Virtual reality is offering a new way to treat mental health disorders that impact 25% of the UK. The success of Clinical VR may be due to its ability to simulate the fundamental properties of the human brain, surrounding you with a safe, controlled version of your world. Continuing advances in VR technology will mark the way for new innovative treatments, changing the lives of many people. In this article we explore the application of immersive virtual reality as a treatment medium for mental health disorders and the concept of Predictive Coding.
A recent study published by Digital Catapult highlights the need for a better way to monitor emotional response in VR market research. There is no doubt that VR can revolutionise market research for products and experiences with a high emotional connection such as vehicles, apparel or retail. Until now the solutions have lacked the accuracy required, Emteq is pioneering the measurement of affect, engagement and arousal in VR. We are currently trialling a prototype device that can be inserted into a VR headset, contact us for more information firstname.lastname@example.org
Charles Nduka, CSO at Emteq Ltd, discusses the evolution of inputs and interaction in VR and AR and how Emteq are innovating for the future.
An exciting opportunity to minimise reliance on pharmacological garments for mental health lies in Virtual Reality. Advances in Virtual Reality technology allow you to enter a world that is authentic enough to trigger your mind and body to behave as if it’s the real world.
"The addition of this new and exciting science to the surgical armamentarium is an important step and is a virtual certainty"
The quote above is not in response to the recent ground-breaking live VR surgery performed by Shafi Ahmed. In fact I wrote these lines in the British Journal of Surgery 22 years ago. Re-reading the article now, I cringe at my gushing enthusiasm - "it may be five or even 10 years before computers are capable of producing convincing images...". I glossed over the fact that the Silicon Graphics computers required to run the system cost $60,000 or more and the upper end of performance was 15 frames per second.
To many, the current excitement about VR may seem equally overblown, but as I've previously grazed my knees falling off the Hype Cycle, I know that this time it's different...