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Olgers T, Rozendaal J, van Weringh S, van de Vliert R, Laros R, Bouma H, Ter Maaten J. Teaching point-of-care ultrasound using a serious game: a randomized controlled trial. BMC MEDICAL EDUCATION 2023; 23:977. [PMID: 38115017 PMCID: PMC10731722 DOI: 10.1186/s12909-023-04964-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/22/2022] [Accepted: 12/11/2023] [Indexed: 12/21/2023]
Abstract
BACKGROUND Point-of-care ultrasound (POCUS) is an important diagnostic tool for internists. However, there are important barriers in learning POCUS, including lack of practice time and lack of experts for supervision. Alternative learning tools may assist in overcoming these barriers. A serious game is being developed specifically for teaching ultrasound. In this study, we assessed the use of a serious game in learning POCUS. METHODS Ultrasound-native medical students were randomly assigned to the intervention group (N = 27) or the control group (N = 26). Both groups performed a real ultrasound on a volunteer after a brief introduction, but the intervention group played a serious game in advance. The endpoints were the assessments of the videos by experts (scoring quality of the probe movements) and the research team (counting probe movements), and probe movements measured with an accelerometer. RESULTS The intervention group completed the exam faster (247 s vs. 347 s, p = 0.006 (95% CI: [30.20;168.80]) and lifted the probe less frequently from the model (0.54 vs. 3.79, p = 0.001 (95% CI: [1.39;5.11]). Also, we found an in-game learning effect between levels, showing a 48% decrease in total playing time (p < 0.001), 36% reduction in attempts per coin (p = 0.007), a 33% reduction in total probe distance (p = 0.002), and a 61% decrease in contact moments (p < 0.001). However, there was no significant difference in expert score between the two groups. CONCLUSION The serious game 'Underwater' is a fun and useful addition to traditional bedside ultrasound learning, which also may overcome one of the most important barriers in learning ultrasound: lack of supervised practice time. We show that the game improves real-practice probe handling with faster and more goal-oriented probe movements.
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Affiliation(s)
- Tycho Olgers
- Department Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, 9700 RB, The Netherlands.
| | - Jelle Rozendaal
- Faculty of medical sciences, University of Groningen, Postbus 72, Groningen, 9700 AB, The Netherlands
| | - Sanne van Weringh
- Faculty of medical sciences, University of Groningen, Postbus 72, Groningen, 9700 AB, The Netherlands
| | - Rachel van de Vliert
- Faculty of medical sciences, University of Groningen, Postbus 72, Groningen, 9700 AB, The Netherlands
| | - Ranek Laros
- Faculty of medical sciences, University of Groningen, Postbus 72, Groningen, 9700 AB, The Netherlands
| | - Hjalmar Bouma
- Department Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, 9700 RB, The Netherlands
| | - Jan Ter Maaten
- Department Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, 9700 RB, The Netherlands
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Masoumi N, Rivaz H, Hacihaliloglu I, Ahmad MO, Reinertsen I, Xiao Y. The Big Bang of Deep Learning in Ultrasound-Guided Surgery: A Review. IEEE TRANSACTIONS ON ULTRASONICS, FERROELECTRICS, AND FREQUENCY CONTROL 2023; 70:909-919. [PMID: 37028313 DOI: 10.1109/tuffc.2023.3255843] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Ultrasound (US) imaging is a paramount modality in many image-guided surgeries and percutaneous interventions, thanks to its high portability, temporal resolution, and cost-efficiency. However, due to its imaging principles, the US is often noisy and difficult to interpret. Appropriate image processing can greatly enhance the applicability of the imaging modality in clinical practice. Compared with the classic iterative optimization and machine learning (ML) approach, deep learning (DL) algorithms have shown great performance in terms of accuracy and efficiency for US processing. In this work, we conduct a comprehensive review on deep-learning algorithms in the applications of US-guided interventions, summarize the current trends, and suggest future directions on the topic.
