scholarly journals Virtual Reality Technology and Remote Digital Application for Tele-Simulation and Global Medical Education: An Innovative Hybrid System for Clinical Training

2021 ◽  
pp. 104687812110082
Author(s):  
Omamah Almousa ◽  
Ruby Zhang ◽  
Meghan Dimma ◽  
Jieming Yao ◽  
Arden Allen ◽  
...  

Objective. Although simulation-based medical education is fundamental for acquisition and maintenance of knowledge and skills; simulators are often located in urban centers and they are not easily accessible due to cost, time, and geographic constraints. Our objective is to develop a proof-of-concept innovative prototype using virtual reality (VR) technology for clinical tele simulation training to facilitate access and global academic collaborations. Methodology. Our project is a VR-based system using Oculus Quest as a standalone, portable, and wireless head-mounted device, along with a digital platform to deliver immersive clinical simulation sessions. Instructor’s control panel (ICP) application is designed to create VR-clinical scenarios remotely, live-stream sessions, communicate with learners and control VR-clinical training in real-time. Results. The Virtual Clinical Simulation (VCS) system offers realistic clinical training in virtual space that mimics hospital environments. Those VR clinical scenarios are customizable to suit the need, with high-fidelity lifelike characters designed to deliver interactive and immersive learning experience. The real-time connection and live-stream between ICP and VR-training system enables interactive academic learning and facilitates access to tele simulation training. Conclusions. VCS system provides innovative solutions to major challenges associated with conventional simulation training such as access, cost, personnel, and curriculum. VCS facilitates the delivery of academic and interactive clinical training that is similar to real-life settings. Tele-clinical simulation systems like VCS facilitate necessary academic-community partnerships, as well as global education network between resource-rich and low-income countries.

Author(s):  
Wesley Ellgass ◽  
Nathan Holt ◽  
Hector Saldana-Lemus ◽  
Julian Richmond ◽  
Ali Vatankhah Barenji ◽  
...  

With the developments and applications of the advanced information technologies such as cloud computing, internet of thing, artificial intelligence and virtual reality, industry 4.0 and smart manufacturing era are coming. In this respect, one of the specific challenges is to achieve a connection of physical resources on the shop floor with virtual resources, for real-time response, real time process optimization, and simulation, which is merged by big data problem. In this respect, Digital Twins (DT) concept is introduced as a key technology, which includes physical resources, virtual resources, service system, and digital twin data. DT considers current condition of physical resource and prediction of future events to make a responsive decision. However, due to the complexity of building a digital equivalent in virtual space to its physical counterpart, very little applications have been developed with this purpose, especially in the industrial manufacturing area. Therefore, the types of data and technology required to build the DT for a manufacturing system are presented in this work, trying to develop a framework of DT based manufacturing system, which is supported by the virtual reality for virtualization of physical resources.


Author(s):  
Mikhail Mikhaylyuk ◽  
Andrey Maltsev ◽  
Evgeny Strashnov

This paper presents original solutions for creation of training complex learning cosmonauts to control a space jet pack on purpose self-rescue when emergency happens. An approach is proposed in which training is carried out in a virtual environment using virtual reality gloves and headset. The idea is that control of virtual space jet pack model is performed by interaction of virtual hands, copying movements of cosmonaut's hands, with three-dimensional model of jet pack's control panel. To implement the training complex, methods and approaches were developed for movement synchronization simulation of virtual and real hands, as well as simulation of jet pack's control panel and thrusters. Approbation of proposed methods and approaches was carried out as part of our virtual environment system VirSim developed at the SRISA RAS. Results obtained in the paper can be used to create training complex for learning cosmonauts to rescue when they accidentally separate from the International Space Station.


Author(s):  
Manuel Gonza´lez ◽  
Alberto Luaces ◽  
Daniel Dopico ◽  
Javier Cuadrado

The actuation of hydraulic excavators is a complex and not intuitive task which requires long and costly training periods, since the qualification of the operator has a significant impact in productivity and safety. Simulation-based training combined with virtual reality is becoming a competitive alternative to traditional training to reduce costs and risks in the instruction of excavator operators. Several excavator training simulators have been developed, but none of them features a dynamic model of the machine complete enough to simulate all the maneuvers performed in the daily work of real excavators. The authors have applied real-time simulation techniques from multibody system dynamics to develop a full 3D physics-based excavator simulator made up of 14 rigid bodies with 17 degrees of freedom. The simulation engine includes a custom collision detection algorithm and detailed tire force and contact force models. Terrain excavation and bucket loading and unloading are also simulated. The resulting model delivers realistic real-time behavior and can simulate common events in real excavators: slipping on slope terrains, stabilizing the machine with the blade or the outriggers, using the arm for support or impulsion to avoid obstacles, etc. The simulator console has a semi-immersive virtual reality interface that emulates the excavator cabin. The operator console imitates most of the controls of the real machine cabin using low-cost standard USB input devices: steering wheel, 2 joystiks with the standard excavator functions and 2 pedals. A tactile screen replicates the digital control panel of the excavator, which lets the operator control different machine settings. A hard shell hemispherical dome of 2 m diameter is used to project the subjective view from the operator’s position. The resulting simulator, which can run in a standard PC due to its high computational efficiency, can reproduce almost all the maneuvers performed by real excavators.


