Virtual images can be directly seen by human observers
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Multiple peer-reviewed sources and technical literature establish that human observers can directly see and interact with virtual images, such as through head-up displays, virtual retinal displays, and virtual reality systems.
The use of Information and Communication Technologies, such as virtual reality, has been employed in the treatment of anxiety disorders with the goal of augmenting exposure treatment, which is already considered to be the first-line treatment for Post-traumatic Stress Disorder (PTSD). To evaluate the efficacy of virtual reality exposure therapy (VRET) in the treatment of PTSD, we performed a systematic review of published articles using the following electronic databases: Web of Science, PubMed, PsycINFO, and PILOTS. Eligibility criteria included the use of patients diagnosed with PTSD according to DSM-IV, the use of cognitive behavioral therapy (CBT) and the use of virtual reality for performing exposure. 10 articles were selected, seven of which showed that VRET produced statistically significant results in comparison to the waiting list. However, no difference was found between VRET and exposure treatment. Of these 10, four were randomized, two were controlled but not randomized and four were non-controlled. The majority of the articles used head-mounted display virtual reality (VR) equipment and VR systems specific for the population that was being treated. Dropout rates do not seem to be lower than in traditional exposure treatment. However, there are a few limitations. Because this is a new field of research, there are few studies in the literature. There is also a need to standardize the number of sessions used. The randomized studies were analyzed to assess the quality of the methodology, and important deficiencies were noted, such as the non-use of intent-to- treat-analysis and the absence of description of possible concomitant treatments and comorbidities. Preliminary data suggest that VRET is as efficacious as traditional exposure treatment and can be especially useful in the treatment of patients who are resistant to traditional exposure.
<h4>Background</h4>Virtual reality (VR) technologies are playing an increasingly important role in the diagnostics and treatment of mental disorders.<h4>Objective</h4>To systematically review the current evidence regarding the use of VR in the diagnostics and treatment of mental disorders.<h4>Data source</h4>Systematic literature searches via PubMed (last literature update: 9<sup>th</sup> of May 2022) were conducted for the following areas of psychopathology: Specific phobias, panic disorder and agoraphobia, social anxiety disorder, generalized anxiety disorder, posttraumatic stress disorder (PTSD), obsessive-compulsive disorder, eating disorders, dementia disorders, attention-deficit/hyperactivity disorder, depression, autism spectrum disorder, schizophrenia spectrum disorders, and addiction disorders.<h4>Eligibility criteria</h4>To be eligible, studies had to be published in English, to be peer-reviewed, to report original research data, to be VR-related, and to deal with one of the above-mentioned areas of psychopathology.<h4>Study evaluation</h4>For each study included, various study characteristics (including interventions and conditions, comparators, major outcomes and study designs) were retrieved and a risk of bias score was calculated based on predefined study quality criteria.<h4>Results</h4>Across all areas of psychopathology, k = 9315 studies were inspected, of which k = 721 studies met the eligibility criteria. From these studies, 43.97% were considered assessment-related, 55.48% therapy-related, and 0.55% were mixed. The highest research activity was found for VR exposure therapy in anxiety disorders, PTSD and addiction disorders, where the most convincing evidence was found, as well as for cognitive trainings in dementia and social skill trainings in autism spectrum disorder.<h4>Conclusion</h4>While VR exposure therapy will likely find its way successively into regular patient care, there are also many other promising approaches, but most are not yet mature enough for clinical application.<h4>Review registration</h4>PROSPERO register CRD42020188436.<h4>Funding</h4>The review was funded by budgets from the University of Bonn. No third party funding was involved.
The head-up display (HUD) was developed to provide the pilot simultaneous viewing of flight information and the outside environment. The HUD optics were collimated so that the symbols appear at optical infinity as does the distant terrain. Operationally, about 30% of pilots experience an increased tendency toward spatial disorientation when using a HUD. Two experiments were conducted at the Naval Air Development Center to determine whether HUD symbols do in fact cause the eyes to focus at optical infinity. And if not, what are the direction and amount of refocusing necessary to see both distant targets and HUD symbols clearly? Results showed that use of the HUD released accommodation to lapse inward for all 10 experimental observers. When simultaneously using the HUD and viewing distant outside targets, only 3 of 10 subjects consistently focused at or beyond optical infinity; two of these had dark foci near infinity, and the third had a dark focus almost three diopters negative. Previous research indicates that when focus shifts occur, the apparent size and distance of objects also change. Spatial judgments critical to ground-referenced flight can be fatally erroneous. Because individual differences in focusing are large, redesigning HUDs to incorporate manual optical adjustment may be desirable to optimize focus demand for each pilot. Volitional accommodation training should also be investigated.