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Liu Z, Bible J, Petersen L, Zhang Z, Roy-Chaudhury P, Singapogu R. Relating process and outcome metrics for meaningful and interpretable cannulation skill assessment: A machine learning paradigm. COMPUTER METHODS AND PROGRAMS IN BIOMEDICINE 2023; 236:107429. [PMID: 37119772 PMCID: PMC10291517 DOI: 10.1016/j.cmpb.2023.107429] [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: 05/02/2022] [Revised: 02/06/2023] [Accepted: 02/15/2023] [Indexed: 05/21/2023]
Abstract
BACKGROUND AND OBJECTIVES The quality of healthcare delivery depends directly on the skills of clinicians. For patients on hemodialysis, medical errors or injuries caused during cannulation can lead to adverse outcomes, including potential death. To promote objective skill assessment and effective training, we present a machine learning approach, which utilizes a highly-sensorized cannulation simulator and a set of objective process and outcome metrics. METHODS In this study, 52 clinicians were recruited to perform a set of pre-defined cannulation tasks on the simulator. Based on data collected by sensors during their task performance, the feature space was then constructed based on force, motion, and infrared sensor data. Following this, three machine learning models- support vector machine (SVM), support vector regression (SVR), and elastic net (EN)- were constructed to relate the feature space to objective outcome metrics. Our models utilize classification based on the conventional skill classification labels as well as a new method that represents skill on a continuum. RESULTS With less than 5% of trials misplaced by two classes, the SVM model was effective in predicting skill based on the feature space. In addition, the SVR model effectively places both skill and outcome on a fine-grained continuum (versus discrete divisions) that is representative of reality. As importantly, the elastic net model enabled the identification of a set of process metrics that highly impact outcomes of the cannulation task, including smoothness of motion, needle angles, and pinch forces. CONCLUSIONS The proposed cannulation simulator, paired with machine learning assessment, demonstrates definite advantages over current cannulation training practices. The methods presented here can be adopted to drastically increase the effectiveness of skill assessment and training, thereby potentially improving clinical outcomes of hemodialysis treatment.
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Affiliation(s)
- Zhanhe Liu
- Department of Bioengineering, Clemson University, 301 Rhodes Research Center, Clemson, 29634, SC, USA
| | - Joe Bible
- School of Mathematical and Statistical Sciences, Clemson University, O-110 Martin Hall, Clemson, 29634, SC, USA
| | - Lydia Petersen
- Department of Bioengineering, Clemson University, 301 Rhodes Research Center, Clemson, 29634, SC, USA
| | - Ziyang Zhang
- Department of Bioengineering, Clemson University, 301 Rhodes Research Center, Clemson, 29634, SC, USA
| | - Prabir Roy-Chaudhury
- UNC Kidney Center, University of North Carolina, Chapel Hill, NC, 28144, USA; (Bill Hefner) VA Medical Center, Salisbury, NC, 28144, USA
| | - Ravikiran Singapogu
- Department of Bioengineering, Clemson University, 301 Rhodes Research Center, Clemson, 29634, SC, USA.
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van Gaalen AEJ, Brouwer J, Schönrock-Adema J, Bouwkamp-Timmer T, Jaarsma ADC, Georgiadis JR. Gamification of health professions education: a systematic review. ADVANCES IN HEALTH SCIENCES EDUCATION : THEORY AND PRACTICE 2021; 26:683-711. [PMID: 33128662 PMCID: PMC8041684 DOI: 10.1007/s10459-020-10000-3] [Citation(s) in RCA: 140] [Impact Index Per Article: 46.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/22/2020] [Accepted: 10/12/2020] [Indexed: 05/06/2023]
Abstract
Gamification refers to using game attributes in a non-gaming context. Health professions educators increasingly turn to gamification to optimize students' learning outcomes. However, little is known about the concept of gamification and its possible working mechanisms. This review focused on empirical evidence for the effectiveness of gamification approaches and theoretical rationales for applying the chosen game attributes. We systematically searched multiple databases, and included all empirical studies evaluating the use of game attributes in health professions education. Of 5044 articles initially identified, 44 met the inclusion criteria. Negative outcomes for using gamification were not reported. Almost all studies included assessment attributes (n = 40), mostly in combination with conflict/challenge attributes (n = 27). Eight studies revealed that this specific combination had increased the use of the learning material, sometimes leading to improved learning outcomes. A relatively small number of studies was performed to explain mechanisms underlying the use of game attributes (n = 7). Our findings suggest that it is possible to improve learning outcomes in health professions education by using gamification, especially when employing game attributes that improve learning behaviours and attitudes towards learning. However, most studies lacked well-defined control groups and did not apply and/or report theory to understand underlying processes. Future research should clarify mechanisms underlying gamified educational interventions and explore theories that could explain the effects of these interventions on learning outcomes, using well-defined control groups, in a longitudinal way. In doing so, we can build on existing theories and gain a practical and comprehensive understanding of how to select the right game elements for the right educational context and the right type of student.
