“Medical Guide to Virtual Reality” by Ivan Rozanov

Medicine and VR. We brought to the column a new product from the world of virtual reality research.

Author – Ivan Rozanov – doctor, candidate of medical sciences, researcher at the Institute of Biomedical Problems of the Russian Academy of Sciences, senior lecturer at the department of general psychology at Moscow State Psychological and Pedagogical University. His interests include aviation and space medicine, cognitive science, psychophysiology and everything that helps explore virtual reality from different angles.

The book is popular science, and its great value is that the pages describe precisely domestic research on VR, to which the author himself is directly related. Including the international isolation experiment SIRIUS, part of which was the creation of a simulation of the landing of cosmonauts and astronauts on the lunar surface – which in itself is impossible without the use of virtual reality technology. Also on the pages of the book are data from the experiments “NAYADA-2020” and SKIZ – on the use of virtual reality in conditions of “dry” immersion and simulating an expeditionary flight to the Moon with training in extravehicular activities, respectively.

We have not yet encountered such literature on the topic of virtual reality in our section. Let's list the features point by point:

  • The book has several prefaces: for psychologists and doctors, teachers, researchers, developers, scholars and the curious. The author “speaks” to each of these audiences and highlights key ideas about using VR tools in work and life;

  • There are a lot of terms in the book. The presentation in some places resembles a scientific paper or diploma, but translated into understandable language. Sometimes it’s straight into the folk language – Aesopian (not a joke);

  • The author pays attention to introductory explanations for a wide audience and, as it were, debunks the myths built around virtual reality. For developers or active VR users, such information may seem too obvious, but attention must also be paid to separating pseudoscientific knowledge from objective knowledge. This is a nice addition to the main content of the book;

  • With examples from scientific research, the author describes the effects of VR: vestibular, physiological, cognitive, emotional, immersive. In other words, cybersickness, the immersion effect, and everything that happens during VR sessions using this or that equipment are sorted into categories;

  • Great attention has been paid to the areas in which virtual reality technology can be used other than for entertainment. We won't spoil it – read about it in the book;

  • In the conclusions, the author also shares the still unsolved problems of science. For example, this includes searching for areas of the brain responsible for the perception of immersive environments. That is, from the book you can learn about current directions for research.

We focus on what may be of particular interest to software developers, engineers, and game designers. Ivan Rozanov writes about the prospects for using VR – about what content can be in demand and has already proven its effectiveness, for example, in the treatment of phobias. That is, you can read a book, learn about the current state of virtual reality research in Russia and fill in academic gaps. The information from this work is, as they say, rich, and will be useful for understanding the functioning of the brain and human reactions to the “picture” in VR and other modalities of influence on the senses. And most importantly, among all this you can find inspiration and ideas.

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