=Paper= {{Paper |id=Vol-3382/Paper1 |storemode=property |title=Virtual Reality in Digital Health: A Literature Review |pdfUrl=https://ceur-ws.org/Vol-3382/Paper1.pdf |volume=Vol-3382 |authors=Avnish Singh Jat,Tor-Morten Gronli |dblpUrl=https://dblp.org/rec/conf/dtesi/JatG22 }} ==Virtual Reality in Digital Health: A Literature Review== https://ceur-ws.org/Vol-3382/Paper1.pdf
Virtual Reality in Digital Health: A Literature Review
Avnish Singh Jat 1, and Tor-Morten Grønli1
1
    Mobile Technology Lab, Department of Information Technology Kristiania University College, Oslo, Norway


                 Abstract
                 Due to its numerous use cases across a variety of sectors, virtual reality (VR) is becoming a
                 more and more vital technology nowadays. With the help of this technology, 3D visualization
                 for different real-life situations is improved. It offers a fresh method of interacting with the
                 patient's soft tissue. Therefore, the applications of this technology are in the sphere of
                 medicine and are becoming more and more adopted by the healthcare community. This
                 article presents a literature review on research projects related to virtual reality in health
                 informatics. For this, we have screened 430 research publications related to virtual reality in
                 healthcare and selected 17 publications for the review that matched our selection criteria.
                 Finally, we discussed future research perspectives and research challenges in virtual reality-
                 enabled healthcare architecture.

                 Keywords 1
                 Virtual Reality, e-health, digital health, VR in Healthcare

1. Introduction
   Virtual reality is a 3D environment that the user can easily explore and interact with. Depending
on the level of presence, virtual reality technology can be classified into immersive virtual reality
which includes interactivity and user participation in the virtual environment to create a "present" and
non-immersive virtual reality sensation. Utilizing computer technology, virtual reality produces a
simulated environment. It enables user interaction in a 3D virtual environment utilizing a screen,
helping to imitate vision, hearing, and touch in the synthetic 3D environment. This device features a
head-mounted display that can fill an entire room. Software is used to create an artificial environment
that users can perceive as real. This technology's primary use is to build a fictional setting for video
games, interactive stories, and training exercises. [1,20] In order to engage with virtual features, this
technology creates realistic visuals in a virtual setting. Currently, it is used for training purposes in the
area of medical, design, automotive, driving training, aviation simulator, and the military. It offers
thorough details about the patient's anatomy and other bodily parts.
   Virtual reality simulators can provide a learning experience similar to reality, with important
potential benefits in the teaching and self-teaching of manual surgical skills (14). In addition, it has
the potential to stratify different performance levels of healthcare students (15). Using VR headsets,
they are able to feel the holographic visuals. [11,2] With the evolution of hardware and software, VR
technology is becoming ever more popular. It helps a surgeon perform their work safely. Staff
members of the intensive care unit can swiftly rehearse the technique during emergency scenarios. In
order to establish trust and make wise decisions, it offers the finest way to research complicated issues
and solutions. Different cognitive problems are worked out to adequately treat the patient. [3-5]
   It is a valuable technique for managing pain and beneficial to lessening the discomfort during
therapy. This technology is starting to be applied in ways that could lead to a breakthrough in the


