virtual reality (VR)

虚拟现实 (VR)
  • 文章类型: Journal Article
    年轻的医疗保健专业人员和医学毕业生往往缺乏处理医疗紧急情况所需的实践经验。这不仅会导致未来医生和经验不足的医疗保健提供者之间的紧张和不安全感,但也对患者的不利结果,因为急诊医学需要快速决策,对错误的容忍度较低。可能需要新的说教方式和方法来有效解决这一缺点。沉浸式技术是强大的新型教育工具,在医学培训中具有未开发的潜力,可能特别适合急诊医学高风险领域的模拟培训。在这里,我们系统地探索了扩展现实(XR)技术的教育潜力,特别是虚拟现实(VR),在管理作为医疗紧急情况的患者时,将STEP-VR应用程序的使用与无限制的硬件设置相结合。重要的是,我们的目标是研究多个,涉及529名参与者的大型高级医学生队列,并在两年的时间内收集数据。我们通过改进的问卷测量装置处理来评估学生对培训的接受程度,内容复杂性,沉浸度,学习成功,和研讨会设计。我们的结果显示,不同学生群体和子群体的持续接受度和易用性,与大多数学生发现XR/VR参与和有利于获得急诊医学技能。重要的是,模拟疾病的患病率最低。此外,在学习体验方面,没有注意到头戴式显示器(HMD)价格范围的主要影响.结果强调了XR/VR功能在有效增强医学教育方面的潜力,特别是在高风险的临床场景和紧急护理领域,通过提供现实和可复制的沉浸式培训环境。总之,我们的研究结果表明,基于XR/VR的培训方法可以为未来的医生准备紧急医疗的复杂性做出重大贡献,鼓励将这些技术纳入医学课程。然而,必须认真考虑其对所有学生的适用性以及实施的实际挑战,强调需要进一步研究,以充分发挥其在医学教育中的潜力。
    Young healthcare professionals and medical graduates often fall short in the practical experience necessary for handling medical emergencies. This can not only lead to strained feelings of inadequacy and insecurity among future physicians and less experienced healthcare providers in general, but also to detrimental outcomes for patients as emergency medicine demands rapid decision-making with low tolerance for errors. New didactic modalities and approaches may be needed to effectively address this shortcoming. Immersive technologies are powerful novel educational tools with untapped potential in medical training, and may be particularly suitable for simulation trainings in the high-stakes field of emergency medicine.Herein, we systematically explored the educational potential of extended reality (XR) technology, particularly virtual reality (VR), in the management of patients presenting as medical emergencies, combining the use of the STEP-VR application with an untethered hardware setup.Importantly, we aimed at studying multiple, large cohorts of senior medical students involving a total of 529 participants and collecting data over a period of two years. We assessed students\' acceptance of the training through a modified questionnaire measuring device handling, content complexity, degree of immersion, learning success, and seminar design.Our results show high, sustained acceptance and ease of use across different student cohorts and subgroups, with most students finding XR/VR engaging and beneficial for acquiring emergency medicine skills. Importantly, the prevalence of simulation sickness was minimal. Moreover, no major effect of the head-mounted displays (HMDs) price range was noted with regard to the learning experience. The results underscore the potential of XR/VR capabilities in effectively enhancing medical education, particularly in areas of high-stakes clinical scenarios and emergency care, by providing realistic and reproducible immersive training environments.In summary, our findings suggest that XR/VR-based training approaches could significantly contribute to preparing future physicians for the complexities of emergency medical care, encouraging the integration of such technologies into medical curricula. However, careful consideration must be given to its suitability for all students and the practical challenges of its implementation, highlighting the need for further research to harness its full potential for medical education.