How to avoid the ‘brain fog’ of a chronic illness
By Katie K. LathamThe brain fog that has plagued the average American since the Great Recession of 2008, as well as chronic illnesses like asthma and Alzheimer’s, is getting a new treatment: a virtual reality experience.
As the brain fog clears, people have a chance to reflect on the world around them, and the answers to their questions are often startling.
For instance, people can learn more about what’s really going on in the world and what they can do to make things better, as the National Institutes of Health reported in February.
And while the experience of VR is relatively new, its creators are making the experience available to more people and creating new ways to interact with it.
This article examines the challenges and opportunities that VR offers to treat and manage chronic illnesses, as it prepares for the release of the Oculus Rift, a virtual-reality headset.
The problem of the brain in virtual realityAs VR is being developed for people with chronic illnesses that have left them with an array of symptoms, the effects of virtual reality are becoming more and more apparent.
For example, many people who experience chronic illness experience difficulty concentrating, or feel anxious and irritable.
A recent study found that people who had been using VR headsets for more than two years reported fewer symptoms and improved mental health outcomes compared with people who didn’t.
The VR industry is also moving toward new forms of health care, like virtual-presence technology, which uses an external device to simulate the presence of a person in a patient’s physical environment.
This technology can be used to help manage the symptoms of many chronic conditions.
The new VR-focused health care field, called virtual-care, is making strides, but the industry is still working out the details.
VR has not yet been widely used for medical care, although a few medical centers are beginning to roll out VR-equipped clinics.
But the new VR health care industry is in a transitional phase.
Until recently, health care professionals had to learn to deal with the effects that virtual reality had on their patients.
Some had to use physical therapy and acupuncture to help patients with symptoms like anxiety, fatigue and depression.
In recent years, the VR industry has seen a resurgence in the number of doctors willing to participate in VR-based treatments, said Maryann Miller, the executive director of the Virtual Medicine Association.
For now, however, it’s unclear how VR will be used for health care.
The technology is only starting to catch on for the general public, and there’s no evidence that it is being used for the treatment of chronic diseases, Miller said.
For one thing, many VR-related medical apps are focused on a virtual environment, which makes it difficult to see what’s going on inside a patient, Miller added.
This means that doctors need to carefully track patients and monitor their progress in order to see if the technology is working, she said.
There are also barriers to use, such as the fact that VR-enabled devices are not easily portable, and that doctors will have to work with patients during their visits.
And, for many people, virtual reality is a form of therapy that can be uncomfortable, and can also be confusing, Miller noted.
In addition, VR headsets can cause headaches.
Some people are able to experience nausea when they are using VR.
And the headsets are also not designed for people to move around.
In terms of the effects on the brain, researchers say that the most significant difference between the VR and traditional medical therapies is that VR is less likely to interfere with the brain.
This means that VR will not interfere with brain function, and it is much less likely than traditional therapies to make people feel anxious, depressed or unwell, said Matthew Noveck, the chief executive of the VR company Oculus VR, which develops VR-compatible software for health and virtual reality devices.
But even if VR can help some people with symptoms, its benefits are limited, according to the American Academy of Neurology, which is the body that sets national standards for the care of the general population.
The AMA said in a statement that while VR can be helpful for some people, it can’t be used as a treatment for chronic illnesses.
It also said that the experience can cause discomfort.
In other words, the AMA is against VR-assisted care for people who don’t have any symptoms.
The AMA said the technology needs to be more widely used to treat more people.
The technology has a wide range of uses, including diagnosing chronic diseases like dementia, anxiety, depression and chronic pain.
It can also help people who have disabilities like arthritis and spinal cord injuries.
It’s also used to diagnose mental health issues such as depression and post-traumatic stress disorder.
Some experts worry that the VR experience will lead to overuse of VR headsets.
The average American uses about 20 hours a day of VR, according the Consumer Electronics Association.
That’s about four hours more than the average person who is physically active.
The association has been pushing for the introduction of guidelines that would define VR as