Immersive virtual reality (VR) shows a lot of potential for the training of professionals in the emergency response domain. Firefighters occupy a unique position among emergency personnel as the threats they encounter are mainly environmental. Immersive VR therefore represents a great opportunity to be utilized for firefighter training. This systematic review summarizes the existing literature of VR firefighting training that has a specific focus on human factors and learning outcomes, as opposed to literature that solely covers the system, or simulation, with little consideration given to its user. An extensive literature search followed by rigorous filtering of publications with narrowly defined criteria was performed to aggregate results from methodologically sound user studies. The included studies provide evidence that suggests the suitability of VR firefighter training, especially in search and rescue and commander training scenarios. Although the overall number of publications is small, the viability of VR as an ecologically valid analog to real-life training is promising. In the future, more work is needed to establish clear evidence and guidelines to optimize the effectiveness of VR training and to increase reliable data through appropriate research endeavors.
<h4>Background</h4>Mirror therapy has been used in rehabilitation for multiple indications since the 1990s. Current evidence supports some of these indications, particularly for cerebrovascular accidents in adults and cerebral palsy in children. Since 2000s, computerized or robotic mirror therapy has been developed and marketed.<h4>Objectives</h4>To map the extent, nature, and rationale of research activity in robotic or computerized mirror therapy and the type of evidence available for any indication. To investigate the relevance of conducting a systematic review and meta-analysis on these therapies.<h4>Method</h4>Systematic scoping review. Searches were conducted (up to May 2018) in the <i>Cochrane Library, Google Scholar, IEEE Xplore, Medline, Physiotherapy Evidence Database</i>, and <i>PsycINFO</i> databases. References from identified studies were examined.<h4>Results</h4>In sum, 75 articles met the inclusion criteria. Most studies were publicly funded (57% of studies; n = 43), without disclosure of conflict of interest (59% of studies; n = 44). The main outcomes assessed were pain, satisfaction on the device, and body function and activity, mainly for stroke and amputees patients and healthy participants. Most design studies were case reports (67% of studies; n = 50), with only 12 randomized controlled trials with 5 comparing standard mirror therapy versus virtual mirror therapy, 5 comparing second-generation mirror therapy versus conventional rehabilitation, and 2 comparing other interventions.<h4>Conclusion</h4>Much of the research on second-generation mirror therapy is of very low quality. Evidence-based rationale to conduct such studies is missing. It is not relevant to recommend investment by rehabilitation professionals and institutions in such devices.
Optical magnification as event information. The geometrical optics of approach events is delineated. It is shown that optical magnification provides information about distance and time until collision. An experiment is described in which two objects--white styropor spheres 10 cm in diameter, seen against a white plaster wall--were moved simultaneously at equal, constant speed along straight, converging paths at eye level towards a human observer and towards a common, virtual point of collision which either coincided with the observer's station point or was placed in front of, or behind, that point. Approach events differed with regard to trajectories, distances, velocities, and times-to-collision involved. Events were observed monocularly fixating and binocularly non-fixating, without head movements. The objects always stopped before colliding, and subjects had to respond to the virtual collisions. Most responses were too early, especially for impending collisions at, or behind the observers' station point.
The effect of accommodation on retinal image size.
The apparent size of an object is diminished when accommodation of the eye moves inward to a position closer to the observer than to a viewed object. This phenomenon is called accommodation micropsia. Using schematic eyes, we investigated change in retinal image size caused by a change in accommodation. The use of schematic eyes is also discussed and is justified. The calculated magnitude of this diminution for four schematic eyes ranged from unity at infinity to a maximum of 0.98 (-2%) at about 12.0 diopters (D). For distances at which accommodation micropsia is typically observed (about 2.0 D), retinal minification is less than 0.997 (-0.3%). Thus changes in the size of the retinal image attributable to accommodation are virtually negligible when compared with the observed reduction of 3% to 33%. This suggests that accommodation micropsia is mediated almost entirely by processes other than those involving the optics of the eye.
