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Losanno E, Ceradini M, Agnesi F, Righi G, Del Popolo G, Shokur S, Micera S. A Virtual Reality-Based Protocol to Determine the Preferred Control Strategy for Hand Neuroprostheses in People With Paralysis. IEEE Trans Neural Syst Rehabil Eng 2024; 32:2261-2269. [PMID: 38865234 DOI: 10.1109/tnsre.2024.3413192] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/14/2024]
Abstract
Hand neuroprostheses restore voluntary movement in people with paralysis through neuromodulation protocols. There are a variety of strategies to control hand neuroprostheses, which can be based on residual body movements or brain activity. There is no universally superior solution, rather the best approach may vary from patient to patient. Here, we propose a protocol based on an immersive virtual reality (VR) environment that simulates the use of a hand neuroprosthesis to allow patients to experience and familiarize themselves with various control schemes in clinically relevant tasks and choose the preferred one. We used our VR environment to compare two alternative control strategies over 5 days of training in four patients with C6 spinal cord injury: (a) control via the ipsilateral wrist, (b) control via the contralateral shoulder. We did not find a one-fits-all solution but rather a subject-specific preference that could not be predicted based only on a general clinical assessment. The main results were that the VR simulation allowed participants to experience the pros and cons of the proposed strategies and make an educated choice, and that there was a longitudinal improvement. This shows that our VR-based protocol is a useful tool for personalization and training of the control strategy of hand neuroprostheses, which could help to promote user comfort and thus acceptance.
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Sudár A, Csapó ÁB. Comparing desktop 3D virtual reality with web 2.0 interfaces: Identifying key factors behind enhanced user capabilities. Heliyon 2024; 10:e31717. [PMID: 38845966 PMCID: PMC11154203 DOI: 10.1016/j.heliyon.2024.e31717] [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: 03/19/2024] [Revised: 05/01/2024] [Accepted: 05/21/2024] [Indexed: 06/09/2024] Open
Abstract
The aim of this paper is to investigate how commonly used 2D digital layouts can be transformed into 3-dimensional dashboards with the effect of reducing cognitive load. To this end, we compared user performance metrics, pupil dilation data as well as subject-reported qualitative measures in a Web 2.0-based 2D scenario and two different versions of a desktop 3D virtual reality scenario. All three scenarios focused on a use case involving the most prevalent 2D digital formats and designs encountered in digital education, making use of e.g. textual information (PDF files, PPT files), images and videos. Based on the assumption that cognitive load differences can be validated based on pupillometry measurements, we showed that it is possible to develop 3D virtual reality scenarios where users experience less cognitive load while achieving the same performance metrics as in commonly used 2D environments. At the same time, our experiment also showed that such improvements do not come automatically; instead, 3D workflows that require less locomotion - even at the expense of increased camera rotations - seem to result in more effective cognitive load reduction.
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Affiliation(s)
- Anna Sudár
- Corvinus Institute for Advanced Studies, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Institute of Data Analytics and Information Systems, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Hungarian Research Network, Piarista u. 4, Budapest, 1052, Hungary
| | - Ádám B. Csapó
- Corvinus Institute for Advanced Studies, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Institute of Data Analytics and Information Systems, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Hungarian Research Network, Piarista u. 4, Budapest, 1052, Hungary
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Siette J, Adam PJ, Harris CB. Acceptability of virtual reality to screen for dementia in older adults. BMC Geriatr 2024; 24:493. [PMID: 38840041 PMCID: PMC11151481 DOI: 10.1186/s12877-024-05115-w] [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: 02/20/2024] [Accepted: 05/29/2024] [Indexed: 06/07/2024] Open
Abstract
BACKGROUND Early detection of dementia and cognitive decline is crucial for effective interventions and overall wellbeing. Although virtual reality (VR) tools offer potential advantages to traditional dementia screening tools, there is a lack of knowledge regarding older adults' acceptance of VR tools, as well as the predictors and features influencing their adoption. This study aims to (i) explore older adults' perceptions of the acceptability and usefulness of VR diagnostic tools for dementia, and (ii) identify demographic predictors of adoption and features of VR applications that contribute to future adoption among older adults. METHODS A cross-sectional study was conducted involving community-dwelling older adults who completed online questionnaires covering demographics, medical history, technology acceptance, previous usage, and perceived usefulness and barriers to VR adoption. Multiple linear regression was employed to assess relationships between sociodemographic factors, prior technology use, perceived ease, usefulness, and intention to adopt VR-based diagnostic tools. RESULTS Older adults (N = 77, Mage = 73.74, SD = 6.4) were predominantly female and born in English-speaking countries. Perceived usefulness of VR applications and educational attainment emerged as significant predictors of the likelihood to use VR applications for dementia screening. Generally, older adults showed acceptance of VR applications for healthcare and dementia screening. Fully immersive applications were preferred, and older adults were mostly willing to share electronic information from screening with their healthcare providers. CONCLUSIONS The field of research on VR applications in healthcare is expanding. Understanding the demographic characteristics of populations that stand to benefit from healthcare innovations is critical for promoting adoption of digital health technologies and mitigating its barriers to access.
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Affiliation(s)
- Joyce Siette
- The MARCS Institute for Brain, Behaviour and Development, Western Sydney University, Westmead, NSW, 2145, Australia.
| | - Patrick J Adam
- The MARCS Institute for Brain, Behaviour and Development, Western Sydney University, Westmead, NSW, 2145, Australia
| | - Celia B Harris
- The MARCS Institute for Brain, Behaviour and Development, Western Sydney University, Westmead, NSW, 2145, Australia
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El-Tallawy SN, Pergolizzi JV, Vasiliu-Feltes I, Ahmed RS, LeQuang JK, El-Tallawy HN, Varrassi G, Nagiub MS. Incorporation of "Artificial Intelligence" for Objective Pain Assessment: A Comprehensive Review. Pain Ther 2024; 13:293-317. [PMID: 38430433 PMCID: PMC11111436 DOI: 10.1007/s40122-024-00584-8] [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: 01/05/2024] [Accepted: 02/08/2024] [Indexed: 03/03/2024] Open
Abstract
Pain is a significant health issue, and pain assessment is essential for proper diagnosis, follow-up, and effective management of pain. The conventional methods of pain assessment often suffer from subjectivity and variability. The main issue is to understand better how people experience pain. In recent years, artificial intelligence (AI) has been playing a growing role in improving clinical diagnosis and decision-making. The application of AI offers promising opportunities to improve the accuracy and efficiency of pain assessment. This review article provides an overview of the current state of AI in pain assessment and explores its potential for improving accuracy, efficiency, and personalized care. By examining the existing literature, research gaps, and future directions, this article aims to guide further advancements in the field of pain management. An online database search was conducted via multiple websites to identify the relevant articles. The inclusion criteria were English articles published between January 2014 and January 2024). Articles that were available as full text clinical trials, observational studies, review articles, systemic reviews, and meta-analyses were included in this review. The exclusion criteria were articles that were not in the English language, not available as free full text, those involving pediatric patients, case reports, and editorials. A total of (47) articles were included in this review. In conclusion, the application of AI in pain management could present promising solutions for pain assessment. AI can potentially increase the accuracy, precision, and efficiency of objective pain assessment.
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Affiliation(s)
- Salah N El-Tallawy
- Anesthesia and Pain Department, College of Medicine, King Khalid University Hospital, King Saud University, Riyadh, Saudi Arabia.
