HOW CAN VIRTUAL REALITY APPLIED IN
HEALTHCARE IN THE FUTURE
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How Can Virtual Reality Applied In
Healthcare In The Future
Introduction
Emerging changes in the delivery of
healthcare are playing a very crucial role on the healthcare’s professional
experience structure in a number of ways (Meggs Greer & Collins 2012, 45).
Additionally, medicine has evolved through a number of changes over the past
five decades. In the modern era, medical knowledge can be argued to double each
and every 6-8 years since new medicinal procedures are discovered every day (Atwal Money and Harvey 2014 283). As a
result, continuous education has been established as one of the most crucial
aspects for both the medical physician and the nurse as well. In other words,
all this education process revolves around the restructuring of the curricular
and the teaching process, faculty infrastructure improvement most especially in
matters of education and performance evaluation strategies. According Atwal Money and Harvey 2014 283, the
education model in Nursing and medical field is modeled around the concept
“see, one, do one, teach one” in the sense that other educational features such
as lectures and films are now being incorporated into the nursing sector.
Recent technological advances such as the two-dimensional and three-dimensional
virtual worlds coupled with computer simulations can offer the medical field
and opportunity to improve on their education and training levels of their
health professionals through facilitation of virtual environments (Gorini and Riva 2014 67).

Figure
1: The diverse Potential of VR and AR Applications (source: web images, 2016,
the diverse potential of VR and AR Applications. Retrieved from: https://www.google.com/search?q=how+can+virtual+the+Virtual+Reality+apply+to+healthcare+in+the+future+research+paper+pdf&biw=1366&bih=657&source=lnms&tbm=isch&sa=X&ved=0ahUKEwixuLGhmIfQAhXKrY8KHa9-BD4Q_AUICCgD
The aim of this research revolves
around exploring the benefits and the employment of the VR in healthcare training
and education. Additionally, significant literature reviews and projects that
have previously been carried out in this field will as well be explored
followed by a review of issues that revolve around the current limitations as
well as future development directions.
Rationale
Virtual Reality is a
computer-generated simulation of an imagined or real environment. Additionally,
the basis of the VR idea revolves around the fact that it can synthesize a 3D
graphical environment by computing a numerical data. Additionally, a primary
feature of the virtual environment experience is the fact that it can allow
individuals to virtually interact with the imagined environment using external
input devices such as joystick, mouse or typical VR peripherals that are
responding to the user’s emotions and reactions (Ma Jain and Anderson, 2014 45).
Moreover, this computer established world can either be a model of an object in
the real world or an abstract of the real world that is imaginary but is
comprehended by humans like a representation of a chemical molecule (Grajales 2013 57).
One primary feature of Virtual environment lies in the fact that it established
the possibility of individuals to interact with the environment that is
established. As a result, this research topic is important in health sciences
because it allows students to learn through immersion and interaction by means
of first-person interaction (Ma
Jain and Anderson, 2014 45). In other words, firsthand experience
plays a significant role in the learning process of medical and health care
professionals hence the Virtual environments will help them learn through
perpetual illusion of nonmediation since the virtual environments allows for
the construction of knowledge from the
direct experience of this healthcare professionals. Moreover, learning through
virtual environment is better than other learning techniques since it
encourages adaptability, promotes experiential and active learning, encourages
visualization and reification and VR itself a very good platform for
visualization and reification.
As much technological advances and
other medical advances have made it possible for healthcare and medical
professionals a number of innovative training tools, it can be argued that
Virtual environment possess the great potential of moving the healthcare
professional ton the next level most especially when it comes to the learning
process (Ma Jain and Anderson, 2014 45).
Additionally, through the promotion of the interaction with the learning subjects,
it can be argued that Virtual learning promotes motivation in training coupled
with a learning interest that is universally acknowledged as a condition that
is very influential in the learning process (Grajales 2013 57). In other words,
Virtual learning process allows for the applicability of learning tools that
may be very challenging, too costly or rather very simply very impossible to
posses the real world.
It is also universally accepted that
the current Virtual training applications in regards to medical and health
training differ a lot depending on the technology and the type of attributes
that needs to be trained
(Ma Jain and Anderson, 2014 45). Additionally, the only
application that is common in the modern day healthcare environments is the
immersive 3D environments that train individuals in matters of psychology most
especially when it comes to the treatment of schizophrenia in an effort to
deepen professionals’ comprehension level about the disease.
Reference List
Atwal, A., Money, A. and Harvey, M.,
2014. Occupational therapists’ views on using a virtual reality interior design
application within the pre-discharge home visit process. Journal of medical
Internet research, 16(12), p.e283.
Gorini, A. and Riva, G., 2014.
Virtual reality in anxiety disorders: the past and the future. Expert Review
of Neurotherapeutics.
Grajales III, F.J., Sheps, S., Ho,
K., Novak-Lauscher, H. and Eysenbach, G., 2014. Social media: a review and
tutorial of applications in medicine and health care. Journal of medical
Internet research, 16(2), p.e13.
Ma, M., Jain, L.C. and Anderson, P.
eds., 2014. Virtual, augmented reality and serious games for healthcare 1
(Vol. 1). Berlin: Springer.
Meggs, S. M., Greer, A., & Collins,
S. (2012). Virtual reality in interior design education: Enhanced outcomes
through constructivist engagement in Second Life. International Journal of
Web-Based Learning and Teaching Technologies (IJWLTT), 7(1), 19-35.
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