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    目的:泌尿外科二维(2D)成像的三维(3D)虚拟重建的日益普及导致了重大的技术进步,从而创建高度精确的3D虚拟模型(3DVM),忠实地复制各个解剖细节。这项技术增强了手术的现实,为外科医生提供对瞬时主观手术解剖结构的超精确见解,并改善术前手术计划。在肿瘤领域,3D虚拟重建的实用性已在保留肾单位的手术中得到证明,影响前列腺癌(PCa)的手术策略和术后结局。这项研究的目的是对3D重建和增强现实(AR)在根治性前列腺切除术(RP)中的现状和应用进行全面的叙述性回顾。
    方法:使用Medline进行非系统文献综述,PubMed,Cochrane数据库,和Embase收集临床试验信息,随机对照试验,评论文章,以及与RP中3DVM和AR相关的前瞻性和回顾性研究。搜索策略遵循PICOS(患者,干预,比较,结果,研究设计)标准,并于2024年1月进行。
    3D可视化的采用已变得广泛,应用范围从术前计划到术中咨询。泌尿外科社区对术中手术导航使用认知,虚拟,混合,RP期间的AR在大量文献中很明显,包括16项值得注意的调查。这些研究强调了将3D重建和AR整合到RP中的各种经验和好处,展示术前计划的改进,术中导航,和实时决策。
    结论:3DVM和AR技术在泌尿外科肿瘤中的整合,特别是在RP的背景下,已经显示出有希望的进步。这些技术为术前计划提供了至关重要的支持,术中导航,和实时决策,显着改善复杂解剖结构的可视化,有助于神经保留(NS)方法调制并降低阳性手术切缘(PSM)率。尽管取得了积极成果,挑战,如小型患者队列,缺乏标准化的方法,对成本和技术采用的担忧持续存在。
    OBJECTIVE: The increasing popularity of three-dimensional (3D) virtual reconstructions of two-dimensional (2D) imaging in urology has led to significant technological advancements, resulting in the creation of highly accurate 3D virtual models (3DVMs) that faithfully replicate individual anatomical details. This technology enhances surgical reality, providing surgeons with hyper-accurate insights into instantaneous subjective surgical anatomy and improving preoperative surgical planning. In the uro-oncologic field, the utility of 3D virtual reconstruction has been demonstrated in nephron-sparing surgery, impacting surgical strategy and postoperative outcomes in prostate cancer (PCa). The aim of this study is to offer a thorough narrative review of the current state and application of 3D reconstructions and augmented reality (AR) in radical prostatectomy (RP).
    METHODS: A non-systematic literature review was conducted using Medline, PubMed, the Cochrane Database, and Embase to gather information on clinical trials, randomized controlled trials, review articles, and prospective and retrospective studies related to 3DVMs and AR in RP. The search strategy followed the PICOS (Patients, Intervention, Comparison, Outcome, Study design) criteria and was performed in January 2024.
    UNASSIGNED: The adoption of 3D visualization has become widespread, with applications ranging from preoperative planning to intraoperative consultations. The urological community\'s interest in intraoperative surgical navigation using cognitive, virtual, mixed, and AR during RP is evident in a substantial body of literature, including 16 noteworthy investigations. These studies highlight the varied experiences and benefits of incorporating 3D reconstructions and AR into RP, showcasing improvements in preoperative planning, intraoperative navigation, and real-time decision-making.