Proceedings of the 7th International Conference on Digital Technologies in Education, Science and Industry (DTESI 2022), October 20-21,
2022, Almaty, Kazakhstan
EMAIL: avnishsinghjat@gmail.com (Avnish Singh Jat) tor-morten.gronli@kristiania.no (Tor-Morten Grønli)
ORCID: 0000-0001-7473-3010 (Avnish Singh Jat); 0000-0002-2026-4551 (Tor-Morten Grønli)
            ©️ 2022 Copyright for this paper by its authors.
            Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
            CEUR Workshop Proceedings (CEUR-WS.org)
treatment of anxiety. In the virtual world, the patient can now encounter fear without any issues.
High-end virtual surgery is accessible to enhance the experience. Now that doctors may practice in the
virtual world, surgical errors will be less prevalent. Practicing successful surgery with fewer errors is
desirable. This technology is a more effective way to advance surgical techniques and tackle various
complex challenges. [6,7] VR is a cutting-edge approach to medical training. It can be utilized to
provide adequate medical communication for a scope of scenarios like in orthopaedics, it is used to
identify and evaluate broken bones. Wearing VR glasses promotes the efficiency and effectiveness of
operations. [8,9]
    The rehabilitation of cancer patients using VR is a very crucial application of this technology. The
patient's chemotherapy is administered with precision and comfort. It readily submits to dialysis for
patients with chronic illnesses and disabilities. One can view the patient's body and its components
from various perspectives utilizing a VR headset. [10-12] When a patient uses VR glasses, this
response produces their confidence by reducing their apprehension because the information they
receive is more convincing. With the aid of this technology, a cardiac surgeon may now monitor a
patient's heart rhythm and rate hikes. It creates accurate sounds and sights in a made-up or virtual
world. [13,14] The screen, lenses, eye tracking, motion detection, activity recognition, and
microphone and speakers that provide the live sound, are all independent components of VR
technology. It includes robotic surgery, surgery modeling, PTSD treatment, and skills enhancement in
the medical industry. This technology transmits better information in the most cost-efficient way
possible. It is used to communicate effectively and slash therapeutic ideas. [15–17] This technology
appears to be helpful for treating brain pain. It is utilized to jog the patient's memory and help them
deal with various stressful situations. In VR, information is accurate and presented as it would be in
the actual world. It helps with risk detection so that results are effective. The creation of new diseases
is aided by this technology. A surgeon can now practice Simulink training in a secure environment as
it teaches medical personnel how to handle a challenging situation. [7,18] In orthopaedics, it is
advantageous to guide and give the proper mobility of fingertips and limbs. It is a clever strategy to
cope with discomfort. This technology educates the patient for a greater grasp of the operation and
treatment plan by educating them about diseases, their advantages, and their downsides. [19] The
need for VR in the medical industry is briefly discussed in this essay. Significant applications are
identified and discussed, as well as the processes this technology uses. Paper gives doctors and
surgeons greater ideas for difficult treatments.

2. Background
    Robert Mann created the first virtual system for use in medicine in 1965 [22]. It was used to
determine the ideal course of action for an orthopaedic illness. Additionally, this approach was
employed to train inhabitants [23]. The first simulators with 3D visuals debuted in the 1960s. The
helmet-mounted display (HDM) was created in the 1980s, and "virtual reality" was defined. A decade
or more later, the first laparoscopy simulator debuted along with the use of virtual reality in medical
education (modelling of colonoscopy and higher gastrointestinal endoscopy). Even though simulation
technologies improved over time, developing a tactile interface between people and machines was
still important. Information is transmitted between a human and a computer using haptic systems. In
the modern day, force-feedback haptic devices are strongly related to virtual reality [23].
    In order to give comprehensive training and ensure the surgical operation's success, this
technology was introduced to the medical industry in the 1990s. To innovate in the medical field,
doctors, surgeons, scientists, researchers, and students must work together more effectively. VR is a
practical technology that links these teams to resolve challenging issues. In a healthcare organization,
we must determine how it aids in preparing better solutions and delivering appropriate training. It
appears to be a helpful training device for medical professionals. We need to explore how students
can use a computerized simulation of complicated surgery performed in a surgical suite to aid in
giving the cancer patient the right treatment.
    One of the top 3 sectors that will continue to be early adopters of VR technology through 2025 is
healthcare, according to Goldman Sachs Global Investment Research. According to Accenture, 82%
of healthcare workers feel that virtual reality offers medical students and working healthcare
professionals a convenient way to access and study knowledge. 62 percent of patients, according to
the organization, would be open to using virtual reality medical services instead of more conventional
ones.
    The programme VR is used to accelerate training without any risk or worry. It is applied to treat a
variety of diseases in the medical field. This technology is helpful in enhancing the capabilities of the
medical industry. [20,21] It is a helpful and practical technology to raise trainee and patient
satisfaction. As seen in the image, this technology uses its method in the medical industry to deliver
an acceptable solution. VR is a crucial technology for the creation of specialised, cutting-edge
software and hardware. First, we can gather the necessary background data and determine the precise
treatment's goal. To create 3D virtual data that creates a 3D virtual world, various hardware and
software are required. The best method is used to construct and identify the virtual reality of the
necessary medical data. This process can be used to plan the course of treatment and ultimately aids in
carrying out the actual surgery.

