Immersive technologies

  • 文章类型: Editorial
    沉浸式现实,如增强现实(AR),虚拟现实(VR)混合现实(MR)以及所有尚未引入的未来现实,提供变革潜力作为一种新的教学方法。护理教育中的VR和AR技术为学生提供身临其境的体验,并使他们能够在安全和受控的学习环境中练习临床技能。然而,VR和AR开发者,以及创建模拟场景的教育工作者,必须解决道德方面的考虑,如可访问性,多样性,并纳入设计和实施过程。虽然这些创新技术很有前景,必须以安全有效的方式提供。这篇社论深入研究了设计和实施AR和VR作为护理教育中身临其境的现实所涉及的道德考虑。
    Immersive realities such as Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and all future realities yet to be introduced, offer transformative potential as a new teaching methodology. VR and AR technologies in nursing education provide immersive experiences to students and allow them to practice clinical skills in a safe and controlled learning environment. However, VR and AR developers, along with educators who create simulated scenarios, must address ethical considerations such as accessibility, diversity, and inclusion in the design and implementation processes. While these innovative technologies are promising, they must be offered in a safe and effective manner. This editorial delves into ethical considerations that are involved in designing and implementing AR and VR as immersive realities in nursing education.
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  • 文章类型: Journal Article
    AI技术有可能改变患者护理。人工智能已被用于帮助精神疾病的鉴别诊断和治疗计划,管理治疗方案,协助解释认知测试,和病人的治疗计划。尽管取得了进步,AI具有明显的局限性,并且仍未得到充分研究,需要进一步研究其在患者护理中的优势和局限性。这项研究探索了AI(Chat-GPT3.5)的反应,并培训了临床医生对常见患者问题的回答。
    三位临床医生和AI对5个痴呆/老年病相关问题做出了回应。第四个人分析了答案,为清楚起见,失明的临床医生,准确度,相关性,深度,以及易于理解和确定AI生成的响应。
    在所有响应中,AI响应在易于理解和深度方面被评为最高,并且为清晰起见并列第一。准确度,和相关性。AI产生的反应评分为4.6/5(SD=0.26);临床医生的反应为4.3(SD=0.67),4.2(SD=0.52),和3.9(SD=0.59),分别。AI生成的答案在4/5实例中被识别。
    与临床医生的回答相比,AI对每个问题的评价更高,更一致,表明AI可以对潜在的患者问题产生良好的反应。然而,AI反应很容易与临床医生区分开来。尽管AI有可能对医疗保健产生积极影响,人们担心人工智能很难从人类生成的材料中辨别出来,错误信息扩散的可能性增加,数据安全问题,还有更多.
    UNASSIGNED: AI technologies have the potential to transform patient care. AI has been used to aid in differential diagnosis and treatment planning for psychiatric disorders, administer therapeutic protocols, assist with interpretation of cognitive testing, and patient treatment planning. Despite advancements, AI has notable limitations and remains understudied and further research on its strengths and limitations in patient care is required. This study explored the responses of AI (Chat-GPT 3.5) and trained clinicians to commonly asked patient questions.
    UNASSIGNED: Three clinicians and AI provided responses to five dementia/geriatric healthcare-related questions. Responses were analyzed by a fourth, blinded clinician for clarity, accuracy, relevance, depth, and ease of understanding and to determine which response was AI generated.
    UNASSIGNED: AI responses were rated highest in ease of understanding and depth across all responses and tied for first for clarity, accuracy, and relevance. The rating for AI generated responses was 4.6/5 (SD = 0.26); the clinician s\' responses were 4.3 (SD = 0.67), 4.2 (SD = 0.52), and 3.9 (SD = 0.59), respectively. The AI generated answers were identified in 4/5 instances.
    UNASSIGNED: AI responses were rated more highly and consistently on each question individually and overall than clinician answers demonstrating that AI could produce good responses to potential patient questions. However, AI responses were easily distinguishable from those of clinicians. Although AI has the potential to positively impact healthcare, concerns are raised regarding difficulties discerning AI from human generated material, the increased potential for proliferation of misinformation, data security concerns, and more.
