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Discuss about the Futuristic Study.

For over the last 30-40 years technology and its innovations have brought in innovations in the service industry. It has resulted in improved service deliverance and better relationships. This has encouraged service providers to use technology to their benefits and provide better service to the masses. Technological innovations have been used by the government agencies also to build better relationships with the masses and build trust and dependency (Page 2014). Australian Government has brought in the office of Digital Transformation to facilitate changes in service delivery using technological innovations. Technological innovations in healthcare industry is a revolution and are included in the service with an aim to enhance life expectancy, welfare, and diagnosis and healthcare treatments with maximum efficiency and cost control. Technological innovations have benefitted the healthcare organizations and have improved awareness among the public about the side effects of mental health issues. The WHO report says that around 20% of the senior adults suffer from some kind of advanced neurological disorders like Alzheimer’s, Dementia, and Parkinson’s and so on. About 17.4% of the populations die because of these diseases. These diseases can happen to anyone, irrespective of their age, race or gender. Current psychotherapy programs offer different form of services but those are either very complex, or available at limited locations or very expensive. Those programs are sometimes also not enough and lacks the required resources (Who.int 2016). Augmented Reality (AR) for Neurological Disorders has been identified as a possible solution to all these issues.

It has been identified that innovative healthcare technologies like augmented reality are effective in addressing and countering neurological health disorders. These technologies can assist with the treatment of neurological disorders by providing therapies to the patients in the comfort of their homes. Therefore, there is a significant cost cutting and vast improvement in rehabilitation of neurological disorders. Augmented reality for neurological health disorders have been in use for some time (Hunt et al. 2013). It has been proven effective in many cases and has often been used in different sectors like healthcare, gaming and technology industries. Augmented reality is not a new technology, and it is definitely not a new one in healthcare industry. It has been present in the industry for years and has seen extensive product development and models emerge to make this technology appeal to stakeholders. The interconnected data sources, image displays and real-time screening assist doctors to provide better treatments to their patients. Any form of data in healthcare sector guides decision making and productivity, and this kind of improved access helps further.

The Need

In general, the deficiencies brought on by a neurological assault may prompt tenacious or changeless useful constraints including loss of motion, unusual control of developments, loss of coordination, loss of scope of movement, strange stance, spasticity, memory shortages among others. The impediments seriously affect a man's capacity to perform exercises of day by day living and additionally their ability for autonomous living and financial independence. Recuperation is conceivable, however more often than not patients will have lasting impediments or weaknesses. New synaptic associations may likewise be produced in the mind because of the neural pliancy of the focal sensory system (Parsons 2015).

The restoration program begins right on time after an underlying stage in the doctor's facility, in which the point is to balance out the patient's condition, control pulse and avoid difficulties. Such a restoration program incorporates intercessions gave by a few masters: physiotherapists, word related specialists, Speech advisors, Neuropsychologists, and so on, contingent upon the requirements of every patient. Traditional practice projects may take after the methodologies proposed by specialists, despite the fact that the neurophysiologic foundations of such projects are still inadequately caught on. Numerous creators portray that there is lacking proof to demonstrate that one treatment is more compelling than whatever other is and the best treatment has not yet been found. Accordingly, the restoration methods may fluctuate starting with one advisor then onto the next and from healing facility to doctor's facility. Recovery projects are mostly in view of speculations additionally intensely depend on the specialists preparing and past experience. There are still numerous holes and inadequacies in the proof base for mediations to advance a solid way of life (Asch and Weinstein 2014).

The healthcare industry is the most significant and practical investment of Augment reality technologies. The medical professionals to make difficult medical procedures easier can use the capabilities of this technology. It has been lauded all over for this capability. In spite of so many programs being developed on this technology, many medical professionals are still unknown of the benefits (Almeida, Menezes and Dias 2013).

