Virtual Reality for Health Care

Author(s):  
L. Beolchi ◽  
G. Riva
Keyword(s):  
Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2000 ◽  
Vol 24 (5) ◽  
pp. 695-699 ◽  
Author(s):  
D Gourlay ◽  
K.C Lun ◽  
Guan Liya

Author(s):  
Guan-Bo Chen ◽  
Che-Wei Lin ◽  
Hung-Ya Huang ◽  
Yi-Jhen Wu ◽  
Hung-Tzu Su ◽  
...  

Because of a shortage of health care providers, providing rehabilitation in health care facilities is difficult. Virtual reality–based rehabilitation is effective in older populations. There are only a few studies among patients with sarcopenia. This is a quasi-experimental, single-group, pretest–posttest design evaluating the clinical effectiveness of virtual reality–based progressive resistance training among residents aged over 60 years with sarcopenia in rural care facilities. The authors used Oculus Rift with headsets to provide the virtual reality–based progressive resistance training. The authors administered the program twice per week, 30 min per session, for 12 weeks. The primary outcomes were dominant handgrip strength, walking speed, and appendicular skeletal muscle mass index. Data from 30 participants were analyzed. Significant improvements in handgrip strength and walking speed were observed. Although an increasing trend in appendicular skeletal muscle mass index was observed, it did not reach statistical significance. The authors concluded that the virtual reality–based progressive resistance training is partially effective in older sarcopenic adults in health care facilities.


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


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