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Wrzus C, Frenkel MO, Schöne B. Current opportunities and challenges of immersive virtual reality for psychological research and application. Acta Psychol (Amst) 2024; 249:104485. [PMID: 39244850 DOI: 10.1016/j.actpsy.2024.104485] [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: 11/20/2023] [Revised: 07/25/2024] [Accepted: 09/03/2024] [Indexed: 09/10/2024] Open
Abstract
Immersive virtual reality (iVR), that is, digital stereoscopic 360° scenarios usually presented in head-mounted displays, has gained much popularity in medical, educational, and consumer contexts in the last years. Recently, psychological research started to utilize the theoretical and methodological advantages of iVR. Furthermore, understanding cognitive, emotional, and behavioral processes in iVR similar to real-life is a genuinely psychological, currently understudied topic. This article briefly reviews the current application of iVR in psychological research and related disciplines. The review presents empirical evidence for opportunities and strengths (e.g., realism, experimental control, effectiveness of therapeutic and educational interventions) as well as challenges and weaknesses (e.g., differences in experiencing presence, interacting with VR content including avatars, i.e., graphical representation of a person). The main part discusses areas requiring additional basic research, such as cognitive processes, socio-emotional processes during social interactions in iVR, and possible societal implications (e.g., fraud, VR-addiction). For both research and application, iVR offers a contemporary extension of the psychological toolkit, offering new avenues to investigate and enhance core phenomena of psychology such as cognition, affect, motivation, and behavior. Still, it is crucial to exercise caution in its application as excessive and careless use of iVR can pose risks to individuals' mental and physical well-being.
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Affiliation(s)
- Cornelia Wrzus
- Psychological Institute and Network Aging Research, Heidelberg University, Germany.
| | | | - Benjamin Schöne
- Norwegian University of Science and Technology, Norway; Department of Psychology, University Osnabrück, Germany
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2
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Bird JM, Karageorghis CI, Jones L, Harris DJ, Alharbi M, Vine SJ. Beyond Rubik: The Embodiment-Presence-Interactivity Cube applied to exercise. PSYCHOLOGY OF SPORT AND EXERCISE 2024; 74:102684. [PMID: 38830499 DOI: 10.1016/j.psychsport.2024.102684] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2022] [Revised: 05/24/2024] [Accepted: 05/31/2024] [Indexed: 06/05/2024]
Abstract
Evidence-based interventions are needed to promote engagement in physical activity. Audio-visual stimuli are frequently employed to enhance the exercise experience. Nonetheless, there is a paucity of research that examines the qualities of technological devices that are employed. Using the Embodiment-Presence-Interactivity Cube (Flavián et al., 2019) as a guiding conceptual framework, the aim of this registered report was to examine how each dimension of the cube (i.e., embodiment, presence and interactivity) influenced a range of exercise-related affective and perceptual variables. A counterbalanced within-subjects design was employed (N = 24). Participants completed 20-min exercise bouts on a cycle ergometer under four conditions: Television, augmented reality, 360° video and virtual reality. A repeated-measures ANOVA indicated a significant Condition × Timepoint interaction for affective valence (p = 0.046), with greater embodiment offered by technological devices leading to more positive responses. Analyses also indicated main effects of condition for exercise enjoyment, remembered pleasure and forecasted pleasure, with greater presence of technological devices leading to more positive responses. Technologies that combine high levels of embodiment, presence and interactivity (e.g., virtual reality) appear to yield several benefits in terms of in-task (e.g., affective valence) and post-task (e.g., remembered pleasure) responses for exercise conducted at ventilatory threshold.
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Affiliation(s)
- Jonathan M Bird
- Department of Management, University of Exeter, United Kingdom.
| | | | - Leighton Jones
- Academy of Sport and Physical Activity, Sheffield Hallam University, United Kingdom
| | - David J Harris
- Department of Sport and Health Sciences, University of Exeter, United Kingdom
| | - Mohammed Alharbi
- Department of Sport and Health Sciences, University of Exeter, United Kingdom; Department of Physical Therapy, University of Hail, Kingdom of Saudi Arabia
| | - Samuel J Vine
- Department of Sport and Health Sciences, University of Exeter, United Kingdom
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3
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Remigereau A, Darses F, Dozias B, Albentosa J. Design and validation of a simulated multitasking environment for assessing the cognitive load on the infantry squad leader. Front Psychol 2024; 15:1433822. [PMID: 39257406 PMCID: PMC11385692 DOI: 10.3389/fpsyg.2024.1433822] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/16/2024] [Accepted: 08/19/2024] [Indexed: 09/12/2024] Open
Abstract
The increasing cognitive load on infantry squad leaders is a common challenge in modern military operations. As this can increase health and safety risks, there is a need to study the factors responsible for the increase in cognitive load. Ecological situations inherently lack strong experimental controls; therefore, microworlds that simulate real tasks are the usual alternative to field studies. However, to the best of our knowledge, there are currently no microworlds that reproduce the main tasks of the squad leader during operations. This article adresses this gap by describing the design and validation of a new microworld: the Simulated Multitasking Environment for the Squad leader (SMES). Qualitative research was firstly conducted to highlight several squad leader's generic tasks (i.e., common to many situations in the field) that guided the design of the SMES. Psychometric validation of the SMES was then based on two experiments: (i) the first evaluated the microworld's psychometric qualities when tasks were performed individually; and (ii) the second explored concurrent tasks, reflecting real-world complexity. The results showed that the parameters manipulated for each task were relevant for inducing cognitive load, measured using a secondary detection response task and the NASA-TLX questionnaire. The SMES demonstrated satisfactory convergent and content validity in multitasking but not in single-task conditions. Performance in multitasking situations therefore does not seem to depend on task-specific skills, suggesting the existence of an independent factor-multitasking ability. Theoretical and practical implications of the SMES validation are discussed.
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Affiliation(s)
- Alexis Remigereau
- Department of Neurosciences and Cognitive Sciences, French Armed Forces Biomedical Research Institute, Brétigny-sur-Orge, France
| | - Françoise Darses
- Department of Neurosciences and Cognitive Sciences, French Armed Forces Biomedical Research Institute, Brétigny-sur-Orge, France
| | - Baptiste Dozias
- Department of Neurosciences and Cognitive Sciences, French Armed Forces Biomedical Research Institute, Brétigny-sur-Orge, France
| | - Julie Albentosa
- Department of Neurosciences and Cognitive Sciences, French Armed Forces Biomedical Research Institute, Brétigny-sur-Orge, France
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Chan K, Kor PPK, Liu JYW, Cheung K, Lai T, Kwan RYC. The Use of Immersive Virtual Reality Training for Developing Nontechnical Skills Among Nursing Students: Multimethods Study. Asian Pac Isl Nurs J 2024; 8:e58818. [PMID: 38986130 PMCID: PMC11269964 DOI: 10.2196/58818] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2024] [Revised: 06/03/2024] [Accepted: 06/10/2024] [Indexed: 07/12/2024] Open
Abstract
BACKGROUND Immersive virtual reality (IVR) is a niche technology rising in popularity in nursing education. Although there is an abundance of evidence to demonstrate the effect of virtual reality (VR) on desired learning outcomes, this evidence is limited to technical or procedural skills or managing a single patient with clinical problems. Nontechnical skills (NTS), such as communication, decision-making, teamwork, situation awareness, and managerial skills, have not been explored using IVR technology. OBJECTIVE This study aimed to (1) investigate the potential efficacy of the IVR system virtual reality hospital (VR-Hospital, or VR-Hosp), a single-user game we developed, on nursing students' NTS, sense of presence in the virtual clinical environment, and satisfaction and self-confidence in learning; (2) identify variables that predict NTS; and (3) explore students' experience in using VR-Hosp. METHODS A multimethods design with a quantitative and qualitative approach was adopted. Participants were provided with VR-Hosp with 3 scenarios in training. VR-Hosp adopted a multibed, multipatient, multitask approach and was embedded with various clinical situations. Learning outcomes were measured after the training, followed by group interviews. RESULTS In total, 202 students joined the study. Results revealed high levels of satisfaction and self-confidence in learning. Significant achievement in NTS was perceived by the students. The levels of satisfaction and self-confidence in learning and the involvement and sensory fidelity domains in the sense of presence were positive predictors of NTS. CONCLUSIONS The promising results offer a basis for designing IVR activities for nursing education. Further investigations are imperative to determine the impact of IVR technology on learning outcomes in clinical practice.
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Affiliation(s)
- Kitty Chan
- School of Nursing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
| | - Patrick Pui Kin Kor
- School of Nursing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
| | - Justina Yat Wa Liu
- School of Nursing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
- Research Institute for Smart Ageing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
| | - Kin Cheung
- School of Nursing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
| | - Timothy Lai
- School of Nursing, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
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Bifarin O, Collier-Sewell F, Smith G, Moriarty J, Shephard H, Andrews L, Pearson S, Kasperska M. Standards of proficiency for registered nurses-To what end? A critical analysis of contemporary mental health nursing within the United Kingdom context. Nurs Inq 2024; 31:e12630. [PMID: 38436620 DOI: 10.1111/nin.12630] [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: 10/01/2023] [Revised: 02/17/2024] [Accepted: 02/19/2024] [Indexed: 03/05/2024]
Abstract
Against the backdrop of cultural and political ideals, this article highlights both the significance of mental health nursing in meeting population needs and the regulatory barriers that may be impeding its ability to adequately do so. Specifically, we consider how ambiguous notions of 'proficiency' in nurse education-prescribed by the regulator-impact the development of future mental health nurses and their mental health nursing identity. A key tension in mental health practice is the ethical-legal challenges posed by sanctioned powers to restrict patients' freedom at the same time as the desire (and obligation) to promote patients' self-determined recovery. The genericism of the UK's Future Nurse Standards do little to prepare mental health nurses to navigate the tensions that ensue. This has consequences for nurses and patients alike, as both risk experiencing the distress and dissonance that attends giving or receiving poor care. We argue that more needs to be done to enable mental health nurses to define and articulate the nuances of the profession as part of becoming critical, thoughtful and confident practitioners. Educators can contribute to this mission by aligning curriculum, pedagogy and assessment to create meaningful opportunities for mental health nursing students to engage with the complexities of mental health nursing practice. Without this, the credibility of the profession will continue to be questioned; its future uncertain.
