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Evaluating the Use of Virtual Reality in Medical School Neuroanatomy Curriculum: A Nonrandomized Pre-Post-Intervention Study with Medical Students.

Authors: Bailey SKT, Rizkalla AY, Mejias Vazquez EA, Blagden HE 4th, Garg A, Reiner CC, Bharadwaj S
Journal: Journal of medical extended reality
mental health psychology open access

Abstract

Virtual reality (VR) is increasingly applied in wellness, particularly targeting older adults facing various age-related challenges. These immersive technologies aim to overcome barriers such as cognitive and mobility limitations associated with aging. For instance, VR serves as an alternative to real-world travel, enabling older adults to experience destinations they might find physically or cognitively challenging to visit due to long distances or difficulties navigating within their surroundings. Challenges during physical travel, such as navigating uneven terrain or encountering inaccessible facilities like restrooms and public transit, further highlight the appeal of VR as a viable option. Moreover, VR accommodates physiological limitations, such as limited vision or mobility issues, which can be exacerbated during traditional travel. Age-related cognitive impairments, including slower information processing and reduced executive function, also contribute to the interest in VR-enhanced experiences, particularly as they offer a safer and more accessible alternative. Some older adults (e.g., people with dementia) may also require the accompaniment of a support person such as an informal caregiver while traveling, which adds to its financial and logistical constraints. Consequently, VR-accommodated travel is gaining traction among researchers and health care providers, with applications such as using immersive environments to stimulate older adults complementing traditional “armchair travel” activities. Despite the increasing interest and growing number of VR applications in the market, few products are evidence-based or have been designed and tested with real users. Most academic and market research does not include individuals with vision, auditory, cognitive and physical impairment, or reflect the real challenges experienced by this population, ultimately limiting the adoption of this potentially game-changing technology. For these technologies to be successful, they must effectively meet the needs and abilities of older adults and their caregivers. Currently, many studies with this population highlight the importance of simplifying navigation, selection, and interaction within VR experiences. Given the market penetration of smart devices such as mobile phones and tablets—particularly following the COVID-19 pandemic—there has been a growth in comfort level, even among older adults, with using technology, which may serve as the key to improving navigation. Our research team, guided by an advisory board composed of individuals with lived experience, advocates, clinicians, and caregivers, has developed a platform designed to facilitate engagement with VR content in a head-mounted display (HMD) through a paired tablet device. This platform aims to address the specific needs and preferences of older adults, ensuring that VR experiences are accessible, intuitive, and enjoyable for this user group. As with our previous trials relating to VR, this study followed the practices of a VR2 trial by both developing content and conducting early feasibility, acceptability, and usability testing of the VR intervention through engagement with intended users (i.e., older adults and their caregivers) and other experts.