3. Research Methodology
   The convention followed for this review lines up with a five-step structure framed by Arksey and
O'Malley, and progressed by Levac et al. [4]. The system incorporates distinguishing the examination
questions and important investigations, choosing of studies, information extraction from the chosen
research works, and discussion of the outcomes.

3.1.    Research Questions
    1. How has virtual reality affected the medical services industry?
    2. How is virtual reality being extended to supplement the current medical services framework?
    3. What is the most targeted population and medical area in research work related to virtual
    reality in healthcare?
    4. What will be the future of virtual reality in the healthcare industry?

3.2.    Literature Search
   As part of this scoping review, literature from the following databases was searched:
   ISI Web of Science®, IEEE Xplore®, PubMed®. Significant article identification criteria are
publication year and keywords. Keywords that were looked through in these data sets incorporate,
however, are not restricted to those displayed in Table1.

Table 1
Keywords
          Virtual Reality                      VR in Healthcare                       e-health
          Virtual Surgery                      Social Cognition                       VR in CBT

3.3.    Selection Criteria

Table 2
Inclusion & Exclusion Criteria
                      Inclusion Criteria                                 Exclusion Criteria
•    Title is related to the questions. Studies should   •   Review study and studies related to policies of
     report on marginal and internal fit.                    VR in Healthcare
•    Included studies are relevant to study design.      • Study with no citation count.
•    Included studies must have been published           • Study was published more than 5 years ago
     between 2017 and 2022                                 Study was published in a language other than
                           English




Figure 1: Prisma Diagram
3.4.    Articles Included

Table 3
Included Studies for Review
 Sr. No. Year                     Title                   Study Design       Target Population         No. of                      Study Aim
                                                                                                    participants/
                                                                                                      Patients
   1.     2020       Virtual Reality Social Prediction    Randomised       Patients with cerebellar      42           Social Cognitive intensive training
                    Improvement and Rehabilitation         Controlled       malformations having
                   Intensive Training (VR-SPIRIT) (…)        Trial              deficit in social
                                     [31]                                          cognition
   2.     2022       Feasibility and acceptability of     Randomized           People receiving          13          controlled trials of 3D head-mounted
                     virtual reality for cancer pain in    Controlled      palliative care – Cancer                   (HMD) virtual reality for managing
                              people (…) [32]                 Trial                 patients                                 cancer pain in adults.
   3.     2018        Virtual reality as a distraction    Randomized        Females with breast          80            Reducing pain and anxiety among
                  technique for pain and anxiety (…)       Controlled                cancer                             female breast cancer patients.
                                     [33]                     Trial
   4.     2019    Virtual reality for management of       Clinical Trial    Hospitalized patients       120          Therapeutic virtual reality on pain
                     pain in hospitalized patients(…)                            with pain                          management for hospitalized patients.
                                     [34]
   5.     2019        Virtual Reality Rehabilitation      Randomized            Patients with            28          To investigate the manner of walking
                      Versus Conventional Physical         Controlled        Parkinson’s disease                      and balance in Parkinson’s disease
                             Therapy (…) [35]                 Trial                                                                  patients.
   6.     2018    Mobile Game-based Virtual Reality       Clinical Trial    Stroke patients with         24          virtual reality upper extremity stroke
                      Program for Upper Extremity                          upper extremity issues                            rehabilitation program
                        Stroke Rehabilitation [36]
   7.     2020       Virtual Reality Rehabilitation in    Clinical Trial    Patients with Chronic       106            Compares the effects of inpatient-
                  Patients with Chronic Obstructive                        Obstructive Pulmonary                        based rehabilitation program for
                         Pulmonary Disease [37]                                Disease (COPD)                            patients with COPD using non-
                                                                                                                    immersive virtual reality training with a
                                                                                                                      traditional pulmonary rehabilitation
                                                                                                                                    program.
Sr. No.   Year                  Title                   Study Design       Target Population          No. of                      Study Aim
                                                                                                   participants/
                                                                                                     Patients
  8.      2017        Virtual reality improves          Randomized         Patients with SCI –          40          Using multisensory own body illusions
                 embodiment and neuropathic pain         Controlled      Spinal Cord Injury and                       and virtual reality on patients with
                  caused by spinal cord injury[38]          Trial              Paraplegia                                      spinal cord injury.
  9.      2019    Using a Virtual Reality System to     Clinical trial    Old people suffering          5          virtual reality system with a 360-degree
                  Improve Quality of Life (…) [39]                          from depression                        virtual garden view to encouraging the
                                                                                                                      elderly with depression symptoms
 10.      2021      The Effect of a Virtual Reality     Randomized       Patients going through         64         Use of immersive virtual reality utilizing
                     Immersive Experience Upon           Controlled      cardiac catheterization                       video-based material to enhance
                      Anxiety Levels, Procedural           Trial                                                      informed consent and explanation
                        Understanding(…) [40]                                                                                        process.
 11.      2021     Virtual Reality-Based Cognitive      Randomized       People suffering from          17             The effect of VR-based cognitive
                 Stimulation on People with Mild to      Controlled        dementia due to                                simulation that reproduces
                      Moderate Dementia due to             Trial          Alzheimer’s Disease                       Instrumental Activities of Daily Living.
                       Alzheimer’s Disease [41]
 12.      2018      Virtual reality rehabilitation in   Randomized        Children with brain           80             The usefulness of VR system for
                    children with brain injury [42]     Clinical Trial           injury                              rehabilitation of children with brain
                                                                                                                     injury to improve the functioning of
                                                                                                                                their upper-limb.
 13.      2022      The benefits and acceptability         Pilot            Women with                  38           Virtual reality to relieve the physical
                 of virtual reality interventions for   Randomised         metastatic breast                        and psychological symptoms in women
                 women with metastatic breast              Trial            cancer (MBC)                           suffering from metastatic breast cancer.
                 cancer in their homes [43]
 14.      2020     Can hypnosis and virtual reality     Randomised        Patients undergoing          100         Applications of VR, hypnosis and VRH in
                   reduce anxiety, pain and fatigue      Controlled         cardiac surgery                                  medical procedures.
                    among patients who undergo             Trial
                          cardiac surgery[44]
  15      2021       Virtual Reality Relaxation for      Crossover           Patients with              50          To assess the effectiveness of virtual
                 Patients with a Psychiatric Disorder   Randomized        Psychiatric disorder                      reality relaxation tool by testing with
                                  [45]                   Controlled                                                  clinical trials in psychiatric patients.
                                                           Trial
Sr. No.   Year                  Title                   Study Design     Target Population      No. of                      Study Aim
                                                                                             participants/
                                                                                               Patients
 16.      2021     Application of virtual reality on     Randomized          Children             120          To measure the efficacy of virtual
                 non-drug behavioural management          Controlled                                          reality as a distraction for behaviour
                  of short-term dental procedure in         Trial                                             management in dental procedures in
                             children. [46]                                                                                   children.

