The Effects of an Immersive Virtual Reality Application in First Person Point-of-View (IVRA-FPV) on The Learning and Generalized Performance of a Lumbar Puncture Medical Procedure

Author(s):  
Maxime Ros ◽  
Lorenz S. Neuwirth ◽  
Sam Ng ◽  
Blaise Debien ◽  
Nicolas Molinari ◽  
...  
2022 ◽  
pp. 82-97
Author(s):  
Maxime Ros ◽  
Lorenz S. Neuwirth

The advancement of virtual reality (VR) technology for educational instruction and curricular (re)design have become highly attractive and newly demanding areas of both the technology and healthcare industries. However, the quickly evolving field is still learning about each of the associated VR technologies, whether they are evidence-based, and how they are validated to decrease cognitive load and in turn increase student/learner comprehension. Likewise, the instructional (re)design of the content that the student/learner is exposed to in VR, and whether it is immersive, and promotes memorable content and experiences can influence their learning outcomes. Here the Revinax® Handbook content library that is displayed in an immersive virtual reality application in first-person point-of-view (IVRA-FPV) is contrasted with third-person point-of-view (IVRA-TPV) through VR headsets to an individual, and computer displays to many individuals along with augmented reality (AR) are evaluated as emerging advancements in the field of VR and AR.


2020 ◽  
Vol 30 (4) ◽  
pp. 1737-1739
Author(s):  
Carrie A. Elzie ◽  
Jacqueline Shaia

AbstractEmpathy is the basis of a patient-physician relationship; however, this is being lost by students throughout medical training. Immersive virtual reality that allows individuals to viscerally experience anything from another person’s point of view has the potential to reverse the erosion of empathy and improve clinical practices.


2016 ◽  
Vol 36 (2) ◽  
pp. 268-279 ◽  
Author(s):  
Enea Francesco Pavone ◽  
Gaetano Tieri ◽  
Giulia Rizza ◽  
Emmanuele Tidoni ◽  
Luigi Grisoni ◽  
...  

Author(s):  
L. Herman ◽  
O. Kvarda ◽  
Z. Stachoň

<p><strong>Abstract.</strong> In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.</p>


PLoS ONE ◽  
2019 ◽  
Vol 14 (3) ◽  
pp. e0197763 ◽  
Author(s):  
Lucie Bréchet ◽  
Robin Mange ◽  
Bruno Herbelin ◽  
Quentin Theillaud ◽  
Baptiste Gauthier ◽  
...  

Author(s):  
Paulo Roberto Jansen Dos Reis ◽  
Caio Eduardo Falcao Matos ◽  
Petterson Sousa Diniz ◽  
Daniel Mota Silva ◽  
Whesley Dantas ◽  
...  

2021 ◽  
Author(s):  
Agathe Vrillon ◽  
laurent Gonzales-Marabal ◽  
Pierre-François Ceccaldi ◽  
Patrick Plaisance ◽  
Eric Desrentes ◽  
...  

Abstract Background Lumbar puncture (LP) is a commonly performed medical procedure in a wide range of indications. Virtual reality (VR) provides a stimulating, safe and efficient learning environment. We report the design and the evaluation of a three dimensions (3D) video training for LP procedure.MethodsWe recorded a stereoscopic 180-degrees 3D video from two LPs performed in clinical setting in Fernand Widal Lariboisière University Hospital, Paris, France. Video was administrated to third-year medical students as well as to a residents and attendings group during LP simulation-based training sessions. ResultsOn 168 participants (108 novice third-year medical students, and 60 residents and attendings with prior LP experience), satisfaction after video exposure was high (rated 4.7 ± 0.6 on a 5-point scale). No significant discomfort was reported (comfort score graded 4.5 ± 0.8 on 5). LP-naive students displayed higher satisfaction and perceived benefit than participants with prior LP experience (overall, P < 0.05). Trainees evaluated favorably the 3D feature and supported the development of similar supports for other medical procedures (respectively, 3.9 ± 1.1 and 4.4 ± 0.9 on 5).ConclusionWe report our experience with a 3D video for LP training. VR support could increase knowledge retention and skills acquisition in association to LP simulation training.


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