2020 ◽  
pp. 1-13
Author(s):  
Ma Li ◽  
Shao Wenjie

Virtual reality emerged as an interactive, dynamic and dynamic technology in the early 1980 s. recently, with the introduction of advanced digital (DT) concept and its application in space, it has great advantages in information integration. virtual integration, real-time dynamic optimization decision-making and so on are helpful to solve these problems. means making full use of physical models and data (product design data, historical run data, service recovery data, etc.) to accomplish tasks. Replicating physical space in virtual space and applying virtual reality and digital mirror image to the production of digital media can help news integrate all content, display the whole process, avoid problems, close circuits, optimize repeated operations, Make dynamic decisions in real time. The goal is to realize the interaction and integration between the real world environment and the virtual space of the digital environment in order to realize the harmony between the virtual real space in the whole life cycle.


Author(s):  
Wm. LeRoy Heinrichs ◽  
Dick Davies ◽  
Jack Davies

The merging of immersive technologies with gaming approaches has led to a raft of positive speculation about their future in medical education, in patient interventions, and in public involvement. In terms of delivery, however, the outcomes have been somewhat more muted. This chapter explores using case studies, why immersive virtual environments–so called Serious Virtual Worlds—are now being successfully developed and deployed for professional and wider use in healthcare. Whilst the chapter has a wide focus, specific attention is given to the application of virtual worlds in clinical practice, demonstrating that when combined with patient data models it is possible to deliver real time immersive clinical training experiences in a range of contexts. Finally, it argues that due to their rapid development and deployment cycle and associated low costs, serious virtual worlds, once accepted, will have a substantial impact in healthcare.


2010 ◽  
Vol 20 (1) ◽  
pp. 9-13 ◽  
Author(s):  
Glenn Tellis ◽  
Lori Cimino ◽  
Jennifer Alberti

Abstract The purpose of this article is to provide clinical supervisors with information pertaining to state-of-the-art clinic observation technology. We use a novel video-capture technology, the Landro Play Analyzer, to supervise clinical sessions as well as to train students to improve their clinical skills. We can observe four clinical sessions simultaneously from a central observation center. In addition, speech samples can be analyzed in real-time; saved on a CD, DVD, or flash/jump drive; viewed in slow motion; paused; and analyzed with Microsoft Excel. Procedures for applying the technology for clinical training and supervision will be discussed.


Author(s):  
Vandana Daulatabad ◽  
Prafull K. ◽  
Dr. Surekha S. Kadadi-Patil ◽  
Ramesh S. Patil

Introduction: Medical Education is witnessing a significant transition and global shift towards competency based medical education (CBME) which includes early clinical exposure (ECE) program to help students apply and correlate principles of preclinical subjects with clinical scenarios, in various forms and in a variety of settings. One of the easy and feasible methods of ECE being Case Based Learning (CBL), our study aimed to design a case scenario and to evaluate impact of case base learning as a part of ECE module in first year undergraduate medical teaching program in nerve muscle physiology. Methods: The present study was conducted in 96 students at Ashwini Rural Medical College Hospital and Research Centre, Solapur after obtaining institutional ethics committee approval. 3 hrs session of CBL was conducted for a case scenario on myasthenia gravis in the nerve muscle physiology module. The students’ responses on pre-test, post-test and their insights regarding the CBL were taken through a pre validated questionnaire using 5-point Likert scale. Results: High impact of CBL was seen as significant improvement in student’s performance. Maximum students felt CBL to be easy method of learning and was highly appreciated through their feedback. Conclusion: CBL was found to have positive impact on understanding and perception of topic. CBL helped students to understand, evaluate, analyze, diagnose and interpret the case, paving them towards newer approach of self-directed and vertical integrated learning. CBL is easier, feasible an effective method among other early clinical exposure methods as it involves students in deeper and self-directed active learning, encouraging and promoting them to reach higher levels of cognitive domain of Bloom’s taxonomy. This method will be very useful in its practical implementation during online classes for ECE module in the threat of COVID 19 situation as well.


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