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Affiliation(s)
- A E J van Gaalen
- Department of Biomedical Sciences of Cells and Systems, Section Anatomy & Medical Physiology, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands.
| | - J Brouwer
- Faculty Behavioural and Social Sciences, Department of Educational Sciences, University of Groningen, Groningen, The Netherlands
| | - J Schönrock-Adema
- Center for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands
| | - T Bouwkamp-Timmer
- Center for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands
| | - A D C Jaarsma
- Center for Education Development and Research in Health Professions (CEDAR), LEARN, University Medical Center Groningen, University of Groningen, 713AV, Groningen, The Netherlands
| | - J R Georgiadis
- Department of Biomedical Sciences of Cells and Systems, Section Anatomy & Medical Physiology, University Medical Center Groningen, University of Groningen, Groningen, The Netherlands
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Thompson S, Dowrick T, Ahmad M, Opie J, Clarkson MJ. Are fiducial registration error and target registration error correlated? SciKit-SurgeryFRED for teaching and research. PROCEEDINGS OF SPIE--THE INTERNATIONAL SOCIETY FOR OPTICAL ENGINEERING 2021; 11598:115980U. [PMID: 34840671 PMCID: PMC7612039 DOI: 10.1117/12.2580159] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
Understanding the relationship between fiducial registration error (FRE) and target registration error (TRE) is important for the correct use of interventional guidance systems. Whilst it is well established that TRE is statistically independent of FRE, system users still struggle against the intuitive assumption that a low FRE indicates a low TRE. We present the SciKit-Surgery Fiducial Registration Educational Demonstrator and describe its use. SciKit-SurgeryFRED was developed to enable remote teaching of key concepts in image registration. SciKit-SurgeryFRED also supports research into user interface design for image registration systems. SciKit-SurgeryFRED can be used to enable remote tutorials covering the statistics relevant to image guided interventions. Students are able to place fiducial markers on pre and intra-operative images and observe the effects of changes in marker geometry, marker count, and fiducial localisation error on TRE and FRE. SciKit-SurgeryFRED also calculates statistical measures for the expected values of TRE and FRE. Because many registrations can be performed quickly the students can then explore potential correlations between the different statistics. SciKit-SurgeryFRED also implements a registration based game, where participants are rewarded for complete treatment of a clinical target, whilst minimising the treatment margin. We used this game to perform a remote study on registration and simulated ablation, measuring how user performance changes depending on what error statistics are made available. The results support the assumption that knowing the exact value of target registration error leads to better treatment. Display of other statistics did not have a significant impact on the treatment performance.
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Affiliation(s)
- Stephen Thompson
- Wellcome/EPSRC Centre for Interventional and Surgical Science, University College London, United Kingdom
| | - Tom Dowrick
- Wellcome/EPSRC Centre for Interventional and Surgical Science, University College London, United Kingdom
| | - Mian Ahmad
- Wellcome/EPSRC Centre for Interventional and Surgical Science, University College London, United Kingdom
| | - Jeremy Opie
- Wellcome/EPSRC Centre for Interventional and Surgical Science, University College London, United Kingdom
| | - Matthew J Clarkson
- Wellcome/EPSRC Centre for Interventional and Surgical Science, University College London, United Kingdom
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Olgers TJ, Bij de Weg AA, Ter Maaten JC. Serious Games for Improving Technical Skills in Medicine: Scoping Review. JMIR Serious Games 2021; 9:e24093. [PMID: 33492234 PMCID: PMC7870348 DOI: 10.2196/24093] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/03/2020] [Revised: 10/30/2020] [Accepted: 12/14/2020] [Indexed: 12/29/2022] Open
Abstract
BACKGROUND Serious games are being used to train specific technical skills in medicine, and most research has been done for surgical skills. It is not known if these games improve technical skills in real life as most games have not been completely validated. OBJECTIVE This scoping review aimed to evaluate the current use of serious games for improving technical skills in medicine and to determine their current validation state using a validation framework specifically designed for serious games. METHODS We used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) guidelines. A multidatabase search strategy was adopted, after which a total of 17 publications were included in this review. RESULTS These 17 publications described five different serious games for improving technical skills. We discuss these games in detail and report about their current validation status. Only one game was almost fully validated. We also discuss the different frameworks that can be used for validation of serious games. CONCLUSIONS Serious games are not extensively used for improving technical skills in medicine, although they may represent an attractive alternative way of learning. The validation of these games is mostly incomplete. Additionally, several frameworks for validation exist, but it is unknown which one is the best. This review may assist game developers or educators in validating serious games.