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  • 文章类型: Journal Article
    本文介绍了从系统文献综述(SLR)中获得的有关使用隐喻和扩展技术进行沉浸式新闻的数据[1]。布尔运算符,英语和西班牙语,用于使用Scopus上的Publish或Perish8软件检索科学文献,2017年至2022年之间的WebofScience和GoogleScholar。在找到所有的科学文献之后,使用选择标准并遵循PRISMA模型进行了方法学过程,获得了总共61篇科学论文的样本.使用DESLOCIS框架对检索到的数据进行评估以及定量和定性分析。第一个数据集[2]包含根据PRISMA语句的阶段检索的出版物的元数据。第二个数据集[3]包含根据DESLOCIS框架的这些出版物的特征。这些数据提供了在沉浸式新闻领域开发新的纵向研究和荟萃分析的可能性。
    This article presents the data obtained from a Systematic Literature Review (SLR) on the use of metaverse and extended technologies for immersive journalism [1]. Boolean operators, both in English and Spanish, were used to retrieve scientific literature using Publish or Perish 8 software on Scopus, Web of Science and Google Scholar between 2017 and 2022. After finding all the scientific literature, a methodological process was carried out using selection criteria and following the PRISMA model to obtain a total sample of 61 scientific articles. The DESLOCIS framework was used for the evaluation and quantitative and qualitative analysis of the retrieved data. The first dataset [2] contains the metadata of the retrieved publications according to the phases of the PRISMA statement. The second dataset [3] contains the characteristics of these publications according to the DESLOCIS framework. The data offer the possibility to develop new longitudinal studies and meta-analyzes in the field of immersive journalism.
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  • 文章类型: Journal Article
    背景:抑郁症显著影响生活质量,影响全球约2.8亿人。然而,只有16.5%的受影响者接受治疗,表明治疗差距很大。虚拟现实(VR)和增强现实等沉浸式技术(IMT)通过创建用于治疗干预的沉浸式环境,为治疗抑郁症提供了新的途径。尽管有潜力,目前关于设计的证据存在显著差距,实施,以及使用IMT治疗抑郁症。
    目的:我们旨在绘制针对抑郁症治疗的IMT干预措施的现有证据。
    方法:这次范围审查遵循了一个方法论框架,我们系统地搜索了关于IMT和抑郁症研究的数据库。重点是涉及成人和使用IMT的随机临床试验。选择和制图过程涉及多个审阅者,以最大程度地减少偏见。
    结果:搜索确定了16篇同行评审的文章,主要来自欧洲(n=10,63%),值得注意的是波兰(n=9,56%),贡献了超过一半的文章。大多数研究(9/16,56%)是在2020年至2021年之间进行的。关于参与者的人口统计,在16篇文章中,5(31%)仅涉及女性参与者,7名(44%)参与者的平均或中位年龄>60岁.关于技术方面,所有的研究都集中在VR上,大多数使用独立VR耳机(14/16,88%),干预措施通常为2到8周,主要在医院设置(11/16,69%)。16项研究中只有2项(13%)提到使用特定的VR设计框架来计划干预措施。最常用的治疗方法是Ericksonian心理治疗,在56%(9/16)的研究中使用。值得注意的是,没有一篇文章报告使用了实施框架,也没有发现实施的障碍和促成因素。
    结论:本范围审查强调了使用IMT的兴趣与日俱增,尤其是VR,但强调需要更包容和全面的研究。未来的研究应该探索不同的治疗方法和成本效益,以及纳入增强现实,以充分发挥IMT在精神保健中的潜力。
    BACKGROUND: Depression significantly impacts quality of life, affecting approximately 280 million people worldwide. However, only 16.5% of those affected receive treatment, indicating a substantial treatment gap. Immersive technologies (IMTs) such as virtual reality (VR) and augmented reality offer new avenues for treating depression by creating immersive environments for therapeutic interventions. Despite their potential, significant gaps exist in the current evidence regarding the design, implementation, and use of IMTs for depression care.
    OBJECTIVE: We aim to map the available evidence on IMT interventions targeting depression treatment.
    METHODS: This scoping review followed a methodological framework, and we systematically searched databases for studies on IMTs and depression. The focus was on randomized clinical trials involving adults and using IMTs. The selection and charting process involved multiple reviewers to minimize bias.
