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Health Care (Medical Training) : Chirag R Jain - 1861707 Sai Madhuri - 1861732
Health Care (Medical Training) : Chirag R Jain - 1861707 Sai Madhuri - 1861732
CONTENTS
● INTRODUCTION
● CONCLUSION
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
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
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
APPLICATIONS OF VR
Fig 10: Entertainment and Gaming Fig 11: Education and schooling
Fig 12: Mental wellbeing Fig 13: Social meetings and conferences
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
THANK YOU