VR (virtual reality) is a technology based on computers that simulates three-dimensional (3D) environments that important link let users explore virtual worlds and interact with them via various devices. Virtual reality can be viewed through mobile devices’ screens, head-mounted displays, or VR goggles. VR allows the user to interact with 3D models of bodies and environments in a first-person manner. These models are known as avatars.
In 1968, Ivan Sutherland created a viable head-mounted display at Harvard University (figure 1-17). The system consisted of miniature cathode-ray tube that offered stereoscopic images for each eye, and ultrasonic and mechanical trackers designed to allow users to move around in a digital space. The advancement of the VR technology platform has been fueled by technological advances in computer processing and the development of new computer graphics technology. Oxford Medical Systems, the precursor to Vicon Motion Systems, develops the first commercial motion capture (MoCap) system in 1984. Silicon Graphics, Inc. created the VLSI Graphics Engine, which is a computer with high-speed capabilities utilized by a number of VR facilities.
It has been demonstrated that VR can enhance knowledge and skills for health professionals education when as compared to less interactive digital learning activities. However, it is not evident if these results translate into improved outcomes for patients. VR has also been proven to reduce stress levels in patients and health care providers. Nijland et al found that ICU nurses who utilized VR relaxation during their break time experienced lower stress levels than nurses who didn’t use VR. It is important to keep in mind that the length of VR applications can cause cybersickness and overstimulation in some patients.