ENHANCING HEALTHCARE USING VIRTUAL
REALITY
Harshita Parihar Swayam Dua Kritika Soni
Department of Computer Science & Department of Computer Science & Department of Computer Science &
Engineering Engineering Engineering
School of Engineering & Technology, School of Engineering & Technology, School of Engineering & Technology,
Manav Rachna International Institute of Manav Rachna International Institute of Manav Rachna International Institute of
Research and Studies Research and Studies Research and Studies
Faridabad, India Faridabad, India Faridabad, India
[email protected] [email protected] [email protected]
Abstract— This study explores how virtual reality (VR) grounded in reality while simultaneously being able to fully
technology can improve healthcare services in a revolutionary immerse themselves in a virtual world.
way. Virtual reality (VR) is becoming increasingly popular to
improve patient care, medical education, and therapeutic The use of virtual reality (VR) technology in medical
interventions. Virtual reality (VR) offers previously unheard-of education and practice is growing. Numerous new learning
possibilities for patient education, treatments, and medical opportunities have also been brought forward by technology,
training by submerging users in simulated settings. In addition such as in skill training and operation simulation. Virtual
to examining VR's effectiveness in pain management, reality (VR) creates an interactive computer-generated
rehabilitation, simulation, and mental health therapies, this environment by fusing real-time computer images, audio, and
study analyses the state of VR applications in healthcare today. other sensory inputs. Serious games (SGs) can be
It also covers the opportunities and problems of incorporating implemented with VR technology. SGs are employed for
virtual reality (VR) into traditional healthcare systems, such as
objectives other than amusement. Prior research has
technical constraints, moral dilemmas, and legal issues. Using
demonstrated the potential for SGs to receive professional
an interdisciplinary approach, this research promotes the
broad use of VR technology as a spur for innovation in training. SGs can be used to develop both technical and non-
healthcare delivery, eventually opening the door for more technical skills in the healthcare industry. A variety of
easily accessible, individualized, and efficient patient care. gaming features, including appearance, interaction,
immersion, feedback, and competitiveness, may improve
Keywords—Virtual Reality, Healthcare, Game, Data, learning [2].
Simulator, Augmented Reality
By offering strong and user-friendly ways to explore and
interact with digital medical data and by integrating data into
I. INTRODUCTION
the real world to create organic and engaging virtual
Virtual reality (VR) has many potential and current uses in a experiences, augmented and virtual reality are
wide range of industries and professions, including revolutionizing the practice of healthcare. These immersive
education, training, simulations, exercise, and healthcare, technologies unlock significant benefits from the seamless
even though it was first promoted primarily for gaming. integration of digital information with the healthcare
Regretfully, there is currently a dearth of knowledge practitioner's and patient's experience by placing users in
regarding the benefits and drawbacks of virtual reality as a realistic, simulated three-dimensional digital environments
technology across a range of application areas [1]. using lightweight stereoscopic head-mounted displays [3].
Virtual reality falls into two primary categories: Regardless of the underlying design philosophy, medical
immersive and non-immersive. In non-immersive VR, virtual education technologies are created to enhance student
information is presented on several screens that surround the engagement and learning outcomes. In this sense, the
user. Driving or flying simulators are a common example of majority of medical education resources documented in the
this, where the user sits in a chair with several screens literature have received favorable reviews as resources that
surrounding them, creating the illusion of being in the enhance and encourage learning, see. As an example, nursing
driver's seat or cockpit without actually being there. students gave a game-based prototype a positive review for
Immersion VR refers to the process of presenting VR content being a practical, easy-to-use, and enjoyable teaching tool
to users based on their position and tracking their movements [4]. Medical students evaluated medical training tools based
with a wearable display, such as a head-mounted display on 3D models and simulated virtual environments, and the
(HMD), enabling them to experience a 360-degree virtual results showed that this technique is more effective than
environment. One of the most marketable features of VR traditional ways of enhancing learning since it is practical,
technology, this immersive experience is what most people realistic, and easy to use.
associate with VR. Augmented reality (AR) lies in between
immersive and non-immersive virtual reality (VR).
