Virtual reality (VR) is an advanced computer technology that recreates 3D environments. It allows users to interact with virtual worlds through different devices. Virtual reality can be seen on mobile device screens and virtual reality rooms that are headsets, or even in virtual reality goggles. VR also enables the user to manipulate 3D models of human bodies and the physical environments 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 solution (figure 1-17). The system was comprised of miniature cathode ray tubes that created stereoscopic images of each eye, and ultrasonic and mechanical trackers designed to allow users to move in a digital space. The development of the VR technology platform has been fueled by advancements in computer processing and the development 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. is www.iptech.one/image-hosting/ the company that develops the VLSI Graphics Engine which offers a high-speed workstation used by many VR facilities for decades.
It has been proven that VR can increase the knowledge and skills of health professionals’ education when as compared to less interactive digital learning interventions. However, it’s not clear if these effects translate into outcomes for patients. VR has also been proven to reduce stress among patients and health care providers. Nijland et al found that ICU nurses who utilized VR relaxation during their break time had significantly lower stress levels than those who did not utilize VR. It is important to keep in mind that the length of VR applications can lead to hyperstimulation and cybersickness for some patients.