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Affiliation(s)
- Oladayo Bifarin
- School of Nursing and Advanced Practice, Liverpool John Moores University, Liverpool, UK
- Research & Innovation, Mersey Care NHS FT, Liverpool, UK
| | - Freya Collier-Sewell
- Centre for Culture, Media and Society, Sheffield Hallam University, Sheffield, UK
| | - Grahame Smith
- School of Nursing and Advanced Practice, Liverpool John Moores University, Liverpool, UK
| | - Jo Moriarty
- NIHR Policy Research Unit in Health and Social Care Workforce, The Policy Institute, King's College London, London, UK
| | | | - Lauren Andrews
- School of Nursing and Advanced Practice, Liverpool John Moores University, Liverpool, UK
| | - Sam Pearson
- School of Nursing and Advanced Practice, Liverpool John Moores University, Liverpool, UK
| | - Mari Kasperska
- School of Nursing and Advanced Practice, Liverpool John Moores University, Liverpool, UK
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Roche AF, Kavanagh D, McCawley N, O'Riordan JM, Cahir C, Toale C, O'Keeffe D, Lawler T, Condron CM. Collating evidence to support the validation of a simulated laparotomy incision and closure-training model. Am J Surg 2024; 233:84-89. [PMID: 38402084 DOI: 10.1016/j.amjsurg.2024.02.020] [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: 01/09/2024] [Revised: 02/02/2024] [Accepted: 02/12/2024] [Indexed: 02/26/2024]
Abstract
BACKGROUND It is essential to evaluate the functionality of surgical simulation models, in order to determine whether they perform as intended. In this study, we assessed the use of a simulated laparotomy incision and closure-training model by collating validity evidence to determine its utility as well as pre and post-test interval data. METHOD This was a quantitative study design, informed by Messick's unified validity framework. In total, 93 participants (surgical trainees = 80, experts = 13) participated in this study. Evaluation of content validity and the models' relationships with other variables was conducted, along with a pre and post-test confidence assessment. RESULTS The model was deemed realistic and useful as a teaching tool, providing strong content validity evidence. In assessment of relationships with other variables, the expert group out-performed the novice group conclusively. Pre and post-test evaluation reported a statistically significant increase in confidence levels. CONCLUSION We present strong validity evidence of a novel laparotomy incision and closure simulation-training model.
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Affiliation(s)
- Adam F Roche
- RCSI SIM Centre for Simulation Education and Research, RCSI University of Medicine and Health Sciences, Dublin, Ireland.
| | - Dara Kavanagh
- Department of Surgical Affairs, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| | - Niamh McCawley
- Department of Colorectal Surgery, Beaumont Hospital, Dublin, Ireland
| | - J M O'Riordan
- Department of Colorectal Surgery, Tallaght University Hospital, Dublin, Ireland
| | - Caitriona Cahir
- Data Science Centre, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| | - Conor Toale
- Department of Surgical Affairs, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| | - Dara O'Keeffe
- Department of Surgical Affairs, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| | - Tim Lawler
- RCSI SIM Centre for Simulation Education and Research, RCSI University of Medicine and Health Sciences, Dublin, Ireland
| | - Claire M Condron
- RCSI SIM Centre for Simulation Education and Research, RCSI University of Medicine and Health Sciences, Dublin, Ireland
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Abinaya P, Manivannan M. Haptic based fundamentals of laparoscopic surgery simulation for training with objective assessments. Front Robot AI 2024; 11:1363952. [PMID: 38873121 PMCID: PMC11170034 DOI: 10.3389/frobt.2024.1363952] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/31/2023] [Accepted: 04/30/2024] [Indexed: 06/15/2024] Open
Abstract
Force is crucial for learning psychomotor skills in laparoscopic tissue manipulation. Fundamental laparoscopic surgery (FLS), on the other hand, only measures time and position accuracy. FLS is a commonly used training program for basic laparoscopic training through part tasks. The FLS is employed in most of the laparoscopic training systems, including box trainers and virtual reality (VR) simulators. However, many laparoscopic VR simulators lack force feedback and measure tissue damage solely through visual feedback based on virtual collisions. Few VR simulators that provide force feedback have subjective force metrics. To provide an objective force assessment for haptic skills training in the VR simulators, we extend the FLS part tasks to haptic-based FLS (HFLS), focusing on controlled force exertion. We interface the simulated HFLS part tasks with a customized bi-manual haptic simulator that offers five degrees of freedom (DOF) for force feedback. The proposed tasks are evaluated through face and content validity among laparoscopic surgeons of varying experience levels. The results show that trainees perform better in HFLS tasks. The average Likert score observed for face and content validity is greater than 4.6 ± 0.3 and 4 ± 0.5 for all the part tasks, which indicates the acceptance of the simulator among subjects for its appearance and functionality. Face and content validations show the need to improve haptic realism, which is also observed in existing simulators. To enhance the accuracy of force rendering, we incorporated a laparoscopic tool force model into the simulation. We study the effectiveness of the model through a psychophysical study that measures just noticeable difference (JND) for the laparoscopic gripping task. The study reveals an insignificant decrease in gripping-force JND. A simple linear model could be sufficient for gripper force feedback, and a non-linear LapTool force model does not affect the force perception for the force range of 0.5-2.5 N. Further study is required to understand the usability of the force model in laparoscopic training at a higher force range. Additionally, the construct validity of HFLS will confirm the applicability of the developed simulator to train surgeons with different levels of experience.
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Affiliation(s)
- P. Abinaya
- Haptics Laboratory, Department of Applied Mechanics and Biomedical Engineering, Indian Institute of Technology Madras, Tamil Nadu, India
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Bloechle JL, Audiffren J, Le Naour T, Alli A, Simoni D, Wüthrich G, Bresciani JP. It's not all in your feet: Improving penalty kick performance with human-avatar interaction and machine learning. Innovation (N Y) 2024; 5:100584. [PMID: 38445019 PMCID: PMC10912701 DOI: 10.1016/j.xinn.2024.100584] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2023] [Accepted: 01/24/2024] [Indexed: 03/07/2024] Open
Abstract
Penalty kicks are increasingly decisive in major international football competitions. Yet, over 30% of shootout kicks are missed. The outcome of the kick often relies on the ability of the penalty taker to exploit anticipatory movements of the goalkeeper to redirect the kick toward the open side of the goal. Unfortunately, this ability is difficult to train using classical methods. We used an augmented reality simulator displaying an holographic goalkeeper to test and train penalty kick performance with 13 young elite players. Machine learning algorithms were used to optimize the learning rate by maintaining an optimal level of training difficulty. Ten training sessions of 20 kicks reduced the redirection threshold by 120 ms, which constituted a 28% reduction with respect to the baseline threshold. Importantly, redirection threshold reduction was observed for all trained players, and all things being equal, it corresponded to an estimated 35% improvement of the success rate.
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Affiliation(s)
- Jean-Luc Bloechle
- Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, 1700 Fribourg, Switzerland
| | - Julien Audiffren
- Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, 1700 Fribourg, Switzerland
| | - Thibaut Le Naour
- Motion-up, Le Prisme, Place Albert Einstein, 56000 Vannes, France
| | - Andrea Alli
- Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, 1700 Fribourg, Switzerland
| | - Dylan Simoni
- Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, 1700 Fribourg, Switzerland
| | | | - Jean-Pierre Bresciani
- Control and Perception Laboratory, University of Fribourg, Bd Perolles 90, 1700 Fribourg, Switzerland
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New ML, Amass T, Neumeier A, Jacobson NM, Huie TJ. Creation and Validation of a Massive Hemoptysis Simulator. Chest 2024; 165:636-644. [PMID: 37852436 DOI: 10.1016/j.chest.2023.10.014] [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: 06/09/2023] [Revised: 10/10/2023] [Accepted: 10/11/2023] [Indexed: 10/20/2023] Open
Abstract
BACKGROUND Simulation for the management of massive hemoptysis is limited by the absence of a commercially available simulator to practice procedural skills necessary for management. RESEARCH QUESTION Is it feasible to create and validate a hemoptysis simulator with high functional task alignment? STUDY DESIGN AND METHODS Pulmonary and critical care medicine (PCCM) attending physicians from four academic institutions in the Denver, Colorado, area and internal medicine residents from the University of Colorado participated in this mixed-methods study. A hemoptysis simulator was constructed by connecting a 3-D-printed airway model to a manikin that may be intubated. Attending PCCM physicians evaluated the simulator through surveys and qualitative interviews. Attendings were surveyed to determine simulation content and appropriate assessment criteria for a hemoptysis simulation. Based on these criteria, expert and novice performance on the simulator was assessed. RESULTS The manikin-based hemoptysis simulator demonstrated adequate physical resemblance, high functional alignment, and strong affective fidelity. It was universally preferred over a virtual reality simulator by 10 PCCM attendings. Twenty-seven attendings provided input on assessment criteria and established that assessing management priorities (eg, airway protection) was preferred to a skills checklist for hemoptysis management. Three experts outperformed six novices in hemoptysis management on the manikin-based simulator in all management categories assessed, supporting construct validity of the simulation. INTERPRETATION Creation of a hemoptysis simulator with appropriate content, high functional task alignment, and strong affective fidelity was successful using 3-D-printed airway models and existing manikins. This approach can overcome barriers of cost and availability for simulation of high-acuity, low-occurrence procedures.
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Affiliation(s)
- Melissa L New
- Division of Pulmonary Sciences and Critical Care Medicine, University of Colorado, Aurora, CO; Rocky Mountain Regional VA Medical Center, Aurora, CO.
| | - Timothy Amass
- Division of Pulmonary Sciences and Critical Care Medicine, University of Colorado, Aurora, CO; Denver Health Medical Center, Denver, CO
| | - Anna Neumeier
- Division of Pulmonary Sciences and Critical Care Medicine, University of Colorado, Aurora, CO; Denver Health Medical Center, Denver, CO
| | - Nicholas M Jacobson
- College of Engineering, Design and Computing, University of Colorado, Aurora, CO
| | - Tristan J Huie
- Division of Pulmonary Sciences and Critical Care Medicine, University of Colorado, Aurora, CO; National Jewish Health, Denver, CO
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Knowlin LT, Laskay NMB, Jules NP, Godzik J, Chang TP, Spurrier RG. Advances in Pediatric Surgery Simulation-Based Training. CHILDREN (BASEL, SWITZERLAND) 2023; 11:34. [PMID: 38255348 PMCID: PMC10813955 DOI: 10.3390/children11010034] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/10/2023] [Revised: 12/19/2023] [Accepted: 12/22/2023] [Indexed: 01/24/2024]
Abstract
Pediatric surgery is the diagnostic, operative, and postoperative surgical care of children with congenital and acquired anomalies and diseases. The early history of the specialty followed the classic "see one, do one, teach one" philosophy of training but has since evolved to modern methods including simulation-based training (SBT). Current trainees in pediatric surgery face numerous challenges, such as the decreasing incidence of congenital disease and reduced work hours. SBT consists of several modalities that together assist in the acquisition of technical skills and improve performance in the operating room. SBT has evolved to incorporate simulator models and video gaming technology, in parallel with the development of simulation in other surgical and non-surgical pediatric fields. SBT has advanced to a level of sophistication that means that it can improve the skills of not only pediatric surgery trainees but also practicing attending surgeons. In this review, we will discuss the history of pediatric surgery, simulation in pediatric surgery training, and the potential direction of pediatric surgical simulation training in the future.
