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1.
Brain Sci ; 14(5)2024 May 07.
Artículo en Inglés | MEDLINE | ID: mdl-38790449

RESUMEN

Virtual reality (VR) enables the development of virtual training frameworks suitable for various domains, especially when real-world conditions may be hazardous or impossible to replicate because of unique additional resources (e.g., equipment, infrastructure, people, locations). Although VR technology has significantly advanced in recent years, methods for evaluating immersion (i.e., the extent to which the user is engaged with the sensory information from the virtual environment or is invested in the intended task) continue to rely on self-reported questionnaires, which are often administered after using the virtual scenario. Having an objective method to measure immersion is particularly important when using VR for training, education, and applications that promote the development, fine-tuning, or maintenance of skills. The level of immersion may impact performance and the translation of knowledge and skills to the real-world. This is particularly important in tasks where motor skills are combined with complex decision making, such as surgical procedures. Efforts to better measure immersion have included the use of physiological measurements including heart rate and skin response, but so far they do not offer robust metrics that provide the sensitivity to discriminate different states (idle, easy, and hard), which is critical when using VR for training to determine how successful the training is in engaging the user's senses and challenging their cognitive capabilities. In this study, electroencephalography (EEG) data were collected from 14 participants who completed VR jigsaw puzzles with two different levels of task difficulty. Machine learning was able to accurately classify the EEG data collected during three different states, obtaining accuracy rates of 86% and 97% for differentiating easy versus hard difficulty states and baseline vs. VR states. Building on these results may enable the identification of robust biomarkers of immersion in VR, enabling real-time recognition of the level of immersion that can be used to design more effective and translative VR-based training. This method has the potential to adjust aspects of VR related to task difficulty to ensure that participants are immersed in VR.

2.
Cureus ; 15(8): e44279, 2023 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-37772244

RESUMEN

Simulation-based health professions education (SBHPE) is a valuable approach for healthcare professionals to develop and refine technical skills in a safe environment. Feedback plays a crucial role in the acquisition of these skills, but little research has explored the effectiveness of augmented (knowledge of results (KR) and knowledge of performance (KP) versus intrinsic feedback types for advanced learners. Therefore, this study aimed to determine what type of feedback is perceived to be most effective by advanced learners when acquiring complex technical skills in SBHPE. The study followed the test and evaluated phases of the design-based research (DBR) framework. A total of 23 advanced care paramedics (ACPs) participated in the study and received feedback in the form of KR, KP, and intrinsic feedback while using the intraosseous (IO) access simulator. Participants completed a survey to evaluate their learning experience and rank the perceived effectiveness of each feedback type. The results of this study indicated that KP was perceived as the most effective type of feedback and KR was perceived as the least effective feedback, with intrinsic feedback being in the middle. This work provides insights into the use of augmented and intrinsic feedback for advanced learners in an SBHPE environment, but future work to assess the actual learning effects of these types of feedback is needed.

3.
Cureus ; 15(7): e41869, 2023 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-37581153

RESUMEN

In the field of health professions education, acquiring technical skills involves three stages: 1) receiving instructions, 2) engaging in practice, and 3) receiving feedback. Simulation serves as a valuable tool that encompasses all three stages, enhancing the effectiveness of health professions education. This work focuses on feedback, which can be categorized as intrinsic (perceived by the learner through their senses) or augmented (provided by an external perspective). Augmented feedback can take the form of knowledge of results (information regarding the outcome) or knowledge of performance (information about the actions leading to the outcome). The overall objective of this work was to evaluate the perceived efficacy of these types of feedback in learning technical skills using a simulation, specifically an intraosseous access simulator, among advanced care paramedics. The primary focus of this article and the initial step towards achieving the aforementioned objective of this work was to determine the possible knowledge of results and knowledge of performance that paramedic facilitators could offer to advanced care paramedics during the use of an existing intraosseous access simulator. This research was conducted following the design-based research framework, employing a combination of design thinking and Delphi methods to generate a comprehensive list of augmented feedback, in both the form of knowledge of results and knowledge of performance, that can be provided to advanced care paramedics while learning intraosseous access skills through a simulator. The design thinking session was carried out to generate an initial inventory of augmented feedback, which was then refined through two rounds of Delphi consensus-building with paramedic experts. This process resulted in an eight-step list of feedback for knowledge of results and knowledge of performance that can be delivered to advanced care paramedics by paramedic facilitators using an intraosseous access simulator.

