Patients of all ages find hospitals terrifying and depressing, especially children in need of long-term treatments. Apart from the constant poking and prodding, strict hospital rules make the experience unpleasant for the youngest patients. Thankfully, researchers and pediatric specialists are exploring virtual and augmented reality initiatives to improve patient care. Healthcare professionals are using immersive technologies for different purposes--from staff training to patient engagement. Virtual and augmented reality developers are also doing their part to contribute to patient care.
Virtual reality (VR) technology has drawn a lot of attention for its ability to stimulate our senses and transport us to another version of reality. The value of the technology is being recognised beyond entertainment, and is percolating into industries such as education, real estate, and now prisoner rehabilitation, through New York-based startup Virtual Rehab. The company's founder and CEO, entrepreneur Dr Raji Wahidy, firmly believes in VR's potential to rehabilitate and educate prisoners, ultimately preparing them for a better life outside of prison, reducing the number of repeat offences and re-incarceration rates, and easing the burden on taxpayers. Virtual Rehab was founded on the basis of this belief. The startup is looking to use virtual reality technology to deliver correctional services and rehabilitation programs for sex offenders, domestic violence perpetrators, and other prisoners, as well as provide them with practical job training.
Alongside AI and automation, virtual reality (VR) and its closely related cousin augmented reality (AR) have been touted for several years now as technologies likely to have a profoundly transformative effect on the way we live and work. Solutions which allowing humans to explore fully immersive computer-generated worlds (in VR), and overlay computer graphics onto our view of our immediate environment (AR) are both increasingly being adopted in both entertainment and industry. Over the next year, both VR and AR applications will become increasingly sophisticated, as devices get more powerful and capable of creating higher quality visuals. Our understanding of how humans can usefully navigate and interact within virtual or augmented environments will also evolve, leading to the creation of more "natural" methods of interacting and exploring virtual space. In a collision of two-letter abbreviations unlike anything that has come before it, AR and VR developers will increasingly build smart, cognitive functionality into their apps.
The Queensland University of Technology (QUT) is concerned that over-hyping virtual reality (VR) experiences, such as for "thrill rides", could be setting the industry back from creating useful VR concepts in the future. Virtual Reality and Augmented Reality are going to be useful for far more than just gaming. We explore the ways the technology will be used for training, marketing, product design, and much more. It also believes creators of VR content should be more mindful of hygiene, particularly when it comes to sharing headsets with many. Alongside this is the superficial concern of looking "foolish" in VR goggles.
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.