RESUMO
Access to the laboratory component of a class is limited by resources, while lab training is not currently possible for distance learning. To overcome the problem a solution is proposed to enable hands-on, interactive, objectively scored and appropriately mentored learning in a widely accessible environment. The proposed solution is the Virtual-Reality Motor-Skills trainer to teach basic fine-motor skills using Haptics for touch and feel interaction as well as a 3D virtual reality environment for visualization.
Assuntos
Destreza Motora , Procedimentos Cirúrgicos Operatórios/educação , Tato , Interface Usuário-Computador , Simulação por Computador , Educação Médica/métodos , Humanos , Estados UnidosRESUMO
While sonification has enjoyed much attention in VR simulation studies, music has generally been incorporated as ambiance. This is partially due to difficulties with manipulating it interactively in real-time while maintaining a sensible musicality. This paper discusses how algorithmically generated music is used to provide ambiance, characterize the visual representation of molecular particle flow, provide orientation cues to the user, and enhance recognition of chemical gradient balances in a reified model of the kidney nephron. The technical obstacles related to the use of music in this context are also addressed.
Assuntos
Algoritmos , Simulação por Computador , Música , Néfrons , Interface Usuário-Computador , Educação Médica , HumanosRESUMO
Several abstract concepts in medical education are difficult to teach and comprehend. In order to address this challenge, we have been applying the approach of reification of abstract concepts using interactive virtual environments and a knowledge-based design. Reification is the process of making abstract concepts and events, beyond the realm of direct human experience, concrete and accessible to teachers and learners. Entering virtual worlds and simulations not otherwise easily accessible provides an opportunity to create, study, and evaluate the emergence of knowledge and comprehension from the direct interaction of learners with otherwise complex abstract ideas and principles by bringing them to life. Using a knowledge-based design process and appropriate subject matter experts, knowledge structure methods are applied in order to prioritize, characterize important relationships, and create a concept map that can be integrated into the reified models that are subsequently developed. Applying these principles, our interdisciplinary team has been developing a reified model of the nephron into which important physiologic functions can be integrated and rendered into a three dimensional virtual environment called Flatland, a virtual environments development software tool, within which a learners can interact using off-the-shelf hardware. The nephron model can be driven dynamically by a rules-based artificial intelligence engine, applying the rules and concepts developed in conjunction with the subject matter experts. In the future, the nephron model can be used to interactively demonstrate a number of physiologic principles or a variety of pathological processes that may be difficult to teach and understand. In addition, this approach to reification can be applied to a host of other physiologic and pathological concepts in other systems. These methods will require further evaluation to determine their impact and role in learning.
Assuntos
Compreensão , Rim/anatomia & histologia , Modelos Anatômicos , Interface Usuário-Computador , Educação Médica/métodos , Humanos , Estados UnidosRESUMO
Virtual Reality has been used for clinical application for about 10 years and has proved to be an effective tool for treating various disorders. In this paper, we want to share our experience in building a 3D, motion tracked, immersive VR system for pain treatment and biofeedback research.
Assuntos
Praias , Interface Usuário-Computador , Imageamento Tridimensional , Dor/psicologia , Psicoterapia , Estados UnidosRESUMO
Virtual environments can provide training that is difficult to achieve under normal circumstances. Medical students can work on high-risk cases in a realistic, time-critical environment, where students practice skills in a cognitively demanding and emotionally compelling situation. Research from cognitive science has shown that as students acquire domain expertise, their semantic organization of core domain concepts become more similar to those of an expert's. In the current study, we hypothesized that students' knowledge structures would become more expert-like as a result of their diagnosing and treating a patient experiencing a hematoma within a virtual environment. Forty-eight medical students diagnosed and treated a hematoma case within a fully immersed virtual environment. Student's semantic organization of 25 case-related concepts was assessed prior to and after training. Students' knowledge structures became more integrated and similar to an expert knowledge structure of the concepts as a result of the learning experience. The methods used here for eliciting, representing, and evaluating knowledge structures offer a sensitive and objective means for evaluating student learning in virtual environments and medical simulations.
Assuntos
Conhecimento , Estudantes de Medicina , Interface Usuário-Computador , Adulto , Educação de Graduação em Medicina , Feminino , Humanos , Masculino , Estados UnidosRESUMO
Project TOUCH (Telehealth Outreach for Unified Community Health) is a collaborative effort between University of New Mexico and University of Hawaii. The purpose of the project is to demonstrate the feasibility of using advanced technologies to overcome geographical barriers to delivery of medical education and to enhance the learning process within a group setting. This has led to the design and implementation of a new system that addresses the critical requirements for collaborative virtual environments: consistency, networking, scalability, and system integration. The objective of this study is to evaluate the performance of the collaborative system based on use patterns during Project TOUCH sessions.
Assuntos
Comportamento Cooperativo , Educação Médica/organização & administração , Interface Usuário-Computador , Estudos de Viabilidade , Havaí , Humanos , Aprendizagem , New MexicoRESUMO
Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.
Assuntos
Educação Médica/métodos , Internet , Aprendizagem Baseada em Problemas , Interface Usuário-Computador , Simulação por Computador , HumanosRESUMO
Here we describe a vision of VR games that combine the best features of gaming and VR: large, persistent worlds experienced in photorealistic settings with full immersion. For example, Figure 1 illustrates a hypothetical immersive VR game that could be developed using current technologies, including real-time, cinematic-quality graphics; a panoramic head-mounted display (HMD); and wide-area tracking. We also examine the gap between available VR and gaming technologies, and offer solutions for bridging it.
Assuntos
Gráficos por Computador , Processamento de Imagem Assistida por Computador , Interface Usuário-Computador , Jogos de Vídeo , Humanos , Seleção Genética , Esportes , Jogos de Vídeo/psicologia , Jogos de Vídeo/tendênciasRESUMO
OBJECTIVES: Virtual reality (VR) environments offer potential advantages over traditional paper methods, manikin simulation, and live drills for mass casualty training and assessment. The authors measured the acquisition of triage skills by novice learners after exposing them to three sequential scenarios (A, B, and C) of five simulated patients each in a fully immersed three-dimensional VR environment. The hypothesis was that learners would improve in speed, accuracy, and self-efficacy. METHODS: Twenty-four medical students were taught principles of mass casualty triage using three short podcasts, followed by an immersive VR exercise in which learners donned a head-mounted display (HMD) and three motion tracking sensors, one for their head and one for each hand. They used a gesture-based command system to interact with multiple VR casualties. For triage score, one point was awarded for each correctly identified main problem, required intervention, and triage category. For intervention score, one point was awarded for each correct VR intervention. Scores were analyzed using one-way analysis of variance (ANOVA) for each student. Before and after surveys were used to measure self-efficacy and reaction to the training. RESULTS: Four students were excluded from analysis due to participation in a recent triage research program. Results from 20 students were analyzed. Triage scores and intervention scores improved significantly during Scenario B (p < 0.001). Time to complete each scenario decreased significantly from A (8:10 minutes) to B (5:14 minutes; p < 0.001) and from B to C (3:58 minutes; p < 0.001). Self-efficacy improved significantly in the areas of prioritizing treatment, prioritizing resources, identifying high-risk patients, and beliefs about learning to be an effective first responder. CONCLUSIONS: Novice learners demonstrated improved triage and intervention scores, speed, and self-efficacy during an iterative, fully immersed VR triage experience.