- Anesthesia and Pain Department, Faculty of Medicine, Minia University & NCI, Cairo University, Giza, Egypt.
| | | | - Ingrid Vasiliu-Feltes
- Science, Entrepreneurship and Investments Institute, University of Miami, Miami, USA
| | - Rania S Ahmed
- College of Medicine, Alfaisal University, Riyadh, Saudi Arabia
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Ail G, Freer F, Chan CS, Jones M, Broad J, Canale GP, Elston P, Leeney J, Vickerton P. A comparison of virtual reality anatomy models to prosections in station-based anatomy teaching. ANATOMICAL SCIENCES EDUCATION 2024; 17:763-769. [PMID: 38584323 DOI: 10.1002/ase.2419] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/25/2023] [Revised: 01/16/2024] [Accepted: 03/13/2024] [Indexed: 04/09/2024]
Abstract
Immersive virtual reality (i-VR) is a powerful tool that can be used to explore virtual models in three dimensions. It could therefore be a valuable tool to supplement anatomical teaching by providing opportunities to explore spatial anatomical relationships in a virtual environment. However, there is a lack of consensus in the literature as to its effectiveness as a teaching modality when compared to the use of cadaveric material. The aim of our study was to compare the effectiveness of i-VR in facilitating understanding of different anatomical regions when compared with cadaveric prosections for a cohort of first- and second-year undergraduate medical students. Students (n = 92) enrolled in the MBBS program at Queen Mary University of London undertook an assessment, answering questions using either Oculus i-VR headsets, the Human Anatomy VR™ application, or prosection materials. Utilizing ANOVA with Sidak's multiple comparison test, we found no significant difference between prosections and i-VR scores in the abdomen (p = 0.6745), upper limb (p = 0.8557), or lower limb groups (p = 0.9973), suggesting that i-VR may be a viable alternative to prosections in these regions. However, students scored significantly higher when using prosections when compared to i-VR for the thoracic region (p < 0.0001). This may be due to a greater need for visuospatial understanding of 3D relationships when viewing anatomical cavities, which is challenged by a virtual environment. Our study supports the use of i-VR in anatomical teaching but highlights that there is significant variation in the efficacy of this tool for the study of different anatomical regions.
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Affiliation(s)
- Geetika Ail
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - Frances Freer
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - Chui Shan Chan
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - Melissa Jones
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - John Broad
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - Gian Paulo Canale
- Learning Innovation Team, Queen Mary University of London, London, UK
| | - Pedro Elston
- Learning Innovation Team, Queen Mary University of London, London, UK
| | - Jessica Leeney
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
| | - Paula Vickerton
- Institute of Health Sciences Education, Faculty of Medicine and Dentistry, Queen Mary University of London, London, UK
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Lastrucci A, Votta C, Serventi E, Cornacchione P, Francioni S, Wandael Y, Talamonti C, Ricci R. The application of virtual environment radiotherapy for RTT training: A scoping review. J Med Imaging Radiat Sci 2024; 55:339-346. [PMID: 38403521 DOI: 10.1016/j.jmir.2024.02.013] [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: 12/13/2023] [Revised: 01/28/2024] [Accepted: 02/09/2024] [Indexed: 02/27/2024]
Abstract
BACKGROUND Virtual Environment Radiotherapy Training (VERT) is a virtual tool used in radiotherapy with a dual purpose: patient education and student training. This scoping review aims to identify the applications of VERT to acquire new skills in specific activities of Radiation Therapists (RTTs) clinical practice and education as reported in the literature. This scoping review will identify any gaps in this field and provide suggestions for future research. METHODS In accordance with Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) extension for scoping reviews and Arskey and O'Malley framework, an electronic search was conducted to retrieve complete original studies, reporting the use and implementation of VERT for teaching skills to RTTs. Studies were searched in PubMed, EMBASE, and SCOPUS databases and included retrieved articles if they investigated the use of VERT for RTTs training. RESULTS Of 251 titles, 16 articles fulfilled the selection criteria and most of the studies were qualitative evaluation studies (n=5) and pilot studies (n=4). The specific use of VERT for RTTs training was grouped into four categories (Planning CT, Set-up, IGRT, and TPS). CONCLUSION The use of VERT was described for each category by examining the interaction of the students or trainee RTTs in performing each phase within the virtual environment and describing their perceptions. This system Virtual Reality (VR) enables the development of specific motor skills without interfering and pressurising clinical resources by using clinical equipment in a risk-free offline environment, improving the clinical confidence of students or trainee RTTs. However, even if VR can be integrated into the RTTs training with a great advantage, VERT has still not been embraced. This mainly due to the presence of significant issues and limitations, such as inadequate coverage within the current literature, software and hardware costs.
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Affiliation(s)
- Andrea Lastrucci
- Department of Allied Health Professions, Azienda Ospedaliero-Universitaria Careggi, 50134 Florence, Italy.
| | - Claudio Votta
- Fondazione Policlinico Universitario A. Gemelli IRCCS, Dipartimento di Diagnostica per immagini, Radioterapia Oncologica ed Ematologia, Rome, Italy
| | - Eva Serventi
- Radiation Oncology Unit, Santo Stefano Hospital, Department of Allied Health Professions, Azienda USL Toscana Centro, Prato 59100, Italy
| | - Patrizia Cornacchione
- Fondazione Policlinico Universitario A. Gemelli IRCCS, Dipartimento di Diagnostica per immagini, Radioterapia Oncologica ed Ematologia, Rome, Italy
| | - Simona Francioni
- UOC politiche e formazione del personale e relazioni sindacali, Azienda Ospedaliero-Universitaria Careggi, 50134 Florence, Italy
| | - Yannick Wandael
- Department of Allied Health Professions, Azienda Ospedaliero-Universitaria Careggi, 50134 Florence, Italy
| | - Cinzia Talamonti
- Medical Physics Unit, Department of Experimental and Clinical Biomedical Sciences `Mario Serio', University of Florence, 50139 Florence, Italy
| | - Renzo Ricci
- Department of Allied Health Professions, Azienda Ospedaliero-Universitaria Careggi, 50134 Florence, Italy
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Kim YG, Lee JH, Shim JW, Rhee W, Kim BS, Yoon D, Kim MJ, Park JW, Jeong CW, Yang HK, Cho M, Kim S. A multimodal virtual vision platform as a next-generation vision system for a surgical robot. Med Biol Eng Comput 2024; 62:1535-1548. [PMID: 38305815 PMCID: PMC11021270 DOI: 10.1007/s11517-024-03030-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/19/2023] [Accepted: 01/19/2024] [Indexed: 02/03/2024]
Abstract
Robot-assisted surgery platforms are utilized globally thanks to their stereoscopic vision systems and enhanced functional assistance. However, the necessity of ergonomic improvement for their use by surgeons has been increased. In surgical robots, issues with chronic fatigue exist owing to the fixed posture of the conventional stereo viewer (SV) vision system. A head-mounted display was adopted to alleviate the inconvenience, and a virtual vision platform (VVP) is proposed in this study. The VVP can provide various critical data, including medical images, vital signs, and patient records, in three-dimensional virtual reality space so that users can access medical information simultaneously. An availability of the VVP was investigated based on various user evaluations by surgeons and novices, who executed the given tasks and answered questionnaires. The performances of the SV and VVP were not significantly different; however, the craniovertebral angle of the VVP was 16.35° higher on average than that of the SV. Survey results regarding the VVP were positive; participants indicated that the optimal number of displays was six, preferring the 2 × 3 array. Reflecting the tendencies, the VVP can be a neoconceptual candidate to be customized for medical use, which opens a new prospect in a next-generation surgical robot.
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Affiliation(s)
- Young Gyun Kim
- Interdisciplinary Program in Bioengineering, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea
| | - Jong Hyeon Lee
- Interdisciplinary Program in Bioengineering, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea
| | - Jae Woo Shim
- Interdisciplinary Program in Bioengineering, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea
| | - Wounsuk Rhee
- Seoul National University Hospital, 101 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea
| | - Byeong Soo Kim
- Interdisciplinary Program in Bioengineering, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea
| | - Dan Yoon
- Interdisciplinary Program in Bioengineering, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea
| | - Min Jung Kim
- Department of Surgery, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea
| | - Ji Won Park
- Department of Surgery, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea
| | - Chang Wook Jeong
- Department of Urology, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea
| | - Han-Kwang Yang
- Department of Surgery, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea
| | - Minwoo Cho
- Department of Transdisciplinary Medicine, Seoul National University Hospital, 101 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea.
- Department of Medicine, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea.
| | - Sungwan Kim
- Department of Biomedical Engineering, Seoul National University College of Medicine, 103 Daehak-Ro, Jongno-Gu, Seoul, 03080, Republic of Korea.
- Artificial Intelligence Institute, Seoul National University, 1 Gwanak-Ro, Gwanak-Gu, Seoul, 08826, Republic of Korea.
