scholarly journals Innovating surgical practice and policy: lessons learnt from the second Oxford Surgical Innovation Conference

Author(s):  
Solveig Hoppe ◽  
Marta De Andres Crespo ◽  
Matthew Williams ◽  
Ashok Handa ◽  
James McVeigh

The section on changes in training from the Future in Surgery Report by the Royal College of Surgeons of England outlined key ideas for improving surgical training in the future. These ideas included the use of augmented reality, virtual reality and simulation, as well as increased support for surgeons to diverge from traditional surgical training pathways to undertake research and act as entrepreneurs. The Second Oxford Surgical Innovation Conference (OxSI) had similar aims to prepare delegates for these changes in surgery. The event took place on Friday 13th March 2020 at St Catherine's College, Oxford, and included talks and workshops from world-renowned surgeons, which covered a vast range of topics but ultimately all gave a fascinating insight into what is needed to improve surgical practice and policy.

Surgery ◽  
2020 ◽  
Author(s):  
Michael P. Rogers ◽  
Anthony J. DeSantis ◽  
Haroon Janjua ◽  
Tara M. Barry ◽  
Paul C. Kuo

2022 ◽  
pp. 132-141
Author(s):  
Anmol Bagaria ◽  
Sonal Mahilkar ◽  
Subash C. Sonkar

The skill of visual reality has matured, and VR and AR are increasingly being used in educational and surgical settings. The development of virtual reality technologies allows users to mix medical knowledge, medical data, and graphical data. It can provide more precise information, allowing users to increase their safety and reduce their risk. Virtual reality (VR) or augmented reality (AR) simulators that provide direct feedback and objective evaluation could be a useful tool in dental education in the future. Not only has it been applied to education, but it has also been created in therapeutic therapy. The authors believe that in the future VR and AR training and teaching will be extended and used in every aspect of dentistry, enabling students to develop their abilities on their own. In comparison to augmented reality, virtual reality offers a far more immersive experience. It would establish a trusting relationship between patients and doctors based on the experience of the dentists and the use of different hardware and software.


Author(s):  
IE Yardley ◽  
CM Rees ◽  
PD Losty

Traditionally, in UK-based surgical training, the majority of trainees spend a period of time out of clinical training undertaking research, usually leading to the award of a postgraduate degree or thesis (MD or PhD). The intention of this was to supplement clinical with academic training that developed skills such as critical appraisal, independent working and systematic thinking to enrich future surgical practice. The opportunity for academic activity is a significant factor in choosing a surgical career for many trainees.


2007 ◽  
Vol 89 (3) ◽  
pp. 94-96
Author(s):  
P Durani ◽  
P Rajan ◽  
A Menon ◽  
RS Pickard

The Modernising Medical Careers changes to higher surgical training are almost upon us. Selection into ST1–3 has begun, but what are the most important selection criteria and how have they changed from the old Calman-system? Applicants are desperate to succeed but when it comes to knowing what specialty programme directors look for in a candidate, they have little to go on. This paper goes some way to answering these questions and perhaps gives applicants some useful insight into the minds of those with the power to say 'yes'.


