Virtual Technology Review


Virtual reality (VR) is a computer technology that simulates 3D environments. It allows users to interact with virtual worlds on different devices. Virtual reality can be viewed through mobile devices’ screens as well as head-mounted displays or virtual reality goggles. VR also allows users to manipulate 3D models of human bodies and physical environment through first-person interactions with these models, which are referred to as avatars.

Ivan Sutherland, a Harvard University professor in 1968, designed a head-mounted display that was feasible (figure 1-17). The system included miniature cathode-ray tubes that offered stereoscopic images for each eye as well as mechanical and ultrasonic tracking to allow user movement in a virtual world. The advancement of the VR technology platform is fueled by advancements in computer processing and the creation of new computer graphics technology. Oxford Medical Systems (the predecessor to Vicon Motion Systems) develops the first commercial Motion Capture (MoCap), system in 1984. Silicon Graphics, Inc. has developed the VLSI Graphics Engine, which is a high-speed computer utilized by a number of VR facilities.

It has been proven that VR has the ability to improve the knowledge and skills of health professionals’ education, when compared to less interactive digital learning interventions. However, it is not evident if these results translate into improved outcomes for patients. VR has been shown to reduce both the health care provider as well as the patient’s stress. Nijland et al. found that ICU nurses who utilized VR relaxation during breaks had significantly less stress than nurses who did not utilize VR. However it is important to virtual technology review realize that the length of the VR application can lead to overstimulation and even cybersickness in certain patients.


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