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Junga A, Schmidle P, Pielage L, Schulze H, Hätscher O, Ständer S, Marschall B, Braun SA. New horizons in dermatological education: Skin cancer screening with virtual reality. J Eur Acad Dermatol Venereol 2024. [PMID: 38497674 DOI: 10.1111/jdv.19960] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/21/2023] [Accepted: 02/08/2024] [Indexed: 03/19/2024]
Abstract
BACKGROUND Technological advances in the field of virtual reality (VR) offer new opportunities in many areas of life, including medical education. The University of Münster has been using VR scenarios in the education of medical students for several years, especially for situations that are difficult to reproduce in reality (e.g., brain death). Due to the consistently positive feedback from students, a dermatological VR scenario for skin cancer screening was developed. OBJECTIVES Presentation and first evaluation of the skin cancer screening VR scenario to determine to what extent the technical implementation of the scenario was evaluated overall by the students and how their subjective competence to perform a skin cancer screening changed over the course of the teaching unit (theory seminar, VR scenario, theoretical debriefing). METHODS Students (n = 140) participating in the curricular pilot project during the 2023 summer term were surveyed throughout the teaching unit using several established questionnaires (System Usability Scale, Simulation Task-Load-Index, Realism and Presence Questionnaire) as well as additional questions on cybersickness and subjective learning. RESULTS (i) The use of VR is technically feasible, (ii) students evaluate the VR scenario as a useful curricular supplement, and (iii) from the students' subjective perspective, a good learning outcome is achieved. Although preparation and follow-up appear to be important for overall learning, the greatest increase in subjective competence to perform a skin cancer screening is achieved by the VR scenario. CONCLUSIONS Technically feasible and positively evaluated by students, VR can already be a useful addition to dermatology education, although costs are still high. As a visual discipline, dermatology offers special opportunities to create VR scenarios that are not always available or comfortable for patients in reality. Additionally, VR scenarios guarantee the same conditions for all students, which is essential for a high-quality education.
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Affiliation(s)
- Anna Junga
- Institute of Education and Student Affairs, University of Münster, Münster, Germany
- Department of Urology, Stiftungsklinikum PROSELIS, Recklinghausen, Germany
| | - Paul Schmidle
- Department of Dermatology, Medical Faculty, University of Münster, Münster, Germany
| | - Leon Pielage
- Institute for Geoinformatics, University of Münster, Münster, Germany
| | - Henriette Schulze
- Institute of Education and Student Affairs, University of Münster, Münster, Germany
| | - Ole Hätscher
- Institute of Education and Student Affairs, University of Münster, Münster, Germany
- Department of Psychology, University of Münster, Münster, Germany
| | - Sonja Ständer
- Department of Dermatology, Medical Faculty, University of Münster, Münster, Germany
| | - Bernhard Marschall
- Institute of Education and Student Affairs, University of Münster, Münster, Germany
| | - Stephan Alexander Braun
- Department of Dermatology, Medical Faculty, University of Münster, Münster, Germany
- Department of Dermatology, Medical Faculty, Heinrich-Heine University, Düsseldorf, Germany
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Yadav S. Transformative Frontiers: A Comprehensive Review of Emerging Technologies in Modern Healthcare. Cureus 2024; 16:e56538. [PMID: 38646390 PMCID: PMC11027446 DOI: 10.7759/cureus.56538] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/20/2024] [Indexed: 04/23/2024] Open
Abstract
The rapid evolution of emerging technologies in healthcare is reshaping the field of medical practices and patient outcomes, ushering in an era of unprecedented innovation. This narrative review touches upon the transformative impacts of various technologies, including virtual reality (VR), augmented reality (AR), the internet of medical things (IoMT), remote patient monitoring (RPM), financial technology (fintech) integration, cloud migration, and the pivotal role of machine learning (ML). It emphasizes the collaborative impact of these technologies, which is reshaping the healthcare landscape. Virtual reality and AR revolutionize medical training, IoMT extends healthcare boundaries, RPM facilitates proactive care, and fintech integration enhances financial processes. Cloud migration ensures scalable and efficient data management, while ML harnesses algorithms for diagnostic precision and personalized treatment.
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Affiliation(s)
- Sankalp Yadav
- Medicine, Shri Madan Lal Khurana Chest Clinic, New Delhi, IND
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Kunz JM, Maloca P, Allemann A, Fasler D, Soysal S, Däster S, Kraljević M, Syeda G, Weixler B, Nebiker C, Ochs V, Droeser R, Walker HL, Bolli M, Müller B, Cattin P, Staubli SM. Assessment of resectability of pancreatic cancer using novel immersive high-performance virtual reality rendering of abdominal computed tomography and magnetic resonance imaging. Int J Comput Assist Radiol Surg 2024:10.1007/s11548-023-03048-0. [PMID: 38252362 DOI: 10.1007/s11548-023-03048-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2023] [Accepted: 12/11/2023] [Indexed: 01/23/2024]
Abstract
PURPOSE Virtual reality (VR) allows for an immersive and interactive analysis of imaging data such as computed tomography (CT) and magnetic resonance imaging (MRI). The aim of this study is to assess the comprehensibility of VR anatomy and its value in assessing resectability of pancreatic ductal adenocarcinoma (PDAC). METHODS This study assesses exposure to VR anatomy and evaluates the potential role of VR in assessing resectability of PDAC. Firstly, volumetric abdominal CT and MRI data were displayed in an immersive VR environment. Volunteering physicians were asked to identify anatomical landmarks in VR. In the second stage, experienced clinicians were asked to identify vascular involvement in a total of 12 CT and MRI scans displaying PDAC (2 resectable, 2 borderline resectable, and 2 locally advanced tumours per modality). Results were compared to 2D standard PACS viewing. RESULTS In VR visualisation of CT and MRI, the abdominal anatomical landmarks were recognised by all participants except the pancreas (30/34) in VR CT and the splenic (31/34) and common hepatic artery (18/34) in VR MRI, respectively. In VR CT, resectable, borderline resectable, and locally advanced PDAC were correctly identified in 22/24, 20/24 and 19/24 scans, respectively. Whereas, in VR MRI, resectable, borderline resectable, and locally advanced PDAC were correctly identified in 19/24, 19/24 and 21/24 scans, respectively. Interobserver agreement as measured by Fleiss κ was 0.7 for CT and 0.4 for MRI, respectively (p < 0.001). Scans were significantly assessed more accurately in VR CT than standard 2D PACS CT, with a median of 5.5 (IQR 4.75-6) and a median of 3 (IQR 2-3) correctly assessed out of 6 scans (p < 0.001). CONCLUSION VR enhanced visualisation of abdominal CT and MRI scan data provides intuitive handling and understanding of anatomy and might allow for more accurate staging of PDAC and could thus become a valuable adjunct in PDAC resectability assessment in the future.
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Affiliation(s)
- Julia Madlaina Kunz
- Faculty of Medicine, University of Basel, Klingelbergstrasse 61, 4056, Basel, Switzerland
| | - Peter Maloca
- Institute of Molecular and Clinical Ophthalmology Basel (IOB), Mittlere Strasse 91, 4031, Basel, Switzerland
- Department of Ophthalmology, University of Basel, 4031, Basel, Switzerland
- Moorfields Eye Hospital, NHS Foundation Trust, London, EC1V 2PD, UK
| | - Andreas Allemann
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - David Fasler
- Department of Radiology St. Claraspital Basel, Kleinriehenstrasse 30, 4058, Basel, Switzerland
| | - Savas Soysal
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - Silvio Däster
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - Marko Kraljević
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - Gulbahar Syeda
- Department of HPB Surgery and Liver Transplantation, Royal Free Hospital, London, NHS Foundation Trust, Pond Street, London, NW3 2Q, UK
| | - Benjamin Weixler
- Department of General, Visceral and Vascular Sugery, Charité Campus Benjamin Franklin, Hindenburgdamm 20, 12203, Berlin, Germany
| | - Christian Nebiker
- Surgical Department, Cantonal Hospital Aarau, Tellstrasse 25, 5001, Aarau, Switzerland
| | - Vincent Ochs
- Department of Biomedical Engineering, University of Basel, Hegenheimermattweg 167c, 4123, Allschwil, Switzerland
| | - Raoul Droeser
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | | | - Martin Bolli
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - Beat Müller
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland
| | - Philippe Cattin
- Department of Biomedical Engineering, University of Basel, Hegenheimermattweg 167c, 4123, Allschwil, Switzerland
| | - Sebastian Manuel Staubli
- Faculty of Medicine, University of Basel, Klingelbergstrasse 61, 4056, Basel, Switzerland.
- Clarunis, University Center for Gastrointestinal and Liver Diseases, 4002, Basel, Switzerland.
- Department of HPB Surgery and Liver Transplantation, Royal Free Hospital, London, NHS Foundation Trust, Pond Street, London, NW3 2Q, UK.
