News

FOR IMMEDIATE RELEASE

Announcing Renew VR
The World’s First VR Wellness Portal

San Francisco, California - July 1, 2017 - RenewVR.com is proud to announce the launch of RE:NEW the company’s VR wellness portal. Decades of research studies have shown that virtual reality has unique powers to increase health and wellness of the mind and body.

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Guided meditation has proven to be beneficial both mentally and physically. It can enhance cognitive abilities such as memory, focus, and attention. In addition, it can aid in recovery, lowering one's heart rate, and relieving anxiety. New applications mesh virtual reality with our reality, creating new opportunities for doctors, patients, and everyday people.

Guided Meditation VR is the virtual reality relaxation app we always wished existed". Guided meditation VR is an application created by a company called Cubicle Ninjas. Guided Meditation VR has 12 high-definition, breathtaking environments, biofeedback to enhance your experience, and free updates. Cubicle Ninjas aims to offer everyone access to guided meditation, whether at work or at home. Anyone using the app can customize the meditations to go with their needs. Users can opt for the app to play music or not. They can also choose environments to immerse themselves in.

Guided Meditation VR uses ASMR (Autonomous Sensory Meridian Response) techniques to ensure a calming experience. ASMR is the implementation of soft voices or noises to produce a euphoric feeling. The satisfying tones create a sense of relaxation in the user. The feeling usually begins in the scalp and persists down the user's spine.

ASMR mixed with the beautiful environments created by Cubicle Ninjas is sure to instill a warm, inviting feeling in its audience. Cubicle Ninjas has created an excellent, accessible tool to practice guided meditation.

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An Introduction to How Immersive VR Can Improve the Treatment of Anxiety

Everyone feels anxious now and then. It’s a normal emotion. Many people feel nervous when faced with a problem at work, before taking a test, or making an important decision. Anxiety disorders are different, though. They can cause such distress that it interferes with your ability to lead a normal life. These types of psychological and emotional problems are common. There is a growing body of research that shows virtual reality can be used effectively to treat depression without medication, treat PTSD and phobias, and reduce persecutory delusions. 25% of all U.S. adults have a mental illness and nearly 50% of U.S. adults will develop at least one mental illness during their lifetime. Only 44% of adults with diagnosable mental health problems and less than 20% of children and adolescents receive needed treatment. Between 30% and 80% of people with mental health concerns never receive treatment. In 2011, 59% of adults with a mental health problem did not receive any mental health treatment. Those numbers are only for serious mental health issues. Acute anxiety can be a serious mental illness. For people who have one, worry and fear are constant and overwhelming, and can be disabling. But with treatment, many people can manage those feelings and get back to a fulfilling life.

There are many types of anxiety disorders including the following: panic disorder, social anxiety disorder, generalized anxiety disorder, and specific phobias which are intense fears of a specific object or situation. Symptoms of anxiety disorders can be feelings of panic, fear or uneasiness, problems sleeping, cold or sweaty hands or feet, shortness of breath, heart palpitations, dry mouth, nausea, and dizziness. The exact cause of anxiety disorders is unknown, but anxiety disorders — like other forms of mental illness — are not the result of personal weakness, a character flaw, or poor upbringing. As scientists continue their research on mental illness, it is becoming clear that many of these disorders are caused by a combination of factors, including changes in the brain and environmental stress which can cause maladapted behavior.

Anxiety is generally treated with medications and/or psychotherapy. The growth of technology in medical treatment has expanded over the past several years and virtual reality (VR), a newer technology, has shown promise in its effectiveness in treating mental disorders, particularly when it is combined with cognitive behavioral therapy (CBT). VR is the computer-generated simulation of a three-dimensional image or environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment, such as a helmet with a screen inside or gloves fitted with sensors...

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A staggering amount of mental and physical health issues affect the lives of human beings every day. Issues including, but not limited to depression, PTSD, anxiety, drug addiction, and physical trauma; these can severely impair someone’s ability to function daily. Deepak Chopra has teamed up with his son, Gotham Chopra, and LA VR studio Wevr, with a goal of offering billions of people help through alternative medicine. Chopra has evidence to support his claims of that VR offering offers positive treatment results equivalent to that of actual medicine. “The University of Washington has proved VR can be as effective as morphine as a pain treatment tool, and USC uses VR-based exposure therapy tools to assess and treat PTSD”. This evidence can advance health fields while giving patients a healthy alternative to pharmaceuticals.