Published in Human factors (1992)
Introduction: The Virtual Retinal Display (VRD) is a new technology for creating visual images. It was developed at the Human Interface Technology Laboratory (HIT Lab) by Dr. Thomas A. Furness III. The VRD creates images by scanning low power laser light directly onto the retina. This special method results in images that are bright, high contrast and high resolution. In this paper, we describe how the VRD functions, the special consequences of its mechanism of action and potential medical applications of the VRD, including surgical displays and displays for people with low vision. A description of its safety analysis will also be included. In one set of tests we had a number of patients with partial loss of vision view images with the VRD. There were two groups of subjects: patients with macular degeneration, a degenerative disease of the retina and patients with keratoconus. Typical VRD images are on the order of 300 nanowatts. VRD images are also readily viewed superimposed on ambient room light. In our low vision test subjects, 5 out of 8 subjects with macular degeneration felt the VRD images were better and brighter than the CRT or paper images and they were able to reach the same or better level of resolution. All patients with Keratoconus were able to resolve lines of test several lines smaller with the VRD than with their own correction. Further, they all felt that the VRD images were sharper and easier to view. The VRD is a safe new display technology. The power leve
Abstract: Virtual Retinal Display (VRD) is an advanced technology for creating visual images. Dr. Thomas A. Furness III created it at the Human Interface Technology Laboratory (HIT Lab). Low power laser light is directly scanned onto the retina by the VRD to produce images. Bright, high-contrast, high-resolution photos are produced with this unique technique. It has been shown that all the technological advancements needed have been made in order for small, laser-scanned, virtual retinal displays to operate effectively. Since several years ago, military and commercial customers have received prototype devices with VGA resolutions (640 x 480 pixels), and Microvision's Virtual Retinal DisplayTM (VRDTM) is now ready for accelerated performance expansion. VRD images often use 300 nanowatts or less. Additionally, VRD images can be easily seen when placed on ambient room lighting.
other required views can be synthesized based on the received data. View synthesis can be conducted regardless … which the player’s 3D movements can be extracted. The same function can be achieved using a stereo camera … has most of its pixels that can be seen in the left/right virtual images, the blending process is set
then a virtual and erect, or a real and reversed, image of the retina will be seen . Such is the principle of the ophthalmoscope, invented by Helmholtz
<h4>Background</h4>Immersive virtual reality (VR) technology offers a non-invasive, non-pharmacological approach to reduce pain perception in patients undergoing diagnostic or interventional procedures.<h4>Objective</h4>To systematically evaluate the efficacy of immersive VR technology in reducing pain perception during obstetric and gynaecological procedures.<h4>Search strategy</h4>We searched MEDLINE, EMBASE, CENTRAL, and CINAHL databases from inception to January 2025.<h4>Selection criteria</h4>We included randomised controlled trials (RCTs) evaluating VR interventions in women undergoing obstetric or gynaecological procedures.<h4>Data collection and analysis</h4>We performed meta-analyses using random-effects models and assessed risk of bias using the Cochrane risk-of-bias tool for randomised trials.<h4>Main results</h4>49 RCTs (5355 participants) were included. Due to clinical heterogeneity, data were analysed separately. VR resulted in a larger, consistent reduction in pain scores compared with standard care in labour (11 studies; SMD -0.93, 95% CI -1.25 to -0.60) compared to minor procedures (29 studies; SMD -0.64, 95% CI -0.97 to -0.32). VR also significantly reduced anxiety scores in both labour (8 studies; SMD -1.13, 95% CI -1.80 to -0.45) and minor procedures (17 studies; SMD -0.74, 95% CI -1.18 to -0.29). Our analysis was limited by high levels of heterogeneity and variability in procedural protocols.<h4>Conclusion</h4>Immersive VR technology appears effective for reducing pain and anxiety during obstetric and gynaecological procedures, particularly during childbirth, despite substantial statistical heterogeneity. Further research is needed to optimise implementation strategies and establish clinical practice guidelines.