    CONCLUSIONS: The integration of 3DVMs and AR technologies in urological oncology, particularly in the context of RP, has shown promising advancements. These technologies provide crucial support in preoperative planning, intraoperative navigation, and real-time decision-making, significantly improving the visualization of complex anatomical structures helping in the nerve sparing (NS) approach modulation and reducing positive surgical margin (PSM) rate. Despite positive outcomes, challenges such as small patient cohorts, lack of standardized methodologies, and concerns about costs and technology adoption persist.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    虚拟现实(VR)引导的运动图像(MI)是一种广泛用于运动康复的方法,特别是严重运动障碍患者。大多数方法从第一人称视角(1PP)提供视觉指导。从第三人称角度(3PP)进行视觉指导的MI培训仍未得到探索。我们认为3PPMI培训有其自身的优势,可以补充1PPMI。对于一些超越1PP视野的运动,如肩膀耸肩和其他轴向运动,MI适合在3PP下进行。然而,3PPMI现有范例的效率并不令人满意。我们推测3PP缺乏身体所有权(SOO)可能是一个可能的因素,并假设3PPMI可以通过在3PP化身上引发SOO来增强。根据我们的假设,提出了一种新的范例,通过从3PP诱导全身错觉(FBI)来增强3PPMI,这类似于所谓的体外体验(OBE),使用VR同步视觉触觉刺激。计算了来自31名健康参与者的运动相关区域的事件相关脑电图(EEG)去同步(ERD),并与没有“OBE”FBI诱导的对照范例进行了比较。本研究试图通过FBI诱导来增强3PPMI。它提供了一个机会,可以通过从3PP的动作观察以及从SOO到观察到的化身进行MI。我们认为3PPMI可以为有效的康复训练提供更多的可能性,当SOO可以被引出到一个虚拟的化身,目前的工作证明了它的可行性和有效性。
    Virtual reality (VR)-guided motor imagery (MI) is a widely used approach for motor rehabilitation, especially for patients with severe motor impairments. Most approaches provide visual guidance from the first-person perspective (1PP). MI training with visual guidance from the third-person perspective (3PP) remains largely unexplored. We argue that 3PP MI training has its own advantages and can supplement 1PP MI. For some movements beyond the view of 1PP, such as shoulder shrugging and other axial movements, MI are suitable performed under 3PP. However, the efficiency of existing paradigms for 3PP MI is unsatisfactory. We speculate that the absence of sense of body ownership (SOO) from 3PP could be one possible factor and hypothesize that 3PP MI could be enhanced by eliciting SOO over a 3PP avatar. Based on our hypothesis, a novel paradigm was proposed to enhance 3PP MI by inducing full-body illusion (FBI) from 3PP, which is similar to the so-called out-of-body experience (OBE), using synchronous visuo-tactile stimulus with VR. The event-related Electroencephalograph (EEG) desynchronization (ERD) at motor-related regions from 31 healthy participants were calculated and compared with a control paradigm without \"OBE\" FBI induction. This study attempts to enhance 3PP MI with FBI induction. It offers an opportunity to perform MI guided by action observation from 3PP with elicited SOO to the observed avatar. We believe that 3PP MI could provide more possibilities for effective rehabilitation training, when SOO could be elicited to a virtual avatar and the present work demonstrates its viability and effectiveness.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    背景:虚拟现实越来越多地用于健康交流。本研究旨在提出并测试健康交流中虚拟现实(VR)中感知学习效果的决定因素的集成模型。它提出心理距离对沉浸感产生负面影响,流量,和存在,积极影响感知的学习效果。
    方法:使用模糊决策试验和评估实验室方法(F-DEMATEL)和结构方程模型(SEM)来测试所提出的模型。F-DEMATEL研究的数据来自20名参与者,而SEM研究的数据是从1104名参与者收集的,最终分析中包括775个。
    结果:F-DEMATEL研究结果表明,心理距离的三个维度,情感距离,空间距离,和社会距离是因果因素。相比之下,temporal,技术,假设距离是影响因素。SEM结果证实了心理距离对流动和存在的负面影响,以及沉浸和存在对感知学习效果的积极影响。此外,存在的中介作用得到证实.
    结论:结果表明,因素之间的相互关系可以增强VR健康交流的感知学习效果。确保低心理距离和高参与度在VR交流中的关键作用也得到了证实,为VR通信从业者提供至关重要的意义。
    BACKGROUND: Virtual reality is increasingly being used for health communication. This study aimed to propose and test an integrated model of the determinants of perceived learning effectiveness in virtual reality (VR) within health communication. It proposes that psychological distance negatively affects immersion, flow, and presence, positively affecting perceived learning effectiveness.
    METHODS: The Fuzzy Decision Making Trial and Evaluation Laboratory Method (F-DEMATEL) and structural equation modeling (SEM) were used to test the proposed model. Data for the F-DEMATEL study were collected from 20 participants, whereas data for the SEM study were collected from 1104 participants, with 775 included in the final analysis.