4.
Aging Clin Exp Res ; 35(11): 2843-2846, 2023 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-37581860

RESUMEN

This paper presents findings from a qualitative study conducted in Ontario, Canada, exploring healthcare professionals' perceptions of barriers and solutions for implementing Web-Based Reminiscence Therapy (WBRT) in an institutionalized settings for dementia care during the COVID-19 pandemic. The study identified five major barriers, including the lack of on-boarding/educational training, need for technology availability and technical support, limited attention span of persons with dementia (PWD), availability of multi-sensory features, and time constraints due to staff workload. Seven major themes emerged related to proposed solutions/suggestions: (1) involving younger generations, (2) focusing on technology training, (3) integrating with other digital platforms, (4) adding narratives/descriptions to recollect memories, (5) ensuring accessibility, (6) adding QR codes for retrieving information, and (7) combining digital/traditional reminiscence methods. These findings provide valuable insights for implementing WBRT to facilitate dementia care and for the future refinement of its application.


Asunto(s)
Demencia , Pandemias , Humanos , Demencia/terapia , Personal de Salud , Memoria , Atención a la Salud
5.
Aging Clin Exp Res ; 35(5): 1127-1138, 2023 May.
Artículo en Inglés | MEDLINE | ID: mdl-37009966

RESUMEN

BACKGROUND: Reminiscence therapy (RT) is the most common non-pharmacological treatment for dementia care. The therapy stimulates the senses to evoke memories having the potential to reduce Behavioral and Psychological Symptoms of Dementia (BPSD). Digital RT, such as web-based reminiscence therapy (WBRT), has the potential to support dementia care and reduce the caregiving burden. AIMS: This study aimed to explore healthcare professionals (HCPs) perceptions of utilizing WBRT in institutionalized settings to support persons with dementia during the COVID-19 pandemic. METHODS: A qualitative phenomenological descriptive study was adopted and guided by Graham's Knowledge to Action framework. Online training on the use of WBRT was conducted, followed by interviews with HCPs. RESULTS: Four major themes were identified on the potential use of WBRT in dementia care, including usability and efficacy, impact on caregiving, capability of reducing BPSD, and. feasibility during COVID-19 social distancing. DISCUSSION: This study recognized the potential use of WBRT to support the person with dementia during the pandemic in institutionalized settings. CONCLUSION: The knowledge generated from this study will guide the future application of WBRT to support dementia care in diverse healthcare settings.


Asunto(s)
COVID-19 , Demencia , Humanos , Demencia/terapia , Pandemias , Atención a la Salud , Percepción
6.
Cureus ; 14(11): e31240, 2022 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-36505119

RESUMEN

Background In high-stakes situations, healthcare workers are prone to suffer moral injury, the psychological, social, and spiritual impact of events involving betrayal or transgression of one's own deeply held moral beliefs and values. As a result, this may negatively impact their capacity to provide adequate levels of care to patients. There is a lack of educational resources catered to help healthcare workers navigate ethical situations in clinical settings that may lead to or worsen moral distress. The aim of this report is to describe the methodology of development and resulting outcomes in the form of an educational resource that includes a virtual reality (VR) simulation to help healthcare workers understand and mitigate moral distress as a result of internal and external constraints at their workplaces. Methodology A study using a method outlining a set of constraint parameters, followed by ideation utilizing design thinking (DT), and concluding with a consensus-building exercise using Delphi methodology (DM) with a group of 13 experts in healthcare simulation, VR, psychiatry, psychology, and nursing. The constraints parameters included technology use (VR), use of experiential learning theory, and duration of the intervention (15 minutes). A DT process was performed to generate and expand on ideas on the scenario and intervention of a possible VR simulation which were funneled into a three-round DM to define the foundations of the VR simulation. Average, standard deviations, and free-text comments in the DM were used to assess the inclusion of the produced requirements. Finally, a focus group interview was conducted with the same experts to draft the VR simulation. Results Within the specified constraints, the DT process produced 33 ideas for the VR simulation scenario and intervention that served as a starting point to short-list the requirements in Round 1. In Rounds 1 to 2, 25 items were removed, needed revising, and/or were retained for the subsequent rounds, which resulted in eight items at the end of Round 2. Round 2 also required specialists to provide descriptions of potential scenarios and interventions, in which five were submitted. In Round 3, experts rated the descriptions as somewhat candidate to use in the final VR simulation, and the open feedback in this round proposed combining the elements from each of the descriptions. Using this data, a prototype of the VR simulation was developed by the project team together with VR designers. Conclusions This development demonstrated the feasibility of using the constraints-ideation-consensus approach to define the content of a possible VR simulation to serve as an educational resource for healthcare workers on how to understand and mitigate moral distress in the workplace. The methodology described in this development may be applied to the design of simulation training for other skills, thereby advancing healthcare training and the quality of care delivered to the greater society.