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Affiliation(s)
- Laquanda T. Knowlin
- Division of Pediatric Surgery, Children’s Hospital Los Angeles, 4650 Sunset Blvd., Mailstop #175, Los Angeles, CA 90027, USA
- Las Madrinas Simulation Research Laboratory, Children’s Hospital Los Angeles, Keck School of Medicine, University of Southern California, Los Angeles, CA 90027, USA
| | - Nicholas M. B. Laskay
- Department of Neurosurgery, University of Alabama at Birmingham, Birmingham, AL 35294, USA
| | - Nehemie P. Jules
- Las Madrinas Simulation Research Laboratory, Children’s Hospital Los Angeles, Keck School of Medicine, University of Southern California, Los Angeles, CA 90027, USA
| | - Jakub Godzik
- Department of Neurosurgery, University of Alabama at Birmingham, Birmingham, AL 35294, USA
| | - Todd P. Chang
- Las Madrinas Simulation Research Laboratory, Children’s Hospital Los Angeles, Keck School of Medicine, University of Southern California, Los Angeles, CA 90027, USA
- Division of Emergency and Transport Medicine, Children’s Hospital Los Angeles, Los Angeles, CA 90027, USA
| | - Ryan G. Spurrier
- Division of Pediatric Surgery, Children’s Hospital Los Angeles, 4650 Sunset Blvd., Mailstop #175, Los Angeles, CA 90027, USA
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Wilkerson GB, Lansey JC, Noblett CN, Sarris CE. Test-Retest Reliability of Immersive Virtual Reality Measures of Perceptual-Motor Performance. Percept Mot Skills 2023; 130:2484-2504. [PMID: 37776022 DOI: 10.1177/00315125231205322] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/01/2023]
Abstract
The duration, accuracy, and consistency of responses to various types of stimuli are widely accepted as indirect indicators of the efficiency of brain information processing, but current clinical tests appear to lack sufficient sensitivity to detect subtle impairments. Immersive virtual reality (VR) offers a new means to acquire measures of perceptual-motor responses to moving visual stimuli that require rapid conflict resolution, but their test-retest reliability has not yet been demonstrated. Repeated measures. We analyzed data from 19 healthy young adults who performed a 40-trial VR test on three consecutive days. We focused on response time (RT) and perceptual latency (PL) for eye, neck, arm, and whole-body step displacements involved in executing a reaching/lunging movement in a right or left direction toward a peripherally located virtual target. Measures of RT and PL included a 40-trial mean, an intra-individual variability (IIV) value, and a rate correct score (RCS) that incorporated both response duration and accuracy. Most mean and IIV values for PL and RT demonstrated a positive distributional skew that was substantially reduced by natural logarithm transformation. While a learning effect was evident between sessions 1 and 2 for 7 of 8 mean PL and RT measures, 3-session intraclass correlation coefficient (ICC) values were moderate to excellent for 15 of 16 transformed PL and RT measures (range: .618 to .922). The composite RCS metric did not require transformation for either PL or RT, whose respective 3-session ICC values were .877 and .851. This moderate to excellent test-retest reliability for various VR measures of perceptual-motor function, combined with evidence of their validity from both past and future research, suggest that these measures can advance clinical detection of impaired brain processing and longitudinal assessments of potentially modifiable performance deficiencies.
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Affiliation(s)
- Gary B Wilkerson
- Graduate Athletic Training Program, University of Tennessee at Chattanooga, Chattanooga, TN, USA
| | | | - Courtney N Noblett
- Graduate Athletic Training Program, University of Tennessee at Chattanooga, Chattanooga, TN, USA
| | - Caroline E Sarris
- Graduate Athletic Training Program, University of Tennessee at Chattanooga, Chattanooga, TN, USA
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12
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Harris DJ, Wilson MR, Vine SJ. The functional role of visual information and fixation stillness in the quiet eye. PLoS One 2023; 18:e0293955. [PMID: 37930988 PMCID: PMC10627465 DOI: 10.1371/journal.pone.0293955] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2023] [Accepted: 10/23/2023] [Indexed: 11/08/2023] Open
Abstract
The final fixation to a target in far-aiming tasks, known as the quiet eye, has been consistently identified as an important perceptual-cognitive variable for task execution. Yet, despite a number of proposed mechanisms it remains unclear whether the fixation itself is driving performance effects or is simply an emergent property of underpinning cognitions. Across two pre-registered studies, novice golfers (n = 127) completed a series of golf putts in a virtual reality simulation to examine the function of the quiet eye in the absence of visual information. In experiment 1 participants maintained a quiet eye fixation even when all visual information was occluded. Visual occlusion did significantly disrupt motor skill accuracy, but the effect was relatively small (89cm vs 105cm radial error, std. beta = 0.25). In experiment 2, a 'noisy eye' was induced using covertly moving fixation points, which disrupted skill execution (p = .04, BF = 318.07, std. beta = -0.25) even though visual input was equivalent across conditions. Overall, the results showed that performers persist with a long pre-shot fixation even in the absence of visual information, and that the stillness of this fixation confers a functional benefit that is not merely related to improved information extraction.
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Affiliation(s)
- David J. Harris
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
| | - Mark R. Wilson
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
| | - Samuel J. Vine
- School of Sport and Health Sciences, University of Exeter, Exeter, United Kingdom
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Kluge MG, Maltby S, Kuhne C, Walker N, Bennett N, Aidman E, Nalivaiko E, Walker FR. Evaluation of a Virtual Reality Platform to Train Stress Management Skills for a Defense Workforce: Multisite, Mixed Methods Feasibility Study. J Med Internet Res 2023; 25:e46368. [PMID: 37930751 PMCID: PMC10659241 DOI: 10.2196/46368] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2023] [Revised: 08/24/2023] [Accepted: 09/18/2023] [Indexed: 11/07/2023] Open
Abstract
BACKGROUND Psychological stress-related injuries within first-responder organizations have created a need for the implementation of effective stress management training. Most stress management training solutions have limitations associated with scaled adoption within the workforce. For instance, those that are effective in civilian populations often do not align with the human performance culture embedded within first-responder organizations. Programs involving expert-led instructions that are high in quality are often expensive. OBJECTIVE This study sought to evaluate a tailored stress management training platform within the existing training schedule of the Australian Defense Force (ADF). The platform, known as Performance Edge (PE), is a novel virtual reality (VR) and biofeedback-enabled stress management skills training platform. Focusing on practical training of well-established skills and strategies, the platform was designed to take advantage of VR technology to generate an immersive and private training environment. This study aimed to assess the feasibility of delivering the VR platform within the existing group-based training context and intended training population. In this setting, the study further aimed to collect data on critical predictors of user acceptance and technology adoption in education, including perceived usability, usefulness, and engagement, while also assessing training impacts. METHODS This study used a mixed methods, multisite approach to collect observational, self-reported, and biometric data from both training staff and trainers within a real-world "on-base" training context in the ADF. Validated scales include the Presence Questionnaire and User Engagement Scale for perceived usefulness, usability, and engagement, as well as the State Mindfulness Scale and Relaxation Inventory, to gain insights into immediate training impacts for specific training modules. Additional surveys were specifically developed to assess implementation feedback, intention to use skills, and perceived training impact and value. RESULTS PE training was delivered to 189 ADF trainees over 372 training sessions. The platform was easy to use at an individual level and was feasible to deliver in a classroom setting. Trainee feedback consistently showed high levels of engagement and a sense of presence with the training content and environment. PE is overall perceived as an effective and useful training tool. Self-report and objective indices confirmed knowledge improvement, increased skill confidence, and increased competency after training. Specific training elements resulted in increased state mindfulness, increased physical relaxation, and reduced breathing rate. The ability to practice cognitive strategies in a diverse, private, and immersive training environment while in a group setting was highlighted as particularly valuable. CONCLUSIONS This study found the VR-based platform (PE) to be a feasible stress management training solution for group-based training delivery in a defense population. Furthermore, the intended end users, both trainers and trainees, perceive the platform to be usable, useful, engaging, and effective for training, suggesting end-user acceptance and potential for technology adoption.
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Affiliation(s)
- Murielle G Kluge
- Centre for Advanced Training Systems, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- School of Biomedical Sciences & Pharmacy, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
| | - Steven Maltby
- Centre for Advanced Training Systems, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- School of Biomedical Sciences & Pharmacy, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
| | - Caroline Kuhne
- Centre for Advanced Training Systems, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- School of Psychological Sciences, College of Engineering, Science and Environment, The University of Newcastle, Callaghan, Australia
| | - Nicole Walker
- Army School of Health, Australian Defence Force, Canberra, Australia
| | - Neanne Bennett
- Joint Health Command, Department of Defence, Canberra, Australia
| | - Eugene Aidman
- School of Biomedical Sciences & Pharmacy, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- Human and Decision Sciences Division, Defence Science & Technology Group, Edinburgh, Australia
| | - Eugene Nalivaiko
- Centre for Advanced Training Systems, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- School of Biomedical Sciences & Pharmacy, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
| | - Frederick Rohan Walker
- Centre for Advanced Training Systems, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
- School of Biomedical Sciences & Pharmacy, Faculty of Health, Medicine & Wellbeing, The University of Newcastle, Callaghan, Australia
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Evans AJ, Russo CM, Tovar MA, Liu A, Conley SP. Physiologic Fidelity as a Domain in Assessing Mixed Reality Trauma Simulation. Mil Med 2023; 188:3322-3329. [PMID: 35994047 DOI: 10.1093/milmed/usac244] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/07/2022] [Revised: 07/11/2022] [Accepted: 08/02/2022] [Indexed: 11/14/2022] Open
Abstract
INTRODUCTION Mixed reality has been used in trauma and emergency medicine simulation for more than a decade. As mixed reality potential in trauma simulation continues to expand, so too does the need to validate it as a surrogate for real-life emergency scenarios. Validation of these simulations can occur by measuring fidelity, or the degree to which a computing system can reproduce real-world experiences. After performing a literature review, we determined that most fidelity assessments of trauma and emergency simulations focus on how the user subjectively experiences the simulation. Although subjective user assessment is an important component of determining fidelity, we pose an introductory three-part framework that may assess mixed reality trauma simulation more adequately. MATERIALS AND METHODS A literature review was conducted using Google Scholar, PubMed, and the Uniformed Services University PowerER search database. Relevant articles were assessed to identify how studies measured fidelity in trauma simulation. We then designed the three-part framework to aid researchers in assessing the fidelity of mixed reality trauma simulations. RESULTS The domains we determined to best assess mixed reality emergency simulation are as follows:1. Continue assessing fidelity via subjective user assessments. This allows the researcher to know how real the simulation looked and felt to the user based on their individual report.2. Determine whether the trauma simulation changes the medical decision-making capacity of the user. If the user's decision-making capacity changes with a stress-inducing trauma simulation versus a non-stress-inducing simulation, then the stress-inducing trauma environment would be approaching greater fidelity.3. Study the domain of our newly proposed concept: physiologic fidelity. We define physiologic fidelity as the degree to which the simulation elicits a measurable, autonomic response independent of observed emotion or perceived affect. Recreating objective autonomic arousal may be the best way to ensure a trauma simulation reaches fidelity. CONCLUSION We propose a methodology to assess mixed reality trauma simulation fidelity. Once fidelity is more fully known to the researcher and the simulation user, adjustments can be made to approach reality more closely. Improved simulators may enrich the preparedness of both junior and senior learners for real-life emergencies. We believe assessing the three domains using the Wide Area Virtual Experience at the Val G. Hemming simulation center in Bethesda, MD, will validate mixed reality-trauma simulators as invaluable surrogates for real-life emergency scenarios and ultimately contribute to improved clinical outcomes for clinicians and their patients.
