Virtual Reality Technologies in Health Care

A special issue of Healthcare (ISSN 2227-9032). This special issue belongs to the section "Health Informatics and Big Data".

Deadline for manuscript submissions: 31 October 2024 | Viewed by 8308

Special Issue Editors


E-Mail Website
Guest Editor
Department of Health Psychology, Miguel Hernández University, Elche, Spain
Interests: telemedicine; mHealth; artificial intelligence; virtual reality; education

E-Mail Website
Guest Editor
Head, Quality and Patient Management Area, Hospital Universitario Fundación Alcorcón, Alcorcon, Spain
Interests: telemedicine; mHealth; healthcare quality; patient safety

E-Mail Website
Guest Editor
Department of Health Psychology, Miguel Hernández University, Elche, Spain
Interests: telemedicine; mHealth; artificial intelligence; natural language processing
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Virtual reality (VR) offers extraordinary possibilities for healthcare. Continued improvements in hardware and software, coupled with the reduced cost of interaction devices, are driving the adoption of these technologies in multiple fields, including education and healthcare delivery.

In the field of education, state-of-the-art 3D rendering techniques and new haptic devices that simulate the tactile sensation of tissues allow students to interact with virtual organs for surgical or rehabilitation practice. Advances in artificial intelligence (AI) and natural language processing (NLP) make other VR educational tools possible, such as chatbot-based virtual patients capable of understanding a natural language conversation with a student, just as a real patient would, which can be used to train students in patient visits.

In healthcare, VR has also been used successfully for pain management, helping patients to focus on other stimuli beyond pain, or to improve their motor functions. Other applications include the use of virtual assistants during hospital admission, or even virtual AI and NLP doctors who can give basic advice to patients, or at least can record the necessary information, which will then be analyzed by a professional.

We are pleased to invite you to share experiences, usage cases and novel proposals of VR technologies for healthcare, including reviews, experimental results, usability analyses, challenges and possible barriers (e.g., resistance to wear HMDs or head-mounted displays). Such a compilation of results will allow readers to discover the real capabilities and future potential of VR technologies for healthcare.

This Special Issue aims to compile the most recent research and experiences of VR applied for healthcare, offering a 360-degree view of the field, including on usability issues and gathering feedback from scientists, healthcare professionals and patients. In this Special Issue, original research articles and reviews are welcome. Research areas may include (but are not limited to) the following:

  • Experimental results of VR applications in healthcare education or healthcare provisioning.
  • Performance measurements of VR techniques for healthcare.
  • Usability and ergonomics of VR applications and devices.
  • Analysis of barriers for VR adoption.
  • Virtual patients for training in surgery, rehabilitation or other healthcare procedures.
  • AI-based chatbots for medical training, including 3D avatars.
  • Novel VR interaction devices.
  • Novel 3D models of human organs in healthcare training.
  • VR therapies.
  • VR for hospital or primary care admission.
  • New fields of application of VR training in healthcare. 

We look forward to receiving your contributions.

Dr. César Fernández
Dr. Susana Lorenzo
Dr. María Asunción Vicente
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Healthcare is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2700 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • virtual reality
  • artificial intelligence
  • natural language processing
  • head-mounted displays
  • haptic devices
  • 3D avatars
  • performance measurement
  • usability
  • adoption barriers

Published Papers (5 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

Jump to: Other

20 pages, 1938 KiB  
Article
Effects of Using Guided Deep Breathing Exercises in a Virtual Natural Environment to Reduce Stress during Pediatric Treatment
by Ilmari Jyskä, Markku Turunen, Arash Chaychi Maleki, Elina Karppa, Sauli Palmu, Jari Viik, John Mäkelä and Kaija Puura
Healthcare 2023, 11(24), 3140; https://doi.org/10.3390/healthcare11243140 - 11 Dec 2023
Cited by 3 | Viewed by 1778
Abstract
There exists a need for new methods to address treatment anxiety in pediatrics—at the same time, deep breathing exercises and virtual natural environments have both been known to have stress-reducing qualities. This article reports the combined effect of these two methods in a [...] Read more.
There exists a need for new methods to address treatment anxiety in pediatrics—at the same time, deep breathing exercises and virtual natural environments have both been known to have stress-reducing qualities. This article reports the combined effect of these two methods in a pediatric setting. A feasibility study was conducted in a local hospital. The study had a within-subjects design, and it included 21 child patients aged 8 to 12 years old, who used a virtual reality (VR) relaxation application developed for this purpose during an intravenous cannulation procedure related to their treatment. The key findings highlight a statistically very significant stress reduction associated with the utilized VR intervention, demonstrated by heart rate variability measurements (SDNN, p < 0.001; RMSSD, p = 0.002; Stress Index, p < 0.001; LF/HF ratio, p = 0.010). This effect was consistent regardless of the level of general anxiety or the level of needle phobia of the patient, and no adverse effects were observed. The results show the strong potential of using deep breathing exercises in virtual natural environments for addressing treatment anxiety related to invasive pediatric procedures. Full article
(This article belongs to the Special Issue Virtual Reality Technologies in Health Care)
Show Figures

