“Cognitive rehabilitation can also benefit much—using VR to create memory games or attention training in a safe, controlled setting.”
1. Dr. Jisha, could you tell us about your journey as an educator and physiologist, and how your interests align with emerging technologies in healthcare?
As a physiologist and medical educator, my focus has always been on understanding the human body in depth—not just through textbooks but also through dynamic, interactive learning methods. As time passed, I found myself more and more intrigued by the promise of technology to lead patient rehabilitation as well as medical education. Technologies such as augmented reality (AR) and virtual reality (VR) have brought new possibilities to creating immersive, interactive environments, particularly for elderly patients requiring supportive, adaptive care solutions.
2. As an assistant professor of physiology, how do you view the integration of AR and VR into mainstream medical education and therapeutic approaches?
I view it as a progression. AR and VR enable the possibility of anchoring sophisticated physiological principles to more concrete language for students and enable immediate feedback in simulated clinical. Cognitive rehabilitation may gain immensely as well—using VR to create games for memory or concentration training within a secure and controlled setting. Older adults are also able to conduct physical or mental training without ever leaving the confines of their own homes, resulting in consistency and confidence.
3. Older adults often face complex physiological changes. In your opinion, how can immersive technologies address the unique rehabilitation needs of this age group?
Immersive technologies enable tailored interventions. Virtual worlds, for instance, can simulate daily activities to relearn motor functions after a stroke without any risk of injury. Cognitive rehabilitation can also benefit much—using VR to create memory games or attention training in a safe, controlled setting. Older adults can also exercise their body or mind at home, which fosters consistency and self-efficacy.
4. How effective do you believe AR and VR are in supporting cognitive therapy for older adults, especially in conditions like dementia or age-related cognitive decline?
The pilot research and early studies have been extremely promising. Memory recall environments with VR—such as reconstructing a familiar space from a patient’s history—can trigger cognitive function and emotional health. AR overlays onto the real world can aid memory prompts and navigation for patients with mild dementia. Though these technologies are not yet at hand, their potential to retard cognitive loss and enhance quality of life is huge.
5. In mental health care for seniors, where traditional therapy sometimes faces resistance, can immersive VR environments provide a more engaging alternative?
Seniors will be more open to non-traditional therapy if it is not too clinical. VR can offer experiences like guided meditations in calming virtual settings, interactive narratives, or even “virtual travel”—all of which can reduce stress, anxiety, and loneliness. These experiences can be therapeutic without the formality of talk therapy, and that slight difference can be the difference in being accepted and engaged.
6. Are there any specific examples or studies you’ve come across where VR has shown promise in reducing anxiety, depression, or isolation in elderly patients?
An example is a pilot study in Japan where elderly individuals participated in VR-based reminiscence therapy. Patients were taken to glorious scenes of their past—traditional festivals or familiar landscapes. Results indicated a better mood and decreased depressive symptoms. In India, though we are in the implementation stage, pilot projects involving VR meditation or cognitive games in old age homes have indicated increased activity and improved emotional well- being.
7. From a physiological perspective, how can AR/VR- based rehab enhance muscle coordination, balance, or neuroplasticity in post-stroke or mobility-impaired seniors?
Rehabilitation is repetition and motivation—two domains where AR/VR is exceptional. Technology can build immersive environments where patients do balance training, virtual walking, or arm training in game contexts. Visual and auditory feedback strengthens neuroplasticity, the brain’s capacity to rewire. Difficulty levels can be adjusted based on improvement, ensuring safety and challenge. The interactivity also activates the sensory-motor systems, supporting quicker recovery.
8. What are the potential advantages of virtual rehab sessions over traditional physiotherapy, especially for patients with limited access to clinical settings?
Virtual rehab brings convenience and accessibility. Elderly people in remote communities, or those with mobility problems, can have rehabilitation guided by an expert from home. It reduces the requirement for caregivers to travel and therapy becomes routine. In addition, session data can be stored and analysed by experts to monitor progress, allowing ongoing, personalized adjustments to the rehab program.
9. Do you think AR-guided exercises can reduce the dependency on continuous therapist supervision while maintaining therapy quality?
Yes, to a great extent. AR-augmented exercises can offer step-by-step instructions, visual cues, and real-time feedback. Therapists will always be required for initial assessment and periodic checks, but technology can allow patients to assume responsibility for parts of their rehabilitation. The autonomy can greatly boost confidence and reduce therapy fatigue. Human contact, of course, is still irreplaceable, but AR can extend the reach of the therapist beyond the clinic.
10. What are the safety considerations when using VR headsets or AR tools with older adults, particularly those with sensory or balance issues?
Safety first. For older adults, particularly those who are visually impaired or have balance disorders, VR experience should be created with low-impact visuals, restricted motion, and smooth transition. Sessions need to be brief, supervised at first, and checked for disorientation or dizziness. Headsets should be light and adjustable. Pre-screening to determine who would gain from it and who would place them at risk should also be considered. Deliberate design and cautious use are the answers.
11. How can healthcare professionals and educators ease older adults into using AR/VR for their own benefit?
Start slowly and gentle. Introduce technology in an informal, non-medical setting. Demonstrate it with relaxing material— like a soothing beach walk or a comforting favorite music session. Involve caregivers and family members in the orientation process. Training sessions require sufficient time for questions, hands-on application, and reassurance. Seniors are much more likely to try out new tools when they feel in command and comfortable.
12. How do you envision the future of rehabilitation and therapy evolving with AR and VR in geriatric care—and what role do educators like yourself play in preparing the next generation for it?
The future is interactive. AR and VR will lead the way in geriatric rehabilitation, providing care outside the hospital walls and making therapy more interactive and accessible. As an educator, I believe we must get medical students ready not just to use these technologies, but to understand the science and ethics behind them. We need to raise a generation of healthcare professionals who are technologically competent and highly empathetic—ready to lead with compassion and innovation.