 17.      2021   Effects of immersive virtual reality   Study protocol   Paediatric cancer        20         Virtual Reality (IMR), in intervention for
                    for preventing and managing             for an          patients.                        distracting paediatric cancer patients to
                 anxiety, nausea and vomiting (…)         Exploratory                                         manage anxiety, nausea and vomiting
                                [47]                         trial                                                   when receiving their first
                                                                                                                          chemotherapy.
4. Discussion
4.1 . Virtual Reality for Pain Reduction and Psychiatric Treatment
    Among the articles reviewed 30% of research work presents novel approaches to the utilization of
Virtual Reality as a distraction technique to reduce pain and anxiety in different scenarios. VR has
been applied to treat patients for preventing and managing anxiety. Especially in patients during
chemotherapy, with a successful decrease in the perception of pain and anxiety during treatment (20).
    In the perception of pain during surgical procedures, VR also has the potential to become a method
to prevent preventing and manage anxiety, nausea, and vomiting during clinical procedures (21). In
distractions through virtual reality, this methodology can be considered a relevant intervention for
treatments (9), reducing the anxiety of patients undergoing procedures such as chemotherapy (22).
    Virtual reality-based treatments prove to be effective in enhancing psychiatric treatments. It has
the ability to reduce stress and can be used as a treatment for anxiety, psychotic, depressive, or bipolar
disorder. Compared to standard relaxation, VR-based treatments have shown a significantly greater
reduction of total negative affective state. It had a stronger beneficial effect on momentary anxiety,
sadness, and cheerfulness. Virtual Reality also showed improved cognitive function, effective for
neurocognitive stimulation. In a clinical trial by Angkana Suwanjatuporn for developing a VR system
to treat depression in old people. Providing a virtual reality system with a 360-degree virtual garden
view to encourage the elderly with depression symptoms to move their arms, and help them to
stimulate their brain functions and overcome depression quickly. Almost all the participants were able
to learn and make use of the VR system with a virtual 360-degree garden view. The elder people were
highly satisfied by the experience. They were eager and excited to learn to use the system [39]. VR is
also feasible and acceptable by children to improve social skills. It was very effective in improving
social interaction, empathy, opinions, and emotional recognition in particular children.

