Metaverse

隐喻
  • 文章类型: Journal Article
    目的:心理健康治疗性心理问题是有效的,但是治疗率很低。基于隐喻的治疗提供了一种提高整体治疗率的解决方案。了解对这种新颖方法的态度可能会导致更广泛地采用基于隐喻的疗法,导致性心理问题的治疗率更高。
    方法:来自三个不同年龄焦点小组的21名参与者分享了他们对广泛的基于隐喻的治疗和治疗性障碍的看法和态度。使用定性数据分析软件对来自焦点组的转录文本进行内容分析。
    结果:参与者确定了基于隐喻的干预的几种感知益处,包括避免去诊所和接触具有不同身体或心理功能的患者(a)的尴尬,(b)生活在偏远地区和/或(c)平衡不同的家庭/工作义务或职责。基于隐喻的治疗的两个主要问题是担心在线治疗比传统治疗更不个性化,以及所需的技术流畅性。澄清他们对治疗的接受程度,参与者报告说,如果他们信任他们的治疗师,他们更有可能进行基于隐喻的治疗.此外,虽然它可能对轻度和中度疾病有效,参与者更不愿意将其用于严重的精神疾病.
    结论:结果表明,对基于隐喻的干预的态度主要是积极的,因为它消除了一些阻碍获得心理治疗的障碍,具体来说,性问题。
    在设计阶段,咨询了一个性困难的人,以了解患者的观点。公众建议焦点小组的实施。在内容分析过程中,三个潜在的服务用户参与了文本的编码。
    OBJECTIVE: Mental health treatment for psychosexual problems is effective, but treatment rates are low. Metaverse-based therapy offers one solution to increase overall treatment rates. Understanding attitudes towards this novel approach could lead to wider adoption of metaverse-based therapy, resulting in higher treatment rates for psychosexual problems.
    METHODS: Twenty-one participants across three focus groups of different ages shared their perceptions and attitudes about metaverse-based therapy broadly and for treating sexual disorders. A content analysis of the transcribed text from the focus groups using qualitative data analysis software was conducted.
    RESULTS: Participants identified several perceived benefits of metaverse-based intervention, including avoiding the perceived embarrassment of going to a clinic and accessing patients (a) with diverse physical or mental functionality, (b) living in remote areas and/or (c) balancing different family/work obligations or duties. The two main concerns with metaverse-based therapy were the fear of online therapy being less personal than traditional therapy and the technological fluency needed. Clarifying their acceptance of the therapy, participants reported that they would be more likely to engage in metaverse-based therapy if they trusted their therapist. Also, although it might be effective for mild and moderate disorders, participants were more reluctant about its use for severe mental illness.
    CONCLUSIONS: Results suggest that attitudes towards metaverse-based intervention are mainly positive, since it removes some barriers that hinder access to psychological treatment in general and, specifically, for problems of a sexual nature.
    UNASSIGNED: During the design stage, a person with sexual difficulties was consulted to understand the patient\'s perspective. Members of the public advised the implementation of the focus groups. Three potential service users were involved in the coding of the text during the content analysis.
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  • 文章类型: Journal Article
    随着电子竞技行业继续快速增长,新的机会正在出现,如隐喻和不可替代令牌(NFT),由电子竞技固有的数字化驱动。为了更好地了解观众在这个不断变化的景观中的参与度,这项研究调查了观看电子竞技的背景下的观众行为。对韩国312名电子竞技观众的样本进行了调查,随后使用结构方程模型对数据进行了分析。研究结果表明,享乐动机与对电子竞技的态度以及隐喻中电子竞技的利用显着相关。此外,发现感知的享受对电子竞技的态度有显著的正向影响,电竞的反面扩张,以及通过NFT使用电子竞技。值得注意的是,对电子竞技的态度与持续意愿有显著的关系。还发现主观规范和感知的行为控制都显着影响持续意图。
    As the esports industry continues its rapid growth, new opportunities such as the metaverse and non-fungible tokens (NFTs) are emerging, driven by the inherently digital nature of esports. To better understand viewer engagement in this evolving landscape, this study investigates viewer behavior in the context of watching esports. A survey was conducted on a sample of 312 esports viewers in South Korea, and the data was subsequently analyzed using structural equation modeling. The study\'s findings indicate that hedonic motivation is significantly correlated with attitudes toward esports and the utilization of esports in the metaverse. Furthermore, perceived enjoyment was found to significantly positively influence attitudes toward esports, the metaverse expansion of esports, and the use of esports via NFTs. Notably, attitudes toward esports showed a significant relationship with continuance intention. Both subjective norms and perceived behavioral control were also found to significantly influence continuance intention.
