Center for NanoSpace Technologies, Inc.

Technologies for the Future ....

 
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Virtual Reality

Virtual reality (VR) has many commercial applications.  Among medical applications, users can simulate structural and functional features of the virtual human body, adjust its anatomic and physiologic parameters, model patient common ailments and extreme medical conditions, track therapy outcomes, and interact in real-time with these VR conditions.

 

        Of immediate interest is the application of VR to clinical diagnosis and physical rehabilitation therapy. VR interventions are actively helping clinicians treat chronic pain, post-traumatic disorders, attention deficit disorders, phobias, autism and brain injuries. The National Institute of Health is currently sponsoring funded research utilizing hospitalized traumatic brain injured human subjects to conduct investigations of brain MRI images correlated with one or both of two separate independent intervening variables; namely, virtual reality approaches and hyper baric intervention therapies.

 

       Mission

Hospital VR and Traumatic Brain Injured Patient Intervention Therapies

 

Projects

  • Rehabilitative Haptics

  • Physiological Rehabilitative Assessment Measurements

  • Kinesiologic Mapping

  • Therapeutic Procedures Modeling

  • Anthropometric Fitting

  • Ergonomic & Kinemetric Simulation

  • Multimedia Medical Informatics

  • Multisensory Training/Learning Environments

  • Digital Speech/Text/Cinematic Inclusion Technologies

        Markets for medical clinical VR include: Physical Rehabilitation Medicine, Educational Training Tools, Virtual Anatomical Visualization, Physical Therapy Training Simulation, Learning & Academic Classrooms, Immersive Cinema, Human Factors Engineering, OSHA/ Insurance/Workplace Ergonomics.

 

These project and its spin-offs are best developed through partnerships, collaborations and joint resourcing of: BioMedical Computer Integration Teams, Computational Algorithm Technology,  3-D Structural Modeling Computers, Virtual Reality Hardware, Interactive Environments – CAVE,  Entertainment Industry, Hospital Chain(s), Private Sector Companies, Medical Research Universities, and Medical Clinical Researchers.