Adaptation in obstacle circumvention strategies performed in virtual reality in response to repeated practice

Author(s):  
M. Buhler ◽  
A. Lamontagne
Author(s):  
Shuaidong Li

The traditional experience basketball teaching method can only master the technical essentials through repeated practice, which seriously affects the ef-ficiency of basketball training. Based on this problem, a basketball teaching simulation system was constructed by using virtual reality technology. The system established a virtual simulation model of basketball players, which planed the track of athletes. In the meanwhile, it captured the real situation of basketball players and contrasted them with simulated trajectories, so as to help athletes do more targeted training. The results showed that basketball technology teaching model based on virtual reality could help athletes grasp the key points of motion skills as soon as possible, and greatly improve the training efficiency of basketball players.


2021 ◽  
Author(s):  
Norina Gasteiger ◽  
Sabine N van der Veer ◽  
Paul Wilson ◽  
Dawn Dowding

BACKGROUND Training opportunities to upskill healthcare workers using traditional simulators (e.g., cadavers, animals or actors) are becoming less common due to ethical issues, commitment to patient safety, cost and resource restrictions. Virtual reality (VR) and augmented reality (AR) may help to overcome these barriers. However, their effectiveness is often contested and poorly understood, and warrants further investigation. OBJECTIVE To develop, test and refine an evidence-informed program theory on how, for whom and to what extent training using AR/VR ‘works’ for upskilling healthcare workers and to understand what facilitates or constrains their implementation and maintenance. METHODS A realist synthesis using a three-step process: theory elicitation, theory testing, and theory refinement. We first searched seven databases and 11 practitioner journals for literature on AR/VR used to train healthcare staff. Eighty papers were identified and information regarding contexts (C), mechanisms (M) and outcomes (O) were extracted. We conducted a narrative synthesis to form an initial program theory consisting of CMO configurations. To refine and test this theory, we identified empirical studies through a second search of the same databases as in the first search. We used the Mixed Methods Appraisal Tool to assess the quality of the studies and to determine our confidence in each CMO configuration. RESULTS Of the 41 CMO configurations we identified, we had moderate to high confidence in nine (22%) based on 46 empirical studies reporting on VR, AR or mixed simulation training programs. These stated that realistic (high fidelity) simulations trigger perceptions of realism, easier visualization of patient anatomy and an interactive experience, which results in increased learner satisfaction and more effective learning. Immersive VR/AR engages learners in ‘deep immersion’ and improves learning and skill performance. When transferable skills/knowledge are taught using VR/AR, skills are enhanced and practiced in a safe environment, leading to knowledge and skill transfer to clinical practice. Lastly, for novices VR/AR enables repeated practice, resulting in technical proficiency, skill acquisition and improved performance. The most common barriers to implementation and maintenance were upfront costs, negative attitudes and experiences (i.e., cyber-sickness), developmental and logistical considerations, and the complexity of creating a curriculum. Facilitating factors included: decreasing costs through commercialization; increasing the cost-effectiveness of training; a cultural shift toward acceptance; access to training opportunities; and leadership and collaboration within and across institutions. CONCLUSIONS Technical and non-technical skills training programs using AR/VR for healthcare staff may trigger perceptions of realism and deep immersion, and enable easier visualization, interactivity, enhanced skills and repeated practice in a safe environment. This may improve skills and increase learning/knowledge and learner satisfaction. Future testing of these mechanisms using hypothesis-driven approaches is required. More research is also required to explore implementation and maintenance considerations. CLINICALTRIAL N/A


2021 ◽  
Author(s):  
Marco A. Bühler ◽  
Sean D. Lynch ◽  
Trineta Bhojwani ◽  
Ahlam Zidan ◽  
Félix Fiset ◽  
...  

Abstract To combat the global pandemic caused by COVID-19, a series of mitigation strategies have been proposed by governments around the world. While responses varied across different governing bodies, recommendations such as social distancing and the use of facial masks were nearly universal. Considering that even with restrictions in place, walking in community environments remained an important component of everyday life, these public health recommendations, as well as the anxiety generated by the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of facial masks and anxiety related to community ambulation in the context of the COVID-19 pandemic. Using virtual reality, obstacle circumvention strategies in response to approaching pedestrians with and without facial masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into the participant's behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger obstacle clearance when virtual pedestrians wore a facial mask. The extent of obstacle clearance was also positively associated with anxiety towards community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing results in an increase in physical distancing during pedestrian interactions, which may help to reduce the risk of infection. Furthermore, results demonstrate the effects of social context and psychological status on pedestrian interactions and highlight the potential of virtual reality simulations to study locomotion in natural community settings.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document