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Affiliation(s)
- Andrew J Evans
- School of Medicine, Uniformed Services University of the Health Sciences, Bethesda, MD 20814, USA
| | - Christopher M Russo
- Department of Anesthesiology, Walter Reed National Military Medical Center, Bethesda, MD 20814, USA
| | - Matthew A Tovar
- School of Medicine and Health Sciences, George Washington University, Washington, DC 20052, USA
| | - Alan Liu
- Virtual Medical Environments Laboratory, Val G. Hemming Simulation Center, Silver Spring, MD 20910, USA
| | - Sean P Conley
- Department of Military & Emergency Medicine, Uniformed Services University of the Health Sciences, Bethesda, MD 20814, USA
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15
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Babar ZU, Max SA, Martina BG, Rosalia RA, Peek JJ, van Dijk A, Sadeghi AH, Mahtab EA. Virtual reality simulation as a training tool for perfusionists in extracorporeal circulation: Establishing face and content validity. JTCVS Tech 2023; 21:135-148. [PMID: 37854847 PMCID: PMC10579814 DOI: 10.1016/j.xjtc.2023.06.004] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2023] [Revised: 05/11/2023] [Accepted: 05/30/2023] [Indexed: 10/20/2023] Open
Abstract
Objective We conducted a prospective study to assess the face and content validity of a new virtual reality (VR) extracorporeal circulation simulator (ECC) developed for perfusionists to facilitate training and practice. We evaluated the opinions of students and staff members about the feasibility of the simulation. The 2 groups consisted of experts (qualified perfusionists) and novices (trainee perfusionists). Methods Perfusionists (n = 12 experts and n = 11 trainees) received instructions on how to use the VR simulator and then proceeded to perform the start of cardiopulmonary bypass in the VR environment. Participants then completed a Usefulness, Satisfaction, and Ease of Use Questionnaire. The questions were rated on a 5-point Likert scale, ranging from 1 (fully disagree) to 5 (fully agree), to assess the face validity and content validity of this simulator. Results Participants reported a predominantly positive experience with the VR-ECC simulator, with 96% (n = 22) agreeing that the simulator was a useful way of training ECC scenarios. All participants found it easy to interact with the software (100%, n = 23), and 82% of students (n = 9) believed it helped them remember the steps involved with initiating ECC. Finally, (87% [n = 20]) of participants believed the image quality and depth perception were good. Conclusions Our next-generation simulator was valid for face and content constructs, and almost all participants found it to be a useful way of training for ECC scenarios. This simulator represents a first step toward truly blended digital learning and a new interactive, flexible, and innovative modality for perfusion training.
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Affiliation(s)
- Zaheer U.D. Babar
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Samuel A. Max
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Bryan G. Martina
- Department of Cardiothoracic Surgery, Medisch Spectrum Twente, Enschede, The Netherlands
| | - Rodney A. Rosalia
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Jette J. Peek
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Antony van Dijk
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Amir H. Sadeghi
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
| | - Edris A.F. Mahtab
- Department of Cardiothoracic Surgery, University Medical Center, Erasmus MC, Rotterdam, The Netherlands
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16
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Azuaga Filho H, Colaço B, Payan-Carreira R. The usefulness of models and simulators for training practical bovine artificial insemination skills. Front Vet Sci 2023; 10:1240978. [PMID: 37711432 PMCID: PMC10499192 DOI: 10.3389/fvets.2023.1240978] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/15/2023] [Accepted: 08/04/2023] [Indexed: 09/16/2023] Open
Affiliation(s)
- Heitor Azuaga Filho
- Instituto Federal de Educação, Ciência e Tecnologia de Mato Grosso (IFMT), Campus Professor Olegário Baldo, Cáceres, Brazil
- Veterinary and Animal Research Centre (CECAV), University of Trás-os-Montes and Alto Douro (UTAD), Vila Real, Portugal
| | - Bruno Colaço
- Veterinary and Animal Research Centre (CECAV), University of Trás-os-Montes and Alto Douro (UTAD), Vila Real, Portugal
- Associate Laboratory for Animal and Veterinary Sciences (AL4AnimalS), and Department of Zootechnics, University of Trás-os-Montes and Alto Douro (UTAD), Vila Real, Portugal
| | - Rita Payan-Carreira
- Comprehensive Health Research Centre (CHRC), and Department of Veterinary Medicine, Science and Technology School University of Évora, Évora, Portugal
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17
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Loiseau Taupin M, Romeas T, Juste L, Labbé DR. Exploring the effects of 3D-360°VR and 2D viewing modes on gaze behavior, head excursion, and workload during a boxing specific anticipation task. Front Psychol 2023; 14:1235984. [PMID: 37680243 PMCID: PMC10481868 DOI: 10.3389/fpsyg.2023.1235984] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2023] [Accepted: 08/02/2023] [Indexed: 09/09/2023] Open
Abstract
Introduction Recent evidence has started to demonstrate that 360°VR, a type of VR that immerses a user within a 360° video, has advantages over two-dimensional (2D) video displays in the context of perceptual-cognitive evaluation and training. However, there is currently a lack of empirical evidence to explain how perceptual-cognitive strategies differ between these two paradigms when performing sports-related tasks. Thus, the objective of this study was to examine and compare the impact of different viewing conditions (e.g., 3D-360°VR and 2D video displays), on gaze behavior and head excursions in a boxing-specific anticipatory task. A secondary objective was to assess the workload associated with each viewing mode, including the level of presence experienced. Thirdly, an exploratory analysis was conducted to evaluate any potential sex differences. Methods Thirty-two novice participants (16 females) were recruited for this study. A total of 24 single-punch sequences were randomly presented using a standalone VR headset (Pico Neo 3 Pro Eye), with two different viewing modes: 3D-360°VR and 2D. Participants were instructed to respond to the punches with appropriate motor actions, aiming to avoid punches. Gaze behavior was recorded using a Tobii eyetracker embedded in the VR headset. Workload and presence were measured with the SIM-TLX questionnaire. Fixation duration, number of fixations, saccades, search rate and head excursions (roll, pitch, yaw) were analyzed using linear mixed models. Results The results revealed significant shorter fixation durations and more head excursions (roll, pitch) in 3D-360°VR, compared to the 2D viewing mode (ps < 0.05). The sense of presence was found to be much higher in the 3D-360°VR viewing mode (p < 0.05). No sex differences were observed. These results demonstrate that 360°VR elicited shorter fixation durations but mostly greater head excursions and immersion compared to a 2D projection in the context of a boxing-specific task. Discussion These findings contribute to the understanding of previous evidence supporting the possible advantages of using 360°VR over 2D for perceptual-cognitive evaluation and training purposes. Further validation studies that compare behaviors and performance in 360°VR with those in the real-world will be needed.
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Affiliation(s)
- Mildred Loiseau Taupin
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
- Institut national du sport du Québec, Montréal, QC, Canada
| | - Thomas Romeas
- Institut national du sport du Québec, Montréal, QC, Canada
- École d’optométrie, Université de Montréal, Montréal, QC, Canada
| | - Lauryn Juste
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
| | - David R. Labbé
- Laboratoire de recherche en imagerie et orthopédie, École de technologie supérieure, Montréal, QC, Canada
- Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada
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18
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Guo J, Blyth P, Clifford K, Hooper N, Crawford H. Transfer Validity of Pediatric Supracondylar Humeral Fracture Pin Placement Practice on In-Theater Performance by Orthopedic Trainees Using an Augmented Reality Simulator: Protocol for a Pilot Interventional Cohort Study With a Retrospective Comparator Cohort. JMIR Res Protoc 2023; 12:e38282. [PMID: 37531159 PMCID: PMC10433022 DOI: 10.2196/38282] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2022] [Revised: 04/26/2022] [Accepted: 05/25/2022] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Supracondylar humeral fractures (SCHF) are a common cause of orthopedic morbidity in pediatric populations across the world. The treatment of this fracture is likely one of the first procedures involving x-ray-guided wire insertion that trainee orthopedic surgeons will encounter in their career. Traditional surgical training methods of "see one, do one, teach one" are reliant on the presence of real-world cases and must be conducted within an operative environment. We have developed an augmented reality simulator that allows trainees to practice this procedure in a radiation-free environment at no extra risk to patients. OBJECTIVE This study aims to examine whether training on a simulator in addition to traditional surgical training improves the in-theater performance of trainees. METHODS This multicenter, interventional cohort study will involve orthopedic trainees from New Zealand in their first year of advanced training between 2019 and 2023. Advanced trainees with no simulator exposure who were in their first year in 2019-2021 will form the comparator cohort, while those in the years 2022-2023 will receive additional regular simulator training as the intervention cohort. The comparator cohort's performance in pediatric SCHF surgery will be retrospectively audited using routinely collected operative outcomes and parameters over a 6-month period. Data on the performance of the intervention cohorts will be collected in the same way over a comparable period. The data collected for both groups will be used to determine whether additional training with an augmented reality training shows improved real-world surgical outcomes compared to traditional surgical training. RESULTS As of February 2022, a total of 8 retrospective comparator trainees have been recruited by email. The study is financially supported through an external grant from the Wishbone Orthopaedic Research Foundation of New Zealand (September 2021) and an internal research grant from the University of Otago (July 2021). CONCLUSIONS This protocol has been approved by the University of Otago Health Ethics committee (reference HD21/087), and the study is due for completion in 2024. This protocol may assist other researchers conducting similar studies in the field. TRIAL REGISTRATION Australian New Zealand Clinical Trials Registry ACTRN12623000816651; https://tinyurl.com/mtdkecwb. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) DERR1-10.2196/38282.
