Transforming Healthcare with Virtual Reality
When the average person thinks of computer technology, their thoughts often drift towards its engagement with just two of our five senses: vision and hearing.
Yet, what if we could expand this interaction to encompass more than just these two sensory channels? Enter virtual reality (VR), a groundbreaking technology that defies traditional sensory boundaries. Virtual reality is defined as a "high-end user interface that involves real-time simulation and interaction through multiple sensorial channels." It can also be understood as a "computer-generated, immersive, multi-sensory information program which tracks a user in real-time.
" With VR, sensory channels such as vision, sound, touch, smell, and even taste can be involved. As Douglas Adams insightfully comments in "Mostly Harmless," "A computer terminal is not some clunky old television with a typewriter in front of it. It is an interface where the mind and body can connect with the universe and move bits of it about" (Burdea Grigore & Coiffet, 1994). Adams emphasizes that computers should not be limited to conventional senses like hearing and seeing. By engaging multiple senses, VR offers a more immersive, stimulating experience that can enhance imagination and interaction in ways tailored to the specific virtual reality environment. While VR is often associated with entertainment and gaming, its potential in the healthcare sector is vast and profound, offering innovative solutions for treating health conditions and supporting patients with mental illnesses.
History
Contrary to popular belief, virtual reality is not a recent phenomenon but has been evolving since the mid-1960s. The journey began with Ivan Sutherland, a visionary in computer graphics, who introduced Sketchpad in his doctoral thesis. This groundbreaking program, which earned him the Turing Award in 1988, was the first to feature a graphic user interface. Sutherland's innovations, including the stereo HMD, position tracking, and graphics engine, laid the foundation for the first virtual reality head-mounted display (HMD). Although rudimentary in its interface and realism, this early VR system used stereoscopic displays to present computer-generated output based on the user's perspective, necessitating position tracking. Despite Sutherland's pioneering work, the term "Virtual Reality" was not coined until 1989. In an interview, Jaron Lanier described VR as a technology that uses computerized clothing to synthesize shared reality, fundamentally altering our relationship with the physical world. Lanier emphasizes that VR is about what our sense organs perceive, not what happens inside our brains. The timeline of VR developments highlights the contributions of individuals like Sutherland and organizations like NASA, which developed the first complete VR system, the Virtual Visual Environmental Display (VIVED), in the early 1980s. This system, later known as the Virtual Interface Environment Workstation (VIEW), utilized an LCD HMD and served training needs requiring large simulations on a small budget. As VR technology matures, companies are focusing on diverse software applications, targeting different markets based on their objectives and consumer needs. The global virtual reality software market has been expanding rapidly, driven by major players like Sony, Microsoft, Facebook, HTC, Samsung, and even GoPro. While entertainment remains the dominant sector, smaller startups are exploring VR's transformative potential in healthcare, addressing conditions like autism, chronic pain, and more.
Healthcare Applications
Despite the focus of major companies on entertainment, visionary startups are harnessing VR to revolutionize healthcare. For instance, Floreo is simplifying therapy delivery for children with autism by enabling parents to support their children from home. Floreo's mobile VR product generates engaging virtual characters to stimulate social interactions, with customizable environments tailored to the needs of individual patients. Studies indicate that these VR experiences have a calming effect on children on the autism spectrum, with the ultimate goal of enhancing their social skills and communication abilities. Specially designed virtual environments can simulate real-world interactions, teaching autistic individuals to adhere to social conventions like respecting personal space. A particularly fascinating virtual environment involves autistic individuals navigating a coffee shop, allowing researchers to observe their behavior and identify areas for improvement. The variation in responses highlights the diverse needs within the autism spectrum, with some requiring more support to successfully navigate these scenarios (Parsons & Cobb, 2011).
Beyond autism, VR is proving invaluable in managing chronic pain, affecting around 11% of Americans. By offering an alternative to painkillers, VR can help combat the opioid epidemic, which claims nearly 100 lives daily. Medical VR can reduce pain perception by as much as 25%, leveraging immersive environments that distract patients from their discomfort and reduce stress. Notable companies like Karuna Labs are developing VR environments that change how the brain processes pain, helping patients manage their symptoms and lead more fulfilling lives.
Moreover, VR is being used to comfort hospitalized children, helping them stay connected with their families and reduce anxiety. VisitU offers a VR app and glasses that allow children to virtually visit their homes, providing a more immersive experience than traditional video calls. This technology can reduce the need for in-person hospital visits, offering emotional support to young patients and their families. VR is also aiding in the restoration of low vision, which affects over 135 million people globally. Unlike other eye conditions, low vision cannot be corrected surgically or with glasses. IrisVision, a VR solution, empowers patients to magnify objects in their environment, adjusting settings like contrast and ambient light to improve their visual experience. VR is also assisting survivors of traumatic brain injuries, offering platforms like Mindmaze that encourage motor skill recovery through virtual exercises. This approach has been shown to accelerate rehabilitation and motivate patients to regain lost functions.
In the realm of medical education, VR is transforming how students learn surgical procedures. Traditionally, only a handful of students could observe operations firsthand. Now, with VR, an unlimited number of students can participate virtually, gaining a detailed understanding of the surgical process. Since its introduction in 2016, this innovative teaching method has been adopted by numerous hospitals, enhancing the training experience for future medical professionals.
Conclusion
In conclusion, virtual reality is redefining healthcare, offering innovative solutions that surpass conventional methods. From assisting individuals with autism to managing chronic pain, VR is reducing the reliance on medication and empowering patients to lead healthier lives. While VR may not completely eliminate pain, it equips patients with the tools to manage it effectively, reducing the need for addictive painkillers. For those with autism, ongoing research demonstrates that VR can enhance social skills, enabling individuals to integrate into society and lead fulfilling lives. As VR continues to evolve, it is essential for large software companies to recognize its potential in healthcare, shifting their focus from entertainment to addressing pressing medical needs. By investing in VR's transformative capabilities, these companies can make a significant impact on the lives of individuals with incurable diseases and disorders. Ultimately, the consistent use of VR environments holds the promise of enabling patients to live normal lives, whether they were born with a condition like autism or have suffered a life-changing injury. With thoughtful application and continued research, virtual reality has the power to heal, educate, and transform lives in profound and lasting ways.
Transforming Healthcare with Virtual Reality. (2021, Jun 01). Retrieved from https://papersowl.com/examples/virtual-reality-in-regards-to-health-and-how-it-can-be-life-changing/