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Affiliation(s)
- Tycho Joan Olgers
- Department of Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
| | - Anne Akke Bij de Weg
- Department of Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
| | - Jan Cornelis Ter Maaten
- Department of Internal Medicine, University of Groningen, University Medical Center Groningen, Groningen, Netherlands
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Boada I, Rodriguez Benitez A, Thió-Henestrosa S, Soler J. A Serious Game on the First-Aid Procedure in Choking Scenarios: Design and Evaluation Study. JMIR Serious Games 2020; 8:e16655. [PMID: 32812882 PMCID: PMC7468643 DOI: 10.2196/16655] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2019] [Revised: 05/28/2020] [Accepted: 06/11/2020] [Indexed: 12/14/2022] Open
Abstract
Background Choking is one of the causes of unintentional injury death. Gaining the knowledge of the first-aid procedure that has to be applied in case of choking can increase the chances of survival of persons with choking. Serious games can be a good channel for educating people about choking scenarios and the actions to be taken to save the persons with choking. Objective The objective of this study is to present and evaluate the effectiveness of a serious game designed to prevent choking and to promote the first-aid procedure that needs to be applied in case of choking. Methods In this study, we present a serious game as a set of minigames that reproduces the main steps of the protocol for the first-aid performed in choking. In the proposed game, the player acquires the role of a helper who has to save the person in a choking emergency by applying the main steps of the protocol. Time and score restrictions are imposed to pass each minigame. To test this game, we performed a pilot study with 48 high school students. Different tests were performed to assess the students’ preferences and their knowledge on choking before and after playing the proposed game. The obtained results were analyzed using Mann-Whitney U test when a grade variable was involved and by using Fisher exact test when 2 categorical variables were involved. Results The findings of our study showed that the players enjoyed the game. No statistical differences were detected when considering the gender of the player, their preferences for video games, or their previous experience in choking emergencies. By comparing the knowledge of these students before and after playing the game, we found that all the indicators of the knowledge about how to act in case of a choking emergency were improved through this serious game. Conclusions The findings of our study show that the proposed game is a good strategy for promoting and teaching first-aid procedures in choking emergencies to nonexperts in this field.
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Affiliation(s)
- Imma Boada
- Graphics and Imaging Laboratory, Escola Politècnica Superior, Edifici Politècnica IV, 17003 Girona, Spain
| | - Antonio Rodriguez Benitez
- Graphics and Imaging Laboratory, Escola Politècnica Superior, Edifici Politècnica IV, 17003 Girona, Spain
| | - Santiago Thió-Henestrosa
- Graphics and Imaging Laboratory, Escola Politècnica Superior, Edifici Politècnica IV, 17003 Girona, Spain
| | - Josep Soler
- Graphics and Imaging Laboratory, Escola Politècnica Superior, Edifici Politècnica IV, 17003 Girona, Spain
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8
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Thompson S, Dowrick T, Xiao G, Ramalhinho J, Robu M, Ahmad M, Taylor D, Clarkson MJ. SnappySonic: An Ultrasound Acquisition Replay Simulator. JOURNAL OF OPEN RESEARCH SOFTWARE 2020; 8:8. [PMID: 32395246 PMCID: PMC7212065 DOI: 10.5334/jors.289] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
SnappySonic provides an ultrasound acquisition replay simulator designed for public engagement and training. It provides a simple interface to allow users to experience ultrasound acquisition without the need for specialist hardware or acoustically compatible phantoms. The software is implemented in Python, built on top of a set of open source Python modules targeted at surgical innovation. The library has high potential for reuse, most obviously for those who want to simulate ultrasound acquisition, but it could also be used as a user interface for displaying high dimensional images or video data.