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  • 文章类型: Journal Article
    目的:评估沉浸式技术在口腔健康促进和教育中的应用效果。
    方法:使用系统评价和荟萃分析(PRISMA)方法的首选报告项目进行了广泛的文献综述。这项研究是在六个著名的电子数据库(PubMed,谷歌学者,WebofScience,科克伦,Scopus,和EBSCO)。使用Cochrane工具使用RoB2.0和ROBINS-I评估偏倚风险。
    结果:为纳入研究制定了PICOS标准。书目搜索确定了10,074篇文章,随后被过滤。最后,纳入了最相关的9篇文章,并对其进行了数据综合和分析。这包括5项随机对照试验和4项非随机对照试验,分别在不同国家开展,重点关注儿童(33.3%)。青少年(11.1%),成人(55.6%)。干预措施使用虚拟现实(VR)和增强现实(AR)来促进对口腔护理的知识和态度,提高刷牙性能,戒烟,在口腔健康教育中降低焦虑水平。
    结论:本系统综述表明,沉浸式技术,包括VR和AR,显著提高口腔健康知识,态度,和自我效能感,改善健康结果。
    结论:VR和AR等沉浸式技术有可能为加强口腔健康促进和教育提供创新和有效的方法,在促进积极健康行为的同时,这对于改善整体口腔健康结果至关重要。
    OBJECTIVE: To evaluate the effectiveness of immersive technologies in oral health promotion and education.
    METHODS: An extensive literature review was conducted using the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) method. This study was systematically performed in six electronic databases (PubMed, Google Scholar, Web of Science, Cochrane, Scopus, and EBSCO). The risk of bias was assessed with the Cochrane tools using RoB 2.0 and ROBINS-I.
    RESULTS: PICOS criteria were formulated for study inclusion. The bibliographical search identified 10,074 articles, which were filtered subsequently. Finally, the most pertinent nine articles were included and scrutinized for data synthesis and analysis. This includes five randomized controlled trials and four non-randomized controlled trials in different countries that focused on children (33.3%), adolescents (11.1%), and adults (55.6%). The interventions used virtual reality (VR) and augmented reality (AR) to promote knowledge and attitudes towards oral care, improve toothbrushing performance, and smoking cessation, and reduce anxiety levels in oral health education.
    CONCLUSIONS: This systematic review demonstrates that immersive technologies, including VR and AR, significantly enhance oral health knowledge, attitudes, and self-efficacy, leading to improved health outcomes.
    CONCLUSIONS: Immersive technologies such as VR and AR have the potential to provide innovative and effective methods for enhancing oral health promotion and education, while promoting positive health behaviours, which are crucial for improving overall oral health outcomes.
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  • 文章类型: Journal Article
    这项研究调查了隐喻中的非玩家角色(NPC)作为增强大学生设计思维方式的工具的功效。利用受控的实验设计,我们比较了两个学生组的设计思维能力:那些在隐喻中与NPC互动的人和那些没有互动的人。关于设计思维心态问卷和四项作业,我们测量了设计思维的维度,包括以人为本,移情,正念和过程意识,整体观点;问题重组;团队合作;多/跨/跨学科协作团队,对不同的观点/多样性开放,统计显著性使用t检验。研究结果表明,NPC显著促进了移情的发展,重构问题,并对不同的观点/多样性技能持开放态度,这对设计思维至关重要。相比之下,在以人为中心的领域没有观察到显著的影响,过程意识,团队合作,以及不同学科的合作。NPC的使用在复杂任务中特别有影响力,在以后的作业中观察到的有效性增加证明了这一点。结果强调了NPC在反常学习环境中的选择性优势,建议他们的整合应该有战略针对性,以提高特定的设计思维能力。这项研究表明,NPC有可能在长期学习策略中发挥重要作用,一步一步的技能获取可以最终导致高级设计思维任务。这些见解为教育工作者开发细致入微的课程铺平了道路,这些课程利用了NPC的优势,并进行了进一步的研究,以优化其在教育隐喻平台中的使用。
    This study investigates the efficacy of Non-Player Characters (NPCs) in the metaverse as a tool for enhancing the design thinking mindset of university students. Utilizing a controlled experimental design, we compared the design thinking competencies of two student groups: those who interacted with NPCs in the metaverse and those who did not. Over design thinking mindset questionnaire and four assignments, we measured dimensions of design thinking, including Human centeredness, Empathy, Mindfulness and awareness of process, Holistic view; Problem reframing; Team Working; Multi-/inter-/cross-disciplinary collaborative teams, Open to different perspectives/diversity, using a t-test for statistical significance. The findings reveal that NPCs significantly foster the development of Empathy, Problem reframing, and Open to different perspectives/diversity skills, which are essential to design thinking. In contrast, no significant effect was observed in the areas of human-centeredness, process