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Ffffinal Virtual Reality Rough Draft 3
Ffffinal Virtual Reality Rough Draft 3
Adam Padgett
English 102
Final Essay
Throughout history, there have been many technological advances that have defined the
human race. Henry Fords automobile, Alexander Graham Bells telephone, Steve Jobs iconic
Apple brand, and so many more have shaped the society we live in today. Researchers and
investors are always looking for the next great technology that could affect our world. Some
think it will come in the form of a jetpack, others consider self-driving cars, but in my mind, the
answer is right under our noses. Virtual Reality, or VR, has been an idea that has been
researched and developed for years now. The new wave of virtual reality has surrounded many
different fields, including sports, but the one field that has life changing capabilities involves
medicine. The number of medical advances due to virtual reality is rapidly growing. However,
similarly to all technological advancements, there are some reservations from others. One main
counter-argument that has been seen with this new wave of virtual reality is that the screen is too
close to your eyes, potentially causing blindness. On a deeper level, some scientists have pause
for concern in the medical field, and how this new tech might cause mental illness in patients that
showed no signs of it. With all of the potential negatives that have been brought up, some of the
various uses highlighted through research are truly remarkable, and have the ability to change
lives. Specifically, the benefits of virtual reality affect the therapy of stroke patients, helping to
battle obesity and eating disorders, as well as treating cancer patients. Overall, the impact of
utilizing virtual reality in medicine is nothing short of revolutionary, and the benefits that come
Despite all of the positive implications of using virtual reality for medical purposes, some
negative pitfalls do exist. The use of VR for medical purposes is relatively recent, therefore the
extent of negative implications have quite possibly yet to be seen. Online Technology Reviews,
a reliable online review of new technology, began to outline the dangers in their article, The
Dangers of Virtual Reality. In this article, Scott Stein professes his concerns with the up and
coming technology that we know as virtual reality. He makes three main claims throughout the
article. Stein claims that VR has the capability to make you physically sick, may be unsafe to
use, and may harm ones eyesight. While all of these arguments on the surface are legitimate, I
am not sure that they should be a cause for significant concern. Although he is referring to the
recreational use of virtual reality in this article, many of his concerns are valid in all forms of
implementation, including in the medical field. I feel, however, that if he were to see the medical
advancements and what the future holds for this technology, his opinion would surely change.
First, when Stein refers to being sick, he is referencing nausea, or motion sickness. Although
these symptoms may be a valid concern for some, it also depends on the user. As an avid roller
coaster rider, I am always sure to stay away from rides that involve repetitive circular spinning
like the teapots, due to the fact that I know they make me feel sick. The same principle can be
applied here. While some may have difficulty observing select images via virtual reality, others
may experience no side effects at all. Secondly, the claim that virtual reality headsets are unsafe
involves the proximity of the person wearing it to other things in your environment. Since you
are blinded to your surroundings while wearing the headset, one must have ample room around
them to ensure their safety. This may include taking the extra couple of minutes and rearranging
anything that could cause injury. Lastly, the fact that the screen is that close to your face is an
argument that I find difficult to refute. According to Prevent Blindness, a trustworthy scientific
website that provides information on the causes and effects that are coupled with blindness,
support this statement. They state that blue light, commonly found radiating off of screens, like
phones or televisions, have the capabilities to cause eyestrain or possible retina damage, leading
to macular degeneration. I can only reiterate that the wearer should take frequent breaks when
using virtual reality, as Stein claims the safety manuals explicitly state. These criticisms of
virtual reality are fair, yet I believe are not cause for real concern. Using these headsets for
recreational purposes, like almost any type of video game or television program, should be done
in moderation. Medically, however, the use of these headsets and their benefits far outweigh the
possible detriments.
Secondly, the use of virtual reality in the medical field also has some scientists and
researchers taking a step back, and pondering possible repercussions. L.J. Whaley, of the
Department of Mental Health at University of Aberdeen, writes that the use of virtual reality in
the medical field gives users pause for concern. Whaley contemplates just how ethical the use of
virtual reality is. First and foremost, he states that virtual reality, whether we like it or not, is
pushing through and gaining increasing momentum within the medical field. Some of the main
reasons that virtual reality is so polarizing is because the limits are relatively unknown. Many
people hate the thought of change and innovation, due in part because it is different. With this
study, some of the concerns outlined include technological errors and issues stemming off of
that. Because of this rapid growth and implementation, Whaley states that the desire of
researchers to further their careers may take priority over the wellbeing of the patient. This is an
alarming possibility. We see today in medicine that some scientists, just like any other
profession, may be motivated by greed. The desire to be the first to present this new innovation
may happen prior to sufficient testing. Specifically in cancer medications, we see that the prices
for medication continue to skyrocket, especially as newer and better treatments are released.