2020 ◽  
Vol 3 (1) ◽  
pp. 9-10
Author(s):  
Rehan Ahmed Khan

In the field of surgery, major changes that have occurred include the advent of minimally invasive surgery and the realization of the importance of the ‘systems’ in the surgical care of the patient (Pierorazio & Allaf, 2009). Challenges in surgical training are two-fold: (i) to train the surgical residents to manage a patient clinically (ii) to train them in operative skills (Singh & Darzi,2013). In Pakistan, another issue with surgical training is that we have the shortest duration of surgical training in general surgery of four years only, compared to six to eight years in Europe and America (Zafar & Rana, 2013). Along with it, the smaller number of patients to surgical residents’ ratio is also an issue in surgical training. This warrants formal training outside the operation room. It has been reported by many authors that changes are required in the current surgical training system due to the significant deficiencies in the graduating surgeon (Carlsen et al., 2014; Jarman et al., 2009; Parsons, Blencowe, Hollowood, & Grant, 2011). Considering surgical training, it is imperative that a surgeon is competent in clinical management and operative skills at the end of the surgical training. To achieve this outcome in this challenging scenario, a resident surgeon should be provided with the opportunities of training outside the operation theatre, before s/he can perform procedures on a real patient. The need for this training was felt more when the Institute of Medicine in the USA published a report, ‘To Err is Human’ (Stelfox, Palmisani, Scurlock, Orav, & Bates, 2006), with an aim to reduce medical errors. This is required for better training and objective assessment of the surgical residents. The options for this training include but are not limited to the use of mannequins, virtual patients, virtual simulators, virtual reality, augmented reality, and mixed reality. Simulation is a technique to substitute or add to real experiences with guided ones, often immersive in nature, that reproduce substantial aspects of the real world in a fully interactive way. Mannequins, virtual simulators are in use for a long time now. They are available in low fidelity to high fidelity mannequins and virtual simulators and help residents understand the surgical anatomy, operative site and practice their skills. Virtual patients can be discussed with students in a simple format of the text, pictures, and videos as case files available online, or in the form of customized software applications based on algorithms. In a study done by Courtielle et al, they reported that knowledge retention is increased in residents when it is delivered through virtual patients as compared to lecturing (Courteille et al., 2018).But learning the skills component requires hands-on practice. This gap can be bridged with virtual, augmented, or mixed reality. There are three types of virtual reality (VR) technologies: (i) non-immersive, (ii) semi-immersive, and (iii) fully immersive. Non-immersive (VR) involves the use of software and computers. In semi-immersive and immersive VR, the virtual image is presented through the head-mounted display(HMD), the difference being that in the fully immersive type, the virtual image is completely obscured from the actual world. Using handheld devices with haptic feedback the trainee can perform a procedure in the virtual environment (Douglas, Wilke, Gibson, Petricoin, & Liotta, 2017). Augmented reality (AR) can be divided into complete AR or mixed reality (MR). Through AR and MR, a trainee can see a virtual and a real-world image at the same time, making it easy for the supervisor to explain the steps of the surgery. Similar to VR, in AR and MR the user wears an HMD that shows both images. In AR, the virtual image is transparent whereas, in MR, it appears solid (Douglas et al., 2017). Virtual augmented and mixed reality has more potential to train surgeons as they provide fidelity very close to the real situation and require fewer physical resources and space compared to the simulators. But they are costlier, and affordability is an issue. To overcome this, low-cost solutions to virtual reality have been developed. It is high time that we also start thinking on the same lines and develop this means of training our surgeons at an affordable cost.


2020 ◽  
Vol 13 (6) ◽  
pp. 663-674
Author(s):  
R. Randall McKnight ◽  
Christian A. Pean ◽  
J. Stewart Buck ◽  
John S. Hwang ◽  
Joseph R. Hsu ◽  
...  

Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


2020 ◽  
Vol 8 (6) ◽  
pp. 4667-4673

Virtual Reality, Augmented Reality and other such immersive environments have gained popularity with the increase in technological trends in the past decade. As they became widely used, the human computer interface design and the designing criteria emerges as a challenging task. Virtual and Augmented Reality provide a wide range of applications ranging from a primitive level like improving learning, education experiences to complex industrial and medical operations. Virtual reality is a viable alternative that can be focussed on, in the future interface design development because it can remove existing generic and complex physical interfaces and replace them with an alternative sensory relayed input form. It provides a natural and efficient mode of interaction, that the users can work with.Virtual and Augmented reality eradicates the need for development of different acceptable standards for user interfaces as it can provide a whole and generic interface to accommodate the work setting.In this paper, we investigated various prospects of applications for user interaction in Virtual and Augemnted realities and the limitations in the respective domains. The paper provides an outline on how the new era of human computer interaction leading to cognition-based communications, and how Virtual and Augmented realities can tailor the user needs and address the future demands which replaces the need for command-based interaction between the humans and computers.


2022 ◽  
pp. 217-239
Author(s):  
Jennifer Stewart

By focusing on television film-induced tourists, this chapter will contribute to a better understanding of tourist behaviour in relation to motivations for travel to filming locations. The chapter combines, analyses, and critiques the main debates raised by key authors in relation to identifying the motivational factors that prompt site-specific film tourism as well as providing contributions from this author's 2016 research on television film-induced tourism in Ireland. The chapter is divided into the following sections: a brief history of film and television and a review and discussion on film tourism, a breakdown of the different categories of film tourist and a summation of the various motivations for television induced film tourism, followed by an insight into the concept of authenticity in film tourism studies and the use of technologies such as virtual reality and augmented reality as a means to provide a more immersive experience post COVID-19.


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