7.
Cureus ; 14(3): e23664, 2022 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-35505750

RESUMEN

In a centralized model of simulation-based education (Ce-SBE), the trainees practice clinical skills in simulated laboratories based on physical models, while in a decentralized model (De-SBE), the trainees practice these skills outside of these laboratories. Attention to De-SBE has drastically shifted to virtual learning environments (VLEs), serious games, and virtual simulations employing various digital technologies, including virtual, augmented, and mixed reality. In particular, remote learning has grown immensely during the COVID-19 pandemic as traditional in-person teaching and training activities are conducted online as a form of facilitating continuity in education. VLEs allow trainees to learn from virtual simulated health experiences in an interactive, engaging, and ethically safe manner, while providing educators the opportunity to implement simulated experiences to a larger number of learners. Despite these benefits, for certain types of clinical skills, such as psychomotor skills, VLEs have not yet reached their potential. This is primarily due to technical limitations and cost issues with the haptic devices required to simulate the sense of touch. Pseudo-haptic refers to the illusion of haptic stimulation in the absence of mechanical haptic interfaces and often combines the use of a passive input device (e.g., mouse) with visual and auditory feedback to simulate haptic properties (stiffness or friction of an object). Although the application of pseudo-haptics for psychomotor skills development is still in its infancy and currently trending due to the availability of consumer-level technologies, the potential to present haptic cues in the absence of active haptic devices may allow trainees to practice some tasks outside of research and training labs. The implications of pseudo-haptics are tremendous, particularly as remote learning becomes more widespread, and warrant further discussion.

8.
PLoS Biol ; 19(8): e3001367, 2021 08.
Artículo en Inglés | MEDLINE | ID: mdl-34379617

RESUMEN

Damage in the nervous system induces a stereotypical response that is mediated by glial cells. Here, we use the eye disc of Drosophila melanogaster as a model to explore the mechanisms involved in promoting glial cell response after neuronal cell death induction. We demonstrate that these cells rapidly respond to neuronal apoptosis by increasing in number and undergoing morphological changes, which will ultimately grant them phagocytic abilities. We found that this glial response is controlled by the activity of Decapentaplegic (Dpp) and Hedgehog (Hh) signalling pathways. These pathways are activated after cell death induction, and their functions are necessary to induce glial cell proliferation and migration to the eye discs. The latter of these 2 processes depend on the function of the c-Jun N-terminal kinase (JNK) pathway, which is activated by Dpp signalling. We also present evidence that a similar mechanism controls glial response upon apoptosis induction in the leg discs, suggesting that our results uncover a mechanism that might be involved in controlling glial cells response to neuronal cell death in different regions of the peripheral nervous system (PNS).


Asunto(s)
Ojo Compuesto de los Artrópodos/crecimiento & desarrollo , Proteínas de Drosophila/fisiología , Drosophila melanogaster/crecimiento & desarrollo , Proteínas Hedgehog/fisiología , Neuroglía/fisiología , Animales , Apoptosis , Movimiento Celular , Ojo Compuesto de los Artrópodos/citología , Drosophila melanogaster/citología , Sistema de Señalización de MAP Quinasas
9.
Cureus ; 13(2): e13409, 2021 Feb 18.
Artículo en Inglés | MEDLINE | ID: mdl-33758704

RESUMEN

We have recently developed the Unity Simulator for Epidural Insertion Training (USEIT) system that provides an innovative and relatively inexpensive virtual simulation approach for epidural training. This report describes the design and development process to produce the USEIT system.

