VR (virtual reality) is a technology based on computers that creates three-dimensional (3D) environments, allowing users to experience virtual worlds and interact with them on different devices. Virtual reality can be viewed on mobile devices as well as head-mounted displays or VR goggles. VR also allows users to manipulate 3D models of human bodies and their physical environments through first-person interactions with the models, also known as avatars.
Ivan Sutherland, a Harvard University professor in 1968, created an eye-mounted display that was a viable option (figure 1-17). The system was comprised of miniature cathode tubes that provide stereoscopic visuals for each eye and mechanical and ultrasonic tracking to enable user movement in a virtual environment. The VR technology platform was developed because of advances in computer graphics and computer processing. Oxford Medical Systems, the precursor to Vicon Motion Systems, develops the first commercial motion capture (MoCap) system in 1984. Silicon Graphics, Inc. has developed the VLSI Graphics Engine, which is a computer with high-speed capabilities used by numerous VR facilities.
It has been demonstrated that VR can improve knowledge and skills for health professionals’ education if in comparison to less interactive online learning activities. However, it’s not clear if these effects translate into improved outcomes for patients. VR has been proven to decrease both healthcare provider and patient stress. Nijland et al. found that ICU nurses who used VR during breaks had significantly lower levels of stress than nurses who didn’t use VR. However it is important to realize that the length of the VR application could cause overstimulation and even cybersickness in certain patients.