PURPOSE OF REVIEW: Due to significant research efforts in the field of virtual reality (VR) and the increasing interest of the gaming industry, technical possibilities have developed rapidly. VR applications have become more extensive in recent years, with devices becoming more convenient and less complex to handle. The purpose of this review was to summarize the current state of research on the use of VR in oncology and to discuss its potential role in patient-centered care. RECENT FINDINGS: As a result of technological progress, the benefits of VR have entered the clinical field and are being used in various areas. However, since VR has not yet become part of everyday life, most patients are inexperienced in using these devices. Previous studies have shown that VR applications for oncology patients can improve well-being and reduce stress, anxiety, and nausea during therapy, surgery, and diagnostic procedures. Oncology is particularly well suited for psychological VR applications because cancer can be a potentially traumatic experience with a strong impact on mental health, which in turn can influence therapeutic success. In addition, oncological treatments are usually long-term, making them well suited for studies involving extended VR use. VR represents a promising supportive tool in oncology, particularly for improving psychological well-being and enhancing patient-centered care. Ongoing research suggests that its use may positively influence both the mental state of patients and the overall treatment experience.
<h4>Background</h4>Increasing mental demands across multiple life domains underscore the importance of effective individual stress management to mitigate the adverse health consequences of chronic stress. Growing evidence suggests that virtual reality (VR) interventions constitute an effective approach to stress reduction.<h4>Objective</h4>This systematic review and meta-analysis aimed to examine and compare application areas of VR interventions for stress reduction in the general population and to identify potential predictors of effectiveness based on sample characteristics and intervention design.<h4>Methods</h4>Five databases (MEDLINE, CINAHL, CENTRAL, PsycInfo, and Web of Science) were systematically searched for randomized controlled trials investigating the effectiveness of VR interventions for stress reduction in the general population. Studies were included if they primarily focused on stress reduction, included a neutral control condition, and reported a validated measurement of perceived stress. Trials targeting mental disorders or those conducted in the context of medical procedures were excluded. Two reviewers independently screened the literature, extracted data, and assessed the risk of bias using the Cochrane Collaboration's tool. Effects were synthesized using pooled standardized mean differences, and relevant predictors were evaluated through subgroup analyses and meta-regressions.<h4>Results</h4>A total of 55 relevant studies met the inclusion criteria, with 37 investigating single-session and 18 multisession interventions (ranging from 1 to 42 sessions over 2 days to 6 months). The meta-analysis included 39 studies with 4024 participants (sample sizes 24-409; mean ages 19.2-70.6 years). Intervention types included VR-based nature exposure (21), biophilic architectural elements (6), guided meditation (9), interactive tasks (4), and other approaches (1). On average, VR interventions significantly reduced perceived stress level (-0.55, 95% CI -0.70 to -0.40; P<.001; I2=76%; 95% prediction interval [PI] -1.32 to 0.23), anxiety (-0.88, 95% CI -1.23 to -0.54; P<.001; I2=87%; 95% PI -2.07 to 0.31), and depression (-0.34, 95% CI -0.47 to -0.21; P<.001; I2=0%; 95% PI -0.47 to -0.21), and enhanced positive emotion (-0.64, 95% CI -0.84 to -0.46; P<.001; I2=62%; 95% PI -1.28 to -0.02). In addition, the decrease in systolic blood pressure was significant (-0.20, 95% CI -0.37 to -0.04; P=.02; 95% PI -0.37 to -0.04). Univariate linear regression analyses identified multiple sessions (R²=15%, P=.02) as a significant predictor of VR-based stress reduction. Further analyses of technical and content-related characteristics revealed that a higher image refresh rate (t15=-2.36, 2-tailed; P=.04) was associated with stronger intervention effects.<h4>Conclusions</h4>This review highlights the considerable potential of VR interventions for reducing psychological stress in the general population and extends recent evidence by quantifying the effects of a broad range of VR-based stress reduction approaches and, for the first time, comparing diverse intervention characteristics. VR represents a promising alternative, particularly in contexts where access to real-life nature or conventional relaxation methods is limited or resource-intensive.
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