08 / Mar / 2021

Several disciplines have investigated the interconnected empathic abilities behind the proverb “to walk a mile in someone else's shoes” to determine how we perceive somebody else's pain and condition. Empathy enables us to learn from others' pain and to know when to offer support. Human brain makes an embodied simulation of the body in the world, and uses this simulation to depict and prepare its responses. Similarly, VR also stimulates sensory receptors in users & influence a person's decision-making ability.

VR solutions helps physicians and healthcare worker to get first-hand experience of the specific symptoms by themselves. For example, if a doctor or nurse can now watch and participate in a 3-D environment to feel what a patient suffering from dementia goes through everyday. In the simulation, they can hear the conversations from the patient's family going on around them and, even more impressively, they can  hear the thoughts  of the patients' they embody using VR. Virtual Reality is not only facilitating heightened empathy in existing medical practices, it's also supporting a new generation of doctors in their work. One of the most promising fields is integrating VR software that allows medical students to empathize with older adults. In fact it has been proved that using the headsets in VR medics can grasp the different difficulties that exist with old-age like severe hearing problems, joint pains, loss of vision, posture imbalance etc.

Another aspect that can be taken into consideration, is staging difficult conversations between the doctors & the family members of the patients. VR can help generate different scenarios where the doctor has to communicate news about terminally ill patients or life-ending steps. The respond during these simulations can help the doctors be more considerate and and help practice overly-distressing scenes.

It's important to recognize that virtual reality is not intended to prompt emotions from medical staff using the technology. Instead, VR can help professionals harness perceived emotions to change how they act in the real world. By having a clearer insight into patients' perceptions, tailormade VR platforms can be built to promote coping mechanisms and even rehabilitation - bridging the gap between patients and professionals for good.

18 / Feb / 2021

Virtual reality is emerging as a novel and cost effective non-pharmacologic therapy for pain, and there is growing interest to use VR in the acute hospital setting. Traditionally, opioid was the key for pain reliving and while it was very effective it also had many side-effects associated with it like nausea, dizziness & sedation among others. These adverse prolong the duration of patient's stay in the hospital, increased cost of healthcare and a significant decrease in patient's satisfaction.

Therefore, it has now become vital to search for non-pharmacologic treatments that contribute to the efficacy of overall pain management. This is where virtual reality comes into play, by creating a computer-generated simulation which can be explored and interacted by the users. In a recent study it was found that 65% of hospitalized patients receiving a VR experience achieved a clinically significant pain response vs. 40% of controls watching a relaxation video. VR can complement a lower dose of pain medication or will eliminate the need for medicine altogether for some patients, which will reduce the expenditure on opioids and other pain killing mechanisms.

The SyncVR-Relax & Distract explore virtual reality (VR) as a distraction intervention during treatment processes. Our systems not only cut the dependence of patients on pain reliving medications but are also affordable, lightweight, smaller and comfortable. Many use a smartphone for the display and hardware, which track the patients movements to analyze their improvement while giving the caregiver total control over what their patients see.

VR applications can teach people to manage their pain in the real world. It can train and convince a person that they have governance over their body and their experience. It demonstrates that the brain's response to injuries can be manipulated in a positive way.

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