Developer of immersive therapeutics, including the prescription-use RelieVRx system for chronic lower-back pain.
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Healthcare procedural-skills training platform offering VR scenarios, assessment, collaboration, and learning-management tools.
Developer of immersive training experiences spanning virtual and mixed reality for clinical and procedural learning.
Developer of augmented and mixed reality visualisation for cardiac electrophysiology, including an FDA-cleared platform that renders real-time catheter data as a hands-free 3D hologram.
Developer of VR-delivered psychological treatments guided by a virtual coach, targeting conditions ranging from anxiety to psychosis.
VR therapy platform delivering structured social and communication practice for neurodiverse learners, delivered on headsets, phones, or a browser.
Provider of a twelve-week chronic pain programme combining virtual reality with personalised behavioural coaching, aimed at restoring function.
Manufacturer of virtual surgical simulators with haptic feedback for ear, sinus, and dental procedures, intended to reduce reliance on human specimens for training.
Developer of biosensor-enabled VR environments for procedural and chronic pain, including a biofeedback experience driven by heart-rate monitoring.
Developer of neurorehabilitation systems combining immersive software, smart peripherals, and motion analytics for recovery after stroke and other neurological conditions.
Medical simulation company supplying surgical and ultrasound training simulators, and the acquirer of Intelligent Ultrasound's simulation business in 2025.
Developer of ultrasound training simulators and clinical image-recognition software. The company was split and sold: its clinical AI business to GE HealthCare in 2024, its simulation business to Surgical Science in 2025.
Developer of evidence-based digital therapeutics for adolescent mental health, including the SparkRx programme. Acquired by Big Health in July 2023.
Stanford University laboratory studying the psychological and behavioural effects of virtual and augmented reality, founded in 2003.