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Affiliation(s)
- Stephen Thompson
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Thomas Dowrick
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Goufang Xiao
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - João Ramalhinho
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Maria Robu
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Mian Ahmad
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Dan Taylor
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
| | - Matthew J Clarkson
- Wellcome/EPSRC Centre for Interventional and Surgical Sciences, University College London, London, UK
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Ko J, Lee JJ, Jang SW, Yun Y, Kang S, Shin DA, Kim YS. An Epiduroscopy Simulator Based on a Serious Game for Spatial Cognitive Training (EpiduroSIM): User-Centered Design Approach. JMIR Serious Games 2019; 7:e12678. [PMID: 31456580 PMCID: PMC6734856 DOI: 10.2196/12678] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2018] [Revised: 03/31/2019] [Accepted: 04/16/2019] [Indexed: 01/22/2023] Open
Abstract
Background Performing high-level surgeries with endoscopy is challenging, and hence, an efficient surgical training method or system is required. Serious game–based simulators can provide a trainee-centered educational environment unlike traditional teacher-centered education environments since serious games provide a high level of interaction (feedback that induces learning). Objective This study aimed to propose an epiduroscopy simulator, EpiduroSIM, based on a serious game for spatial cognitive training. Methods EpiduroSIM was designed based on a serious game. For spatial cognitive training, the virtual environment of EpiduroSIM was modeled based on a cognitive map. Results EpiduroSIM was developed considering user accessibility to provide various functions. The experiment for the validation of EpiduroSIM focused on psychological fidelity and repetitive training effects. The experiments were conducted by dividing 16 specialists into 2 groups of 8 surgeons. The group was divided into beginner and expert based on their epiduroscopy experience. The psychological fidelity of EpiduroSIM was confirmed through the training results of the expert group rather than the beginner group. In addition, the repetitive training effect of EpiduroSIM was confirmed by improving the training results in the beginner group. Conclusions EpiduroSIM may be useful for training beginner surgeons in epiduroscopy.
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Affiliation(s)
- Junho Ko
- BioComputing Lab, Institute for Bio-Engineering Application Technology, Korea University of Technology and Education, Cheonan, Republic of Korea
| | - Jong Joo Lee
- Department of Neurosurgery, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Seong-Wook Jang
- BioComputing Lab, Institute for Bio-Engineering Application Technology, Korea University of Technology and Education, Cheonan, Republic of Korea
| | - Yeomin Yun
- Department of Neurosurgery, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Sungchul Kang
- Robot Center, Samsung Research, Seoul, Republic of Korea
| | - Dong Ah Shin
- Department of Neurosurgery, Yonsei University College of Medicine, Seoul, Republic of Korea
| | - Yoon Sang Kim
- BioComputing Lab, Institute for Bio-Engineering Application Technology, Korea University of Technology and Education, Cheonan, Republic of Korea
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Corrêa CG, Nunes FL, Ranzini E, Nakamura R, Tori R. Haptic interaction for needle insertion training in medical applications: The state-of-the-art. Med Eng Phys 2019; 63:6-25. [DOI: 10.1016/j.medengphy.2018.11.002] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/10/2017] [Revised: 10/18/2018] [Accepted: 11/05/2018] [Indexed: 11/16/2022]
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Katz D, Zerillo J, Kim S, Hill B, Wang R, Goldberg A, DeMaria S. Serious gaming for orthotopic liver transplant anesthesiology: A randomized control trial. Liver Transpl 2017; 23:430-439. [PMID: 28133947 DOI: 10.1002/lt.24732] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/10/2016] [Revised: 12/09/2016] [Accepted: 01/02/2017] [Indexed: 02/07/2023]
Abstract
Anesthetic management of orthotopic liver transplantation (OLT) is complex. Given the unequal distributions of liver transplant surgeries performed at different centers, anesthesiology providers receive relatively uneven OLT training and exposure. One well-suited modality for OLT training is the "serious game," an interactive application created for the purpose of imparting knowledge or skills, while leveraging the self-motivating elements of video games. We therefore developed a serious game designed to teach best practices for the anesthetic management of a standard OLT and determined if the game would improve resident performance in a simulated OLT. Forty-four residents on the liver transplant rotation were randomized to either the gaming group (GG) or the control group (CG) prior to their introductory simulation. Both groups were given access to the same educational materials and literature during their rotation, but the GG also had access to the OLT Trainer. Performance on the simulations were recorded on a standardized grading rubric. Both groups experienced an increase in score relative to baseline that was statistically significant at every stage. The improvements in scores were greater for the GG participants than the CG participants. Overall score improvement between the GG and CG (mean [standard deviation]) was statistically significant (GG, 7.95 [3.65]; CG, 4.8 [4.48]; P = 0.02), as were scores for preoperative assessment (GG, 2.67 [2.09]; CG, 1.17 [1.43]; P = 0.01) and anhepatic phase (GG, 1.62 [1.01]; CG, 0.75 [1.28]; P = 0.02). Of the residents with game access, 81% were "very satisfied" or "satisfied" with the game overall. In conclusion, adding a serious game to an existing educational curriculum for liver transplant anesthesia resulted in significant learning gains for rotating anesthesia residents. The intervention was straightforward to implement and cost-effective. Liver Transplantation 23 430-439 2017 AASLD.