4.2 . Virtual Reality for Rehabilitation & Medical Education
    Virtual reality (VR) technology is rapidly becoming a popular application for physical
rehabilitation and motor control research. Twenty-five percent of the reviewed article presented
different approaches to utilizing VR in rehabilitation. VR rehabilitation training performs better on
gait and balance in patients with PD than conventional rehabilitation trainingVR rehabilitation
preparation can be utilized as elective treatment. A VR-based non-intrusive treatment program can
add an incentive for patients and clinicians concerning genuine information assortment (to support
consistency checking, the movement toward objectives, and exercise security), expanded
commitment, and expanded admittance. Computer-generated reality headsets might be utilized to
cause circumstances that challenge your visual framework while you are in vestibular recovery.
Recordings of thrill rides, swooshing vehicles flashing by, or optokinetic shapes might be extended
before your eyes while attempting to keep up with great equilibrium. This difficulties your visual info
and nerves that assist you with remaining upstanding, attempting to fortify the fundamental
connections between your vestibular organs and eye developments.
    Virtual reality improves knowledge and skills outcomes compared to traditional education or other
types of education; however, studies are limited and future research should assess the effectiveness of
this technology in addition to other variables such as attitude, satisfaction, cost-benefit, and clinical or
behavioural change [18].
    In some universities, this technology has already been introduced into their preclinical curriculum,
with promising results as there has been an improvement in student performance, and it can be a
valuable adjunct during professional training.
    Virtual reality has also been used to teach aesthetic techniques using a simulator. The training of
anesthesia to block the inferior alveolar nerve was highly appropriate considering the application of
the needle in an appropriate area, depth of insertion, as well as sensitivity of the needle. the virtual
resistance of the tissue.
    This technology is becoming an essential part of modern education. The benefits of virtual reality
in health care are constantly evaluated as a method or adjunct to improve fine motor skills, and hand-
eye coordination in preclinical settings, and overcome the monetary and intellectual challenges related
to student training.
    As an educational tool, this technology has provided better opportunities for college students and
will become a key function in the future of healthcare education. Offering new teaching possibilities
by combining digital elements with a real learning environment, there are still several uncertainties
that limit the widespread implementation of this technology. Most of these uncertainties can be
resolved through continued progress in information technology.

4.3 . Research Challenges
    In contrast to many other industries where VR-based solutions are being created and used, the
healthcare industry is unique. The analysis of these distinctions is the focus of this part since knowing
them is crucial to avoiding several errors that could jeopardize the success of a VR system that is
otherwise well thought out and practical. From the perspective of engineering design, there are several
elements that make the healthcare sector unique. The first and most important one is how pertinent its
operations are to human life and health. Although this is obvious, engineers should keep it in mind as
they attempt to comprehend the perspectives and judgments of health professionals. A system must
first be demonstrated to be completely safe for patients before it can be fully validated and employed.
After that, it must also be demonstrated that it serves the function for which it was designed.
Companies and salesmen constantly approach healthcare professionals to try to persuade them to
utilize a certain solution for a variety of issues. It happens that a product that initially appeared to be
reliable later revealed harmful long-term adverse effects that did not surface during system testing. In
connection with this, mass media is another element influencing healthcare professionals' choices.
The public pays a tremendous amount of attention to any news affecting the healthcare industry. In an
example, using bad news to your advantage is a great method to boost sales. Finally, politics are
crucial because they can influence whether political parties succeed in winning elections. The logical
result of all these factors is that medical practitioners become cautious when implementing real ideas,
and the adoption of drastically different methodologies often develops more slowly than expected by
the engineers who build them. Additionally, until the benefits of the new ideas are completely
demonstrated, it is common to prefer old solutions and practices. This is not to say that the healthcare
industry is opposed to technological development in any way; on the contrary, it is likely one of the
industries where technology has had the greatest influence. It simply means that innovative solutions
take more time to gain popular adoption. The second obstacle to the development of VR healthcare
systems is complexity, which is also connected with high costs. Since they would provide
outrageously implausible outcomes, many applications in this business cannot use the majority of the
simplification assumptions that have been developed for other industries (simpler structures, simple
transient characteristics, rigid rather than flexible units, etc.). As a result, dealing with complex issues
is necessary for medical VR systems, and as is customary in VR, these issues must be resolved
immediately. A VR system may become unprofitable as a result of the increased hardware and
software costs and lengthened development timeframes.

