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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.

Duration800 h
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute diploma
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Learning outcomes

What you will be able to do

01

Describe immersive technologies and their technical parameters.

02

Explain the neuroscientific foundations of therapeutic VR.

03

Apply VR to motor rehabilitation.

04

Design VR interventions for mental health and pain.

05

Write therapeutic protocols using VR.

06

Develop VR applications with usability and safety criteria.

07

Evaluate the clinical evidence for VR interventions.

Profile

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.
Standards & tools

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)
Syllabus

8 modules · 800 h

  1. 1.1Virtual, augmented and mixed reality: differences
  2. 1.2Standalone and connected headsets
  3. 1.3Head, hand and body tracking
  4. 1.4Presence, immersion and embodiment
  5. 1.5Field of view, latency and refresh rate
  6. 1.6Cybersickness: causes and mitigation
  7. 1.7Haptics and multisensory feedback
  8. 1.8Unity and Unreal engines in healthcare
  9. 1.9Equipment hygiene and safety
  10. 1.10Laboratory: measuring latency and cybersickness with the SSQ
  1. 2.1Neural plasticity and motor learning
  2. 2.2Mirror neurons and action observation
  3. 2.3Attentional distraction and pain modulation
  4. 2.4Exposure and fear extinction
  5. 2.5Augmented feedback in rehabilitation
  6. 2.6Body image and ownership illusions
  7. 2.7Cognitive load in virtual environments
  8. 2.8Motivation and task repetition
  9. 2.9Neuroimaging evidence with VR
  10. 2.10Case study: review of a VR stroke trial
  1. 3.1VR in stroke: upper limb and gait
  2. 3.2Rehabilitation in Parkinson's disease and multiple sclerosis
  3. 3.3Balance and fall prevention in older adults
  4. 3.4Sports injury rehabilitation
  5. 3.5Virtual mirror therapy
  6. 3.6Integration with robots and exoskeletons
  7. 3.7Dosage: frequency, intensity and duration
  8. 3.8Fugl-Meyer and Berg scales as outcomes
  9. 3.9Real-time difficulty adaptation
  10. 3.10Practice: designing a VR session for the upper limb
  1. 4.1Exposure therapy for phobias and PTSD
  2. 4.2VR in social anxiety disorders
  3. 4.3VR in eating disorders
  4. 4.4Acute pain during procedures and burns
  5. 4.5Chronic pain and VR programmes
  6. 4.6Relaxation and immersive mindfulness
  7. 4.7VR in psychosis and social training
  8. 4.8Role of the therapist and therapeutic alliance
  9. 4.9Psychological risks and contraindications
  10. 4.10Case study: graded exposure protocol for acrophobia
  1. 5.1Structure of a VR therapy protocol
  2. 5.2Patient selection and exclusion criteria
  3. 5.3Level progression and advancement criteria
  4. 5.4Personalisation according to clinical goals
  5. 5.5Session recording and performance metrics
  6. 5.6Safety plan: falls, dizziness and crises
  7. 5.7Training of clinical staff
  8. 5.8Home use and telerehabilitation
  9. 5.9Documentation and informed consent
  10. 5.10Workshop: 12-session balance protocol
  1. 6.1User-centred design for clinicians
  2. 6.2Interaction and locomotion in VR
  3. 6.3Accessibility for patients with disabilities
  4. 6.4Motion and gaze data capture
  5. 6.5Integration of physiological sensors
  6. 6.6Data architecture and cloud
  7. 6.7Usability testing according to IEC 62366
  8. 6.8Software as a medical device
  9. 6.9Risk management according to ISO 14971
  10. 6.10Laboratory: reach task prototype in Unity
  1. 7.1Design of trials with immersive interventions
  2. 7.2Control group and blinding in VR
  3. 7.3Clinical and presence outcome measures
  4. 7.4Kinematic session data analysis
  5. 7.5Systematic reviews and meta-analyses in VR
  6. 7.6CONSORT guidance for non-pharmacological interventions
  7. 7.7VR-CORE recommendations for VR trials
  8. 7.8Cost-effectiveness and implementation
  9. 7.9Adoption barriers in hospitals
  10. 7.10Case study: design of a pilot VR pain trial
  1. 8.1Selection of the clinical indication
  2. 8.2Review of available evidence
  3. 8.3Environment and task design
  4. 8.4Session protocol and progression
  5. 8.5Safety plan and contraindications
  6. 8.6Metrics and recording system
  7. 8.7Pilot study design
  8. 8.8User testing and adjustments
  9. 8.9Report and presentation
  10. 8.10Final review with the tutor
Methodology, software & labs

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.

Accreditable laboratories(EN ISO/IEC 17025) with rotor test rig, EMC/Lightning pre-compliance, HIL/SIL, vibration/acoustics.
Evidence-oriented Master's Thesis:safety case, test plan, compliance dossier and operational limits.
Industry mentoring:faculty with experience in training, , eVTOL/UAM and flight test.
Flexible format(hybrid/online), international cohorts and support from SEIUM Career Services.
Ethics and safety:a safety-by-design approach, ciber-OT, DIH and compliance as pillars.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Selection of the clinical indication

Describe immersive technologies and their technical parameters.

Review of available evidence

Explain the neuroscientific foundations of therapeutic VR.

Environment and task design

Apply VR to motor rehabilitation.

Session protocol and progression

Design VR interventions for mental health and pain.

Safety plan and contraindications

Write therapeutic protocols using VR.

Career opportunities

Where this takes you

Therapeutic VR DeveloperNeurorehabilitation ResearcherClinical Psychologist specialising in VRImmersive Experience DesignerProduct Manager for Digital TherapiesTechnological Physiotherapist
Admissions & scholarships

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.

FAQ

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.

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