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Affiliation(s)
- Joyce Guo
- Department of the Dean, Otago Medical School, University of Otago, Dunedin, New Zealand
| | - Phil Blyth
- Department of the Dean, Otago Medical School, University of Otago, Dunedin, New Zealand
| | - Kari Clifford
- Surgical Outcomes Research Centre Otago, Department of Surgical Sciences, Otago Medical School, University of Otago, Dunedin, New Zealand
| | - Nikki Hooper
- Department of Orthopaedic Surgery, Otago Medical School, University of Otago, Christchurch, New Zealand
| | - Haemish Crawford
- Department of Orthopaedics, Starship Children's Hospital, Auckland, New Zealand
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19
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Sanders NE, Xie Z, Chen KB. A comparison of the psychological effects of robot motion in physical and virtual environments. APPLIED ERGONOMICS 2023; 112:104039. [PMID: 37320910 DOI: 10.1016/j.apergo.2023.104039] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/22/2022] [Revised: 02/15/2023] [Accepted: 04/19/2023] [Indexed: 06/17/2023]
Abstract
A mixed-methods approach was used to assess the fidelity of virtual environments as ergonomic assessment tools for human-robot interaction. Participants performed a visual search task in the physical environment while a nearby collaborative robot repeatedly extended its arm toward them. This scenario was reconstructed in two virtual environments with different levels of graphical detail. Measures of presence, task performance, workload, and anxiety were taken to determine the effect of robot motion in all three environments. Task performance decreased in response to robot motion in the physical environment, while workload and anxiety increased. This simple effect of motion was consistent across environments for measures of task performance and anxiety. However, people performed faster overall in virtual reality, and the effect of motion on workload was greatly reduced in virtual reality. Results in the virtual environments suggest that people were distracted by the sound of the robot, and that presence was affected by manipulations of immersion and coherence.
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Affiliation(s)
- Nathan Edward Sanders
- Fitts Department of Industrial and Systems Engineering, North Carolina State University, United States of America.
| | - Ziyang Xie
- Fitts Department of Industrial and Systems Engineering, North Carolina State University, United States of America.
| | - Karen B Chen
- Fitts Department of Industrial and Systems Engineering, North Carolina State University, United States of America.
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20
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van Biemen T, Müller D, Mann DL. Virtual reality as a representative training environment for football referees. Hum Mov Sci 2023; 89:103091. [PMID: 37084551 DOI: 10.1016/j.humov.2023.103091] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2023] [Revised: 03/21/2023] [Accepted: 04/12/2023] [Indexed: 04/23/2023]
Abstract
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.
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Affiliation(s)
- Tammie van Biemen
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands; Royal Dutch Football Association (KNVB), Woudenbergseweg 56, 3707HX Zeist, Netherlands.
| | - Daniel Müller
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands.
| | - David L Mann
- Amsterdam Movement Sciences and Institute for Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Van der Boechorststraat 7, 1081BT Amsterdam, Netherlands.
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21
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Michalski SC, Gallomarino NC, Szpak A, May KW, Lee G, Ellison C, Loetscher T. Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention. VIRTUAL REALITY 2023:1-12. [PMID: 37360807 PMCID: PMC10068226 DOI: 10.1007/s10055-023-00759-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/27/2022] [Accepted: 01/20/2023] [Indexed: 06/28/2023]
Abstract
Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the individual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions (Mdn = 8.5, IQR 4-10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs.
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Affiliation(s)
- Stefan Carlo Michalski
- University of South Australia, Adelaide, Australia
- The University of Sydney, Sydney, Australia
| | | | - Ancret Szpak
- University of South Australia, Adelaide, Australia
| | | | - Gun Lee
- University of South Australia, Adelaide, Australia
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22
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Lim D, Wiggins M, Porte M, Bayl-Smith P, Curby KM, Olsen KN, Taylor M. Virtual reality lifeguarding scenarios as a potential training solution for pool lifeguards. APPLIED ERGONOMICS 2023; 108:103954. [PMID: 36566527 DOI: 10.1016/j.apergo.2022.103954] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/07/2022] [Revised: 12/10/2022] [Accepted: 12/15/2022] [Indexed: 06/17/2023]
Abstract
BACKGROUND Ensuring that pool lifeguards develop the skills necessary to detect drowning victims is challenging given that these situations are relatively rare, unpredictable and are difficult to simulate accurately and safely. Virtual reality potentially provides a safe and ecologically valid approach to training since it offers a near-to-real visual experience, together with the opportunity to practice task-related skills and receive feedback. As a prelude to the development of a training intervention, the aim of this research was to establish the construct validity of virtual reality drowning detection tasks. METHOD Using a repeated measures design, a total of 38 qualified lifeguards and 33 non-lifeguards completed 13 min and 23 min simulated drowning detection tasks that were intended to reflect different levels of sustained attention. During the simulated tasks, participants were asked to monitor a virtual pool and identify any drowning targets with accuracy, response latency, and dwell time recorded. RESULTS During the simulated scenarios, pool lifeguards detected drowning targets more frequently and spent less time than non-lifeguards fixating on the drowning target prior to the drowning onset. No significant differences in response latency were evident between lifeguards and non-lifeguards nor for first fixations on the drowning target. CONCLUSION The results provide support for the construct validity of virtual reality lifeguarding scenarios, thereby providing the basis for their development and introduction as a potential training approach for developing and maintaining performance in lifeguarding and drowning detection. APPLICATION This research provides support for the construct validity of virtual reality simulations as a potential training tool, enabling improvements in the fidelity of training solutions to improve pool lifeguard competency in drowning detection.
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Affiliation(s)
- David Lim
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Mark Wiggins
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia.
| | - Meredith Porte
- School of Computing Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Piers Bayl-Smith
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Kim M Curby
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Kirk N Olsen
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
| | - Melanie Taylor
- School of Psychological Sciences, Macquarie University, Australia; The Centre for Performance, Expertise, and Training at Macquarie University, Australia
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23
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Soltani P, Morice AHP. A multi-scale analysis of basketball throw in virtual reality for tracking perceptual-motor expertise. Scand J Med Sci Sports 2023; 33:178-188. [PMID: 36315055 PMCID: PMC10100508 DOI: 10.1111/sms.14250] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2022] [Revised: 09/09/2022] [Accepted: 10/12/2022] [Indexed: 11/19/2022]
Abstract
To benefit from virtual reality (VR) as a complementary tool for training, coaches must determine the proper tools and variables for tracking sports performance. We explored the basketball shooting at several scales (basket-ball, ball-player, and player systems) by monitoring success-rate, and ball and body kinematics. We measured how these scales of analysis allowed tracking players' expertise and perceptual sensitivity to basket distance. Experienced and novice players were instructed to naturally throw and swish an instrumented ball in a stereoscopically rendered virtual basket. We challenged their perceptual-motor systems by manipulating the distance of the virtual basket while keeping the surrounding environment unchanged. The success-rate accounted for the players' shooting adjustments to the manipulation of basket distance and allowed tracking their expertise. Ball kinematics also reflected the manipulation of distance and allowed detecting gender, but did not reflect the players' expertise. Finally, body kinematics variables did not echo players' adjustments to the distance manipulation but reflected their expertise and gender. The results gained at each scale of analysis are discussed with regard to the simulator's construct, biomechanical, and psychological fidelity.
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Affiliation(s)
- Pooya Soltani
- School of Digital, Technologies and Arts, Staffordshire University, Stoke-on-Trent, UK.,Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA), Department of Computer Science, Department for Health, University of Bath, Bath, UK.,Aix-Marseille University, CNRS, ISM, Marseille, France
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Attributes of Expert Anticipation Should Inform the Design of Virtual Reality Simulators to Accelerate Learning and Transfer of Skill. Sports Med 2023; 53:301-309. [PMID: 35881309 PMCID: PMC9877049 DOI: 10.1007/s40279-022-01735-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 07/04/2022] [Indexed: 01/29/2023]
Abstract
Expert sport performers cope with a multitude of visual information to achieve precise skill goals under time stress and pressure. For example, a major league baseball or cricket batter must read opponent variations in actions and ball flight paths to strike the ball in less than a second. Crowded playing schedules and training load restrictions to minimise injury have limited opportunity for field-based practice in sports. As a result, many sports organisations are exploring the use of virtual reality (VR) simulators. Whilst VR synthetic experiences can allow greater control of visual stimuli, immersion to create presence in an environment, and interaction with stimuli, compared to traditional video simulation, the underpinning mechanisms of how experts use visual information for anticipation have not been properly incorporated into its content design. In themes, this opinion article briefly explains the mechanisms underpinning expert visual anticipation, as well as its learning and transfer, with a view that this knowledge can better inform VR simulator content design. In each theme, examples are discussed for improved content design of VR simulators taking into consideration its advantages and limitations relative to video simulation techniques. Whilst sport is used as the exemplar, the points discussed have implications for skill learning in other domains, such as military and law enforcement. It is hoped that our paper will stimulate improved content design of VR simulators for future research and skill enhancement across several domains.
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Narang K, Imsirovic A, Dhanda J, Smith CF. Virtual Reality for Anatomy and Surgical Teaching. ADVANCES IN EXPERIMENTAL MEDICINE AND BIOLOGY 2023; 1397:135-149. [DOI: 10.1007/978-3-031-17135-2_8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
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Nakamoto H, Fukuhara K, Torii T, Takamido R, Mann DL. Optimal integration of kinematic and ball-flight information when perceiving the speed of a moving ball. Front Sports Act Living 2022; 4:930295. [PMID: 36524057 PMCID: PMC9744931 DOI: 10.3389/fspor.2022.930295] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2022] [Accepted: 11/14/2022] [Indexed: 11/10/2023] Open
Abstract
In order to intercept a moving target such as a baseball with high spatio-temporal accuracy, the perception of the target's movement speed is important for estimating when and where the target will arrive. However, it is unclear what sources of information are used by a batter to estimate ball speed and how those sources of information are integrated to facilitate successful interception. In this study, we examined the degree to which kinematic and ball-flight information are integrated when estimating ball speed in baseball batting. Thirteen university level baseball batters performed a ball-speed evaluation task in a virtual environment where they were required to determine which of two comparison baseball pitches (i.e., a reference and comparison stimuli) they perceived to be faster. The reference and comparison stimuli had the same physical ball speed, but with different pitching movement speeds in the comparison stimuli. The task was performed under slow (125 km/h) and fast (145 km/h) ball-speed conditions. Results revealed that the perceived ball-speed was influenced by the movement speed of the pitcher's motion, with the influence of the pitcher's motion more pronounced in the fast ball-speed condition when ball-flight information was presumably less reliable. Moreover, exploratory analyses suggested that the more skilled batters were increasingly likely to integrate the two sources of information according to their relative reliability when making judgements of ball speed. The results provide important insights into how skilled performers may make judgements of speed and time to contact, and further enhance our understanding of how the ability to make those judgements might improve when developing expertise in hitting.