    RESULTS: The search identified 16 peer-reviewed articles, predominantly from Europe (n=10, 63%), with a notable emphasis on Poland (n=9, 56%), which contributed to more than half of the articles. Most of the studies (9/16, 56%) were conducted between 2020 and 2021. Regarding participant demographics, of the 16 articles, 5 (31%) exclusively involved female participants, and 7 (44%) featured participants whose mean or median age was >60 years. Regarding technical aspects, all studies focused on VR, with most using stand-alone VR headsets (14/16, 88%), and interventions typically ranging from 2 to 8 weeks, predominantly in hospital settings (11/16, 69%). Only 2 (13%) of the 16 studies mentioned using a specific VR design framework in planning their interventions. The most frequently used therapeutic approach was Ericksonian psychotherapy, used in 56% (9/16) of the studies. Notably, none of the articles reported using an implementation framework or identified barriers and enablers to implementation.
    CONCLUSIONS: This scoping review highlights the growing interest in using IMTs, particularly VR, for depression treatment but emphasizes the need for more inclusive and comprehensive research. Future studies should explore varied therapeutic approaches and cost-effectiveness as well as the inclusion of augmented reality to fully realize the potential of IMTs in mental health care.
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  • 文章类型: Systematic Review
    本综述旨在确定沉浸式虚拟现实(VR)和增强现实(AR)技术在多大程度上提高医学教育和培训中医疗保健专业人员的特定能力,与传统的教育方法或没有干预相反。
    遵守PRISMA指南和PICOS方法,我们在主要数据库中进行了系统的文献检索,以确定研究VR和AR在医学教育中的应用.根据PICOS标准筛选和分类合格的研究。采用描述性统计和卡方检验对数据进行分析,对于小样本量或特定条件,辅以Fisher检验。
    分析涉及对工作阶段进行交叉制表(开发和测试,Results,评估的)和感兴趣的变量(性能,订婚,绩效和参与度,有效性,没有评估)针对使用的技术类型。卡方检验评估了这些分类变量之间的关联。
    共纳入28项研究,大多数人报告说,使用沉浸式技术会增加或产生积极影响。VR是最常被研究的技术,特别是在“性能”和“结果”阶段。卡方分析,皮尔逊值接近显著性(p=0.052),提示VR与改善的结果相关的趋势不显著。
    结果表明,VR是医学教育技术研究领域的普遍工具,具有提高教育成果的积极趋势。然而,统计分析没有显示出显著的关联,这表明需要用更大的样本量进行进一步的研究。这篇综述强调了沉浸式技术在加强医学培训方面的潜力,但仍需要更严格的研究来建立其疗效的明确证据。
    UNASSIGNED: This umbrella review aims to ascertain the extent to which immersive Virtual Reality (VR) and Augmented Reality (AR) technologies improve specific competencies in healthcare professionals within medical education and training, in contrast to traditional educational methods or no intervention.
    UNASSIGNED: Adhering to PRISMA guidelines and the PICOS approach, a systematic literature search was conducted across major databases to identify studies examining the use of VR and AR in medical education. Eligible studies were screened and categorized based on the PICOS criteria. Descriptive statistics and chi-square tests were employed to analyze the data, supplemented by the Fisher test for small sample sizes or specific conditions.
    UNASSIGNED: The analysis involved cross-tabulating the stages of work (Development and Testing, Results, Evaluated) and variables of interest (Performance, Engagement, Performance and Engagement, Effectiveness, no evaluated) against the types of technologies used. Chi-square tests assessed the associations between these categorical variables.
    UNASSIGNED: A total of 28 studies were included, with the majority reporting increased or positive effects from the use of immersive technologies. VR was the most frequently studied technology, particularly in the \"Performance\" and \"Results\" stages. The chi-square analysis, with a Pearson value close to significance (p = 0.052), suggested a non-significant trend toward the association of VR with improved outcomes.
    UNASSIGNED: The results indicate that VR is a prevalent tool in the research landscape of medical education technologies, with a positive trend toward enhancing educational outcomes. However, the statistical analysis did not reveal a significant association, suggesting the need for further research with larger sample sizes. This review underscores the potential of immersive technologies to enhance medical training yet calls for more rigorous studies to establish definitive evidence of their efficacy.