awareness, team working, and collaboration in diverse disciplines. The use of NPCs was particularly impactful in complex tasks, as evidenced by the increasing effectiveness observed in later assignments. The results underscore the selective benefits of NPCs in metaverse learning environments, suggesting that their integration should be strategically targeted to enhance specific design thinking skills. The study suggests a potential for NPCs to play a significant role in long-term learning strategies, where a step-by-step skill acquisition could culminate in advanced design thinking tasks. These insights pave the way for educators to develop nuanced curricula that leverage the strengths of NPCs and for further research to optimize their use in educational metaverse platforms.
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  • 文章类型: Journal Article
    虽然隐喻被广泛讨论,对其复杂性的理解仍然限于少数人。概念上类似于互联网的三维体现,隐喻促进了物理和虚拟域中的同时存在。从根本上说,它体现了一个视觉上身临其境的虚拟环境,追求真实性,个人从事商业活动等现实世界的活动,游戏,社交互动,和休闲追求。全球大流行加速了各行各业的数字创新。除了远程医疗的大步之外,支付系统,远程监控,和安全的数据交换,人工智能(AI)取得了重大进展,虚拟现实(VR)增强现实(AR)和区块链技术。然而,隐喻者,在它的新生阶段,继续进化,拥有医疗保健革命的巨大潜力。通过与医疗设备互联网的整合,量子计算,和机器人技术,隐喻准备重新定义医疗保健系统,提供手术精度和治疗方式的增强,从而有望实现行业内的深刻变革。
    While metaverse is widely discussed, comprehension of its intricacies remains limited to a select few. Conceptually akin to a three-dimensional embodiment of the Internet, the metaverse facilitates simultaneous existence in both physical and virtual domains. Fundamentally, it embodies a visually immersive virtual environment, striving for authenticity, where individuals engage in real-world activities such as commerce, gaming, social interaction, and leisure pursuits. The global pandemic has accelerated digital innovations across diverse sectors. Beyond strides in telehealth, payment systems, remote monitoring, and secure data exchange, substantial advancements have been achieved in artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and blockchain technologies. Nevertheless, the metaverse, in its nascent stage, continues to evolve, harboring significant potential for revolutionizing healthcare. Through integration with the Internet of Medical Devices, quantum computing, and robotics, the metaverse stands poised to redefine healthcare systems, offering enhancements in surgical precision and therapeutic modalities, thus promising profound transformations within the industry.
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  • 文章类型: Journal Article
    BC,影响女性和男性,是一种复杂的疾病,早期诊断在成功治疗和提高患者生存率中起着至关重要的作用。Metaverse,一个虚拟世界,可能会提供新的,个性化诊断和治疗BC的方法。尽管人工智能(AI)仍处于早期阶段,它的快速发展表明了医疗保健领域的潜在应用,包括在一个可访问的位置合并患者信息。这可以为医生提供对疾病细节的更全面的见解。利用Metaverse可以促进临床数据分析并提高诊断的准确性,可能允许为BC患者提供更量身定制的治疗方法。然而,虽然本文强调了虚拟技术对BC治疗可能产生的变革性影响,重要的是要谨慎乐观地对待这些事态发展,认识到需要进一步的研究和验证,以确保以更高的准确性和效率加强患者护理。
    BC, affecting both women and men, is a complex disease where early diagnosis plays a crucial role in successful treatment and enhances patient survival rates. The Metaverse, a virtual world, may offer new, personalized approaches to diagnosing and treating BC. Although Artificial Intelligence (AI) is still in its early stages, its rapid advancement indicates potential applications within the healthcare sector, including consolidating patient information in one accessible location. This could provide physicians with more comprehensive insights into disease details. Leveraging the Metaverse could facilitate clinical data analysis and improve the precision of diagnosis, potentially allowing for more tailored treatments for BC patients. However, while this article highlights the possible transformative impacts of virtual technologies on BC treatment, it is important to approach these developments with cautious optimism, recognizing the need for further research and validation to ensure enhanced patient care with greater accuracy and efficiency.