    RESULTS: The results of the F-DEMATEL study revealed that the three dimensions of psychological distance, emotional distance, spatial distance, and social distance are causal factors. In contrast, temporal, technical, and hypothetical distance are effect factors. The SEM results confirmed the negative effects of psychological distance on flow and presence and the positive effects of immersion and presence on perceived learning effectiveness. In addition, the mediating role of presence was confirmed.
    CONCLUSIONS: The results suggest that interrelationships among the factors can enhance the perceived learning effectiveness of health communication from VR. The crucial role of ensuring low psychological distance and high engagement in VR communication is also confirmed, providing crucial implications for VR communication practitioners.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    包容性设计不会停留在消除物理障碍,如楼梯。它还涉及识别施加感官负担的建筑特征,例如已知可能引起头晕或视觉不适的重复视觉模式。为了评估它们对人体步态及其稳定性的影响,三个重复模式随机点,重复条纹,和重复波(里斯本模式)-在虚拟现实(VR)环境中以彩色和灰度变体显示。使用运动捕捉系统和肌电图(EMG)记录了八名参与者的运动。在所有试验条件下,触地前发现腿部屈肌的肌肉活动显著增加。Further,在所有测试条件下,在摆动阶段观察到横向稳定肌肉的活动增加。使用线性混合模型(LMM)对横向和垂直质心(CoM)偏差进行统计学评估。图案确实导致CoM偏移在垂直方向上而不是在横向方向上的显著增加。这些发现表明抑制和更谨慎的步态风格以及控制策略的变化。此外,我们使用算法估计值和自我报告对诱发的不适进行了量化.基于傅立叶的方法比重复条纹更有利于灰度随机点。颜色度量比随机点更有利于条纹图案。参与者报告说,波浪状的里斯本模式最具破坏性。对于建筑和结构设计,这项研究表明:(1)考虑到高度重复模式对人体视觉运动系统的影响及其行为效应,应谨慎使用;(2)彩色模式应比灰度模式更谨慎使用.
    Inclusive design does not stop at removing physical obstacles such as staircases. It also involves identifying architectural features that impose sensory burdens, such as repetitive visual patterns that are known to potentially cause dizziness or visual discomfort. In order to assess their influence on human gait and its stability, three repetitive patterns-random dots, repetitive stripes, and repetitive waves (Lisbon pattern)-were displayed in a coloured and greyscale variant in a virtual reality (VR) environment. The movements of eight participants were recorded using a motion capture system and electromyography (EMG). During all test conditions, a significant increase in the muscular activity of leg flexor muscles was identified just before touchdown. Further, an increase in the activity of laterally stabilising muscles during the swing phase was observed for all of the test conditions. The lateral and vertical centre of mass (CoM) deviation was statistically evaluated using a linear mixed model (LMM). The patterns did cause a significant increase in the CoM excursion in the vertical direction but not in the lateral direction. These findings are indicative of an inhibited and more cautious gait style and a change in control strategy. Furthermore, we quantified the induced discomfort by using both algorithmic estimates and self-reports. The Fourier-based methods favoured the greyscaled random dots over repetitive stripes. The colour metric favoured the striped pattern over the random dots. The participants reported that the wavey Lisbon pattern was the most disruptive. For architectural and structural design, this study indicates (1) that highly repetitive patterns should be used with care in consideration of their impact on the human visuomotor system and its behavioural effects and (2) that coloured patterns should be used with greater caution than greyscale patterns.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    目的评估基于虚拟现实(VR)的AO脊柱胸腰椎损伤分类系统的可靠性和可重复性。我们假设VR是一种高度可靠和可重复的方法来分类创伤性脊柱损伤。方法对26例小儿胸腰椎损伤患者的CT扫描建立VR3D模型。在VR平台和AO脊柱胸腰椎损伤分类系统上对7名骨科学员进行了教育。按主类和亚类汇总分类,两个评分者的读数间隔两周,图像顺序随机进行。通过Fleisskappa(kF)的主要分类和Krippendorffα(aK)的子分类以及每个评估者和所有评估者的95%置信区间(CI),对观察者内部可重复性进行量化。