Figure 1

20 pages, 3655 KiB  
Article
Design and User Experience of VirNE Application: Deep Breathing Exercise in a Virtual Natural Environment to Reduce Treatment Anxiety in Pediatrics
by Ilmari Jyskä, Markku Turunen, Arash Chaychi Maleki, Elina Karppa, Sauli Palmu, John Mäkelä and Kaija Puura
Healthcare 2023, 11(24), 3129; https://doi.org/10.3390/healthcare11243129 - 9 Dec 2023
Cited by 2 | Viewed by 1179
Abstract
Treatment anxiety is a serious problem among child patients. A few studies have addressed this issue with virtual reality solutions, with promising results; however, the applications used have generally been designed for entertainment instead of this purpose. This article studies the potential of [...] Read more.
Treatment anxiety is a serious problem among child patients. A few studies have addressed this issue with virtual reality solutions, with promising results; however, the applications used have generally been designed for entertainment instead of this purpose. This article studies the potential of using deep breathing exercises in a virtual natural environment to address this issue, with a focus on design approach and user experience. It presents the VirNE—Virtual Natural Environments relaxation application, which is based on known stress-reduction methods, and a feasibility study conducted with it in a local hospital. The study had a within-subjects design, and it included 21 eight to twelve-year-old child patients, who used the application during an intravenous cannulation procedure related to their treatment. The study found good user acceptance and user experience both among the child patients and pediatricians, with the perceived usefulness of the method being higher among the patients with increased levels of anxiety or needle phobia. In addition, a clear stress-reducing effect was found. This offers proof-of-concept for the multidisciplinary design approach based on existing scientific knowledge regarding the desired effect for pediatric virtual reality applications for this use context. Full article
(This article belongs to the Special Issue Virtual Reality Technologies in Health Care)
Show Figures

Figure 1

11 pages, 648 KiB  
Article
Physical Activity in Immersive Virtual Reality: A Scoping Review
by Frano Giakoni-Ramírez, Andrés Godoy-Cumillaf, Sebastián Espoz-Lazo, Daniel Duclos-Bastias and Pablo del Val Martín
Healthcare 2023, 11(11), 1553; https://doi.org/10.3390/healthcare11111553 - 25 May 2023
Cited by 6 | Viewed by 1794
Abstract
Physical activity has benefits for health, but many adolescents are inactive. However, video games such as Immersive Virtual Reality (IVR) have grown in popularity as a leisure activity among young people, allowing them to manipulate objects in virtual environments increasing the practice of [...] Read more.
Physical activity has benefits for health, but many adolescents are inactive. However, video games such as Immersive Virtual Reality (IVR) have grown in popularity as a leisure activity among young people, allowing them to manipulate objects in virtual environments increasing the practice of physical activity. The evidence indicates that the interest in physical activity through IVR is greater than in traditional methods, and different experiences have been reported. However, few studies indicate the sample evaluated, the effects found, or the IVR instruments used. Due to this, is the aim of this study is to identify the publications referring to IVR and physical activity, characterize them, and present the obtained main findings. For this, the guidelines described in the PRISMA-ScR for scoping reviews were applied. After the use of the inclusion and exclusion criteria, eight articles were included. Results show evidence regarding physiological outcomes, perceptual variables, interest and enjoyment, and psychological effects regarding physical activity through IVR. Additionally, the use of different devices and their prescriptions are explored. It is concluded that there is interest from the scientific community for the practice of physical activity through IVR, as well as for its application for the maintenance of active habits. This is important as it positions IVR as a method that can be a more experiential and effective way to develop and maintain a healthy lifestyle. Full article
(This article belongs to the Special Issue Virtual Reality Technologies in Health Care)
Show Figures

