Breaking The Meta: How Rehab Centered VR Trumps Entertainment-Based Devices.

Written by Arik Yates PTA

Virtual Reality comes in many shapes and forms; not all of these forms are equal.

From reliving emotional experiences, gaming, and simulations; virtual reality can teleport users to just about anywhere and have them do just about anything. But much like choosing the right pair of shoes for your hiking trip, virtual reality experiences and devices should be chosen to fit the occasion. There are two main types of Virtual Reality today that I am going to cover: Rehab Centered VR and Entertainment-Based VR

Entertainment-Based VR is typically for gaming, watching media, and connecting with friends. The Meta Quest 2 is the perfect example of what this type of VR looks like. It is shiny, loud, proud, and full of explosive experiences that aim to keep you on the tips of your toes or pull your heartstrings until you achieve an emotional response as if what you had experienced was truly real. That is what makes VR such an incredible tool; the technology’s ability to simulate things that some people may never get to part in during their lifetime. But again, with so many VR experiences out there, not all are appropriate for every occasion, like choosing high heels for hiking.

 

You probably would regret your shoe choice.

 

How does one choose the right Virtual Reality device?

Well, for one, when considering treating patients in PT, OT, ST, RT, etc… you should consider a Rehab Centered VR modality. One that is preferably registered and approved to be used in therapy by the FDA like the other therapy equipment that is traditionally used by these disciplines. You also need to make sure that your patients data is going to be safe and HIPAA compliant otherwise you may in fact break a rule of your jurisdictions practice act. Now, the reason these many things are important is due to promoting best practice with your patients and one of the best ways to do that when using equipment is by only using what is approved, tested, and registered. This will lessen the likely hood of causing harm to patients and other adverse effects.

Now, this isn’t to say that other virtual reality applications and devices are not well made, they just are not DESIGNED with the intent of treating patients. This then will require the therapist to retrofit an application and device to work with their patients. This can cause a drastic increase in set up time and in therapy the means taking extra time away from treatments. As an example, lets say you had a Meta Quest 2 and you wanted your patient to play “Beat Saber” (a rhythmic action game requiring the user to hit blocks to the beat of music with swords). To set a patient up on the Meta Quest 2, you would need to create a user account that is owned by facebook (which is not HIPAA compliant), launch “Beat Saber”, go into the settings to turn off flashing lights and extra sensory stimulus, choose the song/difficulty and then click start and then pause. The therapist would then need to take the headset off, sanitize it, let it dry, and the place it on the patients head for them to begin the exercise. That is ALOT of valuable time wasted. Also, in order to screencast what your patient is seeing in the headset, you will need to be equipped with either a specific brand of Tv, Cell phone or tablet, and good wifi. Otherwise, you are left guessing what your patient is actually seeing and doing.

Rehab Centered VR ensures that each experience is tailored and designed to effectively treat patients; no retrofitting required.

With Rehab Centered VR there is no retrofitting required. The device is geared to get your patients into VR as safely and efficiently as possible rather than you, the therapist, having to MAKE the VR experience safe and efficient (and this is not the easiest thing).. The goals of the exercises are also created with the intent to provide therapy in a unique, fun, and engaging manner. So not only are you able to still provide an entertaining experience, but the objectives are geared around function thus making this type of VR more effective at treating patients and promoting best practice.

Also, the set up time…..

To give an example of just how quick Rehab Centered VR is, lets take the above gif. In order to get a patient ready for treatment using Neuro Rehab VR’s XR Therapy Device, the therapists simply needs to position the patient in the desired position, place the headset on the user and any required controllers, and then take the tablet that comes with the system and use it to screencast the patients view from the headset and launch exercises. Its that simple; the therapists never has to even get into the headset, connect to wifi, or provide their own screen casting device unlike Entertainment-based VR.

In conclusion, there is allot of VR out there, and if you are clinician, it is important to choose the right one. The right one should include ease of use, efficient set up time, clear functional goal integration, and easy sanitization.

Interested in learning more about how Neuro Rehab VR’s XR Therapy System can help provide Rehab Centered VR for your clinic? Click here to schedule a demo today!

Previous
Previous

Neuro Rehab VR Releases Mental Health Support Program for Depression, Anxiety, PTSD, Suicide Prevention

Next
Next

Our First Zoom AMA Recap: What Are Therapist's Thoughts on The XR Therapy System?