97,576 research outputs found

    Virtuaalitodellisuus terveydenhuollossa ja sen käyttökohteet

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    Opinnäytetyö tehtiin toimeksiantona SuperApp Oy:lle. Opinnäytetyö käsitteli virtuaalitodellisuutta terveydenhuollossa. Opinnäytetyön tavoitteena oli tutustua virtuaalitodellisuuden käsitteeseen, siinä käytettyihin laitteisiin ja tekniikkaan, sekä virtuaalitodellisuuden käyttöön terveydenhuollossa. Tavoitteena oli tutkia millaisia käyttökohteita ja ratkaisuja virtuaalitodellisuus tarjoaa terveydenhuoltoalalla. Opinnäytetyö oli rajattu koskemaan seuraavia aloja: muistisairaudet, pelot ja fobiat, kivun hallinta ja kuntoutus. Teoriaosuudessa esiteltiin virtuaalitodellisuuden määritelmä, historia ja tekniikka, sekä erilaiset virtuaalitodellisuusjärjestelmät. Lisäksi käsiteltiin myös lisättyä todellisuutta, virtuaalitodellisuutta käytännössä sekä virtuaalitodellisuudessa esiintyviä haasteita. Teoriassa käsiteltiin virtuaalitodellisuutta terveydenhuollossa, erityisesti sitä millaisia ratkaisuja virtuaalitodellisuus tarjoaa eri aloilla. Löydetyt sovellukset ja ratkaisut on jaoteltu alakohtaisesti. Opinnäytetyössä toteutettiin kvalitatiivinen tutkimus ja aineisto kerättiin haastattelemalla kuutta terveydenalan ammattilaista annetun lomakkeen pohjalta. Haastateltavat henkilöt löydettiin perehtymällä eri alojen toimijoihin Suomessa ja ottamalla heihin yhteyttä. Haastattelut suoritettiin puhelin- ja Skype-haastatteluina. Tuloksissa tuli ilmi, että virtuaalitodellisuus ei ole vielä kovin laajalti käytetty menetelmä terveydenhuollossa. Haastateltavat kokivat virtuaalitodellisuuden olevan jossakin määrin vieras käsite terveydenhuollossa. Nähtiin kuitenkin, että sille olisi olemassa sovellettavia ja potentiaalisia käyttökohteita, erityisesti terapia- ja kuntoutustoimijoilla.The thesis was commissioned by SuperApp Oy which is a software company based in Lahti. The purpose of the thesis was to look into the use of virtual reality in healthcare and to explore the concept of virtual reality. The use of virtual reality applications and solutions in the healthcare sector were also looked into. The thesis was limited to cover memory disorders, fears and phobias, pain management and rehabilitation. The theoretical background consisted of the definition of virtual reality, its history and the technology, as well as various existing virtual reality systems. The concept of augmented reality and the challenges of virtual reality are discussed as well. In addition, virtual reality in the healthcare sector and the existing solutions and applications are addressed. The thesis was executed as a qualitative study. The information and material were collected by interviewing healthcare professionals working in the fields mentioned above. The theoretical background is based on related research, articles and literature. The interviews were conducted by telephone and Skype. The results showed that of virtual reality is a somewhat used method in the healthcare sector at the present moment. The key findings revealed that virtual reality is seen quite unfamiliar and challenging concept, but it does contain applicable and potential features which might be possible to use in the healthcare sector

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    VR-Based Egocentric Vision Jenga Game Using Oculus Headset

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    This research demonstrates the development of the game JengaVR using an Egocentric View (First-person vision). The paper\u27s main idea was to promote VR technology in an innovative concept of creating a game in 3d Virtual Space and provide an immersive experience with human interaction. To Implement this game, we are using Unity3D, C#, and Oculus VR headset. Recently, virtual reality technology has advanced to the point that it has applications in entertainment, healthcare, education, civil engineering. Also, Mix reality is an amalgamation of Augmented reality and Virtual Reality. Furthermore, Virtual Reality is still emerging, and it has unaccountable possibilities.Keywords- Egocentric View; Virtual Reality; Unity3d; Oculus VR; Game Developmenthttps://ecommons.udayton.edu/stander_posters/3150/thumbnail.jp