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11
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Villada Castillo JF, Montoya Vega MF, Muñoz Cardona JE, Lopez D, Quiñones L, Henao Gallo OA, Lopez JF. Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games 2024; 12:e48900. [PMID: 38206670 PMCID: PMC10811592 DOI: 10.2196/48900] [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: 05/10/2023] [Revised: 09/28/2023] [Accepted: 11/24/2023] [Indexed: 01/12/2024] Open
Abstract
BACKGROUND Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke. OBJECTIVE This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation. METHODS We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion. RESULTS The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke. CONCLUSIONS The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.
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Affiliation(s)
| | | | | | - David Lopez
- Engineering Faculty, Universidad Tecnologica de Pereira, Pereira, Colombia
| | - Leonardo Quiñones
- Engineering Faculty, Universidad Tecnologica de Pereira, Pereira, Colombia
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12
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Chen G, Jin G. Insights from Evidence-Based Medicine Method for Building Security Systems Against Terrorist Attacks in Hospitals. J Multidiscip Healthc 2023; 16:4133-4137. [PMID: 38143797 PMCID: PMC10748522 DOI: 10.2147/jmdh.s426166] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/17/2023] [Accepted: 12/08/2023] [Indexed: 12/26/2023] Open
Abstract
Hospitals have become soft targets for terrorism, with increasing terrorist attacks observed in the last two decades. Not only the counter-terrorism and law enforcement agencies but the hospitals also need to be actively involved and undertake the responsibility of safeguarding hospital security by establishing an effective security system. Evidence-based medicine emphasizes the significance of scientific evidence, and in practice, research methods for the generation, collection, and utilization of evidence may offer new insights to overcome the issue of terrorism. The present study discusses the potential application of methods in evidence-based medicine for developing security systems against terrorist attacks in hospitals. First, hospitals can use simulated scenarios of terrorist attacks to generate evidence. For example, combining virtual technology with virtual reality technology and selecting appropriate algorithms or models to generate evidence. Second, they can apply tabletop exercises to propose measures, as a means of collecting evidence. The collection of data can be obtained through questionnaires or interviews. Some biological methods, such as collecting salivary markers of acute stress (α-amylase and secretory immunoglobulin A), can also be used to assess emotional states. Third, they can use the collected evidence to practically test and refine the implemented measures. To verify the effectiveness and feasibility of the formulated solutions in real-life scenarios, simulations, models, drills, and similar methods can be used. This approach may provide new perspectives for the development of hospital security systems.
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Affiliation(s)
- Guochen Chen
- School of Criminology, People’s Public Security University of China, Beijing, People’s Republic of China
| | - Gaofeng Jin
- School of Criminology, People’s Public Security University of China, Beijing, People’s Republic of China
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13
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Barros Padilha DXD, Veiga NJ, Mello-Moura ACV, Nunes Correia P. Virtual reality and behaviour management in paediatric dentistry: a systematic review. BMC Oral Health 2023; 23:995. [PMID: 38087294 PMCID: PMC10717698 DOI: 10.1186/s12903-023-03595-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/12/2023] [Accepted: 10/29/2023] [Indexed: 12/18/2023] Open
Abstract
BACKGROUND Virtual reality (VR) has emerged as an innovative tool in medicine and dentistry, improving anxiety and pain management in children. The immersive and interactive environments of VR technology facilitate positive engagement of young patients during dental procedures via distraction, potentially reducing anxiety levels and improving treatment experience. The aim of this review was to provide current evidence-based guidance on the usage of VR in the clinical practice of paediatric dentistry. METHODS A systematic review was conducted according to the PRISMA guidelines with the following research question using the PICO format: Does VR (I) effectively manage anxiety and pain (O) during a paediatric dental consultation (P) compared to alternative behavioural control techniques (C)? PubMed/Medline®, SCOPUS and Web of Science databases were searched and analysed. RESULTS A total of 22 randomised control trials were included in this review. These studies have shown that VR is a highly effective method of behaviour management, successfully alleviating pain and anxiety in children during dental treatment, surpassing traditional tools. Selected studies included participants with a large age range and dental procedures varied greatly, from first consultations to infiltration of local anaesthetic and other invasive procedures. VR was mostly used during treatment delivery and different immersive VR techniques were considered. Behaviour, anxiety and pain scales were used to determine efficacy and patient satisfaction. CONCLUSIONS VR offers an engaging and immersive experience, effectively diverting patients' attention away from the clinical environment, fostering a positive and enjoyable treatment experience. However, it is important to acknowledge the limitations of existing studies and the need for further research to enhance the understanding of VR's full potential in paediatric dentistry.
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Grants
- UIDB/04279/2020. This work is financially supported by National Funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., under the project
- UIDB/04279/2020. This work is financially supported by National Funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., under the project
- UIDB/04279/2020. This work is financially supported by National Funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., under the project
- UIDB/04279/2020. This work is financially supported by National Funds through FCT - Fundação para a Ciência e a Tecnologia, I.P., under the project
- This work is financially supported by National Funds through FCT – Fundação para a Ciência e a Tecnologia, I.P., under the project
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Affiliation(s)
| | - Nélio Jorge Veiga
- Faculty of Dental Medicine, Universidade Católica Portuguesa, 3504-505, Viseu, Portugal
- Centre for Interdisciplinary Research in Health (CIIS), Universidade Católica Portuguesa, 3504-505, Viseu, Portugal
| | - Anna Carolina Volpi Mello-Moura
- Faculty of Dental Medicine, Universidade Católica Portuguesa, 3504-505, Viseu, Portugal
- Centre for Interdisciplinary Research in Health (CIIS), Universidade Católica Portuguesa, 3504-505, Viseu, Portugal
| | - Patrícia Nunes Correia
- Faculty of Dental Medicine, Universidade Católica Portuguesa, 3504-505, Viseu, Portugal.
- Centre for Interdisciplinary Research in Health (CIIS), Universidade Católica Portuguesa, 3504-505, Viseu, Portugal.
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14
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Gautama MSN, Huang TW, Haryani H. A systematic review and meta-analysis of randomized controlled trials on the effectiveness of immersive virtual reality in cancer patients receiving chemotherapy. Eur J Oncol Nurs 2023; 67:102424. [PMID: 37804753 DOI: 10.1016/j.ejon.2023.102424] [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: 04/30/2023] [Revised: 09/12/2023] [Accepted: 09/16/2023] [Indexed: 10/09/2023]
Abstract
PURPOSE Immersive virtual reality (IVR) shows promise in cancer care, especially for chemotherapy patients. This systematic review and meta-analysis assesses IVR's impact on adult and pediatric cancer patients undergoing chemotherapy. METHODS We searched PubMed, Cochrane Library, Embase, Scopus, Web of Science, and Google Scholar for relevant randomized controlled trials (RCTs). We focused on anxiety, depression, fatigue, pain, and anxiety in adults and pain and anxiety in pediatric patients. RESULTS Fifteen trials were included, enrolling 607 adult and 257 pediatric cancer patients. IVR significantly reduced anxiety (SMD = -1.89, 95% CI = -2.93 to -0.85), depression (SMD = -1.85, 95% CI = -3.14 to -0.55), fatigue (SMD = -3.40, 95% CI = -5.54 to -1.26), and systolic blood pressure (MD = -3.54, 95% CI = -6.67 to -0.40) in adults. In pediatric patients, IVR significantly lowered pain (SMD = -1.17, 95% CI = -1.84 to -0.50) and anxiety (SMD = -1.18, 95% CI = -1.77 to -0.59) but not heart rate (MD = 0.48, 95% CI = -2.38 to 3.34). CONCLUSION IVR effectively reduces anxiety, depression, fatigue, systolic blood pressure, pain, and anxiety in cancer patients. More robust RCTs are needed for further IVR research.
