Extended reality

扩展现实
  • 文章类型: Journal Article
    人类记忆和事件认知研究的景观见证了自然主义语境和任务使用的变革之旅。在这次审查中,我们从突然跟踪这个进展,在广泛受控的实验室实验中使用的人工刺激,以实现更自然的任务和刺激,从而更忠实地代表现实世界。我们认为,为了提高生态有效性,自然主义研究设计必须考虑所研究的认知现象的复杂性。然后,我们回顾了“自然主义”事件分割研究的现状,并批判性地评估了经常使用的电影刺激。我们评估了最近开发的工具,如生活记录和其他扩展现实技术,以帮助解决我们通过现有的自然主义方法发现的挑战。最后,我们提供了一些可用于设计记忆和事件认知的生态有效认知神经科学研究的指南。关键词:自然主义刺激,情景记忆,事件认知,生态有效性,扩展现实,神经记录。
    The landscape of human memory and event cognition research has witnessed a transformative journey toward the use of naturalistic contexts and tasks. In this review, we track this progression from abrupt, artificial stimuli used in extensively controlled laboratory experiments to more naturalistic tasks and stimuli that present a more faithful representation of the real world. We argue that in order to improve ecological validity, naturalistic study designs must consider the complexity of the cognitive phenomenon being studied. Then, we review the current state of \"naturalistic\" event segmentation studies and critically assess frequently employed movie stimuli. We evaluate recently developed tools like lifelogging and other extended reality technologies to help address the challenges we identified with existing naturalistic approaches. We conclude by offering some guidelines that can be used to design ecologically valid cognitive neuroscience studies of memory and event cognition.
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  • 文章类型: Journal Article
    这项研究探索了使用前臂肌电图数据来区分八种手势。神经网络(NN)和随机森林(RF)算法在10名参与者的数据上进行了测试。随着窗口大小从200ms增加到1000ms,由于时间分辨率的提高,算法精度从85%提高到97%。还注意到,当时间分辨率较小时,RF的精度为85%,优于NN的精度为80%,表明当快速响应时间很重要时,RF将是有效的。随着窗口大小的增加,神经网络表现出更高的性能,这表明当需要更高的精度时,NN将是有用的。未来的研究应该增加样本量,包括更多的手势,用不同的特征提取方法,测试不同的算法,提高系统的精度和效率。
    This study explored the use of forearm electromyography data to distinguish eight hand gestures. The neural network (NN) and random forest (RF) algorithms were tested on data from 10 participants. As window sizes increase from 200 ms to 1000 ms, the algorithm accuracies increased with RF from 85% to 97% due to the increased temporal resolution. It was also noticed that the RF performed better with an accuracy of 85% than the NN with accuracy 80% when the temporal resolution was smaller, indicating the RF will be efficient when quick-response time is important. As the window size increases, the NN showed higher performance, suggesting that NN will be useful when higher accuracy is required. Future studies should increase the sample size, include more hand gestures, use different feature extraction methods and test different algorithms to improve the accuracy and efficiency of the system.
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  • 文章类型: Journal Article
    教育工作者正在见证人工智能时代的展开,提出了如何将昨天的教育学的好处转移到教育的未来的问题。为二年级医学生(n=865)开发了交互式数字传染病思维导图。对用户参与度的分析显示,全球分布在一天内有498次QR扫描。学生的反应(n=79,9.1%的反应率)表明对非常满意的资源的积极反馈(范围65-75%,n=59-51)。该研究的结果支持MedMicroMaps进一步扩展到跨平台界面,适应相关健康领域的不同受众。
    在线版本包含补充材料,可在10.1007/s40670-024-02047-3获得。
    Educators are witnessing the unfolding of the era of artificial intelligence, raising the question of how to transfer the benefits of yesterday\'s pedagogy to the future of education. An interactive digital mind map of infectious diseases was developed for second-year medical students (n = 865). Analysis of user engagement showed global distribution with 498 QR scans on a single day. Student responses (n = 79, 9.1% response rate) indicated positive feedback on the resources of Extremely Satisfied (range 65-75%, n = 59-51). The findings of the study support further expansion of MedMicroMaps to cross-platform interfaces with adaptations for diverse audiences within allied health fields.
