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Rescooped by nrip from Infectious Diseases
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Applications of virtual and augmented reality in infectious disease epidemics with a focus on the COVID-19 outbreak

Applications of virtual and augmented reality in infectious disease epidemics with a focus on the COVID-19 outbreak | healthcare technology | Scoop.it

The pandemics of major infectious diseases often cause public health, economic, and social problems. Virtual reality (VR) and augmented reality (AR), as two novel technologies, have been used in many fields for emergency management of disasters. The objective of this paper was to review VR and AR applications in the emergency management of infectious outbreaks with an emphasis on the COVID-19 outbreak.

 

It appears that VR and AR technologies can play a positive role during infectious disease outbreaks.

 

VR and AR have been widely used in the prevention and response phases of emergency management during infectious disease pandemics, such as SARS and Ebola pandemics, especially for educating and training purposes for the public.

 

During the COVID-19 outbreak, these technologies have the potential to be used in various fields, including

 

1) clinical context (e.g., telehealth, drug discovery, patient assessment, mental health management),

2) entertainment (e.g., video call, meditation, gaming),

3) business and industry (e.g., holding meetings and conferences, marketing), and

4) education (e.g., in schools and universities, for healthcare providers, and VR-based content for improving public health).

 

These technologies can be used in the above-mentioned fields by providing their different features for facilitating the challenges of COVID-19.

 

However, to respond to COVID-19, all applications of VR and AR should be considered as a supportive approach alongside other information technologies.

 

We believe that VR and AR have a substantial potential to impact the emergency management of COVID-19 or any infectious disease pandemics; however, these potentials need to be studied in a more robust manner.

 

read the paper ta https://www.sciencedirect.com/science/article/pii/S2352914821000691

 

 

 

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COVID-19 is VR's time to shine

COVID-19 is VR's time to shine | healthcare technology | Scoop.it

The leading digital health narrative emerging from the COVID-19 pandemic has been the rise of telehealth and live video consultations as a reliable modality for delivering care.

 

But have other, younger health-delivery technologies been enjoying a similar rise in adoption? For virtual reality, the answer appears to be yes – with some caveats.

 

Healthcare VR programs and startups have had to navigate several unexpected roadblocks as a result of the outbreak, leading to a number of in-hospital deployments and research projects being sidelined or modified.

 

Others have stayed the course or even flourished, with at-home and remote-care deployments in particular finding little need to slow down.

 

The broader healthcare industry's recent ideological shift toward digital health technologies has stakeholders of all kinds anticipating a long-term boost to the adoption of VR for care. 

 

"Everyone is talking about telemedicine as sort of the solution to overcoming the physical barriers between patients and their providers, and there's no doubt that's taken off in a big way ... but there still are very important limitations to that that VR can help overcome,"

 

"It is an opportunity for VR to shine right now – if we can figure out how best to do it."

 

read the original unedited article at https://www.mobihealthnews.com/news/depth-despite-some-hiccups-covid-19-vrs-time-shine

 

 

nrip's insight:

this is the time for digital health to be adopted with an open mind, for its pros, for its ease of use, for its simplicity, for its long term cost benefits.