Technology is constantly progressing and the world we live in changes daily. How we interact and integrate technology into our lives will never stay consistent. As clinicians, we must welcome technology into our diagnostic, treatment, and rehabilitative protocols. We must be on the forefront of thinking; how can be best serve our patients? A recent movement in vestibular rehabilitation is incorporating novel activities in our treatment and rehabilitation plans. Virtual reality and exergaming, exercising through the use of video games, are being explored as new alternatives to traditional rehabilitation methods. As research emerges as to the benefit these new methods, we as clinicians must analyze and determine if these synergistic efforts are …show more content…
Post-intervention measures of the TUG test showed no statistically significant inter-group (p = 0.10) or intra-group (p = 0.02) differences between pre-and post-intervention for the exercise group (Nilsagård et. al., 2012). It was reported though that participants in the exercise group found the games stimulating and easy, making them want to exercise. Also, Nilsagård and her associates noted that the participants in the non-exercise group were more physically active than the exercise group, therefore the reason for the insignificant findings may be related to …show more content…
Embracing technology can enhance our current methods and possible transcend our current VR limitations. For example, we can use the Wii as an at home exercise to supplement VR exercises completed with a PT or audiologist. Also as Nilsagård and her associates stated, the individuals were more likely to exercise because they found the exergaming to be enjoyable. If further research is preformed and more evidence is shown as to how beneficial these programs are to patient’s I believe more clinicians would be more likely to include exergaming into VR programs. As for now I believe that exergaming should be provided as fun supplemental VR exercises that patients can perform to further their current VR
“Researchers have begun to employ new technologies, such as functional magnetic resonance imaging (fMRI), to show that playing violent video games appears to desensitize players to real-life violence, pain, and the suffering of others (Bastian, Jetten & Radke, 2011).” (Wallop, 2012). This source backs up everything that Ryan was saying, proving that this article is a trustworthy
VIrtual reality is the most studied virtual platform in the world. Scientists have picked apart this simulated 3D environment piece by piece to uncover its benefits and risks to our society if used. When a virtual reality headset is put on, your brain gets transported to this online environment, when using this head set a large amount of risks follow it. “The immersive environment of virtual reality and augmented reality can be the number one cause of anxiety or stress. Wearing an obstructive headset for only a few minutes can leave you with more than just one health risk.”
Similarly, it was important for the content of this paper, to interview a physician on how it would impact their specialty. The internet had valuable insight from anesthesiologists, general surgeons and emergency responders on how the Glass product may be useful in their lives. Fortunately, an orthopedic surgeon made himself available for an interview, and his insight was into his specialty was much appreciated. Dr. James L. Rushford, D.O., had previously head about the Google Glass product before, and heard about some of the advantages the product would bring to other specialties. Unfortunately, there has not been much in the way of its application discussed in orthopedics.
Through a critical examination, we will identify recent research concerning VR applications in therapeutic and rehabilitation settings, and we will subsequently provide a series of potentialities that will serve Kaiser
Today, we have the ability to diagnose diseases within days, if not hours. Virtual reality based activities are prevalent in the novel and, more recently, right now.
This article focuses on using VR to train soldiers for combat situations. By examining this study, I can better understand the history of the military’s uses of VR systems for combat as well as possible expansions for future military use. Berkenstadt, H., Ziv, A., Barsuk, D., Levine, I., Cohen, A., & Vardi, A. (2003). The use of advanced simulation in the training of anesthesiologists to treat chemical warfare casualties. Anesthesia & Analgesia, 96(6), 1739-1742.
In 2003, as the futurist Ray Kurzweil predicted, somewhat hyperbolically, “By the 2030s, virtual reality will be totally realistic and compelling and we will spend most of our time in virtual environments ... We will all become virtual humans.” In theory, such escapism is nothing new—as critics of increased TV, Internet, and smartphone usage will tell you—but as Virtual Reality technology continues to blossom, the worlds that they generate will become increasingly realistic, as Kurzweil explained, creating a greater potential for overuse. This technological paradigm shift brings a level of immersion unlike any that has come before it, and the handwringing has already begun. Early doomsday predictions aside, we have a million-dollar question i.e. can virtual escapism can ever be used for good?
Today’s virtual reality has outclassed the pasts renditions of it by a tenfold, and sparked my interest back into it. While I have not been lucky enough to buy or test out these new virtual reality devices, I believe that will cause an immense amount of change in our entertainment and training
Many of these tools are coming in the form of robots or machines with robotic parts. The exact prototype of Baymax has not been replicated, but there are multiple types of robots with different abilities that have been integrated into some healthcare settings. Communication is a key component in the progression of healthcare. Technology has taken communication to new levels by introducing aspects of virtual reality to healthcare.
The authors of the article “A Motion-Sensing Game-Based Therapy to Foster the Learning of Children with Sensory Integration Dysfunction” went about studying the responses of children with SID (Sensory Integration Dysfunction) to digital game therapy. Until this point, the form of therapy that is used to treat children with SID is Sensory Integration Therapy, or SIT, which is a game based therapy that guides children in learning how to make adaptive responses through playing games. The games are based around tactile tools like hammocks, ropes, and balls. Unfortunately, children can become bored with repeated use of the same games and environment, and consequently their focus is lost. In order to remedy this, the authors of this study set out to test Motion-Sensing Digital Game-Based Sensory
Firstly, video games improves our interaction skills which is the ability to catch, kick, and throw. ISABEL GRANIC is a Professor and chairman in the developmental psychopathology department, in the behavioural science institute at RadBoud University. She did a research where she studied the difference between the attitude of a group of people who didn’t play video games and another group of people who played interaction video games. She saw that the people who have played video games seems to have much faster
Besides being in the gaming community, recent games have added a feature in which one can actually chat or directly speak to other people, with this social interaction is not lost. In conclusion, video games are not perfect, but the advantages clearly outweigh the disadvantages. Even though many video games are considered violent and harsh, through the facts given, it can be concluded that they have positive effects. Video games can improve following instructions and problem solving.
You want to see rewards commensurate with your actions, and you want to see the world change based on what you’ve done. A Virtual Reality Game should offer you many ways to reach its many endings, and each should be equally valid and important, honestly reflecting the choices you’ve made. We’ll do just that. Your choices start right away. Even as you crawl from the rubble during the ceremonial blast at the start of the game, you’ll be offered choices.
Playing violent video games in a wide range at a “pathological” level that causes damage to family, social, school functioning. Because of addiction of playing video games will a cause of bad effects on children’s health like obesity, video induced seizures and postural, skeletal and muscular disorder such as tendonitis, nerve contraction and carpal tunnel syndrome. Research say that addiction to video games increase he depression and anxiety level. It also exhibit social prohibits and it is not surprising that video
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.