Augmented reality can largely improve the quality of treatments for patients. Risks related to surgical procedures can be reduced by prioritizing information and actions for the doctors who needs to sort out what they have to do. Doctors need to focus on the task at hand, minimize mistakes and reduce diversions. Augmented reality technologies can reduce the time taken to provide the doctor with the necessary details needed and provide them real-time. It is important for the patient and the family members to understand the disease. It is the first necessary step towards treatment and prevention. Augmented reality applications can illustrate the details of the disease and elaborate on its impact with the help of multi-sensory transmission. Doctors and nurses need to make the treatment as painless as possible for the patients. For that, they can use augmented reality technology to diagnose early and treat accordingly. People suffering from neurological problems have problems leading a normal life and perform day-to-day activities. There is a need for technologies that can help them lead a normal life and become independent. Augmented reality can transform medical profession. Healthcare industry depends on technological innovations to improve patient care (Ma, Jain and Anderson 2014).

Stakeholders

Prior to the planning specifications of a framework can be resolved, the methods of operation of the framework must be appropriately distinguished and additionally the clients of the framework in every mode. On account of neurorehabilitation, the key end-clients are frequently recognized as the patients accepting treatment. It can be honest to goodness contended, in any case, that the most significant end-client is really the clinical work force that will recommend, screen, and amend the treatment procedure.

Neurorehabilitation is an exceptionally planned exertion between the patient, treatment staff, and patient care group. The specialist devises a treatment arrange using fitting activities and preparing systems for the patient in light of surveyed levels of practical capacity and change. The patient depends on the accomplished arranging of the specialist with respect to preparing practices for lessening shortages and adapting procedures for lost capacity, while the advisor depends on the patient's collaboration and support in the remedial program set up. Boundaries to treatment execution with respect to the patient, or to proper alteration of the treatment anticipate the part of the advisor, would create a problematic domain for restorative viability (Cai and Goei 2014).

In this way to deal with the game interface, augmented reality is a winner. A constant picture of the client arm and workspace is anticipated on the screen and mixed with other virtual items. The client can then associate at the same time with physical questions in the genuine environment while in the meantime interfacing with reenacted protests in the security of a virtual domain. The genuine articles themselves can be spoken to in the virtual environment as items for particular assignments. The client gets quick visual criticism on the area of his/her genuine arm as for the virtual protests and can conceivably take part in an assortment of undertakings that require genuine ADL developments in a genuine scene. Consolidated with a proper ecological scene that can be coordinated to the assignment furthermore, the environment in which the client typically plays out the errand, this furnishes the client with an utilitarian preparing instrument and a higher likelihood of creating abilities that will exchange to day by day living situations (Mishra, Anguera and Gazzaley 2016).

Once the treatment arrange has been built up and endorsed by the advisor, the patient will have entry to a customized set of amusements and preparing assignments through a safe client login. Default settings in the preparation program ought to provoke the client naturally toward the following instructional course and, when fitting, give notification of up and coming session arrangements or approaching solicitations from his/her therapist(s). A patient landing page ought to likewise be open that permits the patient to move between the instructional meeting and other framework operations, for example, seeing the preparation timetable, general advance results, and informing. Tolerant help in regards to how to play out every preparation work out (e.g., video exhibits, virtual liveliness, and so on. and the preparation objective connected with every practice will be open straightforwardly from the relating amusement execution mode. The amusement scene is introduced to the patient on a standard screen, and the client communicates with the scene through one of various info gadget as endorsed by the specialist and the restorative specialist. The gadget might be a non-specific mouse, joystick, or console, or a particular recovery robot, and its degrees of flexibility are enrolled with the known degrees of opportunity of the diversion through a qualities mapping grid. The design of the qualities mapping network is set up in view of the preparation program being executed, and can be altered by the specialist relying upon the diversion preparing undertakings of intrigue and the restoration gadget recommended (de Ribaupierre et al. 2014).