10.
Cureus ; 12(4): e7548, 2020 Apr 05.
Artículo en Inglés | MEDLINE | ID: mdl-32377496

RESUMEN

MaxSIMhealth is a multidisciplinary network of manufacturing, design, and simulation labs at Ontario Tech University combining expertise in health sciences, business and information technology (IT), and engineering while building community partnerships to advance simulation training. It discovers existing simulation gaps, provides innovative solutions that change systems, and leads to improved healthcare outcomes. Specifically, it utilizes disruptive technologies, including 3D printing, gaming, and extended reality, as innovative solutions that deliver cost-effective, portable, and realistic simulation, which is currently lacking. MaxSIMhealth is a novel collaborative innovation with aims to develop future cohorts of scholars with strong competencies ranging from technology application, to collaborating in new environments, communicating professionally, and problem-solving. Its work will transform current health professional education landscapes by providing novel, flexible, and inexpensive simulation environments. This editorial aims to showcase maxSIMhealth's innovative strategy focusing on collaborations of expertise in order to develop new simulation solutions that advance the health industry.

11.
Stud Health Technol Inform ; 220: 281-4, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-27046592

RESUMEN

The widespread use and ubiquity of mobile computing technologies such as smartphones, tablets, laptops and portable gaming consoles has led to an increase in musculoskeletal disorders due to overuse, bad posture, repetitive movements, fixed postures and physical de-conditioning caused by low muscular demands while using (and over-using) these devices. In this paper we present the development of a hand motion-based virtual reality-based exergame for occupational health purposes that allows the user to perform simple exercises using a cost-effective non-invasive motion capture device to help overcome and prevent some of the muskoloskeletal problems associated with the over-use of keyboards and mobile devices.


Asunto(s)
Terapia por Ejercicio/métodos , Mano/fisiología , Terapia Ocupacional/métodos , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Juegos de Video , Actigrafía/métodos , Humanos , Aplicaciones Móviles , Motivación , Autocuidado/métodos , Terapia de Exposición Mediante Realidad Virtual/métodos
12.
Stud Health Technol Inform ; 196: 430-2, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24732549

RESUMEN

Palpation is a diagnostic technique used for evaluating physical properties of abdominal tissues and organs. The emulation of this procedure using virtual simulators is challenging due to trades between realism and interactivity. In this paper a virtual palpation system of the liver is proposed using a polyhedral mesh with a first order viscoelastic model defined in terms of its biomechanical properties extracted from experimental data. The hepatic tissue model is approximated to large deformations leading to a realistic haptic response of the procedure.


Asunto(s)
Simulación por Computador , Hígado/patología , Modelos Anatómicos , Palpación/métodos , Humanos
13.
Stud Health Technol Inform ; 196: 446-8, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24732553

RESUMEN

Hand disabilities resulting from traumas, accidents and other causes impact how people carry on everyday tasks, thus, the importance of physical therapy. This process is characterized for performing repetitive sequences of motion with the guidance of a physical therapist, and in some cases, requires doing the therapy without attendance, which may lead to unsatisfactory results due to pain, unclear guides and poor feedback on their performance. This paper presents the development of a humanoid passive mechanism for hand exercising using its limbs for achieving flexion/extension, pronation/supination and radial/ulnar deviations. Preliminary tests show an interest in having similar devices for hand training associated as a leisure activity that could be used as a stress reliever that allows entertaining while training.


Asunto(s)
Terapia por Ejercicio/métodos , Mano/fisiopatología , Realidad Virtual , Terapia por Ejercicio/instrumentación , Humanos , Modalidades de Fisioterapia
14.
Stud Health Technol Inform ; 196: 449-51, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-24732554

RESUMEN

Immersive and interactive multimedia applications offer complementary study tools in anatomy as users can explore 3D models while obtaining information about the organ, tissue or part being explored. Haptics increases the sense of interaction with virtual objects improving user experience in a more realistic manner. Common eye studying tools are books, illustrations, assembly models, and more recently these are being complemented with mobile apps whose 3D capabilities, computing power and customers are increasing. The goal of this project is to develop a complementary eye anatomy and pathology study tool using deformable models within a multimedia application, offering the students the opportunity for exploring the eye from up close and within with relevant information. Validation of the tool provided feedback on the potential of the development, along with suggestions on improving haptic feedback and navigation.