    UNASSIGNED: The online version contains supplementary material available at 10.1007/s40670-024-02047-3.
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  • 文章类型: Journal Article
    不同形式的沉浸式技术,如虚拟现实(VR)和增强现实(AR),越来越多地投资于医学。头戴式显示技术的进步,processing,和渲染能力已经证明了沉浸式技术在医学和医疗保健环境中的日益实用性。关于在心脏病学中使用沉浸式技术的出版物越来越多。我们回顾了过去十年内发表的文章,这些文章报道了使用或调查沉浸式技术在心脏病学广泛领域的应用的案例研究或研究-从教育到术前计划和术中指导。我们总结了将AR和VR用于各种应用类别的优缺点。我们的审查强调了对这些方法的有效性进行强有力评估的必要性,并讨论了阻碍AR和VR在心脏病学中完全整合的技术局限性。包括成本效益和法规遵从性。尽管限制和差距阻碍了我们从沉浸式技术中获益,但迄今为止在心脏病学中的全部潜力,毫无疑问,它对标准心血管护理的有希望的有影响力的未来。
    Different forms of immersive technology, such as Virtual Reality (VR) and Augmented Reality (AR), are getting increasingly invested in medicine. Advances in head-mounted display technology, processing, and rendering power have demonstrated the increasing utility of immersive technology in medicine and the healthcare environment. There are a growing number of publications on using immersive technology in cardiology. We reviewed the articles published within the last decade that reported case studies or research that uses or investigates the application of immersive technology in the broad field of cardiology - from education to preoperative planning and intraoperative guidance. We summarized the advantages and disadvantages of using AR and VR for various application categories. Our review highlights the need for a robust assessment of the effectiveness of the methods and discusses the technical limitations that hinder the complete integration of AR and VR in cardiology, including cost-effectiveness and regulatory compliance. Despite the limitations and gaps that have inhibited us from benefiting from immersive technologies\' full potential in cardiology settings to date, its promising, impactful future for standard cardiovascular care is undoubted.
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  • 文章类型: Journal Article
    背景:精神健康障碍是全球健康相关问题的主要原因。据预测,随着焦虑和抑郁发病率在全球范围内的增长,精神健康障碍将成为成年人发病的主要原因。最近,“扩展现实”(XR),涵盖虚拟现实(VR)的一般术语,增强现实(AR)和混合现实(MR),正在为提供精神卫生保健铺平道路。
    目的:我们旨在调查XR技术在精神障碍干预中的采用和实施,并提供设计的统计分析,用法,以及XR技术对全球人口统计学关注的心理健康干预措施的有效性。
    方法:在本文中,我们对XR在精神障碍领域的发展和应用进行了范围审查.我们进行了数据库搜索,以确定谷歌学者索引的相关研究,PubMed,ACM数字图书馆。定义了2016年8月至2023年12月之间的搜索期,以选择与VR使用相关的论文。AR,和MR在心理健康方面。使用预定义的查询执行数据库搜索,共识别出831篇论文。通过专业推荐确定了十篇论文。纳入和排除标准的设计和应用,以确保只有相关研究被纳入文献综述。
    结果:我们确定了来自全球27个国家的共85项使用不同类型VR的研究,AR,和MR技术用于管理14种类型的精神障碍。通过进行数据分析,我们发现大多数研究都集中在高收入国家,如美国(n=14,16.47%)和德国(n=12,14.12%)。这些研究都不是针对非洲国家的。大多数论文报道XR技术导致焦虑或抑郁症状的显著减少。大多数研究发表于2021年(n=26,30.59%)。这可能表明,当COVID-19出现时,精神障碍干预受到了更高的关注。大多数研究(n=65,76.47%)集中在18-65岁的人群中,而很少有研究(n=2,3.35%)关注青少年(即,年龄范围为10-19岁的受试者)。此外,更多的研究是通过实验进行的(n=67,78.82%),而不是使用分析和建模方法(n=8,9.41%).这表明,XR技术在精神保健方面的发展迅速。此外,这些研究表明,XR技术可以有效地用于以与传统方法相似或更好的方式评估精神障碍。
    结论:在本范围审查中,我们研究了XR技术在精神障碍护理中的采用和实施。我们的审查表明,XR治疗产生了很高的患者满意度,和后续评估显示显着改善与大的效应大小。此外,这些研究采用了独特的设计,用于记录和分析参与者报告的症状。这篇综述可能有助于未来对各种XR机制的研究和开发,以用于分化的精神障碍程序。
    BACKGROUND: Mental health disorders are the leading cause of health-related problems worldwide. It is projected that mental health disorders will be the leading cause of morbidity among adults as the incidence rates of anxiety and depression grow worldwide. Recently, \"extended reality\" (XR), a general term covering virtual reality (VR), augmented reality (AR), and mixed reality (MR), is paving the way for the delivery of mental health care.
