Page 14 - ADU Voice Volume 3 Issue 2
P. 14

14  voice  · FALL 2023








         Virtual







         Empathy










         WRITTEN BY ELEX YSMAEL (1093261), TAHMID
         SHADMAN (1092726) & ABDUL RAHMAN
         MANAR (1095080 )





                   ith the advancements in tech-         The COVID-19 pandemic has signifi-
                   nology  in  the  21st  century,       cantly transformed societal dynamics,
         W people have been better able                  influencing lifestyle factors such as daily
         to satisfy needs such as education, com-        routines, leisure activities, and social
         munication and entertainment. Virtual           interactions. Considering that humans
         reality (VR) is one of those technologies       had to have limited human contact
         that aims to make human life easier.            during lockdowns, a 2022 study pub-

         However, despite the benefits VR tech-          lished in the Psychology Research and
         nologies provide, there are some issues         Behavior Management journal con-
         that arise from their use.                      cluded that VR fitness exercises proved
                                                         to be a viable alternative to fitness pro-
         VR applications are designed for multi-         grams and gyms.
         faceted purposes, such as entertainment,
         education,  and  healthcare.  Research          However, there are also some signifi-
         suggests that VR may be used to miti-           cant risks to health that have emerged
         gate and treat mental health conditions         with  the  advent  of  VR.  VR  sickness,
         such as phobias, anxiety, and various           also known as “cybersickness”, is the
         disorders  including  drug  addiction,          discomfort experienced by users of VR
         schizophrenia, psychosis, and  depres-          technology, which includes symptoms

         sion. VR can work for these purposes            like disorientation, nausea, and eye
         by simulating anxiety provoking expe-           fatigue. The causes of this malady are
         riences in a controlled environment, as         categorized  into  three  factors:  hard-
         well as providing a more interactive and        ware, content, and human. Hardware
         realistic environment to practice cogni-        factors include settings on VR devices,
         tive therapy programs.                          such as display type and time delay,
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