Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives
Abstract
:1. Introduction
2. Immersive Technologies—A Spectrum of Realistic Possibilities
3. Application Trends of Immersive Technologies in Healthcare
3.1. VR for Rehabilitation
3.2. XR Telehealth
3.3. Virtual Reality Exposure Therapy (VRET)
3.4. VR in Oncology
3.5. XR-Based Surgery
3.6. AR-Based Digital Operations
3.7. XR in Healthcare Education
4. From XR to the Metaverse
- Augmented reality (AR): this technology involves the overlaying of virtual objects onto the physical world, thereby enhancing the user’s environment (e.g., Pokémon Go).
- Lifelogging: this involves the capturing, storing and sharing of users’ daily activities and experiences (e.g., Facebook, Instagram, Fitbit).
- Mirror worlds: these are digital reflections of the real world that also incorporate external environmental data (e.g., Google Maps, Zoom).
- Virtual worlds: this is the VR technology that we are familiar with, whereby users explore virtual environments and interact with virtual objects through avatars, often using VR headsets.
5. Opportunities of the Metaverse in Healthcare
6. Generative AI + Metaverse: To Infinity and Beyond
7. Considerations When Designing and Developing Healthcare Innovations Using Immersive Technologies
8. Readiness and Sustainability of Immersive Technologies in Healthcare
9. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Consideration Factors | Immersive Technologies Spanning the Reality-Virtuality Spectrum | |||||
---|---|---|---|---|---|---|
Reality (Physical World) | Augmented Reality (AR) | Augmented Virtuality (AV) | Virtual Reality (VR) | Mixed Reality (MR) | Metaverse | |
Description | No digital augmentation. | Virtual objects overlaid in a physical environment. | Real-world objects in a virtual environment. | Fully immersive virtual environment, includes EVE and MVE. | A combined use of AR and VR in which virtual and physical objects and environments exist together and can interact with each other in real-time. | A combined virtual environment that is shared, and where the physical and virtual worlds are integrated and enhanced, covering the entire XR spectrum. |
Technical requirements | None, except for physical tools and resources. | Examples include smartphones, iPads/tablets, or AR glasses/headset; with AR software. | VR setup with additional real-world object integration (e.g., haptic devices). | VR headset with or without controllers; may include haptic devices; requires powerful computing software. | MR headset, usually with sensors and integration software. | Advanced XR setups; users navigate virtual worlds; may involve cryptocurrencies and blockchain technologies. |
Technical cost and scalability | Low cost; easily scalable. | Moderate cost to users; potentially scalable with devices that are widely available. | High cost; less scalable due to specialized equipment needs. | High cost; need for advanced hardware may limit scalability. | High cost; scalability depends on availability and compatibility of equipment and devices. | Very high cost; scalability depends on technological infrastructure and user adoption. |
User experience | Users are familiar, no learning curve. | Device interfaces are usually familiar, generally easy to use. | High immersivity but can be disorienting to user. | Highly immersive, but some users may experience motion sickness. | Highly interactive and engaging, but users may need to adapt to the mixed environment. | Highly engaging and immersive, but can be overwhelming to users who are not familiar with immersive technologies. |
Learning curve and adoption | No learning curve; universally understood. | Low to moderate learning curve; familiar interfaces but requires initial installation and setup. | High learning curve; requires familiarity with VR and physical interactions. | Steep learning curve due to specialized equipment, software and hardware. | Moderate to high learning curve; users may need to adapt to new ways of interacting with the mixed environment. | Steep learning curve due to the complexity of the metaverse environment and its applications. |
Advantages | Completely realistic, no technological barriers. | Enhances real-world tasks with additional virtual information; generally accessible. | High level of immersivity with real-world relevance. | High to full immersivity experienced in a controlled environment; can be used for creating high fidelity, vivid, authentic and life-like scenarios and/or complex scenarios; improves patient safety as it allows learners to commit mistakes in a safe space, yet without experiencing negative consequences that may happen in clinical practices. | Versatile in applications as it combines the best aspects of AR and VR. | Advanced and comprehensive integration of virtual and physical worlds; vast potential for various applications when combined with other advanced technologies. |
Disadvantages | Limited digital enhancements and interactivity, bound by physical space. | High costs of development and implementation; Limited immersivity depending on device capability; may lead to safety risks if users are distracted. | High cost, complex setup, may cause motion sickness in users. | High cost, complex setup, lack of face-to-face interaction; may cause motion sickness, disorientation or discomfort in users. | High cost, complex setup, may cause disorientation in users. | Still in early development; high costs of metaverse technologies may impede healthcare adoption; challenges with compatibility, interoperability and computational power of metaverse healthcare technologies. |
Privacy concerns | Privacy concerns are related to the use of the physical space and/or data from wearable sensors. | Privacy concerns are in relation to capturing and usage of data (e.g., photos) in public places. | Privacy concerns are around the data and simulated environments; physical safety concerns during use. | Privacy and security concerns are around the collected data, especially within MVE scenarios. | Privacy and security concerns are around the collected data, potential safety issues during interactions with both the virtual and real-world environments. | Significant ethical and cyberprivacy concerns surrounding digital identities, virtual properties, data privacy and digital rights. |
Future trends and potential | Limited to physical interactions. However, advancements in wearable sensors can potentially augment physical parameters. | Advancements in AR technologies may enable more seamless integration with daily activities. | Integration with real-world objects provides potential for more realistic simulations. | Highly immersive and realistic; potential for users to have full-body VR experiences; VR equipment may become more accessible in future. | Advancements in wearable technologies and sensors have the potential to make MR more seamless and integrated with user tasks and activities. | Evolving rapidly with uptake by various brands, societies and organizations; potential for large-scale adoptions through events in virtual worlds, integration with other advanced technologies, and adoption of virtual economies. |
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Yap, K.Y.-L. Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives. Virtual Worlds 2024, 3, 368-383. https://doi.org/10.3390/virtualworlds3030020
Yap KY-L. Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives. Virtual Worlds. 2024; 3(3):368-383. https://doi.org/10.3390/virtualworlds3030020
Chicago/Turabian StyleYap, Kevin Yi-Lwern. 2024. "Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives" Virtual Worlds 3, no. 3: 368-383. https://doi.org/10.3390/virtualworlds3030020
APA StyleYap, K. Y.-L. (2024). Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives. Virtual Worlds, 3(3), 368-383. https://doi.org/10.3390/virtualworlds3030020