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  • 文章类型: Journal Article
    虚拟现实(VR)是一种有效的教育工具,在医学培训中具有未开发的潜力。然而,它融入医学院面临着诸如网络疾病和医学生和专业人员犹豫不决等挑战。值得注意的是,没有对学生和教育工作者接受医学教育VR应用的系统评估。在我们的单中心研究中,我们招收了133名医学生和14名医学教育工作者。在对已建立的VR解剖应用程序进行实际演示之后,共享你VR,参与者完成了基于技术接受模型(TAM)的自我报告调查,探索用户对信息技术的接受程度,并关注感知有用性(PU),感知易用性(PEU),以及对使用的态度(ATU)。我们还寻求有关VR在医学教育中的潜在未来应用的见解。我们的发现表明,在结构化暴露于VR后,医学生和教育工作者的接受程度很高,对所有三个TAM变量(PU,PEU,和ATU)。有趣的是,实践经验影响了接受度。学生设想VR在解剖学方面的好处,手术,急诊医学,以及与患者的沟通技巧训练。学生和教育工作者都认为VR可以增强传统方法并补充现有课程,通过VR培训应用程序为医学生提供更好的准备。总之,我们的结果证明了学生和教育工作者对沉浸式技术的接受度,包括VR,在医学教育中。重要的是,数据表明,在这一领域采用VR将受到欢迎而不是抵制,潜在地提高学生的自我效能感,丰富医学院课程。
    Virtual reality (VR) is a potent educational tool with untapped potential in medical training. However, its integration into medical schools faces challenges such as cybersickness and hesitancy among medical students and professionals. Notably, there has been no systematic assessment of the acceptance of medical educational VR applications by both students and educators. In our single-center study, we enrolled 133 medical students and 14 medical educators. Following a practical demonstration of the established VR anatomy application, Sharecare YOU VR, participants completed a self-reporting survey based on the Technology Acceptance Model (TAM), exploring user acceptance of information technologies and focusing on perceived usefulness (PU), perceived ease of use (PEU), and attitude toward using (ATU). We also sought insights into potential future applications of VR in medical education. Our findings indicate a high level of acceptance among medical students and educators upon structured exposure to VR with significantly positive responses for all three TAM variables (PU, PEU, and ATU). Intriguingly, hands-on experience influenced acceptance. Students envisioned VR\'s benefits in anatomy, surgery, emergency medicine, and communication skill training with patients. Both students and educators believed that VR could enhance traditional approaches and complement the existing curriculum, anticipating improved preparedness for medical students through VR training applications. In conclusion, our results demonstrate the receptivity of both students and educators to immersive technologies, including VR, in medical education. Importantly, the data suggest that the adoption of VR in this field would be welcomed rather than resisted, potentially enhancing students\' self-efficacy and enriching the medical school curriculum.
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  • 文章类型: Journal Article
    医学扩展现实(MXR)已成为医疗保健和沉浸式技术交汇的动态领域,包含虚拟,增强,以及跨广泛医学学科的混合现实应用。尽管其快速增长并得到监管机构的认可,该领域缺乏标准化的分类法来对其多样化的研究和应用进行分类。这个美国医学扩展现实协会指南,由《医学扩展现实杂志》编辑委员会撰写,介绍了MXR的综合分类法,通过专家的多学科和国际合作发展。该指南旨在使术语标准化,对现有工作进行分类,并为MXR的未来研究和开发提供了一个结构化的框架。召集了一个国际和多学科专家小组,根据出版物跟踪记录选择,对MXR的贡献,其他客观措施。通过一个迭代过程,小组确定了MXR中的主要和次要主题。这些主题经过了几轮审查,导致最终分类法。分类法包括13个主要主题,共同扩展为180个次要主题,展示了该领域的广度和深度。分类法的核心是五个总体领域:(1)技术集成和创新;(2)设计,发展,和部署;(3)临床和治疗应用;(4)教育,培训,和沟通;和(5)道德,监管,和社会经济考虑。开发的分类法提供了一个框架,用于对MXR中的各种研究和应用进行分类。它可以作为研究人员的基础工具,临床医生,资助者,学术出版商,和监管机构,在这个快速发展的领域促进更清晰的沟通和分类。随着MXR的不断发展,这种分类法将有助于指导其发展,并确保对其多面性有凝聚力的理解。
    Medical extended reality (MXR) has emerged as a dynamic field at the intersection of health care and immersive technology, encompassing virtual, augmented, and mixed reality applications across a wide range of medical disciplines. Despite its rapid growth and recognition by regulatory bodies, the field lacks a standardized taxonomy to categorize its diverse research and applications. This American Medical Extended Reality Association guideline, authored by the editorial board of the Journal of Medical Extended Reality, introduces a comprehensive taxonomy for MXR, developed through a multidisciplinary and international collaboration of experts. The guideline seeks to standardize terminology, categorize existing work, and provide a structured framework for future research and development in MXR. An international and multidisciplinary panel of experts was convened, selected based on publication track record, contributions to MXR, and other objective measures. Through an iterative process, the panel identified primary and secondary topics in MXR. These topics were refined over several rounds of review, leading to the final taxonomy. The taxonomy comprises 13 primary topics that jointly expand into 180 secondary topics, demonstrating the field\'s breadth and depth. At the core of the taxonomy are five overarching domains: (1) technological integration and innovation; (2) design, development, and deployment; (3) clinical and therapeutic applications; (4) education, training, and communication; and (5) ethical, regulatory, and socioeconomic considerations. The developed taxonomy offers a framework for categorizing the diverse research and applications within MXR. It may serve as a foundational tool for researchers, clinicians, funders, academic publishers, and regulators, facilitating clearer communication and categorization in this rapidly evolving field. As MXR continues to grow, this taxonomy will be instrumental in guiding its development and ensuring a cohesive understanding of its multifaceted nature.
