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Fleet A, Kaustov L, Belfiore EB, Kapralos B, Matava C, Wiegelmann J, Giacobbe P, Alam F. Current Clinical and Educational Uses of Immersive Reality in Anesthesia: Narrative Review. J Med Internet Res 2025; 27:e62785. [PMID: 40068142 PMCID: PMC11937716 DOI: 10.2196/62785] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/31/2024] [Revised: 12/12/2024] [Accepted: 01/05/2025] [Indexed: 03/29/2025] Open
Abstract
BACKGROUND The concept of immersive reality (IR), an umbrella term that encompasses virtual reality, augmented reality, and mixed reality, has been established within the health care realm as a potentially valuable tool with numerous applications in both medical education and patient care. OBJECTIVE This review aimed to introduce anesthesiologists to the emerging and rapidly evolving literature on IR, its use in anesthesia education, and its transferability into the clinical context. METHODS A review of the relevant literature was conducted using the PubMed database from inception to July 5, 2023. Additional references were identified from the reference lists of selected papers. RESULTS A total of 51 papers related to the use of IR in anesthesia medical education (including both technical and nontechnical skills) and 63 papers related to applications in clinical practice (eg, preprocedure planning, patient education, and pain management) were included. We present evidence supporting the use of IR in the training and clinical practice of modern anesthesiologists. CONCLUSIONS IR is useful for a variety of applications in anesthesia medical education and has potential advantages over existing simulation approaches. Similarly, IR has demonstrated potential improvements in patient care across several clinical contexts relevant to practicing anesthesiologists. However, many applications remain in the early stages of development, and robust trials are urgently needed to confirm clinical or educational effectiveness and to assess mechanisms, educational validity, and cost-effectiveness.
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Affiliation(s)
- Andrew Fleet
- Department of Anesthesia, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
| | - Lilia Kaustov
- Department of Anesthesia, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
| | - Elio Br Belfiore
- Department of Anesthesia, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
| | - Bill Kapralos
- maxSIMhealth Group, Ontario Tech University, Oshawa, ON, Canada
| | - Clyde Matava
- Department of Anesthesia and Pain Medicine, The Hospital for Sick Children, Toronto, ON, Canada
- Department of Anesthesiology & Pain Medicine, University of Toronto, Toronto, ON, Canada
| | - Julian Wiegelmann
- Department of Anesthesia, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
- Department of Anesthesiology & Pain Medicine, University of Toronto, Toronto, ON, Canada
| | - Peter Giacobbe
- Department of Psychiatry, Sunnybrook Health Sciences Centre, University of Toronto, Toronto, ON, Canada
- Harquail Centre for Neuromodulation, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
| | - Fahad Alam
- Department of Anesthesia, Sunnybrook Health Sciences Centre, Toronto, ON, Canada
- Department of Anesthesiology & Pain Medicine, University of Toronto, Toronto, ON, Canada
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Irigoyen E, Larrea M, Graña M. A Narrative Review of Haptic Technologies and Their Value for Training, Rehabilitation, and the Education of Persons with Special Needs. SENSORS (BASEL, SWITZERLAND) 2024; 24:6946. [PMID: 39517844 PMCID: PMC11548615 DOI: 10.3390/s24216946] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/30/2024] [Revised: 10/22/2024] [Accepted: 10/23/2024] [Indexed: 11/16/2024]
Abstract
Haptic technologies are increasingly valuable for human-computer interaction in its many flavors, including, of course, virtual reality systems, which are becoming very useful tools for education, training, and rehabilitation in many areas of medicine, engineering, and daily life. There is a broad spectrum of technologies and approaches that provide haptic stimuli, ranging from the well-known force feedback to subtile pseudo-haptics and visual haptics. Correspondingly, there is a broad spectrum of applications and system designs that include haptic technologies as a relevant component and interaction feature. Paramount is their use in training of medical procedures, but they appear in a plethora of systems deploying virtual reality applications. This narrative review covers the panorama of haptic devices and approaches and the most salient areas of application. Special emphasis is given to education of persons with special needs, aiming to foster the development of innovative systems and methods addressing the enhancement of the quality of life of this segment of the population.