在第一次阅读的所有评估者中,主要分类的观察者间可靠性由kF和子分类的aK以及95%CI量化,第二次阅读,和所有的阅读相结合。解释如下:0-0.2:轻微;0.2-0.4:公平;0.4-0.6:中等;0.6-0.8:实质性;>0.8:几乎完全一致。结果七个评估者共提交了364个分类。对于主要分类,观察者内部的可重复性从中等(kF=0.55)到几乎完美(kF=0.94),对于子分类,观察者内部的可重复性从基本(aK=0.68)到几乎完美(aK=0.91)。对于主要类别(kF=0.71;95%CI=0.61-9.82)和亚类(aK=0.79;95%CI=0.69-0.86),所有评估者的可重复性都很高。第一次阅读的观察者间可靠性很高(kF=0.63;95%CI=0.57-0.69),第二次读数中等(kF=0.58;95%CI=0.52-0.64),和实质性(kF=0.61;95%CI=0.56-0.65)对于初级分类的所有读段。对于子分类,第一次阅读的观察者间可靠性很高(AK=0.74;95%CI=0.58-0.83),第二次读数(AK=0.70;95%CI=0.53-0.80),和所有读数(AK=0.72;95%CI=0.60-0.79)。结论根据我们的发现,VR是一种可靠且可重复的小儿脊柱创伤分类方法,除了它作为学员教育工具的能力。需要进一步的研究来评估其在其他脊柱疾病中的应用。
    Objective This study aimed to assess the reliability and reproducibility of the AO Spine Thoracolumbar Injury Classification System by using virtual reality (VR). We hypothesized that VR is a highly reliable and reproducible method to classify traumatic spine injuries. Methods VR 3D models were created from CT scans of 26 pediatric patients with thoracolumbar spine injuries. Seven orthopedic trainees were educated on the VR platform and AO Spine Thoracolumbar Injury Classification System. Classifications were summarized by primary class and subclass for both rater readings performed two weeks apart with image order randomized. Intra-observer reproducibility was quantified by Fleiss\'s kappa (kF) for primary classifications and Krippendorff\'s alpha (aK) for subclassifications along with 95% confidence intervals (CIs) for each rater and across all raters. Inter-observer reliability was quantified by kF for primary classifications and aK for subclassifications along with 95% CIs across all raters for the first read, the second read, and all reads combined. The interpretations were as follows: 0-0.2: slight; 0.2-0.4: fair; 0.4-0.6: moderate; 0.6-0.8: substantial; and >0.8: almost perfect agreement. Results A total of 364 classifications were submitted by seven raters. Intra-observer reproducibility ranged from moderate (kF=0.55) to almost perfect (kF=0.94) for primary classifications and from substantial (aK=0.68) to almost perfect (aK=0.91) for subclassifications. Reproducibility was substantial across all raters for the primary class (kF=0.71; 95% CI=0.61-9.82) and subclass (aK=0.79; 95% CI=0.69-0.86). Inter-observer reliability was substantial (kF=0.63; 95% CI=0.57-0.69) for the first read, moderate (kF=0.58; 95% CI=0.52-0.64) for the second read, and substantial (kF=0.61; 95% CI=0.56-0.65) for all reads for primary classifications. For subclassifications, inter-observer reliability was substantial (aK=0.74; 95% CI=0.58-0.83) for the first read, second read (aK=0.70; 95% CI=0.53-0.80), and all reads (aK=0.72; 95% CI=0.60-0.79). Conclusions Based on our findings, VR is a reliable and reproducible method for the classification of pediatric spine trauma, besides its ability to function as an educational tool for trainees. Further research is needed to evaluate its application for other spine conditions.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: English Abstract
    BACKGROUND: Traditional surgical training and further education has historically involved long working hours and hands-on experience within the framework of a teacher-apprentice relationship; however, changes in regulatory policy in the USA and subsequently in Switzerland and the European Union from 2003, led to restrictions in the working hours of medical residents. As a result the traditional method of surgical training \"see one, do one, teach one\" has come under scrutiny, prompting a search for alternative training methods beyond the confines of the operating theater.
