include medical training for both physicians in training and students, patient care,
medical marketing, and teaching people about a disease, medical condition, or procedure. The
different areas where VR is being applied in the healthcare industry are as follows:

1. Medical Training

● Any kind of medical situation can be simulated using VR, to


allow the students to deal with it as in real life. This is followed
by feedback and debriefing, to allow them to learn from their
mistakes, if any.
● VR may be used to assist medical experts in seeing the interior
of the human body, revealing previously inaccessible places.
● Computer graphics have enabled the recreation of any area of
the body in high detail and with exceptional fidelity to reality.
● Real-life surgical operations may be videotaped in amazing
resolution from many perspectives and then integrated with
models of the body site being operated on to allow the student
to 'operate' in VR.
● Understanding how fractures originate and are worsened in real
life is extremely beneficial to aspiring orthopaedic surgeons.

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Christ University
Department of Media Studies

VR IN HEALTHCARE
2. TREATMENT OF PATIENTS
● Virtual reality is useful in planning complex
operations beforehand as it allows surgeons to have
a walkthrough of the whole surgery virtually.
● This maximizes safety by minimizing surprises.
● VR is also crucial in surgical robotics, which
depends on a robotic arm controlled by a human
surgeon at a console.
● Mental health patients with phobias, for instance,
also find VR very helpful, as do their therapists
● VR is also used in the treatment of various ailments
such as Memory loss, Autism, Alcoholism, Chronic
pain relief, Psychiatric health, Cancer screening.

3. PHYSICAL THERAPY AND REHABILITATION


● Virtual reality also aids for faster recovery periods during physical therapy by making it simpler for
patients to perform their activities.
● This is due to the fact that VR diverts the patient's attention away from the pain by offering an
engrossing alternate world that simultaneously entrances, motivates, and urges them to continue
the task.

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Christ University
Department of Media Studies

VR IN HEALTHCARE
4. ADDICTION RELATED ISSUES

● Medical virtual reality can also aid in the rehabilitation from substance addiction.
● use of progressive exposure approach in conjunction with teaching on how to respond to
addictive cravings.
● The utilisation of the patient's own environment in the simulated circumstance may aid in the patient
practising resisting typical triggers before being exposed to the actual thing.

5. HEALTH AWARENESS AND


EDUCATION
● Virtual reality also aids for faster recovery periods
during physical therapy by making it simpler for
patients to perform their activities.
● This is due to the fact that VR diverts the patient's
attention away from the pain by offering an
engrossing alternate world that simultaneously
entrances, motivates, and urges them to continue the
task.

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Christ University
Department of Media Studies

VR IN HEALTHCARE
6. FITNESS

● Virtual reality has been employed in several fitness apps to increase daily physical
activity by making it more enjoyable. They either gamify physical training by providing
goals and incentives, providing feedback on activity, or just making it more fun by
immersing the user in a beautiful scene.

7. MARKETING

● Marketing is an important aspect of contemporary medicine. Virtual reality allows doctors to


share their expertise with patients and patients to convey their experiences to their doctors
without using words, allowing for powerful and effective communication, increased awareness of
disease, and viable therapies.
● In the future, virtual reality (VR) will most likely be utilised to improve the safety and efficacy of
surgical operations, particularly those that are minimally invasive or non-invasive, as well as to
better comprehend the complexity of the human body.

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Christ University
Department of Media Studies

Disadvantages/Danger

As a rule, most benefits come at some cost, and VR is no exception from this rule. Let’s review the drawbacks
associated with using virtual/augmented reality devices in medicine.

1. High cost of equipment and software

Most implementations of VR in medicine involve complex hardware and elaborate computer programs to
evoke the believable experience. While there are some charity-funded projects that use cardboard boxes and
smartphones instead of VR glasses and headsets, they usually lack the required immersion and realistic
atmosphere. However, it is possible to reduce software development costs by using ready-made VR software
development kits and game engines, such as Unity or Unreal engines and relevant Oculus SDKs, though it
might be challenging to adapt them to healthcare purposes.

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Christ University
Department of Media Studies

2. Possibly addictive

Gaming addiction has already become a recognized problem, and the possibility of VR addiction also raises
the concern of doctors. The risk is especially high for patients with dementia who have difficulties in
recognizing and interacting with the real world. Patients with severe disabilities may also be prone to VR
addiction, as they might prefer escaping to the virtual world.

3. May disorient users

One of the well-known drawbacks of virtual reality devices is the tendency to cause nausea, vertigo,
disorientation, or other similar symptoms in some users even during gaming. Patients may generally be more
susceptible to such effects due to their health conditions.

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Christ University
Department of Media Studies

4. Lack of extensive trials and use history

Designing, implementing, and approving new treatment methods require significant time and must follow a
strict procedure. Since the technologies related to virtual and augmented reality are still under extensive
development, they often lack proper trial runs, and their use is considered experimental.

5. Does not provide sufficient training

While the illustrative aspect of VR is amazing for educational purposes, their use for skill training cannot
compete with real-life practice. Even elaborate training complexes for dentists or surgeons cannot provide
completely realistic feedback, especially in terms of tactile response.

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Christ University
Department of Media Studies

CONCLUSION

● In conclusion, it’s evident that science is a great servant but a bad master.

● VR is a great solution for many of the medical and healthcare issues, but when not
carefully thought of, can cause damage and harm as well.

● There seems to be a great potential for VR to form a great help and a big part of the
medical and healthcare industry.

● Hence, there is a need for more awareness and teaching about VR and it’s applications
to the public for it to grow exponentially.

● Hence, VR is greatly used in the field of medical and health care.

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Christ University
Department of Media Studies

THANK YOU

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