    Empowerment or Engagement? Digital Health Technologies for Mental Healthcare

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    We argue that while digital health technologies (e.g. artificial intelligence, smartphones, and virtual reality) present significant opportunities for improving the delivery of healthcare, key concepts that are used to evaluate and understand their impact can obscure significant ethical issues related to patient engagement and experience. Specifically, we focus on the concept of empowerment and ask whether it is adequate for addressing some significant ethical concerns that relate to digital health technologies for mental healthcare. We frame these concerns using five key ethical principles for AI ethics (i.e. autonomy, beneficence, non-maleficence, justice, and explicability), which have their roots in the bioethical literature, in order to critically evaluate the role that digital health technologies will have in the future of digital healthcare

    Acceptance and Continuance Usage Intention of Mixed Reality for Australian Healthcare Interprofessional Education

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    Virtual-Reality and augmented-reality are becoming innovative teaching and learning approaches across many industries, including healthcare, especially during the COVID-19 pandemic. However, the adoption rate of this technology is very low, especially in Australian healthcare Interprofessional Education. This study investigates factors influencing adoption and use of mixed-reality technology for Australian healthcare IPE. In this study, a theoretical model based on the Expectation and Confirmation Model and Task Technology Fit is developed and will be tested to determine Australian healthcare professionals’ intentions to continue using mixed-reality for Interprofessional Education through three validated surveys using a voluntary non-probability sampling strategy, over a 10-week period, targeting 124 healthcare professionals at the Tweed hospital, NSW Australia. The research outcome will assist in determining the validity of the proposed hybrid model in the context of MR healthcare training. It may assist in developing a more suitable theoretical framework and future characteristics of MR for healthcare training

    The Roles of Virtual Reality and Augmented Reality During The COVID-19 Pandemic

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    Abstract:  This paper aims to describe the roles of virtual reality and augmented reality during the COVID-19 pandemic. Method of the study: It is a narrative literature review. Literature was searched in Science Direct and Google Scholar databases. Review and research paper were included. Short notes and commentary were excluded. Results revealed that the invention of Augmented-Reality, Virtual-Reality, and Mixed-Reality technologies gives integrations of virtual and physical objects. Those technologies have many usages in education, experiments, manufacture, and business. Users can have hybrid experiences because the combination of the interactive physical and virtual connections. In business, the interested customers will buy the products. In education, these technologies will help the students in learning process. In healthcare, it can be done to do simulation for preventing the COVID-19 pandemic. In conclusion, the roles of augmented reality and virtual reality are very essential, such as in health, education, business, manufacture, and experiments.Abstrak: Tulisan ini bertujuan untuk mendeskripsikan peran virtual reality dan augmented reality selama pandemi COVID-19. Metode penelitian adalah tinjauan literatur naratif. Literatur dicari di database Science Direct dan Google Scholar. Review dan makalah penelitian merupakan kriteria inklusi. Catatan pendek dan komentar diekslusikan. Hasil penelitian mengungkapkan bahwa penemuan teknologi Augmented-Reality, Virtual-Reality, dan Mixed-Reality memberikan integrasi objek virtual dan fisik. Teknologi tersebut memiliki banyak kegunaan dalam pendidikan, eksperimen, manufaktur, dan bisnis. Pengguna dapat memiliki pengalaman hybrid karena kombinasi koneksi fisik dan virtual interaktif. Dalam bisnis, pelanggan yang tertarik akan membeli produk. Dalam dunia pendidikan, teknologi ini akan membantu siswa dalam proses belajar. Di bidang kesehatan, bisa dilakukan simulasi pencegahan pandemi COVID-19. Hasil penelitian menunjukkan bahwa peran augmented reality dan virtual reality sangat penting, seperti dalam kesehatan, pendidikan, bisnis, manufaktur, dan eksperimen

    Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation

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