    OBJECTIVE: This publication highlights the possibilities and limitations associated with the use of virtual reality (VR) and gamification in surgical training and further education. It examines the ability of these technological resources to enhance the effectiveness and engagement of medical residents and the feasibility of incorporating them into the surgical training curriculum.
    METHODS: The study was based on a literature search for current developments in surgical training, VR and gamification. Furthermore, various studies and projects that investigated the use of VR and gamification in medical training and further education were analyzed.
    CONCLUSIONS: In this investigation it could be shown that the use of VR reduces the perioperative risks and improves the training environment and learning. The use of gamification also increases the motivation and engagement of the medical residents. As a result the quality of medical education can be improved by the fusion of VR and gamification.
    UNASSIGNED: HINTERGRUND: Die traditionelle chirurgische Aus- und Weiterbildung war durch lange Arbeitszeiten und eine praktische Ausbildung im Rahmen eines Lehrer-Lehrling-Verhältnisses gekennzeichnet. Gesetzesänderungen in den Vereinigten Staaten und der Europäischen Union führten ab 2003 zu einer Reduzierung der Arbeitszeiten für Assistenzärztinnen und Assistenzärzte. In der Folge wurde der konventionelle Ausbildungsansatz „see one, do one, teach one“ aus Zeitgründen infrage gestellt und nach alternativen Ausbildungsstrategien jenseits des Operationssaals gesucht.
    UNASSIGNED: Die vorliegende Arbeit stellt Möglichkeiten und Grenzen des Einsatzes von Virtual Reality (VR) und Gamification in der chirurgischen Aus- und Weiterbildung dar. Im Fokus steht die Frage, inwiefern der Einsatz solcher Technologien die Effizienz und die Motivation von Assistenzärztinnen und Assistenzärzten steigert und inwiefern eine Integration in den chirurgischen Lehrplan möglich ist.
    METHODS: Die Arbeit basiert auf einer Literaturrecherche zu aktuellen Entwicklungen in der chirurgischen Aus- und Weiterbildung sowie zu VR und Gamification. Darüber hinaus werden verschiedene Studien und Projekte analysiert, welche den Einsatz von VR und Gamification in der medizinischen Aus- und Weiterbildung untersuchen.
    UNASSIGNED: Im Rahmen dieser Untersuchung konnte nachgewiesen werden, dass der Einsatz von VR perioperative Risiken reduziert und die Trainingsumgebung sowie das Lernen verbessert. Der Einsatz von Gamification steigert wiederum die Motivation und das Engagement der Assistenzärztinnen und Assistenzärzte. Folglich lässt sich die Qualität der medizinischen Aus- und Weiterbildung sowohl durch den Einsatz von VR als auch durch Gamification steigern.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

    求助全文

  • 文章类型: Journal Article
    慢性疼痛在退伍军人人群中以不成比例的比例普遍存在。鉴于人们对传统疼痛药物管理的担忧,许多人正在转向非药物替代治疗疼痛。虚拟现实(VR)是一种基于证据的工具,这已经被证明可以减轻住院患者的疼痛,自2019年以来,已在VASierraNevada医疗保健系统(VASNHCS)中用于此目的。鉴于在此设置中持续显示的好处,这些作者开始评估在门诊使用时对疼痛的益处(诊所的演示,在患者家中进行治疗),并在监督环境之外使用时证明安全性。在这个分析中,比较术前和术后疼痛评分时,疼痛强度平均降低22%,当比较基线疼痛评分与分析结束时,下降12.7%。患者还报告说,使用VR减轻了他们的压力,疼痛减轻,改善了他们的情绪,一些参与者能够通过使用VR减少其按需使用的疼痛药物。这些发现受到样本量小的限制;然而,这项研究提供了令人鼓舞的有益证据和未来的框架,更大规模的分析。