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  • 文章类型: Journal Article
    这项研究调查了隐喻在为儿科和AYA癌症患者提供心理支持方面的潜力,重点关注那些患有罕见癌症的人。这项研究涉及来自日本四个不同地区的十名癌症患者和幸存者,谁使用可定制的化身参加了隐喻会议,促进跨越地理和时间障碍的互动。收集调查和定性反馈以评估干预措施的心理社会影响。结果表明,隐喻使患者能够与同龄人联系,分享经验,并获得情感上的支持。化身提供的匿名性有助于减少与外观相关的焦虑和与癌症治疗相关的污名。对一名19岁男性患有脊柱尤因肉瘤的案例研究强调了隐喻互动带来的深刻情绪缓解。研究结果表明,将虚拟空间集成到医疗保健模型中可以有效地满足儿科和AYA癌症患者的独特需求,提供一种变革性的方法来提供心理社会支持和培养全球患者社区。这种创新的干预措施有可能彻底改变数字时代的患者护理。
    This study investigated the potential of the metaverse in providing psychological support for pediatric and AYA cancer patients, with a focus on those with rare cancers. The research involved ten cancer patients and survivors from four distinct regions in Japan, who participated in metaverse sessions using customizable avatars, facilitating interactions across geographical and temporal barriers. Surveys and qualitative feedback were collected to assess the psychosocial impact of the intervention. The results demonstrated that the metaverse enabled patients to connect with peers, share experiences, and receive emotional support. The anonymity provided by avatars helped reduce appearance-related anxiety and stigma associated with cancer treatment. A case study of a 19-year-old male with spinal Ewing\'s sarcoma highlighted the profound emotional relief fostered by metaverse interactions. The findings suggest that integrating virtual spaces into healthcare models can effectively address the unique needs of pediatric and AYA cancer patients, offering a transformative approach to delivering psychosocial support and fostering a global patient community. This innovative intervention has the potential to revolutionize patient care in the digital age.
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  • 文章类型: Journal Article
    背景:近年来,传统的基于模拟的医学教学方法在满足急诊实践医学教育要求方面面临着挑战。本研究利用开源工具和软件,利用虚拟现实技术开发沉浸式全景视频,用于急诊医学教学。它旨在研究这种新颖的教学方法的有效性。这种转变将医学教育的重点从物理仿真转移到虚拟仿真,建立急诊医学教学的隐喻。
    方法:根据课程指南,讲师制作了全景视频,演示了脊柱损伤管理等程序,肱骨骨折合并腹壁肠管脱垂,头部和胸部复合损伤,心肺复苏,气管插管.使用Unity软件,我们开发了一种用于支气管镜检查的虚拟训练应用程序,并将其集成到PICO4VR一体化设备中,以创建一个反常的教学环境.根据学生ID,将四年级医学本科生分为实验组(n=26)或对照组(n=30)。实验组通过隐喻沉浸式教学法接受指导,对照组采用传统的模拟医学教学方法。两组都像往常一样参加了理论和实践课程。随后,所有学生都接受了四站客观结构化临床考试(OSCE),以根据他们的表现评估教学方法的有效性。此外,实验组的学生提供了主观评价,以评估他们对新教学方法的接受程度。
    结果:在培训开始之前,实验组和对照组的急救测试成绩无显著统计学差异。在培训之后,实验组在四站OSCE考试中优于对照组,所有P值小于0.05。实验组对新教学方法的满意率达到88.46%,反映满意度和极端满意度。
    结论:开源隐喻沉浸式教学法对提高医学本科生的急救技能具有积极的影响,学生的接受度很高。与传统的模拟医学教学方法相比,这种方法需要更少的时间和空间,导致更低的成本,被认为是值得更广泛采用的。
    BACKGROUND: In recent years, the traditional simulation-based medical teaching approach has faced challenges in meeting the requirements of practical emergency medicine education. This study utilized open-source tools and software to develop immersive panoramic videos using virtual reality technology for emergency medical teaching. It aims to investigate the efficacy of this novel teaching methodology. This transformation shifted the focus from physical simulation to virtual simulation in medical education, establishing a metaverse for emergency medical teaching.