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Affiliation(s)
- Made Satya Nugraha Gautama
- School of Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan; School of Nursing, Faculty of Medicine Public Health and Nursing, Universitas Gadjah Mada, Yogyakarta, Indonesia.
| | - Tsai-Wei Huang
- School of Nursing, College of Nursing, Taipei Medical University, Taipei, Taiwan; Cochrane Taiwan, Taipei Medical University, Taipei, Taiwan; Research Center in Nursing Clinical Practice, Wan Fang Hospital, Taipei Medical University, Taipei, Taiwan; Department of Nursing, Wan Fang Hospital, Taipei Medical University, Taipei, Taiwan.
| | - Haryani Haryani
- School of Nursing, Faculty of Medicine Public Health and Nursing, Universitas Gadjah Mada, Yogyakarta, Indonesia
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15
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Hu Y, Yuan X, Ye P, Chang C, Hu YH, Zhang W, Li K. Virtual Reality in Clinical Nursing Practice Over the Past 10 Years: Umbrella Review of Meta-Analyses. JMIR Serious Games 2023; 11:e52022. [PMID: 37997773 PMCID: PMC10690102 DOI: 10.2196/52022] [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: 08/21/2023] [Revised: 10/07/2023] [Accepted: 10/09/2023] [Indexed: 11/25/2023] Open
Abstract
Background Virtual reality (VR) has shown promising levels of effectiveness in nursing education, pain management, and rehabilitation. However, meta-analyses have discussed the effects of VR usage in nursing unilaterally and inconsistently, and the evidence base is diffuse and varied. Objective We aimed to synthesize the combined evidence from meta-analyses that assessed the effects of nurses using VR technology on nursing education or patient health outcomes. Methods We conducted an umbrella review by searching for meta-analyses about VR intervention in clinical nursing practice on Web of Science, Embase, Cochrane, and PubMed, and in reference lists. Eligible studies were published in English between December 1, 2012, and September 20, 2023. Meta-analyses of ≤2 intervention studies and meta-analyses without 95% CI or heterogeneity data were excluded. Characteristic indicators, population information, VR intervention information, and 95% CIs were extracted. A descriptive analysis of research results was conducted to discern relationships between VR interventions and outcomes. I2 and P values were used to evaluate publication bias. AMSTAR (A Measurement Tool to Assess Systematic Reviews) 2 and the GRADE (Grading of Recommendations Assessment, Development, and Evaluation) checklist were used to appraise literature quality. Results In total, 768 records were identified; 74 meta-analyses were included for review. The most reported VR study conditions were neuronursing (25/74, 34%), pediatric nursing (13/74, 18%), surgical and wound care (11/74, 15%), oncological nursing (11/74, 15%), and older adult nursing (10/74, 14%). Further, 30% (22/74) of meta-analyses reported publication bias, and 15% (11/74) and 8% (6/74) were rated as "high" based on AMSTAR 2 and the GRADE checklist, respectively. The main outcome indicators among all included meta-analyses were pain (37/214, 17.3%), anxiety (36/214, 16.8%), cognitive function (17/214, 7.9%), balance (16/214, 7.5%), depression (16/214, 7.5%), motor function (12/214, 5.6%), and participation in life (12/214, 5.6%). VR treatment for cognition, pain, anxiety, and depression was effective (all P values were <.05), while the utility of VR for improving motor function, balance, memory, and attention was controversial. Adverse effects included nausea, vomiting, and dizziness (incidence: range 4.76%-50%). The most common VR platforms were Pico VR glasses, head-mounted displays, the Nintendo Wii, and the Xbox Kinect. VR intervention duration ranged from 2 weeks to 12 months (typically ≥4 wk). VR session length and frequency ranged from 5 to 100 minutes and from 1 to 10 times per week, respectively. Conclusions VR in nursing has positive effects-relieving patients' pain, anxiety, and depression and improving cognitive function-despite the included studies' limited quality. However, applying VR in nursing to improve patients' motor function, balance, memory, and attention remains controversial. Nursing researchers need to further explore the effects and standard operation protocols of VR in clinical practice, and more high-quality research on VR in nursing is needed.
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Affiliation(s)
- Yanjie Hu
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
| | - Xingzhu Yuan
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
| | - Peiling Ye
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
| | - Chengting Chang
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
| | - Yue Han Hu
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
| | - Weihua Zhang
- School of Computer Science, Sichuan University, Chengdu, China
| | - Ka Li
- West China Hospital/West China School of Nursing, Sichuan University, Chengdu, China
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16
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Bayuo J, Abu-Odah H, Su JJ, Aziato L. Technology: A metaparadigm concept of nursing. Nurs Inq 2023; 30:e12592. [PMID: 37563996 DOI: 10.1111/nin.12592] [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: 05/05/2023] [Revised: 07/23/2023] [Accepted: 07/25/2023] [Indexed: 08/12/2023]
Abstract
Undoubtedly, technology continues to permeate the world at an unprecedented pace. The discipline of nursing is not alien to this phenomenon as nurses continue to employ various technological objects and applications in clinical practice, education, administration and research. Despite the centrality of technology in nursing, it has not been recognised as a metaparadigm domain of interest in the discipline of nursing. Thus, this paper sought to examine if technology truly reflected a metaparadigm domain using the four requirements posited by Fawcett. Using these requirements, we examined the onto-epistemology of technology in relation to nursing and conclude that technology potentially represents a distinct domain that intersects with nursing (particularly, from the humanities perspective). Also, technology encompasses some phenomena of interest to the discipline of nursing, demonstrates perspective-neutrality, and is international in scope and substance albeit with some nuances which do not fit well with nursing onto-epistemology. Put together, it is highlighted that technology intersects with the existing metaparadigm domains (person, health, environment and nursing) which positions it as a potential phenomenon of interest to the discipline of nursing requiring further work to articulate its position and role.
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Affiliation(s)
- Jonathan Bayuo
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
| | - Hammoda Abu-Odah
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
| | - Jing Jing Su
- School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China
| | - Lydia Aziato
- Department of Nursing, School of Nursing and Midwifery, University of Health and Allied Sciences, Hohoe, Ghana
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17
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Gad R, Wilson M. Can we safely manage pain using virtual reality (VR)? Pain Manag Nurs 2023; 24:243-245. [PMID: 37230732 DOI: 10.1016/j.pmn.2023.04.012] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/27/2023]
Affiliation(s)
- Rasha Gad
- School of Nursing Mansoura University, Mansoura, Egypt.
| | - Marian Wilson
- College of Nursing Washington State University, Spokane, WA USA.
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18
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Liu TC, Liu AS, Bai ZG, Zhao L. Conception of metaverse training room for cardiovascular interventional surgery. Asian J Surg 2023:S1015-9584(23)00096-9. [PMID: 36732186 DOI: 10.1016/j.asjsur.2023.01.043] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/27/2022] [Accepted: 01/10/2023] [Indexed: 02/04/2023] Open
Affiliation(s)
- Tai-Cheng Liu
- Department of the First Clinical Medical College, Inner Mongolia Medical University, No.5 Tongdao North Street, Hohhot, 010059, Inner Mongolia, China.
| | - Ai-Shi Liu
- Department of Radiology, The Affiliated Hospital of Inner Mongolia Medical University, No.1 Tongdao North Street, Hohhot, 010050, Inner Mongolia, China
| | - Zhi-Gang Bai
- Department of Radiology, The Affiliated Hospital of Inner Mongolia Medical University, No.1 Tongdao North Street, Hohhot, 010050, Inner Mongolia, China
| | - Lei Zhao
- Department of the First Clinical Medical College, Inner Mongolia Medical University, No.5 Tongdao North Street, Hohhot, 010059, Inner Mongolia, China; Department of Radiology, The Affiliated Hospital of Inner Mongolia Medical University, No.1 Tongdao North Street, Hohhot, 010050, Inner Mongolia, China.
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Mohamed ES, Naqishbandi TA, Veronese G. Metaverse! INTERNATIONAL JOURNAL OF E-ADOPTION 2023. [DOI: 10.4018/ijea.316537] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
This study aimed to synthesize the literature on Metaverse to highlight its current research, opportunities, and applications in e-healthcare and education to reduce inequalities and for delivering fair and equal opportunities and solutions. The authors employed preferred reporting items for systematic reviews and meta-analyses (PRISMA) to rapidly map the field of a metaverse in health and education. Two major application domains emerged in the literature from the 88 research publications, which include (1) Metaverse in healthcare and (2) Metaverse in education. This study will act as a road map to help academics who desire to continue their research work in the Metaverse for various healthcare and educational services. However, its implementation is required in the future to improve mental healthcare and the effectiveness of mental health services, particularly in low and medium-income (LMIC) and conflict-affected areas.