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Affiliation(s)
- Eloy Irigoyen
- Systems Engineering and Automation Department, Bilbao School of Engineering, University of the Basque Country (UPV/EHU), 48013 Bilbao, Spain;
| | - Mikel Larrea
- Group of Computational Intelligence, Faculty of Engineering of Gipuzkoa, University of the Basque Country (UPV/EHU), 20018 San Sebastian, Spain;
| | - Manuel Graña
- Faculty of Computer Science, University of the Basque Country (UPV/EHU), 20018 San Sebastian, Spain
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Wu B, Zheng C, Huang B. Influence of science education on mental health of adolescents based on virtual reality. Front Psychol 2022; 13:895196. [PMID: 36248488 PMCID: PMC9556729 DOI: 10.3389/fpsyg.2022.895196] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2022] [Accepted: 08/22/2022] [Indexed: 11/17/2022] Open
Abstract
This work is developed to explore the form of mental health education, strengthen scientific educational ideas, and improve the effect of psychological therapy. Virtual reality (VR) technology is innovatively applied in adolescent mental health treatment and education. Based on this, the mental health treatment and system design based on virtual reality technology are discussed, and the feasibility of applying VR technology to adolescent mental health education is explored. Second, the research concept of adolescent mental health is discussed. Based on the VR platform setup, questionnaire survey is implemented to analyze the factors influencing the mental health of primary and secondary school students in Xi’an, Shaanxi Province (the permission of the adolescent guardian is obtained during the interview), and five factors are obtained. Based on this, the adolescent mental health treatment system based on VR is designed, and the effectiveness of the system is tested and evaluated. The results show that the integrated delay of the VR equipment used is 29 ms, which can effectively provide service. There are significant differences in mental health status among adolescents of different genders, different ages, only children and non-only children, parents’ accompaniment during growing up, and urban and rural adolescents. Finally, after 3 months of psychological treatment, the mental health score of the experimental group of teenagers is 50–55 points. However, the mental health scores of the control group remain at 56–65 points, indicating that the mental health treatment system designed in this work can effectively help the adolescents to improve their mental health, thus proving the effectiveness of the system. To sum up, this work provides scientific reference for adolescent mental health education in schools. Psychological treatment system can help teenagers improve their psychological problems and promote the development of mental health education.
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Affiliation(s)
- Bo Wu
- Faculty of Education, Northeast Normal University, Changchun, China
- High School Attached to Northeast Normal University, Changchun, China
| | - Changlong Zheng
- Faculty of Education, Northeast Normal University, Changchun, China
| | - Benjamin Huang
- University of California, San Diego, San Diego, CA, United States
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Ujitoko Y, Ban Y. Survey of Pseudo-Haptics: Haptic Feedback Design and Application Proposals. IEEE TRANSACTIONS ON HAPTICS 2021; 14:699-711. [PMID: 33950845 DOI: 10.1109/toh.2021.3077619] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
In the last two decades, the design of pseudo-haptics as a haptic presentation method that does not require a mechanical feedback device has been proposed in various research papers. Moreover, applications using pseudo-haptics have been proposed and evaluated in various contexts. However, the findings from these studies have not yet been comprehensively organized in a survey paper in the recent times. In this article, findings from a series of individual prior studies were summarized from the design through to the application proposals. First, we summarize visual stimuli designs based on the target haptic object properties to induce pseudo-haptics. Second, we summarize two special issues when designing pseudo-haptics; (1) workaround design for the visualized mismatch of visual stimuli and user input; and (2) the combination design of pseudo-haptics and physical stimuli. Third, application proposals that use pseudo-haptics for training, assistance, and entertainment are presented. This survey paper would help not only researchers in academia but also application developers who intend to use pseudo-haptics as a haptic presentation method.