    OBJECTIVE: We aimed to investigate the adoption and implementation of XR technology used in interventions for mental disorders and to provide statistical analyses of the design, usage, and effectiveness of XR technology for mental health interventions with a worldwide demographic focus.
    METHODS: In this paper, we conducted a scoping review of the development and application of XR in the area of mental disorders. We performed a database search to identify relevant studies indexed in Google Scholar, PubMed, and the ACM Digital Library. A search period between August 2016 and December 2023 was defined to select papers related to the usage of VR, AR, and MR in a mental health context. The database search was performed with predefined queries, and a total of 831 papers were identified. Ten papers were identified through professional recommendation. Inclusion and exclusion criteria were designed and applied to ensure that only relevant studies were included in the literature review.
    RESULTS: We identified a total of 85 studies from 27 countries worldwide that used different types of VR, AR, and MR techniques for managing 14 types of mental disorders. By performing data analysis, we found that most of the studies focused on high-income countries, such as the United States (n=14, 16.47%) and Germany (n=12, 14.12%). None of the studies were for African countries. The majority of papers reported that XR techniques lead to a significant reduction in symptoms of anxiety or depression. The majority of studies were published in 2021 (n=26, 30.59%). This could indicate that mental disorder intervention received higher attention when COVID-19 emerged. Most studies (n=65, 76.47%) focused on a population in the age range of 18-65 years, while few studies (n=2, 3.35%) focused on teenagers (ie, subjects in the age range of 10-19 years). In addition, more studies were conducted experimentally (n=67, 78.82%) rather than by using analytical and modeling approaches (n=8, 9.41%). This shows that there is a rapid development of XR technology for mental health care. Furthermore, these studies showed that XR technology can effectively be used for evaluating mental disorders in a similar or better way that conventional approaches.
    CONCLUSIONS: In this scoping review, we studied the adoption and implementation of XR technology for mental disorder care. Our review shows that XR treatment yields high patient satisfaction, and follow-up assessments show significant improvement with large effect sizes. Moreover, the studies adopted unique designs that were set up to record and analyze the symptoms reported by their participants. This review may aid future research and development of various XR mechanisms for differentiated mental disorder procedures.
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  • 文章类型: Journal Article
    目的:本研究探讨了利用扩展现实(XR)的教育方法是否可以提高预科护生的知识,技能,信心,与传统方法相比的满意度。
    方法:我们基于Cochrane方法对XR在护理教育中的有效性进行了系统评价和荟萃分析。
    方法:在MEDLINE中搜索随机对照试验(RCT),CINAHL,ERIC,WebofScience,Cochrane中央控制试验登记册,和IgakuChuoZasshi从每个数据库开始到2024年3月21日。
    方法:两位作者独立筛选研究标题和摘要,以确定潜在的相关研究。随后,两名审稿人根据全文审稿独立评估了研究的合格性,并提取了数据.他们计算了与注册前护理专业学生的知识和技能相关的汇总效应估计值,信心,使用随机效应元分析模型和满意度。
    结果:在确定的1615条记录中,已确定128项研究。在全文评估之后,38项研究纳入系统评价。荟萃分析包括34项研究。XR对知识有显着的积极影响(N=1926,标准平均差[SMD]=0.55,95%置信区间[CI]:0.34至0.77),技能(N=904,SMD=1.00,95%CI:0.46至1.54),和满意度(N=574,SMD=1.19,95%CI:0.09至2.30)。特别是,沉浸式虚拟现实(VR)对知识有显著的正向影响(N=707,SMD=0.60,95CI:0.36至0.83),技能(N=302,SMD=1.60,95CI:0.70至2.50),和满意度(N=406;SMD=1.63,95CI:0.04至3.22)。
    结论:XR可能是提高知识水平的可行教学策略,技能,和满意度获取。特别是,沉浸式VR提高了知识,技能,和满意度。XR不能直接替代传统方法,但可以补充预先注册的护理学生的传统教育方法。
    OBJECTIVE: This study examined whether educational methods utilizing extended reality (XR) improve pre-registration nursing students\' knowledge, skills, confidence, and satisfaction compared with traditional methods.