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Affiliation(s)
- E. Syed Mohamed
- B.S. Abdur Rahman Crescent Institute of Science and Technology, India
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20
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Carman W, Ikuma L, Nahmens I, Champney R. Initial validation of the GUESS-18 for usability in virtual reality gaming environments: a pilot study. THEORETICAL ISSUES IN ERGONOMICS SCIENCE 2023. [DOI: 10.1080/1463922x.2023.2166145] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/15/2023]
Affiliation(s)
- William Carman
- Mechanical and Industrial Engineering, Louisiana State University, Baton Rouge, LA, USA
| | - Laura Ikuma
- Mechanical and Industrial Engineering, Louisiana State University, Baton Rouge, LA, USA
| | - Isabelina Nahmens
- Mechanical and Industrial Engineering, Louisiana State University, Baton Rouge, LA, USA
| | - Roberto Champney
- College of Engineering, Louisiana State University, Baton Rouge, LA, USA
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21
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Kuhlmann de Canaviri L, Meiszl K, Hussein V, Abbassi P, Mirraziroudsari SD, Hake L, Potthast T, Ratert F, Schulten T, Silberbach M, Warnecke Y, Wiswede D, Schiprowski W, Heß D, Brüngel R, Friedrich CM. Static and Dynamic Accuracy and Occlusion Robustness of SteamVR Tracking 2.0 in Multi-Base Station Setups. SENSORS (BASEL, SWITZERLAND) 2023; 23:725. [PMID: 36679522 PMCID: PMC9862184 DOI: 10.3390/s23020725] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/04/2022] [Revised: 01/04/2023] [Accepted: 01/05/2023] [Indexed: 06/17/2023]
Abstract
The tracking of objects and person position, orientation, and movement is relevant for various medical use cases, e.g., practical training of medical staff or patient rehabilitation. However, these demand high tracking accuracy and occlusion robustness. Expensive professional tracking systems fulfill these demands, however, cost-efficient and potentially adequate alternatives can be found in the gaming industry, e.g., SteamVR Tracking. This work presents an evaluation of SteamVR Tracking in its latest version 2.0 in two experimental setups, involving two and four base stations. Tracking accuracy, both static and dynamic, and occlusion robustness are investigated using a VIVE Tracker (3.0). A dynamic analysis further compares three different velocities. An error evaluation is performed using a Universal Robots UR10 robotic arm as ground-truth system under nonlaboratory conditions. Results are presented using the Root Mean Square Error. For static experiments, tracking errors in the submillimeter and subdegree range are achieved by both setups. Dynamic experiments achieved errors in the submillimeter range as well, yet tracking accuracy suffers from increasing velocity. Four base stations enable generally higher accuracy and robustness, especially in the dynamic experiments. Both setups enable adequate accuracy for diverse medical use cases. However, use cases demanding very high accuracy should primarily rely on SteamVR Tracking 2.0 with four base stations.
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Affiliation(s)
- Lara Kuhlmann de Canaviri
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Katharina Meiszl
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Vana Hussein
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Pegah Abbassi
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | | | - Laurin Hake
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Tobias Potthast
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Fabian Ratert
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Tessa Schulten
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Marc Silberbach
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Yannik Warnecke
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Daniel Wiswede
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Witold Schiprowski
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Daniel Heß
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
- Institut für die Digitalisierung von Arbeits- und Lebenswelten (IDiAL), University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
| | - Raphael Brüngel
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
- Institute for Medical Informatics, Biometry and Epidemiology (IMIBE), University Hospital Essen, 45122 Essen, Germany
- Institute for Artificial Intelligence in Medicine (IKIM), University Hospital Essen, 45131 Essen, Germany
| | - Christoph M. Friedrich
- Department of Computer Science, University of Applied Sciences and Arts Dortmund (FH Dortmund), 44227 Dortmund, Germany
- Institute for Medical Informatics, Biometry and Epidemiology (IMIBE), University Hospital Essen, 45122 Essen, Germany
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Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph191811278. [PMID: 36141551 PMCID: PMC9517547 DOI: 10.3390/ijerph191811278] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/29/2022] [Accepted: 09/06/2022] [Indexed: 05/17/2023]
Abstract
Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.
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The Metaverse: A New Challenge for the Healthcare System: A Scoping Review. J Funct Morphol Kinesiol 2022; 7:jfmk7030063. [PMID: 36135421 PMCID: PMC9501644 DOI: 10.3390/jfmk7030063] [Citation(s) in RCA: 28] [Impact Index Per Article: 14.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/06/2022] [Revised: 08/19/2022] [Accepted: 08/24/2022] [Indexed: 02/05/2023] Open
Abstract
(1) Background: The metaverse is now a reality, and it interests the scientific community, the educational setting, and medical care. Considering the number of people in front of screens, especially children and adolescents, the metaverse could and should become a place of health promotion. Consequently, the objective of the present study was to review the current literature to detect articles that connected the metaverse with prevention and treatment, education and training, and research setting. (2) Methods: Articles were searched on Pubmed, Web of Science, and Scopus, including English-written papers published until 12 August 2022. They were screened against the eligibility criteria and discussed narratively. (3) Results: The literature published is poor; only 21 articles were included, and 11 of them were added in a second moment. These articles were mainly reviews of the literature or editorials. The aspects related to this virtual world in terms of health prevention and the treatment of clinical conditions, education and training, and research have been narratively discussed. (4) Conclusions: The metaverse could be considered a useful instrument to arrive easily and quickly to the population. Given its importance, today, different studies and investments are required to develop proper health promotion programs that are feasible and valid in the metaverse.
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Qie D. The Relevance of Virtual-Assisted Early Childhood Education and Occupational Psychotherapy Based on Emotional Interaction. Occup Ther Int 2022; 2022:2785987. [PMID: 35912308 PMCID: PMC9303486 DOI: 10.1155/2022/2785987] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/16/2022] [Revised: 06/13/2022] [Accepted: 06/27/2022] [Indexed: 11/18/2022] Open
Abstract
This paper presents an in-depth study and analysis of the relevance of early childhood education to occupational psychotherapy using a virtual-assisted affective interaction approach. Starting from the educational theory of interactive cognitive psychology, the theoretical basis for parent-child picture book education for interactive learning is explored, as well as the theoretical development after the introduction of AR technology. Firstly, the analysis of young children's emotions involves massive image processing, and the use of cloud computing architecture leads to high latency, while young children's safety is a latency-sensitive service. Secondly, face recognition accuracy based on static images is not high due to problems such as inconspicuous facial features of toddlers and low-quality kindergarten surveillance videos. In this paper, a face identity correction model based on location features is proposed and the superiority of the model is demonstrated through experiments. Finally, this paper analyzes and mines the emotional data of young children. The level of kindergarten teachers' awareness of early childhood mental health education generally showed an upward trend as their titles rose, and there were significant differences in the seven dimensions of early childhood mental health, the purpose and meaning of early childhood mental health education, implementers, targets, content, pathways, and effects; significant differences existed between teachers of different kindergarten natures, and there were significant differences in the purpose and meaning of early childhood mental health education, implementers, targets, content, pathways, effects, and mental health education for young children. Therefore, this paper proposes a face identity correction model based on position information, which considers both the correlation between pixel values in the spatial domain and the correlation between frames in the temporal domain. This paper has developed an emotion analysis system for kindergartens and put it into use in kindergartens to meet the needs of monitoring the safety of young children and evaluating early childhood education and has received good feedback from users, demonstrating the effectiveness of the system.
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Affiliation(s)
- Dingran Qie
- Graduate Schools, Keimyung University, Daegu 42601, Republic of Korea
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Application Effect of Motion Capture Technology in Basketball Resistance Training and Shooting Hit Rate in Immersive Virtual Reality Environment. COMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE 2022; 2022:4584980. [PMID: 35785072 PMCID: PMC9249460 DOI: 10.1155/2022/4584980] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/13/2022] [Revised: 05/19/2022] [Accepted: 05/31/2022] [Indexed: 11/18/2022]
Abstract
With the progress of society, sports have become the mainstream of social development. Strengthening the athletic ability of basketball players can effectively improve their shooting percentage. Firstly, virtual reality (VR) technology and motion capture technology are summarized. Secondly, the resistance training and shooting training of basketball players are analyzed and explained. Finally, the algorithm of motion capture technology is designed to capture and optimize the movements of athletes. In addition, a comprehensive evaluation of the shooting percentage of basketball players is carried out. The results show that the motion capture technology proposed here effectively captures the shooting action of basketball players, and the shooting percentage of players is promoted through resistance training. Among all athletes, the highest shooting percentage improvement is around 14% and the lowest is around 4%. In all groups, athletes of different heights have the largest difference in the improvement of shooting percentage. Therefore, this work plays an important role in improving the shooting rate of basketball players through VR technology. It provides technical support for improving the shooting percentage of basketball players and contributes to the progress of athletes' comprehensive athletic ability.