Whaley concedes, however, that this type of medical misuse may in fact be somewhat limited
and therefore not a great source of concern. Secondly, Whaley states that VR machines may be
prone to errors such that they introduce into the mental life of susceptible individuals specific
distortions that serve to exacerbate the symptoms of mental illness or induce such symptoms
when none were previously present. To put it simply, Whaley sites a concern that the use of
virtual reality may be flawed, and that the users may be susceptible to mental illness, even if they
have no history with said illnesses. In my mind, I dont know how viable this claim is, because
the article was published in the year 1995. Since that time, there have been significant advances
in virtual reality and therefore this initial claim may no longer be as valid as it once was. In
response to this journal and L.J. Whaley, these concerns are not valid today. Technology has
become so much more advanced, with countless researchers and developers working on possible
solutions, the negative pitfalls outlined in this article are outdated and ultimately fixed.
In spite of the potential negative effects that virtual reality may present, the use of VR in
the field of medicine, specifically its therapeutic implications, is beyond question. In the United
States alone, over 140,000 die each year from strokes. Time and time again, familys lives are
forever changed due to strokes. As such, the after effects of those who have suffered a stroke are
also very serious. About 800,000 people suffer strokes each year, and these attacks are the
leading cause of long-term disabilities in America. My grandfather was one of the 800,000
people who suffered a stroke this past August, and the aftermath was traumatizing. Initially the
right side of his body was paralyzed and he was unable to speak. As a freshman being away for
the first time and not able to communicate over the phone with him was heart wrenching. My
grandfather spent ten days in acute care in the hospital and then another three weeks at an
inpatient rehabilitation center. His therapy was rigorous, riddling him with little confidence and
will to keep going. I received many a phone call from rehab with my grandfather attempting to
tell me how bad therapy was, and how he hated being there. Seven months later he has regained
his ability to walk with some assistance and is speech has improved, but is slurred. Now, with
new advancements in technology, both the therapy and outcome for the next victim might be
more promising. Virtual reality is gaining traction in therapy for stroke victims and for good
reason. According to the academic journal Stroke Research and Treatment, the use of virtual
reality is not only working on improving the motor skills of the victims, but the overall morale
during the grueling process of rehabilitation. One of the main things my grandfather and so
many others struggled with was motivation and morale, and virtual reality provides a platform to
increase both of these things. This article stated that the goal of the rehabilitation is to allow the
victims to slowly regain their motor skills in a less strenuous way. Usually, stroke victims have a
hard time with hand eye coordination, holding certain things, etc. Using virtual reality, therapists
give the victims a feeling of success, such as holding a pencil, when in reality; they are merely
holding their hand in that position, with nothing physically between their fingers. Using this
type of therapy proves beneficial in the early stages of rehab, because while the victim may not
be able to complete certain tasks in real life, it makes them feel like they can, through an
alternative reality. These virtual reality successes will undoubtedly serve as motivation to
Public interest into the topic of virtual reality varies. According to the chart below,
younger generations definitely view virtual reality as an interesting phenominan. Both Very
Interested categories were the majority in the 14-19 and 20-29 age ranges, leading me to believe
that the younger generations are taking a special interest in virtual reality. These numbers prove
exciting for future scientists. Such increased interest may correlate to more people interested in
the research and development of virtual reality. This is an additional bonus for both doctors and
other medical field professionals, because it gives them access to the latest life-saving
technological advancements. This relates directly to my thesis, that virtual reality is becoming a
viable technique in medicine, because as interest goes up, so does funding and research, and in
49
39
27 28
24
15
9 10
7 8
5 5 6 6
4 3 4
1 2 2
Virtual reality may also have a positive effect on the treatment of eating disorders. Eating
disorders are a significant issue, especially in the United States. According to the Center for
Disease Control and Prevention, about eight million people suffer from eating disorders. These
numbers are staggering, and unfortunately, are increasing as well. Fortunately, virtual reality has
been introduced in this field, and the therapeutic effects have the potential to be revolutionary. In
the journal Future Directions: How Virtual Reality Can Further Improve the Assessment and
Treatment of Eating Disorders and Obesity, it outlines one of the many positives implications
that virtual reality can bring to the world. This article represents the research done by three
scientists, Jos Gutirrez-Maldonaldo, Brenda K. Wiederhold, and Giuseppe Riva, and their
findings are profound. It is known that a typical and active therapeutic approach to those with
eating disorders is to present them with photographs of food, stimulating psychological and
physical responses, making them more prone to eat. Now, we are taking this approach to the
next level with virtual reality. These scientists aim to use virtual reality to display more life-like
versions of these photographs, hoping to trigger increased responses. Their findings supported
what their hypothesis stated. Those who were diagnosed with an eating disorder were mentally
and physically affected more with the images presented virtually when compared with plain
pictures. Virtual Reality has begun to create a better, more engaging therapy for those suffering
Virtual reality has been used to treat obesity as well. In the United States, more than one
third of the adult population in America are obese, according to the Center for Disease Control
and Prevention. Through the rise of fast-food restaurants and several other factors, the American
population has gotten bigger and heavier over the years. Obesity has risen to epidemic
proportions and is getting harder to combat. As the chart below indicates, as of 2009-2010,
around 65% of all Americans were considered obese. These numbers are staggering and leave us
desperate for a remedy. Fortunately, one method that is currently being researched is the use of
virtual reality. Unlike eating disorders, the use of virtual reality in fighting obesity focuses on
both distracting and tricking the brain. In the same journal Future Directions: How Virtual
Reality Can Further Improve the Assessment and Treatment of Eating Disorders and Obesity, the
authors cite the numerous ways people that struggle with obesity, including cravings and
emotional responses. The goal, as the journal stated, is to reduce and modify the responses. The
method of distraction tries to put the patient in a different reality, hopefully forcing them to think
about what they are seeing, instead of what they are feeling. The human mind, according to the
journal, only has the capability to comprehend so much information, so this method potentially
overflows the brain with stimuli, leaving the cravings and other emotional responses unfulfilled.
