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Focuses on three medical use categories: education for clinicians and patients, visualization for presurgical planning and intraoperative guidance, and therapeutic interventions for health disorders. 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Bailenson1, Kim Bullock2 and Walter Greenleaf1  \n1Department of Communiation, Stanford University, Stanford, CA, United States, 2Psychiatry and Behavioral Sciences, Stanford University, Stanford, CA, United States  \n17.1 Introduction  \nVirtual reality (VR) and augmented reality (AR) are human-computer interface technologies that allow users to interact with computers in novel ways. These technologies have a long and rich history, but with recent advancements in computer technology and decreasing costs of AR/VR hardware, application of these technologies to the medical and healthcare industries has been rapidly evolving. These advancements have allowed AR/VR hardware-components of which may be worn on the head and covering the eyes to become smaller, lighter, and more portable “wearable technology.”This chapter will explore three broad categories in which AR and VR are being utilized as medical applications: (1) asa medical education tool for clinicians and patients, (2) as a visualization tool for presurgical planning and intraoperative guidance, and (3) as a therapeutic tool to treat health disorders.  \n17.2 Terminology  \nThe term virtual reality was first coined in 1978 by Jaron Lanier, an early innovator of VR technology. VR describes a fully enclosed, computer-generated environment that is separate from the real world and allows for realistic sensory interaction. For example, VR allows users to be immersed in, navigate through, and interact with a virtual environment [1] . An immersive VR experience creates presence, the feeling that the virtual world is real [2] . Augmented reality, or AR, is defined as a real world composited with virtual objects [3] . By donning transparent AR headsets, users see the real physical world augmented with digital content, which can range from two-dimensional (2D) static images to threedimensional (3D) interactive models, and anything in between. Mixed reality, or MR, is often confused with AR but is a distinct technology. MR systems are aware of the real world, thereby enabling digital components to react realistically to real-world objects. For example, a digital avatar in an MR system would be able to recognize and interact with areal-world physical chair, and be able to do things like walk around, jump over, or take a seat on this chair.  \nAs the AR/VR/MR technology continues to progress, the terminology that describes it continues to evolve as well. Increasingly, the term XR, or extended reality, is being employed as an umbrella term to describe all AR/VR/MR technology. It is possible we will continue to see increased use of the term XR in the future, but it is important to keep in mind the distinct aspects of AR, VR, and MR systems.  \n17.3 Virtual reality and augmented reality systems  \nThere are many forms of VR and AR technology that exist and are used for medical application today. VR systems can be sorted into fully-immersive and semi-immersive categories. Perhaps the most well-known fully-immersive VR hardware is the head mounted display (HMD) . HMDs such as Oculus Rift and HTC Vive are worn on the head and present visuals directly to both eyes while blocking out the real world, thereby fully immersing the user in the virtual world. These HMDs can be “tethered” to an external computer via cables, such as Oculus Rift S (Fig. 17.1) and HTC Vive (Fig. 17.2), wirelessly synced to an external computer, such as the HTC Vive with the Vive Wireless Adapter, contain the computer inside the headset itself, such as the stand-alone Vive Focus or Oculus Quest (Fig. 17.3), or run from a mobile phone, like the Samsung Gear or Oculus Go (Fig. 17.4) . In all cases, the computing device, whether an external computer, internal computer, or mobile phone calculates and renders the virtual scene, while the HMD displays the scene to the user.  \nDigital Health. DOI: [https://doi.org/10.1016/B978-0-12-818914-6.00018-1](https:/","cbCaij6NuBgKqhyN","https://ap.wps.com/l/cbCaij6NuBgKqhyN","pdf",4010296,29,"English","# 17.1 Introduction\n# 17.2 Terminology\n# 17.3 Virtual reality and augmented reality systems","[{\"question\":\"What are the three main medical application categories for AR and VR described here?\",\"answer\":\"The chapter organizes medical use into (1) medical education for clinicians and patients, (2) visualization for presurgical planning and intraoperative guidance, and (3) therapeutic tools to treat health disorders.\"},{\"question\":\"How does the chapter define virtual reality (VR) and presence?\",\"answer\":\"VR is described as a fully enclosed, computer-generated environment separate from the real world that enables realistic sensory interaction. An immersive VR experience creates presence—the feeling that the virtual world is real.\"},{\"question\":\"What is the difference between AR and mixed reality (MR) in the chapter’s terminology?\",\"answer\":\"AR is defined as the real world composited with virtual objects viewed through transparent AR headsets. MR is distinct because systems are aware of the real world, allowing digital components to react realistically to real-world objects.\"}]","Reality, from virtual to augmented - Chapter 17 - Introduction | PDF",1790428866,73]