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Virtual Reality Devices

No change in size, 10:18, 12 April 2017
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Similarly to the above, VR devices can be used to train professionals, much like pilots already use simulated environment to learn how to control an airplane. Virtual reality can be employed anywhere where the training would be too risky or expensive. As opposed to the raining in the real world, a simulated environment offers total control and it also allows shorter time between training sessions. These advantages allow VR to be successfully deployed in the military<ref>DRUMMOND, Katie. Army’s Virtual Reality Plan: A Digital Doppelganger for Every Soldier. Wired [online]. 2012, Jan 18. Available online at: http://www.wired.com/2012/01/army-virtual-reality/ (Retrieved September 7, 2015)</ref>, to train doctors in complicated surgeries<ref>University Of Illinois At Chicago. (2000, March 6). UIC Puts Virtual Reality Medical Training To The Test. ScienceDaily. Retrieved September 7, 2015 from www.sciencedaily.com/releases/2000/03/000306075800.htm</ref> or to train fire engine drivers<ref>XVR: Virtual Reality training software for safety and security. E-semble 2014. Available at: http://www.xvrsim.com (Retrieved September 9, 2015)</ref>.
 
== Enhancement or treatment ==
 
As mentioned in the Use section, virtual reality have great potential for therapeutic applications. They allow physicians and researchers precise control of the 3D stimulus and give them the ability to completely record the patients' behaviour. Virtual reality devices can be used not only in the assessment phase of a psychological examination, but also during rehabilitation. Thanks to their great immersive factor they can provide naturalistic settings and combine restorative and functional approaches together while eliminating their weaknesses. Restorative approach relies heavily on memorisation and attention, it trains the patient ''how to think'', whereas the functional approach tries to engage the patient in an activity and teach him ''how to do''. These two approaches can be effectively combined into one using virtual reality. This will also eliminate the dull memorisation aspect of the restorative approach and the rigidity and artificialness of the functional approach.<ref>Ethical Issues in Clinical Neuropsychology. Eds: Bush, S.S. & Drexler, M.L., Lisse, NL: Swets & Zeitlinger Publishers. 243-280. (2003). (Retrieved in 14 September 2015)</ref>
 
Other case in which virtual reality could be very beneficial, is pain management. Immersive virtual environments can be a good distraction for a patient undergoing painful medical procedures. These benefits were already demonstrated experimentally.<ref>HOFFMAN, Hunter G., et al. Virtual reality as an adjunctive pain control during burn wound care in adolescent patients. Pain, 2000, 85.1: 305-309. (Retrieved in 14 September 2015) </ref>
=== Therapy ===
The symptoms of aftereffects are perhaps similar to those of the Tetris syndrome. Tetris syndrome occurs when a user, in this case most like an avid player, do a particular activity, i.e. playing a video game or spending big amount of time inside a virtual environment, that he starts to see patterns from the game or virtual reality in their thoughts, dreams and when they close their eyes.<ref>STICKGOLD, Robert, et al. Replaying the game: hypnagogic images in normals and amnesics. Science, 2000, 290.5490: 350-353. (Retrieved 15 September 2015)</ref>
 
== Enhancement or treatment ==
 
As mentioned in the Use section, virtual reality have great potential for therapeutic applications. They allow physicians and researchers precise control of the 3D stimulus and give them the ability to completely record the patients' behaviour. Virtual reality devices can be used not only in the assessment phase of a psychological examination, but also during rehabilitation. Thanks to their great immersive factor they can provide naturalistic settings and combine restorative and functional approaches together while eliminating their weaknesses. Restorative approach relies heavily on memorisation and attention, it trains the patient ''how to think'', whereas the functional approach tries to engage the patient in an activity and teach him ''how to do''. These two approaches can be effectively combined into one using virtual reality. This will also eliminate the dull memorisation aspect of the restorative approach and the rigidity and artificialness of the functional approach.<ref>Ethical Issues in Clinical Neuropsychology. Eds: Bush, S.S. & Drexler, M.L., Lisse, NL: Swets & Zeitlinger Publishers. 243-280. (2003). (Retrieved in 14 September 2015)</ref>
 
Other case in which virtual reality could be very beneficial, is pain management. Immersive virtual environments can be a good distraction for a patient undergoing painful medical procedures. These benefits were already demonstrated experimentally.<ref>HOFFMAN, Hunter G., et al. Virtual reality as an adjunctive pain control during burn wound care in adolescent patients. Pain, 2000, 85.1: 305-309. (Retrieved in 14 September 2015) </ref>
== Public and media impact ==

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