6.3
31.2
35.7
33.1
For convenience, under 25 is considered normal weight, 25-29.9 is overweight, 30+ is obese and 40+ is extremely
obese, from the National Institute of Diabetes and Digestive and Kidney Diseases.
Virtual reality has been shown to have positive effects for cancer patients. Cancer is and
will continue to be a major health concern that is the focus of much scientific research. Cancer is
an extremely fatal disease that has and will continue to rip families apart. Despite the diseases
continued devastation, advances in treatment have been made. Chemotherapy, according to the
American Cancer Society, was discovered as a viable treatment around the early 1900s, and is
still providing millions of cancer patients with hope for remission. The side affects of chemo,
however, some argue are worse than the disease itself. Side effects including nausea, lack of
appetite, hair loss, fatigue, constipation and so many more have left victims feeling weak and
miserable. Innovative new treatment methods, like the use of medical marijuana, are being
sought out to alleviate some of the horrific side effects. While this method may work for some,
researchers continue to search for alternatives. The use of virtual reality has recently made major
splash in the medical world, and may prove to be a different approach that could make a world of
University, virtual reality has the ability to provide patients with a distraction to alleviate some of
the symptoms. They reference a previous study conducted in 1993 that stated that patients
receiving a cognitive distraction or relaxation technique reported that they felt less nausea and
had lower blood pressure than those who did not. Now, with this background knowledge in
mind, Schneider and Hood decided to see how virtual reality could affect such patients. They
gathered a sample of 123 individuals with three different types of cancer (Breast, Colon, and
Lung Cancer). While the chemotherapy was being administered, the patients we able to choose
from four types of environments, including a deep sea dive, walking through an art museum,
exploring ancient worlds, and solving a mystery. The results of this experiment were positive.
The procedure took 58 minutes to administer and complete, but patients reported after the fact
that it felt around 46 minutes long. This misinterpretation of time alludes to the method of
distraction as a viable treatment to go along with virtual reality. The capabilities of virtual reality
to distract the patients are evident in the findings, and with more research, the future is hopeful.
Virtual reality has far reaching and life changing implications that extend far outside the
recreational zone, PlayStation, Google, Intel and many different companies have been
modifying, toying and researching the best type of headset to appeal the masses. However,
Virtual Reality is increasingly being used in the medical field, and the benefits are promising.
Although there are many causes for concern within the medical community, in my mind and the
mind of many others, the benefits of its use far outweighs the potential negatives. We have seen
virtual reality used to treat patients that recently suffered from a stroke. The therapeutic impact
that virtual reality can have, coupled with the positive effects on both a persons emotion and
morale make this an extremely viable technique. Also, given the rise of both eating disorders
and obesity in the United States, virtual reality use is providing another possible remediation
technique. Virtual reality can provide these patients with visual stimuli that have been shown to
help in their recovery process. Lastly, VR even has the capabilities to reduce some of the side
affects of chemotherapy, one of the leading treatments for cancer. Having immediate family
members that have suffered both from strokes and cancer treatment, I have seen firsthand the
pain and suffering that they endured. While medical research continues to try to discover ways
to both prevent and cure various conditions and diseases, research into the therapeutic aspect of
medicine cannot be ignored. Virtual reality is a viable option that can be used as an alternative
treatment for many disorders. While not curative, the fact that virtual reality use may promote
rehabilitation and ease negative side effects, is one that I feel should be embraced. The impact of
virtual reality to the medical field can be compared to a wave in a large ocean. Its effects are far