e.g. mhealth
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Immersive virtual environment technology (IVET) is one such option for engaging person living with dementia–caregiver dyads in an intervention together.
IVET exists under the umbrella of virtual and augmented reality [20] and is defined as an artificial sensory experience that users actively engage with as if it were a real experience [21]. IVET promotes active engagement between users and computer-simulated environments through multisensory user-driven experiences [13,21,22].
JMIR Aging 2025;8:e66212
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This can be achieved through different technologies, such as Computer Automated Virtual Environments (CAVE) and immersive head mounted displays (HMDs). These facilitate different levels of interaction, presence, and immersion, such as the perception of being in the real world. In the context of this paper, VR refers to HMDs and CAVE, with the idea of integrating HMDs into speech and language therapists’ clinical toolkits.
JMIR Rehabil Assist Technol 2025;12:e63235
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immersive immersive digital applications
JMIR Serious Games 2025;13:e60755
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These simulations can feel realistic, enabling users to practice skills or experience environments in a controlled and immersive setting that can ultimately aid the therapeutic process. For example, XR can gradually expose patients to anxiety-inducing cues, to elicit realistic emotional responses that can become habituated over time, and they can also supply experiential patient education material about a procedure or condition.
J Med Internet Res 2025;27:e58086
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Videoconferencing provides a more immersive experience, by allowing participants to see each other’s facial expressions, gestures, and partially, their body language, all in real time. Videoconferencing is also simple to use, and therefore, it has become a popular platform in remote health care group interactions.
J Med Internet Res 2024;26:e60441
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VR equipment can provide immersive experiences that are low-immersive (eg, computer desktop), semi-immersive (eg, video wall that includes images projected onto a large screen), or full (eg, head-mounted displays that engulf the field of view and present continually updated visual stimuli based on the users’ movements and selections) [58].
JMIR Public Health Surveill 2024;10:e62807
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Within VR applications, an important distinction can be made between immersive and nonimmersive media, which differs in spatial presences [13]. With immersive technology, participants view the full panorama and are essentially inside the created environment. In a nonimmersive environment, virtual content is based on how the device (PC, smartphone, or tablet) is moved or rotated, and participants are only external observers.
JMIR Serious Games 2024;12:e52563
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Of the 28 RCTs, 7 (25%; n=316, 6.9%, participants) [49-53,65,69] were eligible for pooling for immersive VR. Pooled results favored immersive VR over conventional active training in reducing pain intensity in the short term (SMD –0.55, 95% CI –1.02 to –0.08; P=.02), with high heterogeneity (I2=75%), as shown in Figure 6.
Short-term effects of immersive VR–assisted vs conventional active training in neck pain intensity. VR: virtual reality.
J Med Internet Res 2024;26:e48787
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The past few years have seen a rapid development of technologies related to immersive virtual reality (VR). With immersive VR, the user is cut off from the visual and auditory stimuli of the surrounding reality and instead receives artificially produced images, sounds, and even tactile sensations using information technology, which is finding increasing applications in various areas of human life.
JMIR Serious Games 2024;12:e58411
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VR can be delivered in immersive or nonimmersive modes to establish a varied perception of reality [7]. Examples of nonimmersive modes include online or computer learning and video games. In contrast, IVR education tools or systems are usually delivered using a head-mounted device (HMD) to provide full immersion and interaction in a virtual environment.
Asian Pac Isl Nurs J 2024;8:e58818
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