Asunto(s)
Ojo/anatomía & histología , Ojo/patología , Modelos Anatómicos , Tacto , Realidad Virtual , Catarata/patología , Educación Médica , Glaucoma/patología , Humanos
15.
Stud Health Technol Inform ; 184: 158-60, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400149

RESUMEN

The Kinect sensor has opened the path for developing numerous applications in several different areas. Medical and health applications are benefiting from the Kinect as it allows non-invasive body motion capture that can be used in motor rehabilitation and phobia treatment. A major advantage of the Kinect is that allows developing solutions that can be used at home or even the office thus, expanding the user freedom for interacting with complementary solutions to its physical activities without requiring any traveling. This paper present a Kinect-based posture tracking software for assisting the user in successfully match postures required in some exercises for strengthen body muscles. Unlike several video games available, this tool offers a user interface for customizing posture parameters, so it can be enhanced by healthcare professionals or by their guidance through the user.


Asunto(s)
Actigrafía/instrumentación , Biorretroalimentación Psicológica/instrumentación , Biorretroalimentación Psicológica/métodos , Ejercicio Físico/fisiología , Postura/fisiología , Interfaz Usuario-Computador , Juegos de Video , Adaptación Fisiológica/fisiología , Humanos , Terapia Asistida por Computador/instrumentación , Transductores
16.
Stud Health Technol Inform ; 184: 450-2, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400200

RESUMEN

Virtual Reality systems for medical procedures such as the palpation of different organs, requires fast, robust, accurate and reliable computational methods for providing realism during interaction with the 3D biological models. This paper presents the segmentation, reconstruction and palpation simulation of a healthy liver volume as a tool for training. The chosen method considers the mechanical characteristics and liver properties for correctly simulating palpation interactions, which results appropriate as a complementary tool for training medical students in familiarizing with the liver anatomy.


Asunto(s)
Instrucción por Computador/métodos , Diagnóstico por Computador/métodos , Imagenología Tridimensional/métodos , Hepatopatías/diagnóstico , Hígado/diagnóstico por imagen , Palpación/métodos , Interfaz Usuario-Computador , Humanos , Tamaño de los Órganos , Radiografía
17.
Stud Health Technol Inform ; 184: 465-7, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400203

RESUMEN

With recent advances in electronics and mechanics, a new trend in interaction is taking place changing how we interact with our environment, daily tasks and other people. Even though sensor based technologies and tracking systems have been around for several years, recently they have become affordable and used in several areas such as physical and mental rehabilitation, educational applications, physical exercises, and natural interactions, among others. This work presents the integration of two mainstream videogame interfaces as tools for developing an interactive lower and upper member therapy tool. The goal is to study the potential of these devices as complementing didactic elements for improving and following user performance during a series of exercises with virtual and real devices.


Asunto(s)
Actigrafía/instrumentación , Extremidad Inferior/fisiopatología , Trastornos del Movimiento/rehabilitación , Terapia Asistida por Computador/instrumentación , Extremidad Superior/fisiopatología , Interfaz Usuario-Computador , Juegos de Video , Diseño de Equipo , Análisis de Falla de Equipo , Humanos , Sistemas Hombre-Máquina , Transductores
18.
Stud Health Technol Inform ; 173: 521-3, 2012.
Artículo en Inglés | MEDLINE | ID: mdl-22357049

RESUMEN

3DUIs are becoming very popular among researchers, developers and users as they allow more immersive and interactive experiences by taking advantage of the human dexterity. The features offered by these interfaces outside the gaming environment, have allowed the development of applications in the medical area by enhancing the user experience and aiding the therapy process in controlled and monitored environments. Using mainstream videogame 3DUIs based on inertial and image sensors available in the market, this work presents the development of a virtual environment and its navigation through lower member captured gestures for assisting motion during therapy.


Asunto(s)
Imagenología Tridimensional , Extremidad Inferior , Rehabilitación , Extremidad Superior , Interfaz Usuario-Computador , Humanos , Extremidad Inferior/lesiones , Movimiento (Física) , Extremidad Superior/lesiones
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