Headsets record rich data — gaze, movement, timing — and it is tempting to treat it as assessment. Establishing that those numbers correspond to real clinical ability is a separate and harder task.
Research and evidence
What is already known, and what still needs proving?
Studies, trials, and reviews that establish whether an approach works and for whom.
What is still hard here
Unsolved engineering problems at this stage, each linked to work documenting the difficulty.
1 record at this stage
Findings about how movement is relearned are well established in the laboratory and slow to reach the treatment room.
2 records at this stage
Free, open-source software for visualisation, segmentation, registration, and analysis of medical images, with extensions for viewing and interacting with scenes in virtual reality.
Open-source framework for real-time physics simulation, widely used as the engine underneath medical simulation and surgical training research.
1 record at this stage
Stanford University laboratory studying the psychological and behavioural effects of virtual and augmented reality, founded in 2003.
1 record at this stage
A 2025 article tracing development, authorization, and implementation considerations for a VR-delivered chronic lower-back-pain program.
1 record at this stage
Research exploring XR devices, haptics, motor learning, sensorimotor coordination, and medical-training applications.
3 records at this stage
An IEEE COMPSAC workshop focused on AR, VR, XR, AI-driven immersive visualization, medical imaging, and clinical applications.
The IEEE Conference on Virtual Reality and 3D User Interfaces, described by its organisers as the premier international venue for advances in virtual, augmented, and mixed reality. Hosts the XR Health workshop track.
The International Symposium on Mixed and Augmented Reality, the leading academic venue for AR and MR research, organised by IEEE and ACM SIGCHI.