    METHODS: We conducted a systematic review and meta-analysis of the effectiveness of XR in nursing education based on the Cochrane methodology.
    METHODS: Randomized controlled trials (RCTs) were searched in MEDLINE, CINAHL, ERIC, Web of Science, Cochrane Central Register of Controlled Trials, and Igaku Chuo Zasshi from inception of each database to March 21, 2024.
    METHODS: Two authors independently screened study titles and abstracts to identify potentially relevant studies. Subsequently, two reviewers independently assessed the eligibility of the studies based on full-text reviews and extracted the data. They calculated the pooled effect estimates associated with pre-registration nursing students\' knowledge and skills, confidence, and satisfaction using a random-effects meta-analytic model.
    RESULTS: Among the 1615 records identified, 128 studies were identified. Following full-text evaluation, 38 studies were included in the systematic review. The meta-analysis included 34 studies. XR had significant positive effects on knowledge (N = 1926, standard mean difference [SMD] = 0.55, 95 % confidence interval [CI]: 0.34 to 0.77), skills (N = 904, SMD = 1.00, 95 % CI: 0.46 to 1.54), and satisfaction (N = 574, SMD = 1.19, 95 % CI: 0.09 to 2.30). In particular, immersive virtual reality (VR) had significant positive effects on knowledge (N = 707, SMD = 0.60, 95%CI: 0.36 to 0.83), skills (N = 302, SMD = 1.60, 95%CI: 0.70 to 2.50), and satisfaction (N = 406; SMD = 1.63, 95%CI: 0.04 to 3.22).
    CONCLUSIONS: XR may be a viable teaching strategy for improving knowledge, skills, and satisfaction acquisition. In particular, immersive VR improves knowledge, skills, and satisfaction. XR could not be a direct replacement for traditional methods but can complement pre-registration nursing students\' traditional education methods.
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  • 文章类型: Journal Article
    背景:基于模拟的护理教育中沉浸式技术的采用显着增长,提供资源限制的解决方案,并实现对临床环境的安全访问。尽管有其优势,关于沉浸式技术的有效性,仍然有各种各样的报道。验证沉浸式技术在护理教育中的有效性对于未来的教育计划至关重要。
    目的:本系统综述旨在确定针对本科护生的沉浸式技术教育的内容,并评估与传统教学方法相比,沉浸式技术的有效性。
    方法:使用四个数据库进行文献检索:PubMed,护理和相关健康文献累积指数(CINAHL),Embase,和WebofScience,最新搜索于2023年1月19日完成。纳入标准如下:参与者是本科护理学生;研究以韩语或英语发表;设计包括随机对照试验(RCT)或非随机研究;干预涉及虚拟现实(VR),增强现实(AR)混合现实(MR),或扩展现实(XR)。使用Cochrane偏倚风险工具(RoB2)的第2版和非随机研究偏倚风险评估工具(RoBANS)进行质量评估。纳入研究的主要结果根据新世界柯克帕特里克模型(NWKM)进行分类,范围从1级(反应)到4级(结果)。采用RevMan5.4软件进行Meta分析。由于meta分析结果的异质性,进行了亚组分析.建议的分级,评估,发展,采用了评估(GRADE)方法来评估确定性并综合相关文献的结果。
    结果:共纳入23项研究,参与者人数从33到289不等。19项研究采用VR模拟各种护理场景,包括灾难训练,复苏,健康评估,和家庭保健。四项研究利用了AR技术。15项研究涉及虚拟患者的场景。基于NWKM,主要结果变量被归类为1级(可用性和满意度),二级(知识,动机,信心,性能,态度,和自我效能感),和3级(临床推理)。在选定的研究中没有发现4级结果。荟萃分析的亚组分析结果表明,基于沉浸式技术的护理教育比传统教育更有效(标准均差(SMD)=0.59,95%置信区间(CI)=0.28-0.90,P<.001,I2=49%)。此外,实验组和对照组之间的置信度存在显着差异(SMD=0.70,95%CI=0.05-1.35,P=0.03,I2=82%),和自我效能感(SMD=0.86,95%CI=0.42-1.30;P<.001,I2=63%)。
    结论:这些发现支持沉浸式技术教育对护理本科生的有效性,尽管方法和干预措施存在异质性。我们建议应进行长期队列研究,以评估基于沉浸式技术的护理教育对NWKM4级的影响。
    背景:
    BACKGROUND: The adoption of immersive technology in simulation-based nursing education has grown significantly, offering a solution to resource limitations and enabling safe access to clinical environments. Despite its advantages, there are still diverse reports regarding the effectiveness of immersive technology. It is crucial to verify the effectiveness of immersive technology in nursing education to inform future educational programs.
    OBJECTIVE: This systematic review aimed to identify the contents of immersive technology-based education for undergraduate nursing students and evaluate the effectiveness of immersive technology compared to traditional teaching methods.
    METHODS: A literature search was performed using 4 databases: PubMed, CINAHL, Embase, and Web of Science; the latest search was completed on January 19, 2023. The inclusion criteria were as follows: participants were undergraduate nursing students; studies were published in Korean or English; designs included randomized controlled trials (RCTs) or nonrandomized studies; and interventions involved virtual reality (VR), augmented reality (AR), mixed reality, or extended reality. Quality assessment was conducted using Cochrane Risk-of-Bias Tool version 2 for RCTs and the Risk-of-Bias Assessment Tool for Nonrandomized Studies. The main outcomes of the included studies were classified according to the New World Kirkpatrick Model (NWKM), ranging from level 1 (reaction) to level 4 (results). Meta-analysis was conducted using RevMan 5.4 software, and subgroup analysis was conducted due to heterogeneity of the results of the meta-analysis. The Grading of Recommendations, Assessment, Development, and Evaluation approach was adopted for assessing certainty and synthesizing results of the relevant literature.
    RESULTS: A total of 23 studies were included, with participant numbers ranging from 33 to 289. Of these, 19 (82.6%) studies adopted VR to simulate various nursing scenarios, including disaster training, resuscitation, health assessments, and home health care; 4 (17.4%) studies used AR technologies; and 15 (65.2%) studies involved virtual patients in their scenarios. Based on the NWKM, the main outcome variables were classified as level 1 (usability and satisfaction), level 2 (knowledge, motivation, confidence, performance, attitude, and self-efficacy), and level 3 (clinical reasoning); level 4 outcomes were not found in the selected studies. Results of the subgroup analysis showed that immersive technology-based nursing education is more effective than traditional education in knowledge attainment (standard mean difference [SMD]=0.59, 95% CI 0.28-0.90, P<.001, I2=49%). Additionally, there were significant difference differences between the experimental and control group in confidence (SMD=0.70, 95% CI 0.05-1.35, P=.03, I2=82%) and self-efficacy (SMD=0.86, 95% CI 0.42-1.30, P<.001, I2=63%).
    CONCLUSIONS: These findings support the effectiveness of immersive technology-based education for undergraduate nursing students, despite heterogeneity in methods and interventions. We suggest that long-term cohort studies be conducted to evaluate the effects of immersive technology-based nursing education on NWKM level 4.
