User:Geiyepa/sandbox
Application
[edit]Advantages
[edit]Virtual reality offers a number of advantages which are beneficial for people[2]:
- effective for hospitals to reduce their costs
- great impact of virtual reality on pain relief
- a lower cost of medicine and equipment
- save organizations time and money and make work more convenient[3]
Disadvantages
[edit]There are different types of issues based on virtual reality[4]:
- VR devices were not comfortable
- not useful for patients with some special symptoms
Therapeutical targets
[edit]Chronic pain
[edit]Virtual reality (VR) has been shown to be effective in decreasing pain for procedural or acute pain but to date there have been few studies on its use in chronic pain. Chronic pain patients can tolerate the VR session without the side effects that sometimes come with VR such as headaches, dizziness or nausea.[5]
Rehab
[edit]Virtual reality is also helping patients overcome balance and mobility problems resulting from stroke or head injury.[6]In the study of VR, the modest advantage of VR over conventional training supports further investigation of the effect of video-capture VR or VR combined with conventional therapy in larger-scale randomized, more intense controlled studies.[7]It shows the VR-assisted patients had better mobility when the doctors checked in two months later. Other research has shown similarly successful outcomes for patients with cerebral palsy undergoing rehab for balance problems.[8]
Memory loss
[edit]VR smoothly blurs the demarcation between the physical world and the computer simulation as surgeons can use latest versions of virtual reality glasses to interact in a three-dimensional space with the organ that requires surgical treatment, view it from any desired angle and able to switch between 3D view and the real CT images.[9]
Efficacy
[edit]VR combined real instrument training was effective at promoting recovery of patients' upper-extremity and cognitive function, and thus may be an innovative translational neurorehabilitation strategy. In the study of smoke people, the experimental group showed greater therapeutic effects in a time-dependent manner than the control group, especially on the motor power of wrist extension, spasticity of elbow flexion and wrist extension, and Box and Block Tests. Patients in the experimental group, but not the control group, also showed significant improvements on the lateral, palmar, and tip pinch power, Box and Block, and 9-HPTs from before to immediately after training.[10]
References
[edit]- ^ Jones, Ted; Moore, Todd; Choo, James (2016-12-20). "The Impact of Virtual Reality on Chronic Pain". PLoS ONE. 11 (12). doi:10.1371/journal.pone.0167523. ISSN 1932-6203. PMC 5172565. PMID 27997539.
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: CS1 maint: unflagged free DOI (link) - ^ Mosadeghi, Sasan; Reid, Mark William; Martinez, Bibiana; Rosen, Bradley Todd; Spiegel, Brennan Mason Ross (2016-06-27). "Feasibility of an Immersive Virtual Reality Intervention for Hospitalized Patients: An Observational Cohort Study". JMIR mental health. 3 (2): e28. doi:10.2196/mental.5801. ISSN 2368-7959. PMC 4940605. PMID 27349654.
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: CS1 maint: unflagged free DOI (link) - ^ "3 Benefits of Virtual Reality". LiveTiles. 2017-06-10. Retrieved 2019-10-21.
- ^ Tashjian, Vartan C.; Mosadeghi, Sasan; Howard, Amber R.; Lopez, Mayra; Dupuy, Taylor; Reid, Mark; Martinez, Bibiana; Ahmed, Shahzad; Dailey, Francis; Robbins, Karen; Rosen, Bradley (2017-03-29). "Virtual Reality for Management of Pain in Hospitalized Patients: Results of a Controlled Trial". JMIR mental health. 4 (1): e9. doi:10.2196/mental.7387. ISSN 2368-7959. PMC 5390112. PMID 28356241.
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: CS1 maint: unflagged free DOI (link) - ^ Jones, Ted; Moore, Todd; Choo, James (2016-12-20). "The Impact of Virtual Reality on Chronic Pain". PLoS ONE. 11 (12). doi:10.1371/journal.pone.0167523. ISSN 1932-6203. PMC 5172565. PMID 27997539.
{{cite journal}}
: CS1 maint: unflagged free DOI (link) - ^ "3 ways virtual reality is transforming medical care". NBC News. Retrieved 2019-10-21.
- ^ Levin, Mindy F.; Snir, Osnat; Liebermann, Dario G.; Weingarden, Harold; Weiss, Patrice L. (2012-08-24). "Virtual Reality Versus Conventional Treatment of Reaching Ability in Chronic Stroke: Clinical Feasibility Study". Neurology and Therapy. 1 (1). doi:10.1007/s40120-012-0003-9. ISSN 2193-8253. PMC 4389038. PMID 26000209.
- ^ Levin, Mindy F.; Weiss, Patrice L.; Keshner, Emily A. (2015-3). "Emergence of Virtual Reality as a Tool for Upper Limb Rehabilitation: Incorporation of Motor Control and Motor Learning Principles". Physical Therapy. 95 (3): 415–425. doi:10.2522/ptj.20130579. ISSN 0031-9023. PMC 4348716. PMID 25212522.
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(help) - ^ Anurag. "5 Incredible Uses of Virtual Reality in Medicine". www.newgenapps.com. Retrieved 2019-10-21.
- ^ Oh, Young-Bin; Kim, Gi-Wook; Han, Kap-Soo; Won, Yu Hui; Park, Sung-Hee; Seo, Jeong-Hwan; Ko, Myoung-Hwan (2019-8). "Efficacy of Virtual Reality Combined With Real Instrument Training for Patients With Stroke: A Randomized Controlled Trial". Archives of Physical Medicine and Rehabilitation. 100 (8): 1400–1408. doi:10.1016/j.apmr.2019.03.013. ISSN 1532-821X. PMID 31002812.
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