    METHODS: In accordance with the curriculum guidelines, the instructors produced panoramic videos demonstrating procedures such as spinal injury management, humeral fracture with abdominal wall intestinal tube prolapse, head and chest composite injuries, cardiopulmonary resuscitation, and tracheal intubation. Using Unity software, a virtual training application for bronchoscopy was developed and integrated into the PICO4 VR all-in-one device to create a metaverse teaching environment. Fourth-year medical undergraduate students were allocated into either an experimental group (n = 26) or a control group (n = 30) based on student IDs. The experimental group received instruction through the metaverse immersive teaching method, while the control group followed the traditional simulation-based medical teaching approach. Both groups participated in theoretical and practical lessons as usual. Subsequently, all students underwent a four-station Objective Structured Clinical Examination (OSCE) to assess the effectiveness of the teaching methods based on their performance. Additionally, students in the experimental group provided subjective evaluations to assess their acceptance of the new teaching approach.
    RESULTS: Before the training commenced, there were no significant statistical differences in the first aid test scores between the experimental and control groups. Following the training, the experimental group outperformed the control group in the four-station OSCE examination, with all P-values being less than 0.05. The satisfaction rate among the experimental group regarding the new teaching method reached 88.46%, reflecting levels of satisfaction and extreme satisfaction.
    CONCLUSIONS: The open-source metaverse immersive teaching method has demonstrated a positive impact on enhancing the emergency skills of medical undergraduate students, with a high level of acceptance among students. In comparison to traditional simulated medical teaching methods, this approach requires less time and space, incurring lower costs, and is deemed worthy of wider adoption.
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  • 文章类型: Journal Article
    背景:虚拟现实(VR)模块通常用于医疗保健培训,例如成人高级心脏生命支持(ACLS),由于沉浸和参与。隐喻与当前的VR严肃游戏不同,它实现了共享的社交联系,而当前的VR模块专注于基于计算机的内容,而没有社交互动。隐喻中的教育者可以在培训期间促进沟通和合作。
    目的:本研究旨在比较基于VR的学习成果,教育者指导的机器指导培训,隐喻环境中基于VR的训练。
    方法:将来自AcibademMehmetAliAydinlar大学麻醉学职业学校的62名志愿学生随机分为2组,每组31名参与者:一组接受基于VR的机器指导(MG)培训,另一个人接受了基于VR的培训,并在隐喻中接受了教育者指导(EG)。两个小组的成员都对ACLS进行了基于VR的基础培训。之后,MG组接受了基于VR的高级培训模块的培训,提供完整的MG培训,而EG小组参加了基于VR的,教育者指导的隐喻训练。研究的主要结果由基于VR的训练模块的考试成绩确定。描述性统计定义了连续变量,如VR考试成绩和花费在机器或教育者指导培训上的时间。训练时间与VR考试成绩的相关性采用Spearman等级相关性进行评估,使用Mann-WhitneyU检验比较非正态分布变量。统计学显著性设定为P<.05,分析由MedCalc统计软件(版本12.7.7)执行。
    结果:比较MG和EG组之间的VR测试分数没有统计学上的显着差异。EG组的VR测试得分中位数为86(范围11-100)。相比之下,MG组的评分中位数为66分(范围13-100;P=.08).关于机器指导或教育者指导培训的持续时间与基于VR的考试成绩之间的相关性,对于MG集团来说,=0.569和P=0.005。对于EG组,发现这种相关性为=0.298和P=.10。虽然这种相关性对于MG组具有统计学意义,对于EG组来说并不显著。事后电源分析(80%),考虑到培训时间和考试成绩之间的相关性,支持这一发现。
    结论:这项研究的结果表明,带有MG的基于VR的严肃游戏模块可以为成人ACLS训练提供与EG的隐喻中的VR训练相当的学习结果。具有更大样本量的未来研究可以探索在反常环境中与教育工作者的社交互动是否为学习者带来了额外的好处。
    背景:ClinicalTrials.govNCT06288087;https://clinicaltrials.gov/study/NCT06288087。
    BACKGROUND: Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.
