Mail & Guardian

Life may be going virtual

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and dental procedures, from chemothera­py to taking blood.

Rose and his colleague Ari Hollander left academia to form Firsthand Technology where they built Cool!, which Rose describes as “a sort of next generation of what we learned in Snowworld”.

Featuring more interactiv­ity and a wider variety of environmen­ts, it’s more open-ended, he says, “a kind of playground”.

I tried it myself at the PCET clinic. A few seconds after slipping on the headset, I was floating along a river with grassy banks. There were mountains in the distance, and a blue sky with scattered clouds. Along the water’s edge, fluffy brown otters stood greeting me on their hind legs. Using two hand-held controller­s, I threw fish to them and they rolled over in delight, changing colour to zebra stripes or flamingo pink.

To my brain, this world wasn’t simply something I was watching, but a place I was actually in.

When I passed under a rocky bridge, I flinched.

When snow fell, I felt the exhilarati­on of clear, cold air.

VR is undoubtedl­y effective at shifting attention, but Rose argues that it works on other levels too.

“We know that if people feel anxious and helpless then their suffering from the pain is much greater,” he says. Mentally taking people to a distant, safe place reduces their anxiety, he says, and interactiv­ity — the ability to move around an environmen­t and throw snowballs, for example — helps them to feel more in control.

He’d wondered whether these attributes might help patients with

Plos One.

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 ??  ?? Virtual reality, real hope: Sergeant Oscar Liberato, a 23-year-old US soldier who was injured while with his unit in Iraq, uses the goggles and mouse as part of the Snowworld interactiv­e video game. Right: Studies show that Snowworld reduces activity in areas of the brain associated with pain perception. Photo: Steve Elliott/www.army.mil
Virtual reality, real hope: Sergeant Oscar Liberato, a 23-year-old US soldier who was injured while with his unit in Iraq, uses the goggles and mouse as part of the Snowworld interactiv­e video game. Right: Studies show that Snowworld reduces activity in areas of the brain associated with pain perception. Photo: Steve Elliott/www.army.mil

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