Whitepaper

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This white paper is the latest in a series, providing insight for academic, clinical and market researchers, content and training specialists and all those who have an interest in the potential for Virtual Reality and emotion analytics. Written by the team at emteq labs, the white paper offers valuable insights into the capabilities and potential for the use of biometric feedback gathered within virtual reality, for both healthcare therapies and training.

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"There are tremendous opportunities to do great things with VR. It's what we've dreamed about in psychology - a controlled stimulus environment where you make things happen, monitor patients responses, and activate emotions in ways far beyond what we could ever do in a clinical office."

Skip Rizzo, PhD, research professor in gerontology and psychiatry at the University of Southern California (USC).”

Technology is rapidly evolving to help provide mental health first aid, helping organisations spot potential indicators of mental health stressors. 


Benefits of VR for aiding mental health

VR has the potential to go further, to deliver more powerful, longer-lasting benefits, to more participants and patients, across a broader section of use cases and conditions. 
  • VR training can half training costs and improve learner outcomes by more than 40%
  • Immersive environments will enable progressive therapies and powerful training programmes in a time where person to person interaction is reliant upon digital technologies
  • Adding emotional feedback to help provide remote, graded mental health therapy could save UK health organisations more than £163m/year

  • Delivers outstanding collaboration, preparatory and training results remotely

Biofeedback Technology for VR

Emteq labs have a unique and novel approach to deliver the necessary emotional insights and intelligence to responsibly, accurately and repeatedly deliver appropriate challenges and stimulation within individualised Virtual Reality scenarios. 


Our solution combines cutting-edge Virtual Reality with sensor data from the wearer (biofeedback) to enable personalised treatment and objective measurement.


When combined with the virtual scene, trainers and therapists can identify the participants specific emotional response to any given virtual scenario, thereby enabling control over the intensity of the experience for that specific participant.


White Paper Analysis Areas

Virtual Reality is showing great promise in the areas of training and therapy, yet there is still untapped opportunity in clinical, professional, educational and vocational settings. 


Therapeutic Virtual Reality

Through multi-sensory stimulation involving visual, auditory and often other senses, immersive experiences blur the distinction between the virtual and real worlds, facilitating users to become so involved that they disconnect from the real world, and form a sense of “being” within the artificial construction. 



Workplace Therapeutics

Organisations have much to gain from the improved learning speeds, outcomes and efficiencies that Virtual Reality can deliver in traditional workplaces as well as in distributed, remote environments, especially when these experiences can be tailored to deliver the appropriate level of emotional challenge and response.


VR Training - Pushing Boundaries, Safely, Remotely

Virtual reality is now increasingly becoming part of the training mix, as studies show immersive training experiences lead to the improved knowledge retention and increased willingness to apply newly developed skills and knowledge.

The Need for Biofeedback for Virtual Environments

Psychological therapies and immersive training delivered through VR could be greatly enhanced by allowing the operator or patient to dial up, or down the level of stimulus experienced, based on real-time multi-sensory emotional feedback.