Background Virtual reality is a relatively new intervention that has the potential to be used in the treatment of eye and vision problems. This article reviews the use of virtual reality-related interventions in amblyopia, strabismus, and myopia research. Methods Sources covered in the review included 48 peer-reviewed research published between January 2000 and January 2023 from five electronic databases (ACM Digital Library, IEEE Xplore, PubMed, ScienceDirect and Web of Science). To prevent any missing relevant articles, the keywords, and terms used in the search included “VR”, “virtual reality”, “amblyopia”, “strabismus,” and “myopia”. Quality assessment and data extraction were performed independently by two authors to form a narrative synthesis to summarize findings from the included research. Results Total number of 48 references were reviewed. There were 31 studies published on amblyopia, 18 on strabismus, and 6 on myopia, with 7 studies overlapping amblyopia and strabismus. In terms of technology, smartphone-based virtual reality headset viewers were utilized more often in amblyopia research, but commercial standalone virtual reality headsets were used more frequently in myopia and strabismus-related research. The software and virtual environment were mostly developed based on vision therapy and dichoptic training paradigms. Conclusion It has been suggested that virtual reality technology offers a potentially effective tool for amblyopia, strabismus, and myopia studies. Nonetheless, a variety of factors, especially the virtual environment and systems employed in the data presented, must be explored before determining whether virtual reality can be effectively applied in clinical settings. This review is significant as the technology in virtual reality software and application design features have been investigated and considered for future reference.
Current virtual reality technology applications in healthcare perform potential abilities in clinical and nursing practices. This review aims to analyse the use and the development direction of virtual reality technology in the whole healthcare field. Researchers searched (n = 5,209) English-language literature related to the application of virtual reality in healthcare on the basis of the Web of Science online database and used VOSviewer 1.6.17 to visualise and analyse the time trend co-authorship, co-occurrence keywords, and country distribution of the literature. Furthermore, they found that the application of virtual reality technology in healthcare shows an overall fragmentation and a relatively concentrated trend, focusing on medical education, rehabilitation therapy, and psychological interventions. Augmented reality and COVID-19 are present research hotspots.
The authors proposed an anatomy-based methodology for human modeling to enhance the visual realism of human modeling by using the boundary element method (BEM) and axial deformation approach. To model muscle deformation, a BEM with linear boundary elements was used. The significance of tendons in determining skin layer deformation is also discussed. The axial deformation technique is used to allow for quick deformation. To control tendon deformation, the curve of the axial curve is changed. Each vertex of the skin layer is linked to the muscles, tendons, and skeletons beneath it. The skin layer deforms in response to changes in the underlying muscle, tendon, and skeleton layers. This chapter made use of human foot modeling as the case study. Results have illustrated that the visual realism of human models can be enhanced by considering the changes of tendons in the deformation of the skin layer. The lower computational complexity and enhanced visual realism of the proposed approaches can be applied in human modelling for virtual reality (VR) applications.
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