i-manager's Journal on Augmented & Virtual Reality (JAVR)


Volume 2 Issue 2 July - December 2024

Article

VR Application in Biomedical Department at Hospitals

Chokkalingam S.*

Abstract

Virtual Reality is one of the emerging trends in the world. Virtual Reality is nothing but a simulation of things that are imaginable and projected in front of our eyes. A Virtual Reality (VR) environment is created using computer technology, so that a person can explore it and interact with it. Unlike traditional user interfaces, VR places the user inside an immersive experience, giving them the impression that they are physically present in a 3D environment. Virtual Reality headsets and motion-tracking devices enable users to look around, move within, and manipulate virtual objects. In the healthcare industry, Virtual Reality has a wide range of applications that could be used to improve service delivery. It may be used to imitate medical operations, provide better training for healthcare personnel, and assist in surgical procedures. It can also facilitate remote consultations with healthcare specialists, improving access to healthcare in rural regions. Virtual Reality has the potential to transform personalized medicine by developing individualized treatment regimens based on specific patient data. It may also help with sophisticated rehabilitation programs by immersing patients in interactive surroundings that promote recuperation. Furthermore, combining AI and VR might provide real-time diagnostics and predictive analytics, dramatically improving patient outcomes.

Review Paper

From Imagination to Reality: The Role of Virtual Reality in Advancing Medical Diagnostics

Ch. Sekhar*

Abstract

Virtual Reality has been changing medical diagnostics with its highly immersive 3D environments, allowing for the improvement and understanding of interaction with complex anatomical structures and an entire spate of medical conditions. The paper aims to find out how VR applies to the concept of preoperative planning for proper surgery and patient education, also looks at the role of VR in diagnostic training, dealing with the provision of a near-real environment for the development of skills. Diagnostic acuity is enhanced, leading to earlier disease detection by offering minute details for visual analysis. The facilitates timely adjustments to treatment strategies. The paper further addresses issues on ethics regarding data privacy and responsible usage of VR technology. Therefore, the work shows in a fundamental way how VR applications are changing diagnostic practices and presenting new challenges in medical fields.  

Article

Interactive Gaming Based Diaphragm Enhancement with pH Monitoring of Exhaled Air For Lung Condition Assessment

S. Rajalaxmi *

Abstract

Interactive gaming system highlights the significance of respiratory health for general wellbeing and points out that a lot of people have irregular breathing patterns as a result of sedentary lifestyles, stress, and respiratory diseases like asthma. It is emphasized that controlled breathing exercises can increase lung capacity, lower anxiety, and improve oxygen intake. Furthermore, determining the pH of exhaled breath condensate (EBC) can reveal information about lung inflammation, with lower EBC pH levels perhaps signifying inflammatory lung diseases. Despite the advantages of breathing techniques, people frequently don't follow through on them. The concept offers a game-based, interactive solution to this problem that promotes lung diaphragm workouts. The breathing exercises are made more interesting by this approach, which uses inhaled and exhaled air pressure as game inputs. The suggested system offers a novel method of evaluating respiratory health by combining hardware and software to continuously monitor EBC pH values. This application provides users with useful feedback and may help in the early detection of respiratory conditions by analyzing pH levels to determine whether lung function is within normal or abnormal ranges. This strategy combines interactive technology and health monitoring to enhance lung health management and respiratory exercise compliance.

Research Paper

AI-Powered Virtual Stylist with machine learning

Mukamba Munyololo*

Abstract

This article provides a discussion about personal style, body beauty, and personal identity to solve the problems that people face when changing the clothes, they choose for change. The system uses artificial intelligence(AI) and machine learning (ML) to provide customized fashion recommendations based on user preferences and dynamically adapt to changes. The system includes a cloud-based database for scalability, and aims to redefine fashion by providing responsive and personalized solutions.

Research Paper

Virtual Reality Graded Exposure Therapy for Chronic Low Back Pain: A Feasibility and Acceptability Study

Pauline Zuzia*

Abstract

Chronic low back pain (CLBP) is a leading cause of disability worldwide, with traditional graded exposure therapy (GET) often limited by high costs and patient attrition. This pilot study investigates the feasibility and acceptability of a virtual reality (VR) dodgeball game designed for CLBP rehabilitation. The game integrates graded activity, biofeedback, and gamification principles, tailored to individual patients’ range of motion using full-body tracking. Evaluations included three pain rehabilitation experts, two CLBP patients, and 16 healthy participants. Results indicated high feasibility in clinical settings (System Usability Scale [SUS] score: experts = 80.83, healthy participants = 81.72), with patients reporting high acceptability (e.g., 'fun','engaging') and increased movement without exacerbating pain. While preliminary findings are promising, further research with larger cohorts is needed to validate efficacy.Chronic low back pain (CLBP) is a leading cause of disability worldwide, with traditional graded exposure therapy (GET) often limited by high costs and patient attrition. This pilot study investigates the feasibility and acceptability of a virtual reality (VR) dodgeball game designed for CLBP rehabilitation. The game integrates graded activity, biofeedback, and gamification principles, tailored to individual patients’ range of motion using full-body tracking. Evaluations included three pain rehabilitation experts, two CLBP patients, and 16 healthy participants. Results indicated high feasibility in clinical settings (System Usability Scale [SUS] score: experts = 80.83, healthy participants = 81.72), with patients reporting high acceptability (e.g., 'fun','engaging') and increased movement without exacerbating pain. While preliminary findings are promising, further research with larger cohorts is needed to validate efficacy.