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Affiliation(s)
- Hiroki Nakamoto
- Faculty of Physical Education, National Institute of Fitness and Sports in Kanoya, Kanoya, Japan
| | - Kazunobu Fukuhara
- Department of Health Promotion Science, Graduate School of Human Health Science, Tokyo Metropolitan University, Tokyo, Japan
| | - Taiga Torii
- Faculty of Physical Education, National Institute of Fitness and Sports in Kanoya, Kanoya, Japan
| | - Ryota Takamido
- Research Into Artifacts Center, Center for Engineering, School of Engineering, University of Tokyo, Tokyo, Japan
| | - David L. Mann
- Department of Human Movement Sciences, Amsterdam Movement Sciences and Institute of Brain and Behavior Amsterdam, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
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Lei MK, Cheng KB. Biomechanical fidelity of athletic training using virtual reality head-mounted display: the case of preplanned and unplanned sidestepping. Sports Biomech 2022:1-22. [PMID: 36412262 DOI: 10.1080/14763141.2022.2146528] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/24/2021] [Accepted: 11/07/2022] [Indexed: 11/23/2022]
Abstract
Virtual reality has recently been recognised as an effective tool for investigating visual-perceptual tasks. To develop a sport-specific virtual environment with realistic locomotion, it is crucial to examine the effect of using virtual reality devices on athletes performing intense and complex movements. Twelve collegiate football players were instructed to perform pre-planned and unplanned sidestepping in both environments with the same dimension and experimental setup in the virtual environment as in the real one. Analysis of the performance and knee biomechanical parameters showed that movements performed in the two environments were generally comparable. Consistent changes in approach velocity and knee angle/moment under unplanned conditions (compared with preplanned conditions) were also found in the virtual environment as in the real one, except for the significantly larger peak flexion angle (p < .05) observed in the virtual environment. Interestingly, half of the participants changed from producing abduction to adduction moment at the weight acceptance phase in the preplanned condition (p < .05). These findings suggested that while it is generally feasible to use virtual reality head-mounted displays for designated experiments and training, the effect of wearing virtual reality devices could be somewhat subject-specific.
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Affiliation(s)
- Man Kit Lei
- Institute of Physical Education, Health and Leisure Studies, National Cheng Kung University, Tainan City, Taiwan
| | - Kuangyou B Cheng
- Institute of Physical Education, Health and Leisure Studies, National Cheng Kung University, Tainan City, Taiwan
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McAlpin E, Levine M, Brenner C, Opazo C, Bathini S, Choi SJV, Louisville M, Grandhi U. Evaluating the effectiveness of a virtual reality simulation for preclinical local anaesthesia dental education. EUROPEAN JOURNAL OF DENTAL EDUCATION : OFFICIAL JOURNAL OF THE ASSOCIATION FOR DENTAL EDUCATION IN EUROPE 2022. [PMID: 36107420 DOI: 10.1111/eje.12854] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/15/2021] [Revised: 05/09/2022] [Accepted: 08/14/2022] [Indexed: 06/15/2023]
Abstract
INTRODUCTION Traditional manikin training has limitations that virtual reality can address. This study investigated the effectiveness of two part-task training simulation methods, a virtual reality (VR Sim) vs a plastic manikin (PM Sim), on learning outcomes for local anaesthesia skills for second-year pre-clinical dental students. METHODS In an experimental study, 58 second-year students were randomly assigned to one of two groups, VR Sim or PM Sim. Both groups completed the same pre-post survey. The VR Sim group practiced with a VR simulation, completed a built-in treatment test and a transfer test with a live person, and was evaluated by an expert teaching assistant (TA) with a rubric. The PM Sim group practiced with a plastic manikin and completed a treatment test on the same manikin evaluated by a TA, followed by the same transfer test with a live person and evaluated by a TA with a rubric. RESULTS Covering knowledge and skills in the delivery of local anaesthesia, mean final transfer test scores were statistically significantly higher for the PM Sim compared to VR Sim, F(1, 57) = 9.719, p = .003 with effect size, η2 p = 0.148. Scores on respective treatment tests were similar to final transfer test scores for each group suggesting differences were localised to the practice methods. Pre-survey results indicated participants had low prior experience with VR technology. CONCLUSION Whilst outcomes showed higher results for plastic manikin tutor training over the VR training method, they are complementary. As students practice more with the technology and the VR simulation they may improve further. Likewise, as the technology for haptics with VR improves beyond hand controllers so may the experience and learning of this skill for students.
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Affiliation(s)
- Elizabeth McAlpin
- Research and Outcomes Assessment, Teaching & Learning with Technology, NYU IT, New York, New York, USA
| | - Marci Levine
- NYU College of Dentistry, New York, New York, USA
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Millington E, Hayashibara E, Arthur T, Husselman TA, Savickaite S, Taylor R. Neurodivergent participatory action research for Virtual Reality (VR). JOURNAL OF ENABLING TECHNOLOGIES 2022. [DOI: 10.1108/jet-05-2022-0037] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis paper aims to raise awareness of and argue for the use of participatory methods for the research and development of Virtual Reality (VR) applications designed for neurodivergent groups. This includes exploring why it is important to meaningfully include neurodivergent groups and the benefits their inclusion provide.Design/methodology/approachVR is becoming increasingly widespread as a consumer product and interventional tool. It is vital for researchers and developers to embrace best practices in these early stages of using the technology, making certain that neurodivergent people have the best possible outcomes.FindingsThe neurodivergent community is dissatisfied with many of the research directions currently being undertaken. This dissatisfaction arises from conflicting priorities between different stakeholders and the lack of input from the community. Participatory research brings neurodivergent people into the research process, whether as members of the research team or as consultants at key steps. Effective participatory research ensures that the priorities of the neurodivergent community are better incorporated in research, as well as enabling the development of more effective applications for VR.Originality/valueParticipatory methods are unutilised in the development of applications aimed for neurodivergent people. By describing their use and utility in other areas, this article aims to encourage other VR researchers to take neurodivergent people on board.
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Savickaite S, Husselman TA, Taylor R, Millington E, Hayashibara E, Arthur T. Applications of virtual reality (VR) in autism research: current trends and taxonomy of definitions. JOURNAL OF ENABLING TECHNOLOGIES 2022. [DOI: 10.1108/jet-05-2022-0038] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeRecent work could further improve the use of VR technology by advocating the use of psychological theories in task design and highlighting certain properties of VR configurations and human – VR interactions. The variety of VR technology used in the trials prevents us from establishing a systematic relationship between the technology type and its effectiveness. As such, more research is needed to study this link, and our piece is an attempt to shed a spotlight on the issue.Design/methodology/approachTo explore recent developments in the field, the authors followed the procedures of scoping review by Savickaite et al. (2022) and included publications from 2021 to 2022.FindingsIn this updated analysis, it was clear that the research themes emerging over the last two years were similar to those identified previously. Social training and intervention work still dominates the research area, in spite of recent calls from the autism community to broaden the scientific understanding of neurodivergent experiences and daily living behaviours. Although, autism is often characterised by difficulties with social interactions, it is just one part of the presentation. Sensory differences, motor difficulties and repetitive behaviours are also important facets of the condition, as well as various wider aspects of health, wellbeing and quality of life. However, many of these topics appear to be understudied in research on VR applications for autism.Originality/valueVR stands out from other representational technologies because of its immersion, presence and interactivity and has grown into its own niche. The question of what constitutes a truly immersive experience has resurfaced. We can no longer deny that VR has established itself in autism research. As the number of studies continues to grow, it is a perfect time to reconsider and update our notion of definitions of immersion and its reliance on hardware.
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Lindsay R, Kittel A, Spittle M. Motor Imagery and Action Observation: A Case for the Integration of 360°VR. Front Psychol 2022; 13:880185. [PMID: 35558705 PMCID: PMC9087714 DOI: 10.3389/fpsyg.2022.880185] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 04/07/2022] [Indexed: 11/13/2022] Open
Affiliation(s)
- Riki Lindsay
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Aden Kittel
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
| | - Michael Spittle
- College of Sport and Exercise Science, Institute for Health and Sport, Victoria University, Melbourne, VIC, Australia
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A Narrative Review of the Current State of Extended Reality Technology and How it can be Utilised in Sport. Sports Med 2022; 52:1473-1489. [PMID: 35286617 PMCID: PMC9213326 DOI: 10.1007/s40279-022-01669-0] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 02/20/2022] [Indexed: 12/04/2022]
Abstract
Extended reality is an umbrella term used to describe three computer-generated technologies including virtual reality, augmented reality and mixed reality. Extended reality is an emerging technology that has been utilised in many high-performance domains including psychology, medicine and the military, with the aim of enhancing perceptual-cognitive skills and motor skills. However, the use of extended reality in sport, particularly at the elite level, has only recently started to receive attention. While the growth of extended reality technology continues to accelerate at a rapid rate, empirical evidence aimed at understanding how these devices can best be applied in high-performance sport has not followed suit. Therefore, the purpose of this review is to provide clarity for high-performance sport organisations, researchers, sport scientists, coaches and athletes about the current state of extended reality technology and how it has been utilised in sport. In doing so, we first define and give examples of the types of extended reality technology including virtual reality, augmented reality and mixed reality that are available at the present time. Second, we detail how skill acquisition principles underpinned by the theoretical framework of ecological dynamics can be used to help inform the design and assessment of extended reality training tools. Third, we describe how extended reality has been utilised in sport, including how extended reality tools have been assessed for their level of representativeness, and the effectiveness of extended reality training interventions for improving perceptual-cognitive skills and motor skills. Finally, we discuss the future utilisation of extended reality in sport, including the key learnings that can be drawn from other domains, future research directions, practical applications and areas for consideration related to the use of extended reality for training skills in sport.
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Callari TC, Mortimer M, Moody L, Seyedmahmoudian M, Lewis R, Horan B. Smooth and safe tram journeys: tram driver perspectives and opportunities using a haptic master controller in a virtual reality environment. ERGONOMICS 2022; 65:445-466. [PMID: 34487483 DOI: 10.1080/00140139.2021.1977844] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/31/2020] [Accepted: 09/02/2021] [Indexed: 06/13/2023]
Abstract
Tram drivers operate a master controller to control the acceleration and braking of the tram. Operation should ensure passenger comfort and safety through smooth tram motion and the avoidance of jerkiness that may cause passengers to fall in the carriage. This work investigates current driver practices and strategies for tram driving in normal operations through interviews and the capacity of a new haptic master controller to support drivers in achieving smooth and safe tram journeys. A haptic feedback algorithm based on viscosity was implemented on the master controller to provide drivers with feedback on the rate at which they were accelerating and braking the tram. This aspect was tested in a virtual tram within a simulated inner city virtual reality environment. Results indicate that the haptic master controller and coupled viscosity feedback algorithm did not increase smoothness of driving during the simulated experiences. Despite this, the drivers indicated a preference for the provision of further haptic information to support driving tasks and the overall journey safety and smoothness. Practitioner Summary: This research comprises two studies. The first investigates strategies currently used by drivers to operate a tram smoothly in order to elicit design requirements for a haptic tram master controller. The second study evaluates the impact of a novel haptic master controller on journey smoothness within a virtual environment.