Augmented Reality (AR) uses computer-generated imagery
superimposed on real-world physical items. It is used in
numerous applications, like virtual fitting rooms where
customers may "try on" clothing. With the combination of
AR and VR, mixed reality (XR) allows users to be somewhat
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3. Surgical Simulation:
Surgeons can hone their skills and reduce error rates by
practicing intricate surgical operations on virtual reality
simulators before doing so on real patients.
Virtual reality surgical simulators provide accurate
anatomical models and haptic input to improve the realism
of training sessions.
4. Mental Health Treatment:
VR-based therapies are being investigated as supplemental
treatments for a range of mental health issues, such as
Fig. 1 VR (virtual reality) participatory planning system.
depression, PTSD, anxiety disorders, and phobias[8]. In a
safe and encouraging setting, patients can confront and
gradually overcome their phobias or traumatic experiences
through exposure therapy in virtual reality.
II. LITERATURE SURVEY
The technology known as virtual reality (VR) is not new. 5. Patient Empowerment and Participation:
Since the 1970s, it has been involved in several specialized
Virtual reality (VR) can improve patient participation
industrial applications, particularly in the automotive and
through the provision of immersive relaxing techniques,
military industries. But thanks to significant recent
interactive instructional materials, and online support
technological advancements, it can now be used in fields
groups. With virtual reality (VR), patients can learn about
other than science, education, and psychiatry. This is made
medical procedures, study their anatomy, and take part in
feasible by the convergence of three trends. First, desktop
their care.
computers now have graphics cards sufficiently powerful to
meet [5].
With the use of virtual reality (VR), users can engage with
and experience virtual environments as though they were
real. VR is an immersive technology that replicates a three-
dimensional environment [6]. VR usually requires the use of
gloves or controllers for user interaction, as well as headsets
or goggles with displays that offer visual and occasionally
audio feedback [6].
Virtual reality (VR) technology has been gaining traction in
several sectors, including healthcare, where it has the
potential to significantly improve patient care, physician
education, and therapeutic interventions. The following are
some important facts and justifications about VR in Fig. 2 Virtual Reality benefits in medical field
healthcare:
All things considered, incorporating VR technology into
1. Medical Education and Training: healthcare has the potential to enhance patient outcomes,
advance medical education, and change the way healthcare
By offering lifelike virtual reality environments, virtual is provided. To fully realize the potential of virtual reality in
reality (VR) enables medical students to practice patient healthcare, research, innovation, and cross-disciplinary
consultations, medical examinations, and surgical collaboration will be essential[9].
techniques in a secure environment. Research has indicated
that, in contrast to conventional approaches, virtual reality-
based medical education can enhance the acquisition,
retention, and procedural proficiency of skills[7].
2. Pain Management and Rehabilitation:
By using immersive distraction tactics during medical
operations or rehabilitation sessions, virtual reality (VR) has
shown efficacy in addressing both acute and chronic pain.
Virtual reality experiences can lessen the impression of pain
and the need for analgesic drugs by drawing patients'
attention away from pain stimuli.
consistency of VR content across various platforms
and developers, which can have an impact on how
effective VR interventions are.
4. Regulatory and Ethical Considerations:
i. Privacy and security issues on data storage, sharing,
and unauthorized access are brought up by the
possibility that VR systems would gather sensitive
user data[13].
ii. Before engaging in VR-based interventions, patients
and users must give informed consent and be aware
of the possible dangers and benefits of VR
experiences, including any potential psychological
or physiological repercussions.
iii. Regulatory oversight: To ensure safety, efficacy,
Fig. 3 VR Software Architecture [10]
and ethical use, healthcare VR apps may be subject
to standards and regulations. This could present
Virtual reality (VR) has a lot of potential, especially in difficulties for developers and providers in terms of
the healthcare industry, but there are a few issues that need to compliance.
be resolved before it can be widely used and adopted. The
following are the main VR technology limitations: [11]
5. User Acceptance and Experience:
i. User adaptation: Using VR technology can cause
1. The Price and Availability: discomfort, confusion, or sensory overload in
i. Expensive initial costs: VR gear, including headsets, certain people, necessitating gradual adaptation and
sensors, and accessories, can be pricey, making it acclimatization.
