Researchers develop system combining Virtual Reality, motion capture to study neurological disorders (video)

study neurological disorders

Neuroscientists at the University of Rochester Medical Center (URMC) have a powerful new state-of-the-art tool at their disposal to study diseases like Autism, Alzheimer’s, and traumatic brain injury. The Mobile Brain/Body Imaging system, or MoBI, combines virtual reality, brain monitoring, and Hollywood-inspired motion capture technology, enabling researchers to study the movement difficulties that often accompany neurological disorders and why our brains sometimes struggle while multitasking. Continue reading “Researchers develop system combining Virtual Reality, motion capture to study neurological disorders (video)”

Wearable Virtual Reality System Helps Coronary Artery Surgery

Maksymilian Opolski of the Cardinal Wyszynski Institute of Cardiology used a VR system combining a custom app and Google Glass to clear a blocked coronary artery. The patient had chronic total occlusion, which  is difficult to clear with catheter-based percutaneous coronary intervention.   Surgeons often cannot visualize the blockage with CTA imaging. Continue reading “Wearable Virtual Reality System Helps Coronary Artery Surgery”

Virtual Reality, Used to Insert a Stent into a Cardiac Artery for the First Time

Virtual reality technology, over recent years, has improved in leaps and bounds. Technical difficulties and a prohibitively high price tag have kept it largely under the radar in terms of usable technology, but the tide seems to be turning.

Although certain medical specialities already use Virtual reality (VR) as a training tool, the technology is largely kept out of the operating room. Continue reading “Virtual Reality, Used to Insert a Stent into a Cardiac Artery for the First Time”

Virtual Reality Technology Is Used for Treating Real Life Medical Conditions

Virtual reality may bring to mind video games and high tech graphics, but now, some medical professionals are using the technology for patient treatment in a range of areas.

For Michael Rosenzweig, air travel used to induce anxiety. So much that sometimes he would actually get off the plane before takeoff.

When he found out about a trial to face his fear using virtual reality, he jumped at the opportunity. Continue reading “Virtual Reality Technology Is Used for Treating Real Life Medical Conditions”

Virtual Reality Is Catching on as a Tool in Medicine

Virtual reality is catching on as a tool in medicine. The technology has been used to treat phobias, reduce pain and even help doctors perform surgery.

Now virtual reality is being tried as a way to help people with disabilities explore the world that might be difficult or impossible in real life. And it’s happening at a price that’s well within reach.

For $10 anyone can buy a cardboard headset, download a free iPhone app, slide in a phone and explore virtual worlds from a wheelchair, bed or couch. Continue reading “Virtual Reality Is Catching on as a Tool in Medicine”

Virtual Reality Technology Used in Video Games Is Quickly Moving towards the Medical Field

Santa Barbara-based WorldViz is the software company giving folks the chance to challenge their fears and phobias Sunday in a hands-on demonstration at the Fess Parker Resort. Cottage Rehabilitation Hospital Foundation is helping the company showcase its technology with expert Skip Rizzo.

“We’ll do a huge phobia demo called The Pit,” said Ned Atkins, event manager at WorldViz. Continue reading “Virtual Reality Technology Used in Video Games Is Quickly Moving towards the Medical Field”

SMI Introduces Eye Tracking for Medical Research, Virtual Reality

SensoMotoric Instruments (SMI) has introduced its latest eye tracking systems at Society for Neuroscience 2014, the world’s largest neuroscience conference. The SMI RED250mobile eye tracking system and its “smaller brother” the SMI REDn Scientific are high-performance systems with an emphasis on robust tracking and accuracy, Continue reading “SMI Introduces Eye Tracking for Medical Research, Virtual Reality”