VR provides a new reality, either through life, prerecorded footage, animations, first person gaming and complete immersion of a user in a separate real or artificial world. By using mobile or stationary VR equipment, patients and physicians can be immersed in a totally new environment, can interact with non accessible structures and experience unique sensations, thus explaining and changing perceptions of diseases and subsequent treatment.
VR Technology consists of Mobile VR Systems, which simply uses a smartphone combined with Samsung Gear VR, Google Daydream Headset or custom-branded Google Cardboard headsets - it’s virtual reality, anytime, anywhere. There are also stationary VR Systems, like Oculus Rift, HTC Vive or Sony VR. These have advanced display technology combined with precise, low-latency constellation tracking systems which enable the sensation of presence – the feeling as though you’re actually there.
To become fully immersed in such experiences, we need to use VR equipment that covers our entire body and all of our senses. There have been many advances in the fields of walking, touching and manipulating objects in VR. The use of tools in VR enables us to transmit our real-world leg and hand movements into the virtual world. Touch sensors like HTC’s multi-function trackpad or Oculus Touch controller provide effortless precision and haptic feedback. It allows interaction with VR objects and space.
Another example is a Small Space Walking engine similar to a running treadmill, like Virtuix Omni, Cyberith, Kat Walk, or Infinadeck - the devices use a special concave pad, in which gravity helps the user to stay in the middle, and a harness which should be placed around the waist, enabling the tracking of body orientation, completely separate from leg movement. This enables the users to walk in a specific direction and rotate their body at the same time.
By using many layers we can fill the space of the viewer to infinity by using images, objects and stage design - in other words, we can create the impression of increased spaciousness in the scene (extrapolated 3D).
Although the full scene is covered, over 360 degrees around, the majority of the action is viewed in front or slightly to the sides or up and down from the point of view of the user.
It is necessary to guide or lead the viewer through the virtual world to show them what you need them to see. The easiest way to do this is to use an animated arrow prompting the viewer to follow and see what you want them to.
By adjusting the speed of the scene we are able to capture important details without causing side effects such as nausea or dizziness.
3D VR 360 material can be produced in monoscopic or stereoscopic technology. Stereoscopic technology greater intensifies the effect of spaciousness.
It is played via a specially designed and customised Mobile App with a monoscopic and stereoscopic VR 360 Player or Social Media based, independent VR player like YouTube 360, NextVR, Vimeo, WITHIN, Google Daydream Viewer or Oculus Video360. VR interactive content is played via customised software as it contains programmable interactions with a VR 360 degree environment. There are the following benefits of using Virtual Reality in Medical Education, Communication or PSPs: it Intrigues the users, allows for full immersion in a totally new world or situation, helps to visualise and understand medical conditions, takes us to unimaginable places and delivers a comprehensive explanation.
Virtual Reality can be used in the following areas.