inaccessible to people and organizations with tight ii. User preferences: Acceptance and enjoyment of VR
budgets. experiences can be influenced by personal
ii. Ongoing costs: The total cost of implementing VR preferences, cultural differences, and individual
can be impacted by maintenance, software updates, tolerances. This can have an impact on engagement
and content creation[12]. and adherence to treatment regimens.
iii. Accessibility problems: Physical limitations, a lack
of technological know-how, or poor infrastructure To get over the constraints of virtual reality (VR) technology
can make it difficult for some people to use VR in healthcare, researchers must work together, prioritize user
technology. demands, and innovate. First, technological developments
should concentrate on lowering the cost, increasing the
functionality, and improving the comfort of VR gear. This
2. Technical Restrictions: involves investigating hardware optimizations and cost-
i. Technology limits: The quality of the immersive effective manufacturing techniques to enhance display
experience may be affected by limitations in the quality and lessen motion sickness. Second, encouraging
field of view, display resolution, and processing cooperation amongst stakeholders—from technology
capacity of current VR technology. developers and healthcare providers to regulatory bodies—
ii. Motion sickness: VR-induced motion sickness, or can help with knowledge sharing, resource sharing, and the
discomfort, can afflict some users and shorten VR development of ethical standards.[14] Thirdly, cooperation
sessions. It is produced by differences between between healthcare providers and content creators is
vestibular and visual cues. necessary to guarantee the availability of excellent, evidence-
based VR material. We may solve issues with content quality
iii. Latency and lag: The authenticity and immersion of and diversity by investing in a variety of VR experiences that
virtual reality experiences can be diminished by are customized to meet certain clinical needs and
noticeable lag caused by delays in tracking standardizing content development methods. To guarantee
movements or processing images. usability, accessibility, and acceptance, end users should be
involved in the design, testing, and refinement stages of VR
3. Variety and Quality of Content: application development. This is in line with user-centered
design concepts. By working together, we can get past VR
i. Diversity of material: Although the collection of technology's drawbacks and realize its full promise to
virtual reality (VR) applications and experiences is transform healthcare delivery.
expanding, there may not be as much high-quality,
scientifically supported content available for some
medical needs.
ii. Content standardization: It might be difficult to
guarantee the correctness, relevancy, and
III. FLOWCHART VR systems with a medium degree of functional accuracy,
interaction responsiveness, and sensory immersion are
VR systems are classified based on their level of realism in referred to as medium-fidelity systems.
areas such as interaction, functional, and sensory Low Fidelity: VR systems with poor functional accuracy,
fidelity[15]. The multimodal fidelity framework is used for responsiveness to interactions, or sensory realism.
this purpose. Here's a flowchart that shows the classification Finish: Put an end to the classification procedure.
procedure in a condensed form:
IV. CONCLUSION
To sum up, this study has examined how virtual reality (VR)
technology can completely change the way healthcare is
provided. It is clear from a thorough analysis of recent
research and case studies that virtual reality (VR) provides a
flexible way to improve a range of healthcare functions,
such as patient care, medical education, rehabilitation, and
mental health services. Personalized interventions, more
patient engagement, and experiential learning are made
possible by VR's capacity to build realistic, immersive
settings. The advantages of virtual reality applications
outweigh the disadvantages, notwithstanding obstacles and
restrictions related to cost, technological limits, and ethical
considerations. VR technology's incorporation with
traditional healthcare systems holds potential for enhancing
patient outcomes, lowering healthcare inequities, and
providing medical personnel with cutting-edge tools and
approaches as it develops and becomes more widely
available. Going forward, the key to realising VR's full
potential to change healthcare and build a more patient-
centered, effective, and equitable healthcare system for all
will be interdisciplinary collaboration, evidence-based
Fig. 4 A flow chart of classifying the VR system based on
research, and stakeholder engagement.
the multimodal fidelity framework.
Start: Get the categorization process going.
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