    Chronic pain is prevalent in the Veteran population at a disproportionate rate. Given the concerns for traditional pharmacologic management of pain, many are turning to nonpharmacologic alternatives for the treatment of pain. Virtual reality (VR) is an evidence-based tool, which has been demonstrated to reduce pain in hospitalized patients, and has been used for this purpose within the VA Sierra Nevada Healthcare System (VASNHCS) since 2019. Given the ongoing demonstrated benefit in this setting, these authors set to assess benefit for pain when used in an outpatient setting (demonstrations in the clinic, treatments in the patient\'s home) and demonstrate safety when used outside of a supervised setting. In this analysis, pain intensity decreased by an average of 22% when comparing pre- and postimmersion pain scores, and by 12.7% when comparing baseline pain scores with the end of the analysis. Patients also reported that the use of VR reduced their stress, decreased pain, and improved their mood, and some participants were able to reduce use of their as-needed pain medications with the use of VR. These findings are limited by a small sample size; however, this study provides encouraging evidence of benefit and a framework for future, larger scale analyses.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    为患者提供关于结肠镜检查的准确和有组织的信息,在减少焦虑的同时,对手术的成功至关重要。这项研究评估了基于沉浸式360°虚拟现实(VR)的教育干预对首次成年结肠镜检查患者焦虑的影响,态度,知识,符合肠道准备,和肠道清洁。对实验组40例患者和对照组40例患者进行了非等效对照组和非同步测试前-测试后临床试验的准实验设计。360°VR干预包括两个会议:结肠镜检查前的预防措施和结肠镜检查过程。对照组通过个人口头解释和书面材料接受教育。研究结果表明,VR干预显着改善了患者结肠镜检查相关的焦虑,态度,遵守肠道准备说明,和肠道清洁。利用360°VR作为教育工具有可能通过提供现实信息和吸引患者来提高教育计划的有效性。这些发现表明,360°VR具有通过减少与结肠镜检查相关的负面看法来提高筛查率和临床结果的能力。此外,这种方法的应用可以扩展到临床环境中与诊断测试相关的各种护理情况。
    Providing patients with accurate and organized information about colonoscopy, while reducing anxiety, is critical to the procedure\'s success. This study evaluated the impact of an immersive 360° virtual reality (VR)-based educational intervention for first-time adult colonoscopy patients regarding anxiety, attitudes, knowledge, compliance with bowel preparation, and bowel cleanliness. A quasi-experimental design with a non-equivalent control group and non-synchronized pretest-post-test clinical trial was conducted with 40 patients in the experimental group and 40 in the control group. The 360° VR intervention included two sessions: precautions before colonoscopy and the colonoscopy process. The control group received education through individual verbal explanations with written materials. The findings indicated that the VR intervention significantly improved patients\' colonoscopy-related anxiety, attitudes, adherence to bowel preparation instructions, and bowel cleanliness. Utilizing 360° VR as an educational tool has the potential to enhance the effectiveness of educational programs by providing realistic information and engaging patients. These findings suggest that 360° VR has the capacity to enhance screening rates and clinical outcomes by reducing negative perceptions associated with colonoscopy. Furthermore, the application of this method can extend to diverse diagnostic testing-related nursing situations in clinical settings.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    提高本科生对神经解剖学和结构的理解,我们利用现有的虚拟现实基础设施在本科神经科学课程中创建了一个新颖的解剖任务。学生完成了对中枢神经系统的虚拟现实解剖,以讲座和教科书格式增强了现状教学。我们发现,在具有互惠互利的大学内伙伴关系的区域综合性大学中,这样的任务是可行的。结果显示学生的积极参与以及将虚拟现实纳入本科神经科学课程的可行性。
    To improve undergraduate students\' understanding of neuroanatomy and structure, we leveraged existing virtual reality infrastructure to create a novel dissection assignment in an undergraduate neuroscience course. Students completed a virtual reality dissection of the central nervous system that augmented status quo instruction in lecture and textbook format. We found that such an assignment is feasible at a regional comprehensive university with intrauniversity partnerships that are mutually beneficial. Results showed positive engagement from students and feasibility of incorporating virtual reality in undergraduate neuroscience courses.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

公众号