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  • 文章类型: Journal Article
    目的:全膝关节置换术(TKA)患者常出现严重的术后疼痛,严重阻碍了术后康复。扩展现实(XR)包括虚拟现实,增强现实,和混合现实,已越来越多地用于缓解TKA后的疼痛。这项研究的目的是评估XR缓解TKA后疼痛的有效性。
    方法:包括PubMed、Embase,WebofScience,Cochrane中央对照试验登记册(中央),从开始到2023年7月20日,搜索了clinicaltrials.gov的研究。结果是疼痛评分,焦虑评分,和与疼痛相关的生理参数。使用ReviewManager5.4软件进行Meta分析。
    结果:总体而言,纳入11项随机对照试验(RCTs),共887例患者。汇总结果显示XR的疼痛评分较低(SMD=-0.31,95%CI[-0.46至-0.16],P<0.0001)和焦虑评分(MD=-3.95,95%CI[-7.76至-0.13],P=0.04)比常规方法。亚组分析显示,XR在术后2周内疼痛评分较低(SMD=-0.49,95%CI[-0.76至-0.22],P=0.0004),XR与常规方法联合应用时疼痛评分较低(SMD=-0.43,95%CI[-0.65至-0.20],P=0.0002)。
    结论:本系统综述和荟萃分析发现,应用XR可显著减轻TKA术后疼痛和焦虑。当XR与常规方法结合使用时,术后疼痛可有效缓解,尤其是术后2周内。XR是一种有效的非药物镇痛方案。
    OBJECTIVE: Patients with total knee arthroplasty (TKA) often suffer from severe postoperative pain, which seriously hinders postoperative rehabilitation. Extended reality (XR), including virtual reality, augmented reality, and mixed reality, has been increasingly used to relieve pain after TKA. The purpose of this study was to evaluate the effectiveness of XR on relieving pain after TKA.
    METHODS: The electronic databases including PubMed, Embase, Web of Science, Cochrane Central Register of Controlled Trials (CENTRAL), and clinicaltrials.gov were searched for studies from inception to July 20, 2023. The outcomes were pain score, anxiety score, and physiological parameters related to pain. Meta-analysis was performed using the Review Manager 5.4 software.
    RESULTS: Overall, 11 randomized control trials (RCTs) with 887 patients were included. The pooled results showed XR had lower pain scores (SMD = - 0.31, 95% CI [- 0.46 to - 0.16], P < 0.0001) and anxiety scores (MD = - 3.95, 95% CI [- 7.76 to - 0.13], P = 0.04) than conventional methods. The subgroup analysis revealed XR had lower pain scores within 2 weeks postoperatively (SMD = - 0.49, 95% CI [- 0.76 to - 0.22], P = 0.0004) and XR had lower pain scores when applying XR combined with conventional methods (SMD = - 0.43, 95% CI [- 0.65 to - 0.20], P = 0.0002).
    CONCLUSIONS: This systematic review and meta-analysis found applying XR could significantly reduce postoperative pain and anxiety after TKA. When XR was combined with conventional methods, postoperative pain can be effectively relieved, especially within 2 weeks after the operation. XR is an effective non-pharmacological analgesia scheme.
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  • 文章类型: Journal Article
    目的:虚拟现实(VR)和增强现实(AR)是创新技术,在医疗保健行业中具有广泛的潜在应用。这项研究的目的是通过进行范围审查来研究AR和VR在鼻学中的应用。
    方法:PubMed,Scopus,和Embase。
    方法:根据PRISM-ScR指南,使用PubMed,Scopus,和Embase。
    结果:1996年至2023年的49篇文章符合审查标准。发现了五种广泛类型的AR和/或VR应用:术前,术中,培训/教育,可行性,和技术。随后的临床领域得到了认可:颅脑手术,鼻内窥镜检查,经蝶窦手术,颅底手术,内窥镜鼻窦手术,和鼻窦恶性肿瘤.
    结论:AR和VR在鼻科有广泛的应用。用于手术导航的AR可能在颅底手术和内窥镜鼻窦手术中具有最大的潜力。VR可以用作外科医生和住院医师的吸引人的培训工具,也可以用作接受基于办公室的手术的患者的分散镇痛。额外的研究对于进一步了解这些技术对可测量的临床结果的实际影响至关重要。喉镜,2024.