Technology Analysis

A definitive objective of a preparation program is to amplify the patient's practical autonomy keeping in mind the end goal to effectively reintegrate into social and home life. In the arranging stage, the specialist tries to adjust a preparation program for the patient that will best work towards accomplishing the objectives already characterized through the appraisal procedure, while in the meantime attempting to regard the patient's individual capacity level and limitations. The significance of fitting the preparation program to the patient, especially the preparation load, is an essential viewpoint paying little heed to the restorative approach taken (Höhne et al 2014).

In a non-unified restoration gaming framework, the diversions would be autonomously chosen and designed for trouble, sequenced to give fluctuation, and physically began for every patient. The exertion would be rehashed for every patient, every session, and in every recovery center without a quantitative means for cross-correlation amongst patients and facilities. In this treatment show, execution comes about because of an instructional meeting might be shown to the patient and advisor, however are not put away definitively in an aggregate database.

The proposed recovery gaming stage would give the specialist pre-gathered diversions, sequenced with fitting length, force, times of rest, and inconstancy, as indicated by pre-decided patient capacity level. Under this method of operation, the advisor chooses the utilitarian preparing undertakings that will be the center of preparing and the prior preparing programs connected with enhancing these practical objectives are empowered. The advisor would hold the capacity to change the normal, levels of trouble, or patient-particular preparing parameters of intrigue, however can exploit existing treatment arranges and additionally customized treatment arranges that were adjusted and shared by other specialist (Boletsis and McCallum 2014).

Augmented reality has made a significant blend and numerous purchasers are thinking about how this most recent innovation will really affect them as it turns out to be all the more broadly utilized. The potential outcomes of augmented reality are actually perpetual and when joined with the innovation of cell phones, which is now entirely effective, augmented reality will take into consideration geo-tracking that will permit astounding encounters for clients. Augmented reality will likewise strongly affect society. One noteworthy field in which enlarged reality will have an immense effect is the medicinal field. It is as of now being utilized for functional purposes and the innovation will assume a critical part later on of solution. For instance, in 2013, an operation was performed utilizing Google Glass and VIPAAR, a virtual AR application. The capacities of this innovation will take into consideration surgeries to be disentangled, offering a sheltered situation and experience to patients and lessening the odds of medicinal issues emerging after surgery is performed (Haniff et al. 2014).

Applications and games developed with the help of augmented reality technology can help increase physical activity of the patients. These activities can help improve cognitive development and reduce mental disorders and improve socialization by breaking down rigid lifestyles.

Augmented reality makes the patients live in a virtual world, and it is risky if they get disconnected from the reality. In addition, it creates a sense of fear in the patients that how they would survive without that virtual world, and can lead to anxiety and stress. Every technology has a loophole by which they can be abused and misused. Another practical risk that can be identified is the fear of privacy of the huge amount of data and power needed for the real time programs. The high performance batteries and long-life devices can demand a lot that the current technological ability cannot fulfill. Low awareness of this technology can slow down broader adoption of it (Serino et al. 2016).

The augmented reality innovation based diversion outline ought to fundamentally focus on the accompanying points: (1) enhancing capacity through errand situated targets, and (2) augmenting persistent adherence to preparing and recreation. The larger parts of neurological patients are more seasoned grown-ups over the age of 65. Numerous patients have visual or potentially intellectual shortages that breaking point their capacity to peruse or appreciate nitty gritty directions. So also, there are various ages and incapacity related ease of use rules to take after when actualizing diversions that objective this populace of clients. Albeit amusement playing has for some time been rehearsed as a typical movement at senior focuses, retirement groups and other social centers for the elderly group, among elderly clients, playing is frequently not an action that is thought to be prestigious. Elderly individuals are when all is said in done not acquainted with computer games or virtual reality interfaces and they do not commonly appreciate similar types that the young generation plays. Gaming stimulation for elderly ought to be identified with substance well known to the client, ideally from their day-by-day individual lives, it ought to stay away from religion and legislative issues as focal topics, and it ought not present savage substance. Elderly individuals typically like instructive or verifiable data and favor shared recreations to focused ones. Besides, the utilization of composed content and clarification ought to be minimized and where important, ought to be anything but difficult to peruse and get it. Amusements intended for the elderly ought to likewise think about a diminished tactile sharpness and longer reaction time.

