Virtual Technology Review

VR (virtual reality) is a technology based on computers that simulates three-dimensional (3D) environments, allowing users to experience virtual worlds and interact with them on various devices. Virtual reality can be viewed on mobile devices and head-mounted displays as well as VR goggles. VR also enables users to manipulate 3D models of human bodies and their physical environment through first-person interactions with these models, referred to as avatars.

Ivan Sutherland, a Harvard University professor in 1968, developed an eye-mounted display that was a viable option (figure 1-17). The system consisted of miniature cathode-ray tubes that provided stereoscopic images for each eye, as well as ultrasonic and mechanical trackers designed to allow users to move around within a digital world. The development of the VR technology platform is fueled by the advancements in computer processing and the development of new computer graphics technologies. Oxford Medical Systems (the predecessor to Vicon Motion Systems) develops the first commercial Motion Capture (MoCap), system in 1984. Silicon Graphics, Inc. creates the VLSI Graphics Engine which provides the highest-speed workstation for many VR facilities for years.

VR has been found to increase knowledge and skills in health professions education when compared with less interactive digital learning interventions however it isn’t clear whether these effects translate into outcomes for patients. VR has also been demonstrated to reduce stress in both health professionals and patients. Nijland et al. found that ICU nurses who used VR relaxation during breaks had significantly lower levels of stress than nurses who did not utilize VR. However, it is important to realize that the length of the my website VR application can cause overstimulation and even cybersickness in certain patients.