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Affiliation(s)
- Tiziana C Callari
- Centre for Arts, Memory and Communities, Coventry University, Coventry, UK
| | | | - Louise Moody
- Centre for Arts, Memory and Communities, Coventry University, Coventry, UK
| | - Mehdi Seyedmahmoudian
- School of Software and Electrical Engineering, Swinburne University, Hawthorn, Australia
| | - Ryan Lewis
- National Transport Design Centre, Coventry University, Coventry, UK
| | - Ben Horan
- School of Engineering, Deakin University, Geelong, Australia
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Petersen SB, Vestergaard AH, Thomsen ASS, Konge L, Cour ML, Grauslund J, Vergmann AS. Pretraining of basic skills on a virtual reality vitreoretinal simulator: A waste of time. Acta Ophthalmol 2021; 100:e1074-e1079. [PMID: 34609052 DOI: 10.1111/aos.15039] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/30/2021] [Revised: 09/02/2021] [Accepted: 09/22/2021] [Indexed: 12/31/2022]
Abstract
PURPOSE To investigate whether pretraining of basic skills in virtual vitreoretinal surgery affected the performance curve when proceeding to procedure-specific modules. METHODS This study was a prospective, randomized, controlled, two-centre study. Medical students were randomized into two groups: Group 1 pretrained basic psycho-motor skills (Navigation Training level 2 and Bimanual Training level 3) until they reached their performance curve plateau. Hereafter, both groups trained on the procedure-specific modules (Posterior Hyaloid level 3 and ILM Peeling level 3) until they reached their performance curve plateau. Plateau was defined as three consecutive sessions with the same score with an acceptable variation. The primary outcome was time used to reach performance curve plateau in the procedure-specific modules. RESULTS A total of 68 medical students were included, and equally randomized into two groups. The participants in Group 1 used a median time of 88 minutes to reach plateau in the basic skills modules but did not differ from Group 2 in time to reach plateau on the procedure-specific modules (183 min versus 210 min, p = 0.40) or in the amplitude of plateau. Group 1 and 2 differed significantly in the starting score of ILM peeling level 3 (0 (0-0) versus 3.5 (0-75), p = 0.03). CONCLUSION We were not able to show positive skill transfer from basic skills training to the procedure-specific modules in time, starting score or amplitude of plateau. Thus, we recommend that aspiring vitreoretinal surgeons proceed directly to simulation-based training of procedures instead of spending valuable training time on basic skills training.
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Affiliation(s)
- Sarah Bjørn Petersen
- Department of Ophthalmology Odense University Hospital Odense Denmark
- Department of Clinical Research Faculty of Health Science University of Southern Denmark Odense Denmark
| | - Anders Højslet Vestergaard
- Department of Ophthalmology Odense University Hospital Odense Denmark
- Department of Clinical Research Faculty of Health Science University of Southern Denmark Odense Denmark
| | - Ann Sofia Skou Thomsen
- Department of Ophthalmology Rigshospitalet‐Glostrup Glostrup Denmark
- Copenhagen Academy for Medical Education and Simulation Centre for HR and Education Copenhagen Denmark
| | - Lars Konge
- Copenhagen Academy for Medical Education and Simulation Centre for HR and Education Copenhagen Denmark
| | - Morten La Cour
- Department of Ophthalmology Rigshospitalet‐Glostrup Glostrup Denmark
| | - Jakob Grauslund
- Department of Ophthalmology Odense University Hospital Odense Denmark
- Department of Clinical Research Faculty of Health Science University of Southern Denmark Odense Denmark
| | - Anna Stage Vergmann
- Department of Ophthalmology Odense University Hospital Odense Denmark
- Regional Center for Technical Simulation Region of Southern Denmark Odense Denmark
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Aguado B, López-Moliner J. Gravity and Known Size Calibrate Visual Information to Time Parabolic Trajectories. Front Hum Neurosci 2021; 15:642025. [PMID: 34497497 PMCID: PMC8420811 DOI: 10.3389/fnhum.2021.642025] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2020] [Accepted: 07/28/2021] [Indexed: 11/13/2022] Open
Abstract
Catching a ball in a parabolic flight is a complex task in which the time and area of interception are strongly coupled, making interception possible for a short period. Although this makes the estimation of time-to-contact (TTC) from visual information in parabolic trajectories very useful, previous attempts to explain our precision in interceptive tasks circumvent the need to estimate TTC to guide our action. Obtaining TTC from optical variables alone in parabolic trajectories would imply very complex transformations from 2D retinal images to a 3D layout. We propose based on previous work and show by using simulations that exploiting prior distributions of gravity and known physical size makes these transformations much simpler, enabling predictive capacities from minimal early visual information. Optical information is inherently ambiguous, and therefore, it is necessary to explain how these prior distributions generate predictions. Here is where the role of prior information comes into play: it could help to interpret and calibrate visual information to yield meaningful predictions of the remaining TTC. The objective of this work is: (1) to describe the primary sources of information available to the observer in parabolic trajectories; (2) unveil how prior information can be used to disambiguate the sources of visual information within a Bayesian encoding-decoding framework; (3) show that such predictions might be robust against complex dynamic environments; and (4) indicate future lines of research to scrutinize the role of prior knowledge calibrating visual information and prediction for action control.
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Affiliation(s)
- Borja Aguado
- Vision and Control of Action (VISCA) Group, Department of Cognition, Development and Psychology of Education, Institut de Neurociències, Universitat de Barcelona, Barcelona, Spain
| | - Joan López-Moliner
- Vision and Control of Action (VISCA) Group, Department of Cognition, Development and Psychology of Education, Institut de Neurociències, Universitat de Barcelona, Barcelona, Spain
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Feeley A, Feeley I, Merghani K, Sheehan E. A pilot study to evaluate the face & construct validity of an orthopaedic virtual reality simulator. Injury 2021; 52:1715-1720. [PMID: 33926708 DOI: 10.1016/j.injury.2021.04.045] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/02/2021] [Accepted: 04/10/2021] [Indexed: 02/07/2023]
Abstract
AIMS This study aimed to identify the face and construct validity of the Precision OS trauma module proximal femoral nail procedure. Secondary outcomes included perceived use of simulation in surgical training, with structured feedback from participants. METHODS A comparative interventional study was carried out in a regional orthopaedics trauma unit hospital. Volunteers were stratified into novice, intermediate and expert groups based on self-reported levels of experience. Each participant carried out a simulated proximal femoral nail on an immersive virtual platform following instruction on its use, with objective metrics such as time and x-rays, and novel metrics calculated by the simulation module recorded. Face validity was also assessed. RESULTS The proximal femoral nail module demonstrated construct validity. Kruskal Wallis test demonstrated a statistically significant difference across all group's novel performance (p=.018). Intermediate surgeons performed significantly better than novices (P=.022), with shorter procedural times (P=.018) Three of the intermediate group achieved the proficiency level set by the expert group, with no significant difference noted between these two groups (=.06). Time taken to completion for expert surgeons was less than intermediate group, although this did not reach significance (P=.19). CONCLUSION The proximal femoral nail module on the Precision OS platform demonstrated good face, and construct validity. Further research evaluating use of virtual platform simulation in surgical trauma training is needed.
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Affiliation(s)
- Aoife Feeley
- Midlands Regional Hospital Tullamore, Arden Rd, Puttaghan, Tullamore, Co. Offaly R35 NY51, Ireland.
| | - Iain Feeley
- Midlands Regional Hospital Tullamore, Arden Rd, Puttaghan, Tullamore, Co. Offaly R35 NY51, Ireland
| | - Khalid Merghani
- Midlands Regional Hospital Tullamore, Arden Rd, Puttaghan, Tullamore, Co. Offaly R35 NY51, Ireland
| | - Eoin Sheehan
- Midlands Regional Hospital Tullamore, Arden Rd, Puttaghan, Tullamore, Co. Offaly R35 NY51, Ireland
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Plotzky C, Lindwedel U, Sorber M, Loessl B, König P, Kunze C, Kugler C, Meng M. Virtual reality simulations in nurse education: A systematic mapping review. NURSE EDUCATION TODAY 2021; 101:104868. [PMID: 33798987 DOI: 10.1016/j.nedt.2021.104868] [Citation(s) in RCA: 79] [Impact Index Per Article: 26.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/11/2020] [Revised: 03/02/2021] [Accepted: 03/09/2021] [Indexed: 05/14/2023]
Abstract
OBJECTIVES Simulation-based learning is widely used in nurse education, including virtual reality (VR) methods which have experienced a major growth lately. Virtual reality offers risk free and contactless learning. Currently, little is known about what topics of nursing are adopted for VR simulations and how their design meets various educational goals. This review aims to scope existing articles on educational VR nursing simulations, and to analyse approaches from didactic and technical perspectives. METHOD A systematic mapping review following the PRISMA-ScR guideline and PICo search strategy was conducted. Peer reviewed articles in English and German were searched across Scopus, CINAHL, PsycINFO, PSYNDEX, PsycARTICLES, PubMed, ERIC and The Cochrane Library. Studies had to include at least one immersive head-mounted display VR simulation in the field of nursing education. Data extraction and analysis was performed in a narrative, graphical and tabular way. RESULTS Twenty-two articles were identified. There is a large variety in the use and definition of VR simulation for educational purposes. Simulations were classified into four main educational objectives: procedural skills training to improve technical knowledge and proficiency; emergency response training that focusses on confidence; soft skills training that teaches empathy; and finally, psychomotor skills training. Various approaches and simulation designs were implemented to achieve these educational outcomes. A few of them were highly innovative in providing an immersive experience to learn complex tasks, e.g. auscultation, or foster empathy by mimicking life with dementia. CONCLUSIONS Despite an increase in the use of state-of-the-art VR nursing simulations, there is still a paucity of studies on immersive HMD based VR scenarios. Researchers designing educational VR packages need to be clear on terminology. In order to make full use of VR, designers should consider including haptic devices to practise psychomotor skills and include social interaction to teach soft skills.
