TY - JOUR
T1 - Immersive medical virtual reality
T2 - still a novelty or already a necessity?
AU - Loetscher, Tobias
AU - Barrett, A M
AU - Billinghurst, Mark
AU - Lange, Belinda
PY - 2023/7
Y1 - 2023/7
N2 - VR is a technology that allows users to interact with and experience a simulated environment.2 The technology typically involves the use of a headset or other device that displays a 3D computer-generated environment, as well as sounds and haptic feedback, and input devices to create a fully interactive immersive experience. The immersion establishes a sense of presence3 - a user's subjective feeling that they are actually present in the virtual environment. This subjective sense of presence is modulated by the employed technology4 and is enhanced by the use of head tracking and other technologies that allow the user to move around within the virtual environment. Medical VR applications take advantage of the technology's ability to elicit emotional responses, convey spatial information and provide a sense of presence in a simulated environment. Typically, the applications use engaging VR experiences while providing a safe and controlled environment for failsafe practice, learning, distraction, relaxing or treatment.
AB - VR is a technology that allows users to interact with and experience a simulated environment.2 The technology typically involves the use of a headset or other device that displays a 3D computer-generated environment, as well as sounds and haptic feedback, and input devices to create a fully interactive immersive experience. The immersion establishes a sense of presence3 - a user's subjective feeling that they are actually present in the virtual environment. This subjective sense of presence is modulated by the employed technology4 and is enhanced by the use of head tracking and other technologies that allow the user to move around within the virtual environment. Medical VR applications take advantage of the technology's ability to elicit emotional responses, convey spatial information and provide a sense of presence in a simulated environment. Typically, the applications use engaging VR experiences while providing a safe and controlled environment for failsafe practice, learning, distraction, relaxing or treatment.
KW - health policy & practice
KW - pain
KW - psychiatry
UR - http://www.scopus.com/inward/record.url?scp=85160270656&partnerID=8YFLogxK
U2 - 10.1136/jnnp-2022-330207
DO - 10.1136/jnnp-2022-330207
M3 - Editorial
C2 - 37055062
AN - SCOPUS:85160270656
SN - 0022-3050
VL - 94
SP - 499
EP - 501
JO - Journal of Neurology, Neurosurgery and Psychiatry
JF - Journal of Neurology, Neurosurgery and Psychiatry
IS - 7
ER -