Virtual Reality Helps Autistic Young Adults Respond to Social Cues
A study published in the journal Autism Research provides hope that virtual reality can buttress social skills of autistic students.
A study published in the journal Autism Research provides hope that virtual reality can buttress social skills of autistic students.
Fixed centers of medical care, like hospitals and treatment centers, have boosted care due to the prevalence of superior technology and physician expertise; but now, there is growing movement toward more flexible and mobile care. Why?
Technology continues to play a major role in communications between patients and physicians, with the potential to further educate consumers on the ways in which they can be treated.
The mysteries of the brain do not easily become solved. That is what many manufacturers of virtual reality devices and medical and care providers are finding out as they test virtual reality (VR) for seniors in communities for the aged around the country.
Virtual Reality (VR) has been increasingly used to manage pain, trauma, and distress–particularly during painful medical procedures–as investigators hypothesize that VR acts as a nonpharmacologic form of analgesia by exerting “an array of emotional affective, emotion-based cognitive and attentional processes on the body’s intricate pain modulation system.” While originally recognized for its entertainment value, the application has expanded to a number of clinical areas.
A newly published review of evidence and data has indicated that virtual reality (VR) holds potential for rehabilitation of Parkinson’s disease, the neurodegenerative disorder that has historically been managed by a combination of medication and physiotherapy. Virtual reality technology has been proposed as a new and inventive rehabilitation tool, one that can potentially optimize motor learning and replicate real-life scenarios in order to improve functional activities.
Virtual reality (VR) refers to computer technologies that utilize virtual reality headsets to generate realistic images and sensations—with the goal of replicating a real environment, or creating an imaginary setting. A research article describes VR as an “immersive, interactive experience generated by a computer.”