2019
DOI: 10.4018/978-1-5225-7168-1.ch002
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Impact of Virtual Reality in Healthcare

Abstract: Virtual reality (VR) is the simulation of reality where the users would be immersed in an artificial/virtual environment that isn't there but creates an illusion as if it really exists. People using this technology get a feeling that they are performing everything in real time. This gives users a sense of satisfaction. Initially, VR technology was used for gaming purposes, but now it is used in many sectors, including healthcare. There are many situations wherein, when it is expensive or impossible to do somet… Show more

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Cited by 51 publications
(20 citation statements)
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“…Prior to COVID-19, healthcare services were already being digitalised. 1 The public were becoming more familiar with using different technology as part of their routine healthcare – be that the management of an illness (e.g. diabetes) or by video calling a primary care provider.…”
Section: Introductionmentioning
confidence: 99%
“…Prior to COVID-19, healthcare services were already being digitalised. 1 The public were becoming more familiar with using different technology as part of their routine healthcare – be that the management of an illness (e.g. diabetes) or by video calling a primary care provider.…”
Section: Introductionmentioning
confidence: 99%
“…Therefore, VR allows participants to experience simulated digital realities similar to those of physical reality, thus creating scenarios that are impossible to experience in the real world [4]. This newly created technology is increasingly applied in various areas of life, such as industry [5], medicine, rehabilitation and healthcare [6][7][8][9][10][11] or education [12,13]. The potential of this technology has also recently been noticed in the context of health-promoting physical activity [14][15][16][17][18], its application for physical education [19], cognitive functions training [20,21], as well as various applications in sport, among which virtual training and performance analysis are the most frequently quoted [22,23].…”
Section: Introductionmentioning
confidence: 99%
“…The creation of various medical environments with healthcare impacts and personalized experiences can be aided by emergent immersive technologies such as VR, augmented reality (AR), mixed reality (MR), or cross reality (XR), which have become popular as the basis of recreational games [40][41][42][43][44][45][46]. While AR, MR, and XR, in general, can provide training, education, relaxation, or entertainment, VR is the medium that presents the opportunity to most efficiently recreate events that are part of personal narratives, to deeply engage the immersed person with the highest sense of presence [47][48][49][50][51], and most efficiently simulate the personal narrative of the self [52].…”
Section: Recreative Immersionmentioning
confidence: 99%