2,497 research outputs found
Virtual reality simulation for the optimization of endovascular procedures : current perspectives
Endovascular technologies are rapidly evolving, often - requiring coordination and cooperation between clinicians and technicians from diverse specialties. These multidisciplinary interactions lead to challenges that are reflected in the high rate of errors occurring during endovascular procedures. Endovascular virtual reality (VR) simulation has evolved from simple benchtop devices to full physic simulators with advanced haptics and dynamic imaging and physiological controls. The latest developments in this field include the use of fully immersive simulated hybrid angiosuites to train whole endovascular teams in crisis resource management and novel technologies that enable practitioners to build VR simulations based on patient-specific anatomy. As our understanding of the skills, both technical and nontechnical, required for optimal endovascular performance improves, the requisite tools for objective assessment of these skills are being developed and will further enable the use of VR simulation in the training and assessment of endovascular interventionalists and their entire teams. Simulation training that allows deliberate practice without danger to patients may be key to bridging the gap between new endovascular technology and improved patient outcomes
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians. Curriculum and InstructionCurriculum and Instructio
Preliminary Implementation of the Next Generation Cannulation Simulator
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Extracorporeal Membrane Oxygenation (ECMO) is a highly complex/critical lifesaving procedure known to support patients with cardiac and respiratory issues. Patients on ECMO are monitored 24/7 by a team of highly trained ECMO team comprising nurses, physicians, respiratory therapists, and perfusionists promptly intervening to any potential emergency situation. Simulation-Based Training (SBT) allows clinicians to experience and practice realistic hands-on procedures and scenarios without any risk. In ECMO, cannulation is a critical procedure performed to externally reroute the blood flow so it can be re-oxygenated by the ECMO machine before being recirculated through the patient's body. In a close collaboration with Hamad Medical Corporation (HMC), this project aims to develop a cost effective, realistic, and user-friendly ECMO simulator focusing on the venous and arterial cannulation procedure, The main features of this simulator include cannulation emergencies caused by low pressure flow, excessive force, recirculation, or mispositioned wire/cannula. Therefore, the ECMO cannulation simulator will not only greatly contribute to the initial and ongoing local training of HMC ECMO clinicians but also contribute to improving patient care by lowering the risks associated with the cannulation process
Virtual Reality and Simulation for Progressive Treatments in Urology
In urology technologies and surgical practices are constantly evolving and virtual reality (VR) simulation has become a significant supplement to existing urology methods in the training curricula of urologists. However, new developments in urology also require training and simulation for a wider application. In order to achieve this VR and simulation could play a central role. The purpose of this article is a review of the principal applications for VR and simulation in the field of urology education and to demonstrate the potential for the propagation of new progressive treatments. Two different cases are presented as examples: exposure therapy for paruresis and virtual cystoscopy for diagnosis and surgery of bladder cancer. The article uses research and publications listed in openly accessible directories and is organized into 3 sections: The first section covers features of VR and simulation technologies. The second one presents confirmed applications of current technologies in urology education and showcases example future applications in the domain of bladder treatment and surgery. The final section discusses the potential of the technology to improve health care quality
Extended Reality in Flight Attendant Training: Perception and Acceptance
This study aimed to understand the perception of extended reality (XR) technology in flight attendant training. Comparing and contrasting current approaches to flight attendant training in the United States and XR technology yields similarities and many differences. Two common methods require flight attendants to demonstrate proficiency in several areas, such as aircraft familiarization, emergency procedures, and security procedures, to qualify as a working crew member of commercial aircraft. This study examines the views of flight attendants. The data analysis compares demographic information, technology use, and understanding of the technology. Results of the study indicated no significant effects or relationships between age or gaming experience and the influence of those variables on positive or negative perceptions and acceptance of XR in flight attendant training. Many of the participants in this study have experienced some form of XR and many have a moderate view of its implementation in flight attendant training. This moderate view could indicate some openness to try XR in flight attendant training to better understand any benefits or value it might contribute
How can we educate future forensic scientists?
Over the past two decades, in particular, the field of forensic science has experienced a significant development bringing this ever-evolving field to the public’s attention. Forensic science education has undergone a rapid expansion in the number of courses and the number of students enrolling. This literature review aims to research the past 20 years of literature to understand what education is and has been for science as well as looking into future techniques and learning tools that may be useful for the future 20 years in particular for the future of forensic education. In science education, the classic didactic lecture and inquiry-based learning has transitioned to more technological and hands-on approaches like active lectures, practical learning, virtual reality, online learning, and problem-based learning. Literature around forensic education is very minimal with virtual reality, gamification, and online learning being the approaches commonly mentioned as the new way forward
The role of virtual environment and virtual reality for knowledge transfer
Virtual Reality (VR) is a technology tool for workplace training that can lessen the total training time needed to learn complex cognitive tasks and aids a learner in converting abstract ideas into practical understanding. This review explores the use of VR training and its role in assisting a learner with knowledge transfer. A comprehensive literature search was conducted of peer-reviewed journal articles published between 2003-2018 and then 44 sources were selected for analysis. The reviewed research studies indicated that immersive VR training can provide a learner with a highly engaging virtual learning environment VE and stimulating experience that accommodates self-paced and self-directed learning. Trainers would benefit from potential immersive VR training outcomes such as bridging the gaps in understanding and promoting knowledge transfer and skill acquisition in a faster and more permanent manner when compared to traditional classroom training. It is recommended that future research should be conducted on the effects of VR cognitive load as it pertains to knowledge transfer
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