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Research on the Design of Intelligent Music Teaching System Based on Virtual Reality Technology. COMPUTATIONAL INTELLIGENCE AND NEUROSCIENCE 2022; 2022:7832306. [PMID: 35432515 PMCID: PMC9010155 DOI: 10.1155/2022/7832306] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 02/23/2022] [Revised: 03/09/2022] [Accepted: 03/21/2022] [Indexed: 12/02/2022]
Abstract
With the continuous development and innovation of artificial intelligence technology, its application in the field of music education is also increasing, music classroom has accepted and applied a more efficient and intelligent teaching system. In the reform of teaching, virtual reality (VR) technology has gradually become a new means which occupies a place in the field of education and scientific research. The teaching system based on virtual reality has been focused in all kinds of teaching. Therefore, in this paper, VR is used to build a music teaching system based on model embedding, bread capture, packing capture and camera establishment, so as to implement the music teaching platform based on VR. Through the construction of different virtual elements, it can better achieve the goals of public participation and can effectively stimulate the singer's sensory organs.
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Farooq U, Rabbi I, Akbar S, Zia K, Rehman WU. The impact of design on improved learning in virtual worlds: an experimental study. MULTIMEDIA TOOLS AND APPLICATIONS 2022; 81:18033-18051. [PMID: 35282406 PMCID: PMC8903310 DOI: 10.1007/s11042-022-12593-w] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 02/08/2021] [Revised: 05/09/2021] [Accepted: 01/31/2022] [Indexed: 06/14/2023]
Abstract
Virtual worlds are the most advanced form of virtual environments, which offer one of the best platforms for serving various domains. They are, especially, well suited for education, to cope with the physical restrictions imposed due to COVID-19 outbreak, as they offer classroom experience to their users through immersion. They are online interactive spaces which are collaborative, persistent, coherent, and social in nature. Users immersed in these spaces are represented in the form of digital characters called, avatars. Virtual worlds offer advanced navigation methods such as flying and teleporting to facilitate quick learning. This paper analyses the use of a partial but carefully reconstructed cultural heritage site, developed in OpenSimulator framework, for learning both in terms of discourse and quantitative analysis. Discourse analysis compares the developed virtual world presence with traditional content provisioning methods in terms of a large set of well-known characteristics. Quantitative analysis, on the other hand, is based on data collected from users after conducting simple learning experiments. It revealed that the properties such as realism, friendliness, advanced navigation, and being detailed and social in nature greatly attracted user attention in learning. The learning was fast compared with traditional methods, however, it was a little hard for naive users to start exploring the content. Pre and post learning responses of users revealed that their knowledge level was significantly increased. Based on valuable suggestions, it is planned in future, to add intelligence to traditional agents, so they may help in an increased learning experience of users, based on the knowledge gained in earlier sessions.
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Affiliation(s)
- Umar Farooq
- University of Science and Technology, Bannu, Pakistan
| | - Ihsan Rabbi
- University of Science and Technology, Bannu, Pakistan
| | - Sajida Akbar
- University of Science and Technology, Bannu, Pakistan
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Sen S, Usta E, Bozdemir H. The effect of mobile virtual reality on operating room nursing education. TEACHING AND LEARNING IN NURSING 2022. [DOI: 10.1016/j.teln.2022.01.008] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
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Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19031525. [PMID: 35162546 PMCID: PMC8834834 DOI: 10.3390/ijerph19031525] [Citation(s) in RCA: 20] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/24/2021] [Revised: 01/22/2022] [Accepted: 01/25/2022] [Indexed: 12/12/2022]
Abstract
Health 4.0 aligns with Industry 4.0 and encourages the application of the latest technologies to healthcare. Virtual reality (VR) is a potentially significant component of the Health 4.0 vision. Though VR in health care is a popular topic, there is little knowledge of VR-aided therapy from a macro perspective. Therefore, this paper was aimed to explore the research of VR in aiding therapy, thus providing a potential guideline for futures application of therapeutic VR in healthcare towards Health 4.0. A mixed research method was adopted for this research, which comprised the use of a bibliometric analysis (a quantitative method) to conduct a macro overview of VR-aided therapy, the identification of significant research structures and topics, and a qualitative review of the literature to reveal deeper insights. Four major research areas of VR-aided therapy were identified and investigated, i.e., post-traumatic stress disorder (PTSD), anxiety and fear related disorder (A&F), diseases of the nervous system (DNS), and pain management, including related medical conditions, therapies, methods, and outcomes. This study is the first to use VOSviewer, a commonly used software tool for constructing and visualizing bibliometric networks and developed by Center for Science and Technology Studies, Leiden University, the Netherlands, to conduct bibliometric analyses on VR-aided therapy from the perspective of Web of Science core collection (WoSc), which objectively and visually shows research structures and topics, therefore offering instructive insights for health care stakeholders (particularly researchers and service providers) such as including integrating more innovative therapies, emphasizing psychological benefits, using game elements, and introducing design research. The results of this paper facilitate with achieving the vision of Health 4.0 and illustrating a two-decade (2000 to year 2020) map of pre-life of the Health Metaverse.
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Promoting Sports Engagement during the COVID-19 Pandemic via Virtual Reality Games. Occup Ther Int 2022; 2022:4824152. [PMID: 35140553 PMCID: PMC8808239 DOI: 10.1155/2022/4824152] [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: 09/15/2021] [Accepted: 12/16/2021] [Indexed: 11/17/2022] Open
Abstract
Objective To examine sports engagement and health changes of young adults when utilizing a VR sports game and investigate the relationship between sports engagement and health. Method This study used a single-group design with 20 participants, aged 19–29 years, with no preexisting health conditions. The VR game “Sports Scramble” was used thrice within a span of one week. Outcomes sought include sports engagement and health, measured through the Sports Engagement Scale (SES) and Short Form 36 (SF-36), respectively. Results A significant difference (p < 0.001) was found between the pre-posttest scores of the SES. Moreover, a positive trend was observed in terms of health with a significant difference (p < 0.05) between pre-posttest scores of the SF-36's vitality dimension. There were positive correlations among the dedication and vigor subscales of the SES with the dimensions of health. Conclusion This study showed the potential of VR sports games in positively influencing sports engagement and health among participants with the vigor and dedication positively influencing health. Future studies may involve the exploration of the effectiveness of VR to promote engagement and health through a randomized controlled trial with a longer timeframe and across various populations.
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Sprengel U, Saalfeld P, Stahl J, Mittenentzwei S, Drittel M, Behrendt B, Kaneko N, Behme D, Berg P, Preim B, Saalfeld S. Virtual embolization for treatment support of intracranial AVMs using an interactive desktop and VR application. Int J Comput Assist Radiol Surg 2021; 16:2119-2127. [PMID: 34806143 PMCID: PMC8616893 DOI: 10.1007/s11548-021-02532-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/14/2021] [Accepted: 11/03/2021] [Indexed: 10/30/2022]
Abstract
PURPOSE The treatment of intracranial arteriovenous malformations (AVM) is challenging due to their complex anatomy. For this vessel pathology, arteries are directly linked to veins without a capillary bed in between. For endovascular treatment, embolization is carried out, where the arteries that supply the AVM are consecutively blocked. A virtual embolization could support the medical expert in treatment planning. METHOD We designed and implemented an immersive VR application that allows the visualization of the simulated blood flow by displaying millions of particles. Furthermore, the user can interactively block or unblock arteries that supply the AVM and analyze the altered blood flow based on pre-computed simulations. RESULTS In a pilot study, the application was successfully adapted to three patient-specific cases. We performed a qualitative evaluation with two experienced neuroradiologist who regularly conduct AVM embolizations. The feature of virtually blocking or unblocking feeders was rated highly beneficial, and a desire for the inclusion of quantitative information was formulated. CONCLUSION The presented application allows for virtual embolization and interactive blood flow visualization in an immersive virtual reality environment. It could serve as useful addition for treatment planning and education in clinical practice, supporting the understanding of AVM topology as well as understanding the influence of the AVM's feeding arteries.
