Submitted:
18 December 2024
Posted:
20 December 2024
You are already at the latest version
Abstract
Virtual reality (VR) demonstrates significant potential to improve rehabilitation outcomes for musculoskeletal conditions and chronic pain. However, the field faces notable challenges, including inconsistent terminology, a lack of specialized/comprehensive software solutions, and an overwhelming variety of hardware options, which can make it difficult for healthcare professionals without technical expertise to identify the most suitable tools for clinical use. This article explores the current state of VR in the rehabilitation of musculoskeletal conditions and chronic pain, focusing on terminology discrepancies, available hardware and software solutions, and key professional associations shaping the field. A review of the current state of terminology is essential to address inconsistencies that risk perpetuating misuse and limiting the applicability of research findings. Building on this review, we propose a conceptual framework for understanding VR that aligns more closely with the capabilities of current VR technology. A comprehensive overview of VR hardware and software can assist healthcare professionals in selecting appropriate technologies for clinical practice, guide researchers in designing interventions, and inform developers on unmet needs in the field. Furthermore, understanding key professional associations provides valuable direction for those engaged in virtual rehabilitation, enabling them to access resources, foster collaboration, and stay informed about the latest advancements in the domain.
Keywords:
1. Introduction
2. The Ambiguity of Virtual Reality Terminology in Healthcare and Beyond
2.1. Modern Definitions and Concepts of Virtual Reality and Related Technologies
2.2. Categorization of Virtual Reality in Healthcare: Subtypes Based on Levels of Immersion
2.3. Rethinking the Meaning of Virtual Reality: A Proposed Framework
Proposition 1: VR begins when visual field is entirely occupied with virtual information.
Proposition 2: What is currently referred to as "non-immersive VR" should be distinguished from VR and excluded from the umbrella term encompassing VR and related technologies.
Proposition 3: VR should be divided into two continua of immersion depth based on exteroceptive and interoceptive system involvement.
Proposition 4: Immersion should be categorized based on the number of stimulated senses and the quality of virtual stimulation.
3. Immersive Virtual Reality: Hardware and Software Perspectives
3.1. Overview of Immersive Virtual Reality Hardware
3.2. Overview of Immersive Virtual Reality Software
4. Key Organizations Advancing Virtual Reality in Healthcare and Rehabilitation
5. Conclusions and Future Directions
Author Contributions
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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