    OBJECTIVE: This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment.
    METHODS: A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7).
    RESULTS: Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding.
    CONCLUSIONS: The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners.
    BACKGROUND: ClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.
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  • 文章类型: Journal Article
    沉浸式虚拟世界平台SecondLife(SL)是25年前构思的,当PhilipRosedale于1999年创立了LindenLab,目的是开发计算硬件,使人们能够沉浸在虚拟世界中。最初的努力在4年后转变为SL,一个以用户为中心的普遍可访问的虚拟世界,商业交易,甚至是自己的虚拟货币,这与隐喻的概念完全相关,最近在2021年10月Meta(前身为Facebook)首席执行官的声明后重新普及。SL被认为是高等教育专业人士中最知名的虚拟环境。本文旨在回顾SL隐喻中的医学教育;它的演变;以及它的可能性,局限性,和未来的前景,特别关注本科期间的医学教育经验,residence,和继续医学教育。描述了隐喻和虚拟世界的概念,特别提到SL及其概念哲学,历史演变,以及高等教育的技术方面和能力。对现有文献进行了叙述性回顾,同时包括我们的教学团队在过去13年中在本科和研究生医学教育方面的不间断实践经验,拥有>4000个用户和>10个关于该主题的出版物。从教育的角度来看,SL具有全天候可用的优势,并在学生中创造了“在那里”和共情的重要感觉。这个,随着3D世界的再现,实时互动,以及语音通信的质量,让身临其境的体验变得独一无二,产生学生之间以及与老师之间的参与度和流畅的相互关系。在这些年中,医学教育的各种研究人员已经积累了经验,这表明课程,研讨会,研讨会和会议,基于问题的学习经验,评估,团队合作,游戏化,医学模拟,可以成功进行虚拟客观结构化临床检查。学生和教师的接受度通常是积极的,认识到它对本科医学教育和继续医学教育的有用性。在它诞生后的25年里,SL已被证明是一个虚拟平台,与metaverse的概念相联系,一个相互关联的,打开,和全球可访问的系统,所有人都可以免费或使用虚拟货币访问社交或共享产品。SL自创建以来一直保持活跃和技术改进。有必要继续开展教育经验,概述组织,目标,内容和衡量实际教育影响,使SL成为更普遍使用的工具。
    The immersive virtual world platform Second Life (SL) was conceived 25 years ago, when Philip Rosedale founded Linden Lab in 1999 with the intention of developing computing hardware that would allow people to immerse themselves in a virtual world. This initial effort was transformed 4 years later into SL, a universally accessible virtual world centered on the user, with commercial transactions and even its own virtual currency, which fully connects with the concept of the metaverse, recently repopularized after the statements of the chief executive officer of Meta (formerly Facebook) in October 2021. SL is considered the best known virtual environment among higher education professionals. This paper aimed to review medical education in the SL metaverse; its evolution; and its possibilities, limitations, and future perspectives, focusing especially on medical education experiences during undergraduate, residency, and continuing medical education. The concept of the metaverse and virtual worlds was described, making special reference to SL and its conceptual philosophy, historical evolution, and technical aspects and capabilities for higher education. A narrative review of the existing literature was performed, including at the same time a point of view from our teaching team after an uninterrupted practical experience of undergraduate and postgraduate medical education in the last 13 years with >4000 users and >10 publications on the subject. From an educational point of view, SL has the advantages of being available 24/7 and creating in the student the important feeling of \"being there\" and of copresence. This, together with the reproduction of the 3D world, real-time interaction, and the quality of voice communication, makes the immersive experiences unique, generating engagement and a fluid interrelation of students with each other and with their teachers. Various groups of researchers in medical education have developed experiences during these years, which have shown that courses, seminars, workshops and conferences, problem-based learning experiences, evaluations, teamwork, gamification, medical simulation, and virtual objective structured clinical examinations can be successfully carried out. Acceptance from students and faculty is generally positive, recognizing its usefulness for undergraduate medical education and continuing medical education. In the 25 years since its conception, SL has proven to be a virtual platform that connects with the concept of the metaverse, an interconnected, open, and globally accessible system that all humans can access to socialize or share products for free or using a virtual currency. SL remains active and technologically improved since its creation. It is necessary to continue carrying out educational experiences, outlining the organization, objectives, and content and measuring the actual educational impact to make SL a tool of more universal use.
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