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Affiliation(s)
- Ulrike Sprengel
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany.
| | - Patrick Saalfeld
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany
| | - Janneck Stahl
- Department of Fluid Dynamics and Technical Flows, Otto-von-Guericke University Magdeburg, Forschungscampus STIMULATE, Magdeburg, Germany
| | - Sarah Mittenentzwei
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany
| | - Moritz Drittel
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany
| | - Benjamin Behrendt
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany
| | - Naoki Kaneko
- Department of Radiological Sciences, David Geffen School of Medicine, University of California, Los Angeles, USA
| | - Daniel Behme
- Department of Neuroradiology, University Hospital Magdeburg, Magdeburg, Germany
| | - Philipp Berg
- Department of Fluid Dynamics and Technical Flows, Otto-von-Guericke University Magdeburg, Forschungscampus STIMULATE, Magdeburg, Germany
| | - Bernhard Preim
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Universitätsplatz 2, 39106, Magdeburg, Germany
| | - Sylvia Saalfeld
- Department of Simulation and Graphics, Otto-von-Guericke University Magdeburg, Forschungscampus STIMULATE, Magdeburg, Germany
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Sun N, Botev J. Intelligent autonomous agents and trust in virtual reality. COMPUTERS IN HUMAN BEHAVIOR REPORTS 2021. [DOI: 10.1016/j.chbr.2021.100146] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
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A Spherical Video-Based Immersive Virtual Reality Learning System to Support Landscape Architecture Students’ Learning Performance during the COVID-19 Era. LAND 2021. [DOI: 10.3390/land10060561] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
During the COVID-19 pandemic, campuses are closed, and many schools are forced to transition to online instruction. There are many problems in landscape architecture education during the pandemic such as students’ decreased attention, poor self-regulation, low proactivity, and difficulty in grading. In addition, situational effects are required for landscape architecture education, but online education lacks the necessary case scenarios for courses during the pandemic. In order to solve these problems, the present study adopted a more accessible, and interactive spherical video-based immersive virtual reality (SV-IVR) approach, developed a landscape architecture SV-IVR learning system, and conducted a quasi-experimental study to examine its effectiveness. The results indicated that the experimental group students showed more positive results in their learning achievements, learning attitudes, and self-regulation than the control group. Besides, it was found that students required more time to develop their self-efficacy and that this system would not have an effect on students’ cognitive load.
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Abstract
The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. Hence, we have selected the constructivist and variation learning theories as they are currently successfully implemented in engineering education, and strong evidence shows suitability of implementation in VR for education.
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Javaid M, Khan IH. Virtual Reality (VR) Applications in Cardiology: A Review. JOURNAL OF INDUSTRIAL INTEGRATION AND MANAGEMENT 2021. [DOI: 10.1142/s2424862221300015] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
Virtual reality (VR) has applications in cardiology to create enhancement, thereby improving the quality of associated planning, treatment and surgery. The need is to study different applications of this technology in the field of cardiology. We have studied research papers on VR and its applications in cardiology through a detailed bibliometric analysis. The study identified five significant steps for proper implementation of this technology in cardiology. Some challenges are to be undertaken by using this technology, and they can provide some benefits; thus, authors contemplate extensive research and development. This study also identifies 10 major VR technology applications in cardiology and provided a brief description. This innovative technology helps a heart surgeon to perform complex heart surgery effectively. Thus, VR applications have the potential for improving decision-making, which helps save human life. VR plays a significant role in the development of a surgical procedure. This technology undertakes 3D heart model information in full colour, which helps to analyze the overall heart vane, blockage and blood flow. With the help of this digital technology, a surgeon can improve the accuracy of heart surgery, and he can simulate the surgery. A surgeon can undertake surgery in a virtual environment on a virtual patient. The unique purpose of this technology is to practice pre-operatively on the specific circumstance. A cardiologist can also check the proper status of inner and outer heart wall layer. Thus, by using this 3D information, the surgeon can now interact with heart data/information without any physical touch. This technology opens a new opportunity to improve the heart surgery and development in cardiovascular treatment to improve patient outcome.
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Affiliation(s)
- Mohd Javaid
- Department of Mechanical Engineering, Jamia Millia Islamia, New Delhi, India
| | - Ibrahim Haleem Khan
- School of Engineering Sciences and Technology, Jamia Hamdard, New Delhi, India
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Abstract
Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.
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Mbunge E, Akinnuwesi B, Fashoto SG, Metfula AS, Mashwama P. A critical review of emerging technologies for tackling COVID-19 pandemic. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2020; 3:25-39. [PMID: 33363278 PMCID: PMC7753602 DOI: 10.1002/hbe2.237] [Citation(s) in RCA: 65] [Impact Index Per Article: 16.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/23/2020] [Revised: 11/10/2020] [Accepted: 11/14/2020] [Indexed: 12/23/2022]
Abstract
COVID‐19 pandemic affects people in various ways and continues to spread globally. Researches are ongoing to develop vaccines and traditional methods of Medicine and Biology have been applied in diagnosis and treatment. Though there are success stories of recovered cases as of November 10, 2020, there are no approved treatments and vaccines for COVID‐19. As the pandemic continues to spread, current measures rely on prevention, surveillance, and containment. In light of this, emerging technologies for tackling COVID‐19 become inevitable. Emerging technologies including geospatial technology, artificial intelligence (AI), big data, telemedicine, blockchain, 5G technology, smart applications, Internet of Medical Things (IoMT), robotics, and additive manufacturing are substantially important for COVID‐19 detecting, monitoring, diagnosing, screening, surveillance, mapping, tracking, and creating awareness. Therefore, this study aimed at providing a comprehensive review of these technologies for tackling COVID‐19 with emphasis on the features, challenges, and country of domiciliation. Our results show that performance of the emerging technologies is not yet stable due to nonavailability of enough COVID‐19 dataset, inconsistency in some of the dataset available, nonaggregation of the dataset due to contrasting data format, missing data, and noise. Moreover, the security and privacy of people's health information is not totally guaranteed. Thus, further research is required to strengthen the current technologies and there is a strong need for the emergence of a robust computationally intelligent model for early differential diagnosis of COVID‐19.
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Affiliation(s)
- Elliot Mbunge
- Department of Computer Science, Faculty of Science and Engineering University of Eswatini Manzini Swaziland
| | - Boluwaji Akinnuwesi
- Department of Computer Science, Faculty of Science and Engineering University of Eswatini Manzini Swaziland
| | - Stephen G Fashoto
- Department of Computer Science, Faculty of Science and Engineering University of Eswatini Manzini Swaziland
| | - Andile S Metfula
- Department of Computer Science, Faculty of Science and Engineering University of Eswatini Manzini Swaziland
| | - Petros Mashwama
- Department of Computer Science, Faculty of Science and Engineering University of Eswatini Manzini Swaziland
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Rhodes ME, Sundstrom B, Ritter E, McKeever BW, McKeever R. Preparing for A COVID-19 Vaccine: A Mixed Methods Study of Vaccine Hesitant Parents. JOURNAL OF HEALTH COMMUNICATION 2020; 25:831-837. [PMID: 33719886 DOI: 10.1080/10810730.2021.1871986] [Citation(s) in RCA: 53] [Impact Index Per Article: 13.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/25/2023]
Abstract
This study investigated vaccine acceptance of putative COVID-19 vaccines among a national sample of vaccine hesitant parents. Vaccine hesitancy and politicization of vaccine development has led to a pronounced distrust of COVID-19 vaccines in the U.S. A total of 1,381 vaccine-hesitant parents participated in this study. Participants indicated a general unwillingness to vaccinate their children (M = 3.55, SD = 2.13) and themselves (M = 3.58, SD = 2.16) when a COVID-19 vaccine becomes available. More educated parents were more likely to plan to vaccinate themselves [F(5, 533) = 9.93, p < .05] and their children [F(5, 533) = 10.278, p < .05]. Understanding vaccine hesitant parents offers crucial insights as a COVID-19 vaccine becomes available for the general public and as we wait for a vaccine to be approved for pediatric use.
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Affiliation(s)
- Matthew E Rhodes
- Department of Biology, College of Charleston, Charleston, South Carolina, USA
| | - Beth Sundstrom
- Department of Communication, College of Charleston, Charleston, South Carolina, USA
| | - Emily Ritter
- Department of Biology, College of Charleston, Charleston, South Carolina, USA
| | - Brooke W McKeever
- School of Journalism and Mass Communications, University of South Carolina, Columbia, South Carolina, USA
| | - Robert McKeever
- School of Journalism and Mass Communications, University of South Carolina, Columbia, South Carolina, USA
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