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Affiliation(s)
- Christian Plotzky
- Furtwangen University, Faculty Health, Safety, Society, Care & Technology Lab, Furtwangen, Germany.
| | - Ulrike Lindwedel
- Furtwangen University, Faculty Health, Safety, Society, Care & Technology Lab, Furtwangen, Germany
| | - Michaela Sorber
- Institution for Statutory Accident Insurance in the Health and Welfare Services, Department for Pilot Projects and Congresses, Hamburg, Germany; Witten/Herdecke University, Faculty of Health, Department of Nursing Science, Witten, Germany
| | - Barbara Loessl
- Furtwangen University, Faculty Health, Safety, Society, Care & Technology Lab, Furtwangen, Germany; Murdoch University, College of Science, Health, Engineering and Education (SHEE), Discipline of Nursing, Perth, Australia
| | - Peter König
- Furtwangen University, Faculty Health, Safety, Society, Care & Technology Lab, Furtwangen, Germany
| | - Christophe Kunze
- Furtwangen University, Faculty Health, Safety, Society, Care & Technology Lab, Furtwangen, Germany
| | - Christiane Kugler
- University of Freiburg, Faculty of Medicine, Institute of Nursing Science, Freiburg, Germany
| | - Michael Meng
- University of Freiburg, Faculty of Medicine, Institute of Nursing Science, Freiburg, Germany
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38
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Mathew RK, Mushtaq F. Three principles for the progress of immersive technologies in healthcare training and education. BMJ SIMULATION & TECHNOLOGY ENHANCED LEARNING 2021; 7:459-460. [PMID: 35515725 PMCID: PMC8936968 DOI: 10.1136/bmjstel-2021-000881] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Grants] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 01/28/2021] [Accepted: 04/20/2021] [Indexed: 11/04/2022]
Affiliation(s)
- Ryan K Mathew
- School of Medicine, University of Leeds, Leeds, UK
- Department of Neurosurgery, Leeds Teaching Hospitals NHS Trust, Leeds, UK
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39
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Hosp BW, Schultz F, Höner O, Kasneci E. Soccer goalkeeper expertise identification based on eye movements. PLoS One 2021; 16:e0251070. [PMID: 34010305 PMCID: PMC8133470 DOI: 10.1371/journal.pone.0251070] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2020] [Accepted: 04/20/2021] [Indexed: 11/18/2022] Open
Abstract
By focusing on high experimental control and realistic presentation, the latest research in expertise assessment of soccer players demonstrates the importance of perceptual skills, especially in decision making. Our work captured omnidirectional in-field scenes displayed through virtual reality glasses to 12 expert players (picked by DFB), 10 regional league intermediate players, and13 novice soccer goalkeepers in order to assess the perceptual skills of athletes in an optimized manner. All scenes were shown from the perspective of the same natural goalkeeper and ended after the return pass to that goalkeeper. Based on the gaze behavior of each player, we classified their expertise with common machine learning techniques. Our results show that eye movements contain highly informative features and thus enable a classification of goalkeepers between three stages of expertise, namely elite youth player, regional league player, and novice, at a high accuracy of 78.2%. This research underscores the importance of eye tracking and machine learning in perceptual expertise research and paves the way for perceptual-cognitive diagnosis as well as future training systems.
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Affiliation(s)
- Benedikt W. Hosp
- Human-Computer Interaction, University of Tübingen, Tübingen, Germany
- Institute of Sport Science, University of Tübingen, Tübingen, Germany
- * E-mail:
| | - Florian Schultz
- Institute of Sport Science, University of Tübingen, Tübingen, Germany
| | - Oliver Höner
- Institute of Sport Science, University of Tübingen, Tübingen, Germany
| | - Enkelejda Kasneci
- Human-Computer Interaction, University of Tübingen, Tübingen, Germany
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40
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Barbosa Escobar F, Petit O, Velasco C. Virtual Terroir and the Premium Coffee Experience. Front Psychol 2021; 12:586983. [PMID: 33815192 PMCID: PMC8013734 DOI: 10.3389/fpsyg.2021.586983] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2020] [Accepted: 02/09/2021] [Indexed: 11/13/2022] Open
Abstract
With its origin-centric value proposition, the specialty coffee industry seeks to educate consumers about the value of the origin of coffee and how the relationship with farmers ensures quality and makes coffee a premium product. While the industry has widely used stories and visual cues to communicate this added value, research studying whether and how these efforts influence consumers' experiences is scarce. Through three experiments, we explored the effect of images that evoke the terroir of coffee on the perception of premiumness. Our results revealed that online images that resembled the broad origin of coffee (i.e., a farm) could influence premiumness expectations of coffee (Experiment 1). Similarly, a virtual reality environment that depicted this broad origin (vs. a control but not a city atmosphere) could enhance the perception of coffee premiumness for non-expert consumers (Experiment 2) and the enjoyment of the experience for coffee professionals (Experiment 3). Importantly, we found that congruence between the coffee and the virtual reality (VR) atmospheres mediated how much non-experts enjoyed the experience (Experiment 2). VR atmospheres also influenced expectations of sweetness and acidity for non-experts (Experiment 2). These findings serve as a steppingstone for further exploration of the effects of congruence between visual cues and product/brand attributes on premiumness expectations and perception, and more generally on consumer experience. From a practical standpoint, this study provides insights into key aspects for the development of immersive virtual product experiences.
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Affiliation(s)
- Francisco Barbosa Escobar
- Department of Food Science, Faculty of Science and Technology, Aarhus University, Aarhus, Denmark.,Centre for Multisensory Marketing, Department of Marketing, BI Norwegian Business School, Oslo, Norway
| | - Olivia Petit
- Department of Marketing, Kedge Business School, Marseille, France
| | - Carlos Velasco
- Centre for Multisensory Marketing, Department of Marketing, BI Norwegian Business School, Oslo, Norway
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41
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Kafri M, Weiss PL, Zeilig G, Bondi M, Baum-Cohen I, Kizony R. Performance in complex life situations: effects of age, cognition, and walking speed in virtual versus real life environments. J Neuroeng Rehabil 2021; 18:30. [PMID: 33557894 PMCID: PMC7871373 DOI: 10.1186/s12984-021-00830-6] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Accepted: 01/26/2021] [Indexed: 11/10/2022] Open
Abstract
Background Virtual reality (VR) enables objective and accurate measurement of behavior in ecologically valid and safe environments, while controlling the delivery of stimuli and maintaining standardized measurement protocols. Despite this potential, studies that compare virtual and real-world performance of complex daily activities are scarce. This study aimed to compare cognitive strategies and gait characteristics of young and older healthy adults as they engaged in a complex task while navigating in a real shopping mall and a high-fidelity virtual replica of the mall. Methods Seventeen older adults (mean (SD) age = 71.2 (5.6) years, 64% males) and 17 young adults (26.7 (3.7) years, 35% males) participated. In two separate sessions they performed the Multiple Errands Test (MET) in a real-world mall or the Virtual MET (VMET) in the virtual environment. The real-world environment was a small shopping area and the virtual environment was created within the CAREN™ (Computer Assisted Rehabilitation Environment) Integrated Reality System. The performance of the task was assessed using motor and physiological measures (gait parameters and heart rate), MET or VMET time and score, and navigation efficiency (cognitive performance and strategy). Between (age groups) and within (environment) differences were analyzed with ANOVA repeated measures. Results There were no significant age effects for any of the gait parameters but there were significant environment effects such that both age groups walked faster (F(1,32) = 154.96, p < 0.0001) with higher step lengths (F(1,32) = 86.36, p < 0.0001), had lower spatial and temporal gait variability (F(1,32) = 95.71–36.06, p < 0.0001) and lower heart rate (F(1,32) = 13.40, p < 0.01) in the real-world. There were significant age effects for MET/VMET scores (F(1,32) = 19.77, p < 0.0001) and total time (F(1,32) = 11.74, p < 0.05) indicating better performance of the younger group, and a significant environment effect for navigation efficiency (F(1,32) = 7.6, p < 0.01) that was more efficient in the virtual environment. Conclusions This comprehensive, ecological approach in the measurement of performance during tasks reminiscent of complex life situations showed the strengths of using virtual environments in assessing cognitive aspects and limitations of assessing motor aspects of performance. Difficulties by older adults were apparent mainly in the cognitive aspects indicating a need to evaluate them during complex task performance.
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Affiliation(s)
- Michal Kafri
- Department of Physical Therapy, Faculty of Social Welfare & Health Sciences, University of Haifa, Haifa, Israel.
| | - Patrice L Weiss
- Department of Occupational Therapy, Faculty of Social Welfare & Health Sciences, University of Haifa, Haifa, Israel
| | - Gabriel Zeilig
- Department of Neurological Rehabilitation, Sheba Medical Center, Tel Hashomer, Israel.,Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel.,Health Professional Faculty, Ono Academic College, Kiryat Ono, Israel
| | - Moshe Bondi
- Department of Neurological Rehabilitation, Sheba Medical Center, Tel Hashomer, Israel.,Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel
| | - Ilanit Baum-Cohen
- "Steps" Center for Rehabilitation, Sheba Medical Center, Tel Hashomer, Israel.,Occupational Therapy, Sheba Medical Center, Tel Hashomer, Israel
| | - Rachel Kizony
- Department of Occupational Therapy, Faculty of Social Welfare & Health Sciences, University of Haifa, Haifa, Israel.,Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Tel Hashomer, Israel
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42
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Le Noury P, Buszard T, Reid M, Farrow D. Examining the representativeness of a virtual reality environment for simulation of tennis performance. J Sports Sci 2020; 39:412-420. [PMID: 32951536 DOI: 10.1080/02640414.2020.1823618] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
There has been a growing interest in using virtual reality (VR) for training perceptual-cognitive skill in sport. For VR training to effectively simulate real-world tennis performance, it must recreate the contextual information and movement behaviours present in the real-world environment. It is therefore critical to assess the representativeness of VR prior to implementing skill training interventions. We constructed a VR tennis environment designed for training perceptual-cognitive skill, with the aim of assessing its representativeness and validating its use. Participants movement behaviours were compared when playing tennis in VR and real-world environments. When performing groundstrokes, participants frequently used the same stance in VR as they did in the real-world condition. Participants experienced a high sense of presence in VR, evident through the factors of spatial presence, engagement and ecological validity being high, with minimal negative effects found. We conclude that Tennis VR is sufficiently representative of real-world tennis. Our discussion focuses on the opportunity for training perceptual-cognitive skill and the potential for skill transfer.
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Affiliation(s)
- Peter Le Noury
- Institute of Health and Sport, Victoria University , Melbourne, Australia
| | - Tim Buszard
- Institute of Health and Sport, Victoria University , Melbourne, Australia
| | - Machar Reid
- Game Insight Group, Tennis Australia , Perth, Australia
| | - Damian Farrow
- Institute of Health and Sport, Victoria University , Melbourne, Australia
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43
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Pastel S, Chen CH, Petri K, Witte K. Effects of body visualization on performance in head-mounted display virtual reality. PLoS One 2020; 15:e0239226. [PMID: 32956420 PMCID: PMC7505416 DOI: 10.1371/journal.pone.0239226] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2020] [Accepted: 09/01/2020] [Indexed: 11/19/2022] Open
Abstract
Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.
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Affiliation(s)
- Stefan Pastel
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Chien-Hsi Chen
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Katharina Petri
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Kerstin Witte
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
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