Influence of virtual reality and augmented reality on mental health

Influence of virtual reality and augmented reality on mental health

2024 | Felipe Machuca-Contreras, Carlos Oscar Lopez, Carlos Canova-Barrios
Virtual reality (VR) and augmented reality (AR) have significantly influenced mental health. This review explores the impact of these technologies on mental health, highlighting their historical development and applications in various fields. VR originated during World War II when the U.S. requested the Massachusetts Institute of Technology to create a flight simulator for naval training. In 1960, Morton Heilin developed the Sensorama, the first multi-sensor simulator. In 1968, Ivan Sutherland created the "Sword of Damocles," a primitive VR system. The 1990s saw the rise of VR in gaming with the Virtual Boy console. Today, companies like HTC lead in VR technology, offering high-quality, immersive experiences. AR and VR have become integral in education and healthcare. AR enhances learning by combining real and virtual elements, while VR provides immersive environments for training and therapy. In medicine, AR aids in surgical planning, clinical data visualization, disease diagnosis, and rehabilitation. VR is used for treating psychological conditions such as phobias and addictions. The World Health Organization defines mental health as a state of well-being where individuals can cope with life's stresses and contribute to their communities. VR offers a controlled environment for testing interventions and simulating real-life scenarios, making it easier to address complex situations. Technological addictions are being addressed with VR-based treatments. The pandemic highlighted the need for new approaches to mental health, with VR and AR playing a crucial role in adapting to new challenges. Overall, VR and AR have positively influenced mental health restoration, making them fundamental in scientific and technical developments in health sciences.Virtual reality (VR) and augmented reality (AR) have significantly influenced mental health. This review explores the impact of these technologies on mental health, highlighting their historical development and applications in various fields. VR originated during World War II when the U.S. requested the Massachusetts Institute of Technology to create a flight simulator for naval training. In 1960, Morton Heilin developed the Sensorama, the first multi-sensor simulator. In 1968, Ivan Sutherland created the "Sword of Damocles," a primitive VR system. The 1990s saw the rise of VR in gaming with the Virtual Boy console. Today, companies like HTC lead in VR technology, offering high-quality, immersive experiences. AR and VR have become integral in education and healthcare. AR enhances learning by combining real and virtual elements, while VR provides immersive environments for training and therapy. In medicine, AR aids in surgical planning, clinical data visualization, disease diagnosis, and rehabilitation. VR is used for treating psychological conditions such as phobias and addictions. The World Health Organization defines mental health as a state of well-being where individuals can cope with life's stresses and contribute to their communities. VR offers a controlled environment for testing interventions and simulating real-life scenarios, making it easier to address complex situations. Technological addictions are being addressed with VR-based treatments. The pandemic highlighted the need for new approaches to mental health, with VR and AR playing a crucial role in adapting to new challenges. Overall, VR and AR have positively influenced mental health restoration, making them fundamental in scientific and technical developments in health sciences.
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