The soothing voice of Chopra leads it as your travel through virtual streams of consciousness, complemented by psychedelic imagery. Hinduism and Buddhism influence the project with the idea that one should live a happy and joyous life, removing stress and unwanted negative energy. Shedding these things negative elements ultimately leads to a fulfilling life. Deepak Chopra says, “I would like a critical mass of people thinking about a more peaceful, just, sustainable, healthier, and happier world. As these technologies get better [and more accessible], we shall have total understanding of the inseparability of life on our planet.”

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It was an innocent question, but one I’d heard posed one way or another too many times. “Aren’t you the people who do the Bible in VR or something?” While a worthy project, it’s not we’re doing.

As someone who has spent their whole career in communications, I realized I was failing in positioning the company successfully, despite my many efforts. Months into the branding and promotion and hundreds of conversations thick into the business, we were still being misunderstood by some people as a purely religious company.

SpiritualVR began as a development and publishing company with the goal of body, mind, and spiritual learning and health. Although our goal was always self-improvement and spiritual exploration, we were often misunderstood as a religious organization. I believe this is because the very word “spirituality” carries a different connotation to each person. The official definitions can’t even agree with one another.

Google:
spir·it·u·al·i·ty
spiriCHo͞oˈalədē/
noun
1. the quality of being concerned with the human spirit or soul as opposed to material or physical things.

Merriam-Webster:
spirituality
plural spiritualities
1. something that in ecclesiastical law belongs to the church or to a cleric as such

Dictionary.com:
spirituality
[spir-i-choo-al-i-tee]
noun, plural spiritualities.
the quality or fact of being spiritual.

And the list goes on. Words have both qualitative and a connotative value. The connotative value is where we get into trouble. If I say the word “chair”, you connote an image of a certain type of chair, because you have your own past experiences and definitions to make up your meaning of what “chair” means to you. It might mean any of the following.

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It’s the same thing with most words, including “spirituality”. It could mean Buddhism. It could mean nature. It could mean church. It could mean music. It could mean yoga. It could mean chakras. We found ourselves spending a lot of time explaining “what spirituality meant to us”, and not nearly enough time focusing on how we were going to “bring wellness to VR”. We’ve always believed in the transformational power of VR for personal growth. I think now, in the letting go of the name, we will actually be able to do what we set out to.

Buddhists practice the principle of “non-attachment”, surrendering and relinquishing misguided preconceptions that will allow us to experience the essential peace that is within.

Zen teacher John Daido Loori said,

"[A]ccording to the Buddhist point of view, non-attachment is exactly the opposite of separation. You need two things in order to have attachment: the thing you’re attaching to, and the person who’s attaching. In non-attachment, on the other hand, there’s unity. There’s unity because there’s nothing to attach to. If you have unified with the whole universe, there’s nothing outside of you, so the notion of attachment becomes absurd. Who will attach to what?"

And Unity there is. It was the only sound choice for our prototype. ;)

A prototype built by our CTO, Eiran Shalev, proved methods from our Active Psychology library and the cognitive behavioral therapy (CBT) exercise for which we realized there were much wider applications. We now see the larger opportunity to help people build their emotional skills to help them thrive in both personal and professional lives.

Technology’s promise has always been to make life more convenient — everything better, and faster. Yet what’s really affecting us, killing us in fact, if not at the very least damaging our quality of life and holding us back from reaching our true potential, are our stress factors and emotional issues. Twenty-five percent (25%) of all U.S. adults have a mental illness and nearly 50 percent of U.S. adults will develop at least one mental illness during their lifetime. But only 44% of adults with diagnosable mental health problems and less than 20% of children and adolescents receive needed treatment.

That’s 180 million people missing the psychological support they need, a need NewPathVR is eager to address.

We aren’t abandoning the mission of SpiritualVR, however, we see the impact of the problems of the unwellness epidemic, specifically around stress and behavioral health, contributing to our disastisfaction, and a 10-15% decrease in economic output. We believe we can change this and help improve health outcomes, through virtual reality.

Stay tuned.

It’s a new path. It’s going to take us somewhere better.

— NewPathVR

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