    OBJECTIVE: Virtual reality (VR) and augmented reality (AR) are innovative technologies that have a wide range of potential applications in the health care industry. The aim of this study was to investigate the body of research on AR and VR applications in rhinology by performing a scoping review.
    METHODS: PubMed, Scopus, and Embase.
    METHODS: According to PRISM-ScR guidelines, a scoping review of literature on the application of AR and/or VR in the context of Rhinology was conducted using PubMed, Scopus, and Embase.
    RESULTS: Forty-nine articles from 1996 to 2023 met the criteria for review. Five broad types of AR and/or VR applications were found: preoperative, intraoperative, training/education, feasibility, and technical. The subsequent clinical domains were recognized: craniovertebral surgery, nasal endoscopy, transsphenoidal surgery, skull base surgery, endoscopic sinus surgery, and sinonasal malignancies.
    CONCLUSIONS: AR and VR have comprehensive applications in Rhinology. AR for surgical navigation may have the most emerging potential in skull base surgery and endoscopic sinus surgery. VR can be utilized as an engaging training tool for surgeons and residents and as a distraction analgesia for patients undergoing office-based procedures. Additional research is essential to further understand the tangible effects of these technologies on measurable clinical results. Laryngoscope, 2024.
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  • 文章类型: Journal Article
    来自高分辨率体积成像的3D数据是现代医学诊断和治疗的中心资源。虽然人工智能的快速发展增强了成像和分析,常用的可视化方法远远落后。最近的研究使用扩展现实(XR)来感知具有视觉深度感知和触摸的3D图像,但使用了限制性触觉设备。虽然无限制触摸有利于体积数据检查,实现与XR的自然触觉交互是具有挑战性的。研究的问题是,具有直观触觉交互的多感官XR应用程序是否会增加价值,并且应该追求。在一项研究中,研究和医学领域的24位生物医学图像专家探索了3种应用的3D医学形状:使用触觉手套的多感官虚拟现实(VR)原型,一个使用控制器的简单VR原型,和一个标准的PC应用程序。标准化问卷的结果显示,在可用性方面,所有应用程序类型之间没有显着差异,在存在方面,两个VR应用程序之间也没有显着差异。参与者同意VR可视化提供更好的深度信息,使用手而不是控制器简化了数据探索,多感官VR原型允许直观的数据探索,优于传统的数据检查方法。虽然大多数参与者提到手动交互是最好的方面,他们还发现它是最可改进的。我们得出的结论是,具有改进的手动交互功能的多感官XR应用程序为体积生物医学数据检查增加了价值。我们将继续我们的开源研究项目ISH3DE(直观的立体触觉3D数据探索)为医学教育服务,治疗决策,手术准备,或研究数据分析。
    3D data from high-resolution volumetric imaging is a central resource for diagnosis and treatment in modern medicine. While the fast development of AI enhances imaging and analysis, commonly used visualization methods lag far behind. Recent research used extended reality (XR) for perceiving 3D images with visual depth perception and touch but used restrictive haptic devices. While unrestricted touch benefits volumetric data examination, implementing natural haptic interaction with XR is challenging. The research question is whether a multisensory XR application with intuitive haptic interaction adds value and should be pursued. In a study, 24 experts for biomedical images in research and medicine explored 3D medical shapes with 3 applications: a multisensory virtual reality (VR) prototype using haptic gloves, a simple VR prototype using controllers, and a standard PC application. Results of standardized questionnaires showed no significant differences between all application types regarding usability and no significant difference between both VR applications regarding presence. Participants agreed to statements that VR visualizations provide better depth information, using the hands instead of controllers simplifies data exploration, the multisensory VR prototype allows intuitive data exploration, and it is beneficial over traditional data examination methods. While most participants mentioned manual interaction as the best aspect, they also found it the most improvable. We conclude that a multisensory XR application with improved manual interaction adds value for volumetric biomedical data examination. We will proceed with our open-source research project ISH3DE (Intuitive Stereoptic Haptic 3D Data Exploration) to serve medical education, therapeutic decisions, surgery preparations, or research data analysis.
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