Beyond Boundaries: Navigating Future Horizons With Augmented and Virtual Reality in Healthcare and Biomedical Engg

Beyond Boundaries: Navigating Future Horizons With Augmented and Virtual Reality in Healthcare and Biomedical Engg

Ranjit Barua, Sudipto Datta
Copyright: © 2024 |Pages: 13
DOI: 10.4018/979-8-3693-5613-5.ch011
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Abstract

Extending reality technology will be a common tool in the future. Virtual reality (VR) and augmented reality (AR) technology will be used by people for work, leisure, and a variety of other purposes. Utilizing pictures to aid surgery as well as medical education, medical augmented reality has developed throughout time. Furthermore, the majority of research is devoted to clinical applications, the most common being surgery or intervention, followed by applications in rehabilitation and therapy. An extensive body of research has also examined the application of augmented reality in medical training and teaching.
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Introduction

As for the application, it is also very broad; there is an increased technological utilization of augmented reality for almost for virtually all fields in the consumer market (Venkatesan et al., 2021); (Aswini, J., et al 2023). The discussions presented in the articles and papers published in the recent years regarding the applicability of AR in the surgical, medical, rehabilitation services have shown that the healthcare business is more than willing to explore for the new possibilities that will be helpful in improving the overall clinical practice today (Barua et al., 2023); (Taghian et al., 2023). Therefore, in order to understand which technologies might assist engineers, computer scientists and users in near future what Augmented Reality can perform, the brief of technologies is presented in this special subject. Furthermore, focus the work on eradicating sociological and technological problems which are still present in the gadgets at this stage and the improvement of the procedure of increasing vision by adding other computer-accomplished parts as examined by (Ferrari et al., 2019). The Augmented technology, Mixture technology, Virtual technology were also getting their popularity from the year 2010 onwards after inventing. Such technologies are used in several fields such as the corporate, educational and biomedical sectors, et cetera as the tools offer the potential of creating an animated and an interactive CG world with visualizations in three-dimensional mode. But the execution of such a letter began no earlier than the XIX century and only in the 1990s (Barua, 2024). However, this has been realized enable many firms particularly those in the entertainment industry to invest on this technology enabled through enhanced headgear’s and more so enhanced computer systems particularly computer graphics. Therefore, finally Virtual reality remain uninteresting despite of innovations in the end of the 1990s and the beginning of the 2000. Some of these problems are; Low picture definition, large helmet size and weight and low performance efficiency by the CPUs, low quality of the signal received by the helmet sensors, having headache and vertigo (Berton et al., 2020) (Barua, 2024). In the last few years, the development of such types of programmes has gone through two waves of which the second one is the main subject of this article. First, when Palmer Luckey came into designing the Oculus Rift, he wanted it to come out as an ordinary DIY gadget, but today, it has become one of the most complicated virtual reality systems available in the market. All modern VR systems of Google, Samsung, HTC, Valve, and others based on Oculus are very similar to this (Datta et al, 2019) (Fijačko et al., 2023).

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