Conclusions

Drawing in and persuading the patient is a center test in keeping up a domain that is helpful for long haul practical restoration. A critical angle in the accomplishment of recovery recreations from the patient point of view is having the capacity to keep up a proper harmony between the test connected with playing out an undertaking and the patient's capacity to perform assignments. The test ought to be coordinated properly as far as both the patient's engine and subjective capacities, keeping in mind the end goal to evade weariness and loss of intrigue if the test is set too low, and then again to stay away from the inverse outrageous of disappointment if the test is set too high. The diversion must test enough to keep the intrigue and consideration of the player and to push the player to perform assignments close to the limit of his or her capacity to advance expanded utilitarian increases. It gives the idea that the present conditions of the artisanship in amusements for neurorehabilitation are diversions that are not intended to engage or propelling for neurological patient clients. In spite of the fact that there is a developing pool of amusement commitments to the restoration field, new diversions are still required that better address the necessities of the patient from both utilitarian helpful points of view and motivational viewpoints. One astounding push to connect these two angles is through acquainting enlarged reality with the diversion interface.

References

Almeida, L., Menezes, P. and Dias, J., 2013. Augmented Reality Framework for the Socialization between Elderly People. Handbook of Research on ICTs for Human-Centered Healthcare and Social Care Services, pp.430-448.

Asch, D.A. and Weinstein, D.F., 2014. Innovation in medical education. New England Journal of Medicine, 371(9), pp.794-795.

Boletsis, C. and McCallum, S., 2014. Connecting the player to the doctor: utilising serious games for cognitive training & screening. Designing Self-care for Everyday Life., p.5.

Cai, Y. and Goei, S.L. eds., 2014. Simulations, serious games and their applications. Springer.

de Ribaupierre, S., Kapralos, B., Haji, F., Stroulia, E., Dubrowski, A. and Eagleson, R., 2014. Healthcare training enhancement through virtual reality and serious games. In Virtual, Augmented Reality and Serious Games for Healthcare 1 (pp. 9-27). Springer Berlin Heidelberg.

Haniff, D., Chamberlain, A., Moody, L. and De Freitas, S., 2014. Virtual environments for mental health issues: a review. Journal of Metabolomics and Systems Biology, 3(1), pp.1-10.

Höhne, J., Holz, E., Staiger-Sälzer, P., Müller, K.R., Kübler, A. and Tangermann, M., 2014. Motor imagery for severely motor-impaired patients: evidence for brain-computer interfacing as superior control solution. PloS one, 9(8), p.e104854.

Hunt, G.E., Siegfried, N., Morley, K., Sitharthan, T. and Cleary, M., 2013. Psychosocial interventions for people with both severe mental illness and substance misuse. Schizophrenia bulletin, p.sbt160.

Ma, M., Jain, L.C. and Anderson, P. eds., 2014. Virtual, augmented reality and serious games for healthcare 1 (Vol. 1). Berlin: Springer.

Mishra, J., Anguera, J.A. and Gazzaley, A., 2016. Video Games for Neuro-Cognitive Optimization. Neuron, 90(2), pp.214-218.

Page, T., 2014. Notions of innovation in healthcare services and products.International Journal of Innovation and Sustainable Development, 8(3), pp.217-231.

Parsons, T.D., 2015. Ecological validity in virtual reality-based neuropsychological assessment. Information Science and Technology,, pp.214-223.

Serino, M., Cordrey, K., McLaughlin, L. and Milanaik, R.L., 2016. Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Current opinion in pediatrics, 28(5), pp.673-677.

Who.int. (2016). WHO | Neurological Disorders: Public Health Challenges. [online] Available at: https://www.who.int/mental_health/neurology/neurodiso/en/

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