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Affiliation(s)
- Daniel Katz
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Jeron Zerillo
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Sang Kim
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Bryan Hill
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Ryan Wang
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Andrew Goldberg
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
| | - Samuel DeMaria
- Department of Anesthesiology, Icahn School of Medicine at Mount Sinai, New York, NY
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Abstract
STATEMENT Serious games are computer-based games designed for training purposes. They are poised to expand their role in medical education. This systematic review, conducted in accordance with PRISMA guidelines, aimed to synthesize current serious gaming trends in health care training, especially those pertaining to developmental methodologies and game evaluation. PubMed, EMBASE, and Cochrane databases were queried for relevant documents published through December 2014. Of the 3737 publications identified, 48 of them, covering 42 serious games, were included. From 2007 to 2014, they demonstrate a growth from 2 games and 2 genres to 42 games and 8 genres. Overall, study design was heterogeneous and methodological quality by MERQSI score averaged 10.5/18, which is modest. Seventy-nine percent of serious games were evaluated for training outcomes. As the number of serious games for health care training continues to grow, having schemas that organize how educators approach their development and evaluation is essential for their success.
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Silva BM, Rodrigues JJ, de la Torre Díez I, López-Coronado M, Saleem K. Mobile-health: A review of current state in 2015. J Biomed Inform 2015; 56:265-72. [DOI: 10.1016/j.jbi.2015.06.003] [Citation(s) in RCA: 345] [Impact Index Per Article: 38.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2014] [Revised: 05/28/2015] [Accepted: 06/03/2015] [Indexed: 10/23/2022]
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14
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Chan WY, Heng PA. Visualization of needle access pathway and a five-DoF evaluation. IEEE J Biomed Health Inform 2014; 18:643-53. [PMID: 24608064 DOI: 10.1109/jbhi.2013.2275741] [Citation(s) in RCA: 9] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
It is a common practice nowadays to plan needle access pathways to the volumetric organs before performing surgeries. An enormous amount of needle access planning systems has been proposed in recent years. Recent works mainly focus on the system usability or target accessibility. Visualization of the planned access pathways has drawn little attention and its effect on insertion quality is left unattended. We aim to address this problem by introducing an all-round evaluation framework that links up with human motions and computer graphics. Our evaluation framework provides an objective and quantitative analysis of the illustrativeness of the needle access pathway visualization techniques to an extent of five degrees of freedom. Our experimental results show that the visualization method adopted greatly influences insertion accuracy. Based on this finding, we propose a new visualization technique that intuitively conveys placement and orientation information. We also show that our method better conveys pathway orientation and thus enables a higher quality of insertion.
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de Ribaupierre S, Kapralos B, Haji F, Stroulia E, Dubrowski A, Eagleson R. Healthcare Training Enhancement Through Virtual Reality and Serious Games. VIRTUAL, AUGMENTED REALITY AND SERIOUS GAMES FOR HEALTHCARE 1 2014. [DOI: 10.1007/978-3-642-54816-1_2] [Citation(s) in RCA: 36] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
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Auffermann WF, Chetlen AL, Sharma A, Colucci AT, DeQuesada IM, Grajo JR, Kung JW, Loehfelm TW, Sherry SJ. Mobile computing for radiology. Acad Radiol 2013; 20:1495-505. [PMID: 24200475 DOI: 10.1016/j.acra.2013.09.009] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/08/2013] [Revised: 08/30/2013] [Accepted: 09/01/2013] [Indexed: 11/16/2022]
Abstract
The rapid advances in mobile computing technology have the potential to change the way radiology and medicine as a whole are practiced. Several mobile computing advances have not yet found application to the practice of radiology, while others have already been applied to radiology but are not in widespread clinical use. This review addresses several areas where radiology and medicine in general may benefit from adoption of the latest mobile computing technologies and speculates on potential future applications.
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Affiliation(s)
- William F Auffermann
- Department of Radiology and Imaging Sciences, Emory University School of Medicine, 1364 Clifton Rd NE, Atlanta, GA 30322.
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Shamim Hossain M, Goebel S, El Saddik A. Guest EditorialMultimedia Services and Technologies for E-Health (MUST-EH). ACTA ACUST UNITED AC 2012; 16:1005-6. [DOI: 10.1109/titb.2012.2225260] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
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