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Kawabe T, Ujitoko Y, Yokosaka T, Kuroki S. Sense of Resistance for a Cursor Moved by User's Keystrokes. Front Psychol 2021; 12:652781. [PMID: 33995210 PMCID: PMC8116946 DOI: 10.3389/fpsyg.2021.652781] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2021] [Accepted: 04/08/2021] [Indexed: 12/03/2022] Open
Abstract
Haptic sensation of a material can be modulated by its visual appearance. A technique that utilizes this visual-haptic interaction is called as pseudo-haptic feedback. Conventional studies have investigated pseudo-haptic feedback in situations, wherein a user manipulated a virtual object using a computer mouse, a force-feedback device, etc. The present study investigated whether and how it was possible to offer pseudo-haptic feedback to a user who manipulated a virtual object using keystrokes. Participants moved a cursor toward a destination by pressing a key. While the cursor was moving, the cursor was temporarily slowed down on a square area of the screen. The participants’ task was to report, on a five-point scale, how much resistance they felt to the cursor’s movement. In addition to the basic speed of the cursor, the ratio of the basic speed to the speed within the square area was varied. In Experiment 1, we found that these two factors interacted significantly with each other, but further analysis showed that the cursor speed within the square area was the most important determinant of perceived resistance. In Experiment 2, consistent with the results of the previous experiment, it was found that the cursor movement outside of the square area was not required to generate the sense of resistance. Counterintuitively, in Experiment 3, the sense of resistance was apparent even without user’s keystrokes. We discuss how the sense of resistance for a cursor moved by keystrokes can be triggered visually, but interpreted by the brain as a haptic impression.
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Affiliation(s)
- Takahiro Kawabe
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Atsugi, Japan
| | - Yusuke Ujitoko
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Atsugi, Japan
| | - Takumi Yokosaka
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Atsugi, Japan
| | - Scinob Kuroki
- NTT Communication Science Laboratories, Nippon Telegraph and Telephone Corporation, Atsugi, Japan
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Zenner A, Ullmann K, Kruger A. Combining Dynamic Passive Haptics and Haptic Retargeting for Enhanced Haptic Feedback in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:2627-2637. [PMID: 33750705 DOI: 10.1109/tvcg.2021.3067777] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
To provide immersive haptic experiences, proxy-based haptic feedback systems for virtual reality (VR) face two central challenges: (1) similarity, and (2) colocation. While to solve challenge (1), physical proxy objects need to be sufficiently similar to their virtual counterparts in terms of haptic properties, for challenge (2), proxies and virtual counterparts need to be sufficiently colocated to allow for seamless interactions. To solve these challenges, past research introduced, among others, two successful techniques: (a) Dynamic Passive Haptic Feedback (DPHF), a hardware-based technique that leverages actuated props adapting their physical state during the VR experience, and (b) Haptic Retargeting, a software-based technique leveraging hand redirection to bridge spatial offsets between real and virtual objects. Both concepts have, up to now, not ever been studied in combination. This paper proposes to combine both techniques and reports on the results of a perceptual and a psychophysical experiment situated in a proof-of-concept scenario focused on the perception of virtual weight distribution. We show that users in VR overestimate weight shifts and that, when DPHF and HR are combined, significantly greater shifts can be rendered, compared to using only a weight-shifting prop or unnoticeable hand redirection. Moreover, we find the combination of DPHF and HR to let significantly larger spatial dislocations of proxy and virtual counterpart go unnoticed by users. Our investigation is the first to show the value of combining DPHF and HR in practice, validating that their combination can better solve the challenges of similarity and colocation than the individual techniques can do alone.
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Zhao L, Liu Y, Song W. Tactile Perceptual Thresholds of Electrovibration in VR. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:2618-2626. [PMID: 33750706 DOI: 10.1109/tvcg.2021.3067778] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
Haptic sensation plays an important role in providing physical information to users in both real environments and virtual environments. To produce high-fidelity haptic feedback, various haptic devices and tactile rendering methods have been explored in myriad scenarios, and perception deviation between a virtual environment and a real environment has been investigated. However, the tactile sensitivity for touch perception in a virtual environment has not been fully studied; thus, the necessary guidance to design haptic feedback quantitatively for virtual reality systems is lacking. This paper aims to investigate users' tactile sensitivity and explore the perceptual thresholds when users are immersed in a virtual environment by utilizing electrovibration tactile feedback and by generating tactile stimuli with different waveform, frequency and amplitude characteristics. Hence, two psychophysical experiments were designed, and the experimental results were analyzed. We believe that the significance and potential of our study on tactile perceptual thresholds can promote future research that focuses on creating a favorable haptic experience for VR applications.
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