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  • 文章类型: Journal Article
    利用沉浸式技术重新引入环境背景(即,视觉,听觉,和嗅觉提示)在感官测试中一直是提高小组成员参与度的研究领域之一。当前的研究试图了解在沉浸式空间中配对智能扬声器问卷是否可以通过增强生态有效性来积极影响小组成员的体验。为此,受试者进行了沉浸式消费者测试,其中使用传统的基于计算机的调查收集了响应,一种智能演讲者的方法,将计算机问卷的直接翻译为需要数字回答的口头调查,和一个优化的智能扬声器调查与替代问题格式需要口头基于单词的回答。测试后,参与者回答了参与问卷(EQ),以评估参与者在测试过程中的参与度,和系统可用性量表(SUS)调查,以了解易用性,和潜在的采用,在研究中使用各种调查技术。结果表明,传统的基于计算机的调查是最有吸引力的(p<0.001)和可用的(p<0.001),在两个智能扬声器调查之间没有发现差异(分别为p=0.803和p=0.577)。这表明,针对智能扬声器调查的建议优化不够强大,无法影响参与度和可用性。需要进一步的研究来增强他们的对话能力。
    Utilizing immersive technologies to reintroduce the environmental context (i.e., visual, auditory, and olfactory cues) in sensory testing has been one area of research for improving panelist engagement. The current study sought to understand whether pairing smart-speaker questionnaires in immersive spaces could positively affect the panelist experience through enhanced ecological validity. To this end, subjects performed an immersive consumer test in which responses were collected using a traditional computer-based survey, a smart-speaker approach incorporating a direct translation of the computer questionnaire into a verbal survey requiring numeric responses, and an optimized smart-speaker survey with alternative question formatting requiring spoken word-based responses. After testing, participants answered the Engagement Questionnaire (EQ) to assess participant engagement during the test, and the System Usability Scale (SUS) survey to understand the ease, and potential adoption, of using the various survey technologies in the study. Results indicated that the traditional computer-based survey was the most engaging (p < 0.001) and usable (p < 0.001), with no differences found between the two smart-speaker surveys (p = 0.803 and p = 0.577, respectively). This suggests that the proposed optimizations for the smart-speaker surveys were not robust enough to influence engagement and usability, and further research is needed to enhance their conversational capabilities.
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  • 文章类型: Journal Article
    这项研究旨在进行系统的审查,其中包括有关在远程教育中使用沉浸式技术的研究。为此,通过搜索WebofScience检测到的132项研究,埃里克,审查了泰勒和弗朗西斯和教育全文(EBSCO)数据库。使用内容分析法对这些研究进行了分析。作为分析的结果,据观察,调查该主题的第一项研究是在2002年进行的,相关研究的数量多年来有所增加。此外,这些研究主要是定量进行的,主要是期刊文章,主要来自中国和美国。此外,这些研究的样本组主要由大学生组成。因此,他们主要使用学习成绩和动机变量。此外,这些研究主要在科学和医学教育学科进行。当这些研究从出版物期刊的角度进行评估时,确定它们主要发表在“教育科学”和“计算机与教育”期刊上。它们也包括在各种会议范围内出版的会议记录中。当研究中的应用平台被检查时,确定主要使用UNITY和ARTUTOR平台。研究结果表明,学业成绩和动机的提高是此类技术报道最多的优势之一。另一方面,使用这些技术和互联网时引起的问题是研究中报告最多的困难。最后,该综述对未来的研究提出了建议.