4.4 . Suggestions
    There is no doubt in the fact that VR has a promising future in the healthcare industry. Many
health professionals now consider VR-based solutions to be current and effective due to the gradual
invention and development of VR systems, their entry into the market, and their strong reputation.
Utilizing VR training systems for resident education in hospitals and institutions will boost their use,
but more crucially, it will change professionals' mindsets—at least momentarily. As VR techniques
are proven to be successful, more and more problems will be considered as prospective possibilities.
(at least in some circumstances). To do this, it is crucial to establish interdisciplinary teams made up
of engineers and professionals from the health sector in order to identify open issues and create
efficient solutions: failures or missed opportunities will result from a lack of understanding of actual
demands or processes.
    A new phase begins when a well-thought-out and built VR system has been made: convincing the
users of the possible benefits it might provide. Young professionals tend to accept new technology
more quickly in general. There are occasionally strange circumstances since senior professionals often
make judgments about buying new technologies. Virtual reality (VR) systems typically deliver
comments to evaluate how well experts implement the exercises; typically, this rating is based just on
nimbleness, kinesthetic awareness, and physical capabilities, instead of expertise, the ability to make
corrections, the capacity to make the best choice, etc. Senior experts typically receive lower ratings
than newer, less experienced experts as a result. This fact may cause those who must determine if the
entire system is worthwhile to unconsciously reject the system as a whole. Dexterity alone should not
be the only factor included in practitioner assessments generated by VR systems.
    When implementing VR applications for the healthcare sector, the following considerations can be
made in light of all these factors:
    First, it's critical to focus efforts on innovations that genuinely solve certain issues or meet
pertinent demands. Since they are the ones with a broad perspective of the issues present in their
sector, this must be ensured by obtaining input and cooperation from healthcare professionals at every
level of development. This is merely another argument in support of multidisciplinary development
teams, which are frequently required in the VR industry.
    Second, it's crucial to consider the functional requirements for VR systems in the healthcare
industry. It is crucial to prevent both the generation of irrelevant designs that don't actually solve any
problems and the generation of excessively complicated designs that will be difficult to build, and
sustain, which will cost a lot of money in terms of hardware and software. A balance between
intricacy and utility must be achieved; in every case, a straightforward approach that achieves the
desired result is the ideal choice, especially if it prevents the eventual need for trained operators to
make the system function [26].
    Third, from a technical standpoint, VR systems for the healthcare industry provide a significant
difficulty. Numerous aspects still require improvement, such as the handling of deformable bodies,
systems, and organisms, enhanced visual stimuli, more suitable sensory instruments, etc. Real-time
simulations of intricate processes like chopping, grasping, slicing, etc. must also be created.
    Last but not least, the development of Virtual reality technology for the medical industry involves
much more than only the actual engineering issue. Other important variables to take into account
include how the system will be used, the data it will provide regarding practitioners' performance, the
kind of training activities that will be put up, etc. [26].

5. Conclusion
   By generating a virtual, three-dimensional environment, virtual reality opens up new options and
improves medical care. It provides a more accurate perception of the environment. It is possible to
cure illnesses caused by stress with this technology, It has several uses in the disciplines of psychiatry,
psychotherapy, physical rehabilitation, and other intervention methods. This technological
development appears to be the best option in the medical industry because it may allow situations to
be immersed. It might shorten the time spent with the therapist. These days, this technology can
handle challenging patient conditions. Since a few years ago, the uses of this technology have been
rapidly investigated in order to produce significant advancements. In order to effectively treat
patients, VR technology successfully addresses these needs in the healthcare profession. VR seems to
lower the overall cost of the rehabilitation process. By using this equipment, the patient is able to
focus around the outside of the world and is alleviated of overall tension. By providing interactive
movements and sensations, it gives the human brain an experience. This technology provides a potent
and superior solution for stress management that helps patients and according to research, it might
even help them live better life.

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