Figure 1

Other

Jump to: Research

9 pages, 283 KiB  
Brief Report
Intensity of a Physical Exercise Programme Executed through Immersive Virtual Reality
by Frano Giakoni-Ramírez, Andrés Godoy-Cumillaf, Paola Fuentes-Merino, Claudio Farías-Valenzuela, Daniel Duclos-Bastías, José Bruneau-Chávez, Eugenio Merellano-Navarro and Ronald Velásquez-Olavarría
Healthcare 2023, 11(17), 2399; https://doi.org/10.3390/healthcare11172399 - 26 Aug 2023
Cited by 1 | Viewed by 943
Abstract
Evidence suggests that moderate to vigorous physical activity (MVPA) is necessary for health benefits. Immersive virtual reality is a technology that uses images, sounds, and tactile sensations from a simulated world to encourage healthy behaviours and physical activity. The aims of this research [...] Read more.
Evidence suggests that moderate to vigorous physical activity (MVPA) is necessary for health benefits. Immersive virtual reality is a technology that uses images, sounds, and tactile sensations from a simulated world to encourage healthy behaviours and physical activity. The aims of this research are (1) to determine the duration and intensity of physical activity performed through immersive virtual reality; (2) to determine differences in physical activity intensity according to gender. Methods: A nonprobabilistic convenience sample composed of 39 university students of physical education pedagogy, who performed, through immersive virtual reality, a physical activity programme composed of three levels that progressively increased in complexity. Physical activity intensity was measured using accelerometers. Results: Of the three levels, the most complex was not the one that produced the most minutes of MVPA. The three levels added up to 08:53 min of MVPA. No significant differences were found when comparing them by sex. Conclusions: The results of this study suggest that an exercise programme delivered through immersive virtual reality generates MVPA levels, with no major differences between sexes. Further research is needed to confirm the contribution of immersive virtual reality to physical activity. Full article
(This article belongs to the Special Issue Virtual Reality Technologies in Health Care)
14 pages, 1260 KiB  
Study Protocol
Safe Care and Medication Intake Provided by Caregivers at Home: Reality Care Study Protocol
by José Joaquín Mira, Pura Ballester, Eva Gil-Hernández, Luisanna Sambrano Valeriano, Esther Álvarez Gómez, Clara Olier Garate, Álvaro Márquez Ruiz, María Acedo Torrecilla, Almudena Arroyo Rodríguez, Ezequiel Hidalgo Galache, Paloma Navas Gutiérrez, Virtudes Pérez-Jover, Susana Lorenzo Martínez, Irene Carrillo Murcia, César Fernández Peris, Alicia Sánchez-García, María Asunción Vicente Ripoll, Ángel Cobos Vargas, Pastora Pérez-Pérez and Mercedes Guilabert Mora
Healthcare 2023, 11(15), 2190; https://doi.org/10.3390/healthcare11152190 - 3 Aug 2023
Viewed by 1657
Abstract
Justification: Providing care to patients with several conditions and simultaneously taking several medications at home is inexorably growing in developed countries. This trend increases the chances of home caregivers experiencing diverse errors related with medication or care. Objective: To determine the effectiveness of [...] Read more.
Justification: Providing care to patients with several conditions and simultaneously taking several medications at home is inexorably growing in developed countries. This trend increases the chances of home caregivers experiencing diverse errors related with medication or care. Objective: To determine the effectiveness of four different educational solutions compared to the natural intervention (absence of intervention) to provide a safer care at home by caregivers. Method: Prospective, parallel, and mixed research study with two phases. Candidates: Home-based caregivers caring a person with multiple comorbid conditions or polymedication who falls into one of the three profiles of patients defined for the study (oncology, cardiovascular, or pluripathological patients). First phase: Experts first answered an online survey, and then joined together to discuss the design and plan the content of educational solutions directed to caregivers including the identification of medication and home care errors, their causes, consequences, and risk factors. Second phase: The true experiment was performed using an inter- and intrasubject single-factor experimental design (five groups: four experimental groups against the natural intervention (control), with pre- and post-intervention and follow-up measures) with a simple random assignment, to determine the most effective educational solution (n = 350 participants). The participants will be trained on the educational solutions through 360 V, VR, web-based information, or psychoeducation. A group of professionals called the “Gold Standard” will be used to set a performance threshold for the caring or medication activities. The study will be carried out in primary care centers, hospitals, and caregivers’ associations in the Valencian Community, Andalusia, Madrid, and Murcia. Expected results: We expect to identify critical elements of risk management at home for caregivers and to find the most effective and optimal educational solution to reduce errors at home, increasing caregivers’ motivation and self-efficacy whilst the impact of gender bias in this activity is reduced. Trial Registration: Clinical Trial NCT05885334. Full article
(This article belongs to the Special Issue Virtual Reality Technologies in Health Care)
Show Figures

Figure 1

Back to TopTop