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(IRMS – Nicolae Testemițanu SUMPh)

The role of virtual and augmented reality in neuroscience

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dc.contributor.author Saranciuc, Ruslana
dc.date.accessioned 2024-10-28T12:50:28Z
dc.date.accessioned 2024-11-18T17:08:21Z
dc.date.available 2024-10-28T12:50:28Z
dc.date.available 2024-11-18T17:08:21Z
dc.date.issued 2024
dc.identifier.citation SARANCIUC, Ruslana. The role of virtual and augmented reality in neuroscience. In: MedEspera: the 10th Intern. Medical Congress for Stud. and Young Doctors, 24-27 April 2024: abstract book. Chișinău, 2024, p. 207. ISBN 978-9975-3544-2-4. en_US
dc.identifier.isbn 978-9975-3544-2-4
dc.identifier.uri https://medespera.md/en/books?page=10
dc.identifier.uri http://repository.usmf.md/handle/20.500.12710/28624
dc.description Universitatea de Stat de Medicină şi Farmacie „Nicolae Testemiţanu”, Chişinău, Republica Moldova en_US
dc.description.abstract Introduction. Virtual (VR) and augmented reality(AR) are new tools that are already being successfully used in neurorehabilitation and therapy. But these technologies are still perceived by some experts with skepticism. Aim of study. Description of VR and AR technologies and introduction to the possibility of their use in neurology and neurosurgery. Methods and materials. For this review, publications were selected from various resources, such as PubMed, Neurology.org, Google Scholar. The searches were based on keywords: “neurorehabilitation”, “virtual reality”, “post-stroke”, “virtual environments”. Results. Research from several sources has shown that virtual and augmented reality are successfully used in many areas of medicine, particularly in neuroscience. Virtual and augmented reality have contributed to neurorehabilitation, especially in post-stroke patients. VR affects the psychological state of patients, increasing motivation and task specificity. An example is Gait triggered mixed reality, which aims to rehabilitate the lower extremities. Another example is the Rehabilitation Gaming System for aphasia, which focuses on training for lexical disorders. VR and AR have also contributed to the treatment of acute pain by distracting the patient's attention. Thus, a combination of psychological and pharmacological methods of pain relief improves the comfort and well-being of patients. Virtual reality facilitates medical procedures for patients with various injuries, especially in pediatrics, and reduces pain during physical therapy. Moreover, unlike painkillers, VR has no side effects, risks of overdose, or addiction. Conclusion. Virtual and augmented reality open up new opportunities for neurology and neurosurgery and can be successfully used in the training and practice of doctors, neurorehabilitation, pain management, and the improvement of psychological comfort for patients successfully used in neurorehabilitation and therapy. But th ese technologies are still perceived by some experts with skepticism. Aim of study. Description of VR and AR technologies and introduction to th e possibility of their use in neurology and neurosurgery. Methods and materials. For this review, publications were selected from various r esources, such as PubMed, Neurology.org, Google Scholar. The searches wer e based on keywords: “neurorehabilitation”, “virtual reality”, “post-stroke”, “ virtual environments”. Results. Research from several sources has shown that virtual a nd augmented reality are successfully used in many areas of medicine, particularly i n neuroscience. Virtual and augmented reality have contributed to neurorehabilitation, especially in post-stroke patients. VR affects the psychological state of patients, increasing motivation an d task specificity. An example is Gaittriggered mixed reality, which aims to rehabilitate the lower extremities. Another example is the Rehabilitation Gaming System for aphasia, which focuses on t raining for lexical disorders. VR and AR have also contributed to the treatment of acute pai n by distracting the patient's attention. Thus, a combination of psychological and pharmacological m ethods of pain relief improves the comfort and well-being of patients. Virtual reality facilita tes medical procedures for patients with various injuries, especially in pediatrics, and reduces pain during physical therapy. Moreover, unlike painkillers, VR has no side effects, risks of overdose, or addiction. Conclusion. Virtual and augmented reality open up new opportunities for neurology and neurosurgery and can be successfully used in the training an d practice of doctors, neurorehabilitation, pain management, and the improvement of psychological comfort for patients en_US
dc.publisher Instituţia Publică Universitatea de Stat de Medicină şi Farmacie „Nicolae Testemiţanu” din Republica Moldova en_US
dc.relation.ispartof MedEspera: The 10th International Medical Congress for Students and Young Doctors, 24-27 April 2024, Chișinău, Republic of Moldova en_US
dc.title The role of virtual and augmented reality in neuroscience en_US
dc.type Other en_US


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  • MedEspera 2024
    The 10th International Medical Congress for Students and Young Doctors, 24-27 April, 2024

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