A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy
Albert Rizzo and Gerard Jounghyun Kim, Presence
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A strength can be viewed as a resource, a unique approach, or capacity that allows an entity to achieve its defined goals (e.g., VR can allow for precise control of stimulus delivery within a realistic training or rehabilitation simulation).
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A weakness is a limitation, fault, or defect in the entity that impedes progress toward defined goals (e.g., the limited field of view and resolution in a head-mounted display can limit usability and perceptual realism).
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An opportunity pertains to internal or external forces in the entity’s operating environment, such as a trend that increases demand for what the entity can provide or allows the entity to provide it more effectively (e.g., tremendous growth in the interactive digital gaming area has driven development of the high-quality, yet low-cost graphics cards needed to make VR deliverable on a basic PC).
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A threat can be any unfavorable situation in the entity’s environment that impedes its strategy by presenting a barrier or constraint that limits achievement of goals (e.g., clinical administrators’ and financial officers’ belief that VR equipment is too expensive to incorporate into mainstream practice).
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From Presence, Vol. 14, No. 2, April 2005, 119-146. Copyright © 2005 by the Massachusetts Institute of Technology. Reprinted with permission from Albert Rizzo.