5 Ways VR Makes the World a Better Place

Published 12 March 2019, 10:54

Virtual reality can change what someone sees, how they think, what they feel, and even how they behave. This is because users believe they are present in the virtual environment where they are. Perception is physically present in the non-physical world is an extraordinary sensation. That is the reason why VR has been used to treat conditions such as autism, PTSD, depression, and paranoia; offering pain relief and even promoting recovery in paralysis.

This powerful tool changes lives for the better. Here are five examples:

1. Guidance & Adoption: Platform Partnership

This social company utilizes the power of VR to make changes to coaching and adoption services. The potential of Cornerstone VR to improve our decision making and understanding of trauma, children's emotions, and potential triggers - all of which can help practitioners and policy makers implement more effective solutions - is very promising. Through promoting empathy and understanding, VR has a positive impact on the dynamics of relationships between adults and children, and in turn, it is expected that fewer family disorders will be experienced.

"VR shows how steps in changes in approach and attitude are possible. The VR that has been developed and implemented by Cornerstone shows how caregivers, adoption caregivers, and parents can understand the impact of big family problems such as neglect and domestic violence much faster and in a much deeper way through immersing in VR experiences, rather than being maybe through conventional learning programs, "said Anthony Douglas, chairman of the Advisory Board of Cornerstone.

2. Music: Performances Without Barriers

This research group creates new opportunities for disabled musicians to better incorporate them into the scenario of mainstream music making, through virtual reality. Since 2015, Performance Without Barriers has designed a new interface that allows disabled musicians to create, perform, and compose their own music in more independent ways.

The team - which consists of electronic engineers, sonic art researchers, computer scientists, immersive content designers, and solo ensembles - has teamed up with US software developer Zack Zinstner, who made a VR musical instrument called EXA: The Infinite Instrument (EXA) . This instrument was originally developed with the thinking of capable musicians, so Performance Without Barriers designed it to take into account various types of mobility. So far the group has helped a musician with cerebral palsy and blind players, among others.

3. Medical Training: GIBLIB

Preparing a surgeon for a surgery room is difficult. Practicing on plastic models, watching experienced surgeons, and reading textbooks can help, but only at a certain level. With VR, suddenly there is an opportunity for a trainee to immerse themselves in a procedure in real time. In an environment where stakes are high and the difference between success and failure is very small, virtual reality offers a big leap in medical education and training.

GIBLIB is a streaming media platform that specializes in developing 4K medical lectures and 360 degrees for medical training. The company is developing a virtual reality application that simulates operating rooms and helps doctors practice for various operations. Thanks to this application, generations of future doctors will be better prepared to face unexpected situations in the operating room, which in turn will make surgery safer.

GIBLIB's CEO Brian Conyer, said : "The latest surgical techniques and procedural best practices are advancing faster than before, and the ability to gain access to educational content keeps surgeons up-to-up." date must fulfill the request. Our goal is to bridge the gap between medical professionals and the knowledge they need to improve their techniques in a way that is universally accessible and maintains the authenticity of learning experiences. "

4. The Elderly: Viarama

Using the extraordinary power of VR technology, this social company enhances the lives of senior citizens who receive end-of-life care. Using an HTC Vive and Google Earth VR software, Viarama takes those in nursing homes or hospitals on a journey they never imagined might happen again.

Billy Agnew, chief executive of Viarama said: "In a hospital situation, we will go there and let people 'travel' to the world. "We let people travel to where they are married, or where they do their national services, and to places they never thought they would be able to see," Agnew said. "It moves very often. The first time we worked at home sick, we have two doctors to evaluate what we did, and the two doctors went on strike because they were very emotional. "

5. Rehabilitation: The Project Runs Again

This international non-profit research consortium uses virtual reality to help paralyzed people regain partial sensation and control of muscles in their lower limbs.

To regain movement, patients are first placed in a virtual reality environment, where they learn to use brain activity to control their own avatars and make them walk around the soccer field. The researchers also designed a long-sleeved shirt that provided haptic feedback to the patient's arm, stimulating the sensation of touching the ground. The arm is treated as a member of the ghost's body, replacing the legs, tricking the brain into feeling like the patient is walking.

After the brain regains the idea of ​​walking, each patient receives a specially designed exoskeleton with nodes in the wearer's head, which picks up the signal and sends it to the computer in the exoskeleton backpack. When the patient thinks of walking, the computer activates the exoskeleton. Patients walk on the exoskeleton one hour a day and finally are able to stimulate the remaining nerves to send signals back to the brain and rekindle some voluntary movements and sensitivity.

According to an article in Scientific Reports, all eight patients who participated in this study received motor control. One participant, a 32-year-old woman, suffered paralysis for 13 years. When the research is complete, he can move his legs without the help of a support strap.


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