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Writing 2
Feldman
Virtual reality is one of the most notable modern technologies that was introduced a
couple decades back and has recently taken technology to a new advancement. The term virtual
reality refers to a concept providing an immersive, interactive experience using the three-
dimensional computer based graphic images. It welcomes the stimulation of a generated artificial
environment with the help of computer hardware and software in which it replicates and
simulates the real environment. Although it is a great soar in the notion of the 3-dimensional
world, there’s still a lot continuing progress. We all have seen the use of virtual reality in the
world of video games, but it is now being influenced in many fields of life including architecture,
medicine, military and aviation. For this writing project specifically, I will be exploring the use
of virtual reality in medicine. The discussion below is an insight into the details of two scholarly
articles about the implementation of virtual reality in medicine for enhancing medical practices
and overall quality of medical settings. I will be supporting this topic from two different articles:
a primary and secondary source. The articles contain two different academic disciplines:
psychology and biomedical engineer. With these two disciplines I will explain how these two
articles distinguish each other and how the two disciplines cross paths to create a community.
Psychology is the study of behavior and mind that also includes conscious and
unconscious states. I will use this discipline to explain how virtual reality can enhance the brain’s
memory. Biomedical engineers typically design biomedical equipment and devices, such as
artificial internal organs, replacements for body parts, and machines for diagnosing medical
problems. Install, adjust, maintain, repair, or provide technical support for biomedical
equipment. I will use this discipline to explain the technology behind virtual reality and how it
In order for the implementation of virtual reality to institute we need to understand the
mechanics through the discipline of biomedical engineer. The first article is a scholarly source
from the Journal of Virtual Worlds Research called “Overview: Virtual Reality in Medicine,” by
Pensieri Claudio and Pennacchini Maddalena. This article is a report of the results, through the
use of a search query, of articles and reviews from various sources containing the theme:
“Virtual Reality in Medicine.” This article is broken down into four parts: an introduction,
methods, result, and a discussion. This is very similar to a lab report with a set of data that is
analyzed and conducted with results. To understand virtual reality, we need to know its
components. In the introduction Claudio and Maddalena (2014) give a list of what a virtual
reality system consists of which are, a database construction and virtual object modeling
software, an input tool (trackers, gloves or user interface), a graphic rendering system, an output
tool (visual, oral, and haptic), and a VR sensory stimuli delivery (Heim 1998, 2). Under the
virtual reality system, the player experiences immersion, interactivity, information intensity. In
the medical world physicians and surgeons utilize simulations as “the ultimate goal of VR is the
presentation of virtual objects to every human sense in a way identical to their natural
counterpart” (Székely 1999, 3). Compared to using dummies and producing various body parts
and organs, virtual reality will efficiently have a set of items and counterparts available at any
instance. There are four uses to virtual reality that are applied in medicine which are
communication experience” (Biocca 1995, 5). The studies provided when using communication
interface towards patients aimed to recognize emotions, improve social interaction, and learning
how to express their emotions and empathy. For example, being a psychologist, you need to able
to recognize any patients’ emotions and with the use of virtual reality, you can simulate trials in
different situations. In medical education clinicians and students “can understand important
physiological principles or basic anatomy” (Alcañiz 2000, 7). This is perfect for students in
medical schools. Being able to go into a virtual world and educating through an interface with a
list of medical principles and learning each individual anatomy in the body is substantially much
more efficient for studying. In surgical simulations “supercomputers now allow the integration of
quite massive databases derived from structural imaging of diseased organs and their
simultaneous functional mapping” (10). This allows surgeons and residents to be able to practice
specific complex surgical procedures before attempting actual surgeries. In therapy it is used for
phobias, PTSD, anxiety disorders, rehab, and clinical/pain management. They use an “advanced
emotional responses” (North, 1997; Vincelli, 2001). This can enhance a patient’s therapeutic
experience by exposing themselves to phobic situations and being able to overcome them. This
article does a great job of describing the biomedical engineer of virtual reality for different fields
in medicine. It refers to other sources and interprets those sources for the audience to understand
After learning the mechanics of virtual reality, now we need to dive into the
psychological sense of VR and how it can enhance a player’s medical practices. For my second
article “Virtual health education” by Denyse King, et al., it argues that Virtual Reality has the
potential to change healthcare education and medical practices. This paper is a scholarly source
that’s structured with an introduction, its 3 main arguments, and a conclusion. In order for virtual
reality to be a tool for medicine, we need to perform experimentation and illicit positive results.
This paper introduces their experimentation of virtual reality, with the partnership of UK
University and other technological providers, that it has the potential to transform simulated
training and clinical education for students. In section 2 “Perspectives on Simulation” it explains
how in the past and presently, we use anatomical models for students to practice but not every
medical setting is updated to have similar “manikins” which leads to the expenses to the
replacement of old and damaged equipment. To resolve that situation, virtual reality “can
provide students with a sense of flexibility and belonging within their new placements, which
may contribute to a reduction in anxiety and improve confidence when they are in real life
clinical settings” (Ferguson et al., 2014). In section 3 “Integrating Digital Capability,” the
potential benefits for virtual reality for health care students is significant. It provides a range of
educational opportunities, familiarize with experiences of their clinical work, and enhance their
abilities by practicing challenges there are not comfortable with. Not only that but it can “offer
multidisciplinary group working simulation” (Falconer 2013). Imagine being able to interact
with other doctors and nurses within your virtual environment and collaboratively working
Learning Virtual Reality Series (CILVRS),” it dives into the use of immersive virtual reality
learning environments to bridge the theory and practice gap for health care students. CILVRS
students “will be able to increase their confidence when entering clinical practice and will be
King, Denyse, Stephen Tee, Liz Falconer, Catherine Angell, Debbie Holley, and Anne
Mills. "Virtual Health Education: Scaling Practice to Transform Student Learning: Using
9. Web.
Medicine." Journal For Virtual Worlds Research 7.1 (2014): Journal For Virtual Worlds
Learning, 6 (1) (2007), pp. 81-94