    This study aims to conduct a systematic review that includes studies on the use of immersive technologies in distance education. For this purpose, 132 studies detected by searching Web of Science, Eric, Taylor & Francis and Education Full Text (EBSCO) databases were examined. The studies were analysed using the content analysis method. As a result of the analyses, it was observed that the first study investigating the subject was conducted in 2002, and the number of related studies increased over the years. In addition, these studies were primarily conducted quantitatively, were mainly journal articles, and originated mostly from China and the USA. Moreover, the sample groups of these studies consisted mostly of university students. Therefore, they mainly used academic performance and motivation variables. Furthermore, these studies were conducted primarily in the science and medical education disciplines. When the studies were evaluated in terms of publication journals, it was determined that they were published mostly in \"Education Science\" and \"Computers & Education\" journals. They were also included in the proceedings published within the scope of various conferences. When the application platforms in the studies were examined, it was determined that the UNITY and ARTUTOR platforms were mostly used. The findings of the studies revealed that the increase in academic performance and motivation was one of the most reported advantages of such technologies. On the other hand, the problems caused while using these technologies and the internet were the most reported difficulties in the studies. Finally, the review presented suggestions for future studies.
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  • 文章类型: Systematic Review
    背景:建筑业雇用了约7%的全球人力,对全球经济的贡献约为6%。然而,统计数据表明,尽管政府和建筑公司实施了多种干预措施(包括技术应用),但建筑业仍对工作场所的死亡和伤害做出了重大贡献。最近,沉浸式技术作为一套工业4.0技术的一部分,也已成为帮助解决不良建筑职业安全与健康(OSH)绩效的可行途径。
    方法:为了广泛了解使用沉浸式技术解决的不同建筑OSH问题,使用系统评价和荟萃分析(PRISMA)方法和文献计量分析的首选报告项目,对沉浸式技术在建筑OSH管理中的应用进行了综述。这导致对从三个在线数据库(Scopus,WebofScience,和工程村)。
    结果:评论显示,文献集中于各种沉浸式技术在危险识别和可视化中的应用,安全培训,安全设计,风险感知,和评估各种建筑工程。审查确定了使用沉浸式技术的几个限制,其中包括建筑业对OSH管理所开发的沉浸式技术的采用程度低,关于沉浸式技术对健康危害的应用的研究非常有限,并且有限地关注各种沉浸式施工OSH管理技术的有效性比较。
    结论:对于未来的研究,建议确定从研究到行业实践的低过渡水平的可能原因,并为已确定的问题提供解决方案。另一个建议是研究与常规方法相比,使用沉浸式技术解决健康危害的有效性。
    The construction industry employs about 7% of global manpower and contributes about 6% to the global economy. However, statistics have depicted that the construction industry contributes significantly to workplace fatalities and injuries despite multiple interventions (including technological applications) implemented by governments and construction companies. Recently, immersive technologies as part of a suite of industry 4.0 technologies, have also strongly emerged as a viable pathway to help address poor construction occupational safety and health (OSH) performance.
    With the aim of gaining a broad view of different construction OSH issues addressed using immersive technologies, a review on the application of immersive technologies for construction OSH management is conducted using the preferred reporting items for systematic reviews and meta-analysis (PRISMA) approach and bibliometric analysis of literature. This resulted in the evaluation of 117 relevant papers collected from three online databases (Scopus, Web of Science, and Engineering Village).
    The review revealed that literature have focused on the application of various immersive technologies for hazard identification and visualization, safety training, design for safety, risk perception, and assessment in various construction works. The review identified several limitations regarding the use of immersive technologies, which include the low level of adoption of the developed immersive technologies for OSH management by the construction industry, very limited research on the application of immersive technologies for health hazards, and limited focus on the comparison of the effectiveness of various immersive technologies for construction OSH management.
    For future research, it is recommended to identify possible reasons for the low transition level from research to industry practice and proffer solutions to the identified issues. Another recommendation is the study of the effectiveness of the use of immersive technologies for addressing health hazards in comparison to the conventional methods.
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