Postgraduate Diploma in Therapeutic Virtual Reality and Protocols
Online Postgraduate Diploma of 800 hours in Therapeutic Virtual Reality and Protocols. 8 modules covering Regulation (EU) 2017/745 (MDR), IEC 62304 (healthcare software lifecycle) and Unity. Dedicated tutor and open enrolment.
Take the controls.
Run a real engineering trade-off from this programme. Move the sliders, watch the model react in real time and beat the challenge.
What you will be able to do
Describe immersive technologies and their technical parameters.
Explain the neuroscientific foundations of therapeutic VR.
Apply VR to motor rehabilitation.
Design VR interventions for mental health and pain.
Write therapeutic protocols using VR.
Develop VR applications with usability and safety criteria.
Evaluate the clinical evidence for VR interventions.
Who it's for
- Therapeutic VR developer who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Neurorehabilitation researcher who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Clinical psychologist specialising in VR who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Immersive experience designer who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Product manager for digital therapies who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Technological physiotherapist who wants to specialise in Therapeutic Virtual Reality and Protocols.
- Graduates in engineering or sciences seeking to enter digital health.
What you'll work with
- Regulation (EU) 2017/745 (MDR)
- IEC 62304 (healthcare software lifecycle)
- IEC 62366-1 (usability engineering)
- ISO 14971 (risk management)
- ISO 9241-392 (visual fatigue in stereoscopic images)
- ISO 14155 (clinical investigation)
8 modules · 800 h
1.1Virtual, augmented and mixed reality: differences1.2Standalone and connected headsets1.3Head, hand and body tracking1.4Presence, immersion and embodiment1.5Field of view, latency and refresh rate1.6Cybersickness: causes and mitigation1.7Haptics and multisensory feedback1.8Unity and Unreal engines in healthcare1.9Equipment hygiene and safety1.10Laboratory: measuring latency and cybersickness with the SSQ
2.1Neural plasticity and motor learning2.2Mirror neurons and action observation2.3Attentional distraction and pain modulation2.4Exposure and fear extinction2.5Augmented feedback in rehabilitation2.6Body image and ownership illusions2.7Cognitive load in virtual environments2.8Motivation and task repetition2.9Neuroimaging evidence with VR2.10Case study: review of a VR stroke trial
3.1VR in stroke: upper limb and gait3.2Rehabilitation in Parkinson's disease and multiple sclerosis3.3Balance and fall prevention in older adults3.4Sports injury rehabilitation3.5Virtual mirror therapy3.6Integration with robots and exoskeletons3.7Dosage: frequency, intensity and duration3.8Fugl-Meyer and Berg scales as outcomes3.9Real-time difficulty adaptation3.10Practice: designing a VR session for the upper limb
4.1Exposure therapy for phobias and PTSD4.2VR in social anxiety disorders4.3VR in eating disorders4.4Acute pain during procedures and burns4.5Chronic pain and VR programmes4.6Relaxation and immersive mindfulness4.7VR in psychosis and social training4.8Role of the therapist and therapeutic alliance4.9Psychological risks and contraindications4.10Case study: graded exposure protocol for acrophobia
5.1Structure of a VR therapy protocol5.2Patient selection and exclusion criteria5.3Level progression and advancement criteria5.4Personalisation according to clinical goals5.5Session recording and performance metrics5.6Safety plan: falls, dizziness and crises5.7Training of clinical staff5.8Home use and telerehabilitation5.9Documentation and informed consent5.10Workshop: 12-session balance protocol
6.1User-centred design for clinicians6.2Interaction and locomotion in VR6.3Accessibility for patients with disabilities6.4Motion and gaze data capture6.5Integration of physiological sensors6.6Data architecture and cloud6.7Usability testing according to IEC 623666.8Software as a medical device6.9Risk management according to ISO 149716.10Laboratory: reach task prototype in Unity
7.1Design of trials with immersive interventions7.2Control group and blinding in VR7.3Clinical and presence outcome measures7.4Kinematic session data analysis7.5Systematic reviews and meta-analyses in VR7.6CONSORT guidance for non-pharmacological interventions7.7VR-CORE recommendations for VR trials7.8Cost-effectiveness and implementation7.9Adoption barriers in hospitals7.10Case study: design of a pilot VR pain trial
8.1Selection of the clinical indication8.2Review of available evidence8.3Environment and task design8.4Session protocol and progression8.5Safety plan and contraindications8.6Metrics and recording system8.7Pilot study design8.8User testing and adjustments8.9Report and presentation8.10Final review with the tutor
How you'll learn
100% online training on the SEIUM campus, with downloadable material, recorded classes and a dedicated technical tutor. No fixed timetable: students progress at their own pace within the intake, which makes it compatible with work.
Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unity, Unreal Engine, Blender, OpenXR, R, in free, academic or evaluation versions. Trials are studied using real rehabilitation session procedures with VR headsets, cybersickness assessment with the SSQ questionnaire, and pilot studies with patients. Assessment is continuous per module plus the final integrating project.
Build it end to end
Your final project follows the real engineering workflow, step by step, reviewed by your tutor.
Describe immersive technologies and their technical parameters.
Explain the neuroscientific foundations of therapeutic VR.
Apply VR to motor rehabilitation.
Design VR interventions for mental health and pain.
Write therapeutic protocols using VR.
Where this takes you
Requirements
- Prior technical training or professional experience in the sector. A university degree is not required.
- Internet connection and a computer capable of running the programme's software.
- Sufficient command of Spanish to follow technical standards documentation.
Ready to start?
Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.
Frequently asked questions
The programme comprises 800 hours in total, spread over 6 to 8 months. That is between 10 and 15 hours a week on average, compatible with a full-time job.
You work with Unity, Unreal Engine, Blender, OpenXR, R. Free, academic or evaluation versions are used, and the tutor indicates the free alternative where one exists.
A SEIUM diploma upon passing continuous assessment and the integrating project. It is in-house training, not an official Ministry qualification.
Yes. Modules passed in a course or diploma in the same area are recognised towards the advanced programme. Check the credit transfer policy when you enrol.
Related programmes
Postgraduate Diploma in IP for 2R: Patents and Utility Models
Online 800-hour Postgraduate Diploma in IP for 2R: Patents and Utility Models. 8 modules covering Law 24/2015 on Patents, the European Patent Convention and Espacenet. Assigned…
Postgraduate Diploma in OT Incident Response and Forensics
Online 800-hour Postgraduate Diploma in OT Incident Response and Forensics. 8 modules covering NIST SP 800-61, ISO/IEC 27035-1 and Wireshark. Assigned tutor and open enrolment.
Postgraduate Diploma in DMS/OMS: Fatigue, Distraction and Standards
Online 800-hour Postgraduate Diploma in DMS/OMS: Fatigue, Distraction and Standards. 8 modules covering Delegated Regulation (EU) 2023/2590, Delegated Regulation (EU) 2021/1341 and OpenCV. Assigned tutor and…
More in Electromobility, Batteries & Hydrogen
All Electromobility, Batteries & Hydrogen programmes → · How to apply · Fees & financing · Scholarships