ESP Journal of Engineering & Technology Advancements |
© 2021 by ESP JETA |
Volume 1 Issue 2 |
Year of Publication : 2021 |
Authors : Venkat Raviteja Boppana |
![]() |
Venkat Raviteja Boppana, 2021. "Adoption of Virtual Reality in Medical Training and Therapy", ESP Journal of Engineering & Technology Advancements, 1(2): 201-210.
The adoption of Virtual Reality (VR) technology in the medical field is rapidly transforming the way medical training and therapy is delivered. As of December 2021, VR has found significant applications in areas such as medical education, surgery simulation, physical rehabilitation, and mental health therapy. Medical professionals are utilizing VR to practice complex procedures in a controlled, risk-free environment, allowing them to hone their skills without jeopardizing patient safety. This immersive technology also enhances learning by offering detailed 3D visualizations of human anatomy and conditions, which traditional methods cannot fully replicate. In the realm of therapy, VR is providing new opportunities for treating conditions such as PTSD, anxiety disorders, and chronic pain by creating virtual environments that facilitate exposure therapy, cognitive-behavioral interventions, and pain management techniques. Additionally, VR is proving beneficial in physical rehabilitation, helping patients recover by engaging them in gamified exercises that are both motivating and effective. Despite its many advantages, challenges remain, including high costs, technological limitations, and the need for specialized training for healthcare professionals. However, with continuous advancements in hardware and software, the future of VR in medicine looks promising. As VR technology becomes more accessible and sophisticated, its potential to revolutionize medical education and therapy will likely continue to grow, offering new possibilities for improving patient outcomes and healthcare efficiency. This paper explores the current state of VR adoption in the medical field, the benefits it brings, and the challenges it faces up to the end of 2021.
[1] Jensen, L., & Konradsen, F. (2018). A review of the use of virtual reality head-mounted displays in education and training. Education and Information Technologies, 23, 1515-1529.
[2] Kim, G. J. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence, 14(2), 119-146.
[3] Moran, J., Briscoe, G., & Peglow, S. (2018). Current technology in advancing medical education: perspectives for learning and providing care. Academic psychiatry, 42, 796-799.
[4] McCann, R. A., Armstrong, C. M., Skopp, N. A., Edwards-Stewart, A., Smolenski, D. J., June, J. D., ... & Reger, G. M. (2014). Virtual reality exposure therapy for the treatment of anxiety disorders: an evaluation of research quality. Journal of anxiety disorders, 28(6), 625-631.
[5] Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature reviews neuroscience, 12(12), 752-762.
[6] Cosman, P. H., Cregan, P. C., Martin, C. J., & Cartmill, J. A. (2002). Virtual reality simulators: current status in acquisition and assessment of surgical skills. ANZ journal of surgery, 72(1), 30-34.
[7] Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., ... & Bayley, M. (2010). Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke, 41(7), 1477-1484.
[8] Kavanagh, S., Luxton-Reilly, A., Wuensche, B., & Plimmer, B. (2017). A systematic review of virtual reality in education. Themes in science and technology education, 10(2), 85-119.
[9] Kenny, P., Rizzo, A. A., Parsons, T. D., Gratch, J., & Swartout, W. (2007). A virtual human agent for training novice therapists clinical interviewing skills. Annual Review of CyberTherapy and Telemedicine, 5, 77-83.
[10] Ioannou, A., Papastavrou, E., Avraamides, M. N., & Charalambous, A. (2020). Virtual reality and symptoms management of anxiety, depression, fatigue, and pain: a systematic review. SAGE open nursing, 6, 2377960820936163.
[11] Martín-Gutiérrez, J., Mora, C. E., Añorbe-Díaz, B., & González-Marrero, A. (2017). Virtual technologies trends in education. Eurasia journal of mathematics, science and technology education, 13(2), 469-486.
[12] Issenberg, S. B., McGaghie, W. C., Hart, I. R., Mayer, J. W., Felner, J. M., Petrusa, E. R., ... & Ewy, G. A. (1999). Simulation technology for health care professional skills training and assessment. Jama, 282(9), 861-866.
[13] Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182.
[14] Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of neuroengineering and rehabilitation, 1, 1-8.
[15] Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & education, 147, 103778.
[16] Venkat Raviteja Boppana, 2021. "Innovative CRM Strategies for Customer Retention in E-Commerce", ESP Journal of Engineering and Technology Advancements, 1(1), 173-183.
Virtual Reality, VR, Medical Training, Medical Education, Therapy, Rehabilitation, Mental Health, Pain Management, Immersive Technology, Healthcare Innovation, Patient Care, Simulation Training, Medical Simulations, Cognitive Behavioral Therapy, Exposure Therapy, Medical Professionals, Healthcare Education, Remote Learning, Technological Advancements in Medicine, VR in Healthcare.