Study Objective: To estimate face and construct validity for a novel curriculum designed for intermediately skilled laparoscopic surgeons on a virtual reality simulator. It consists of 5 exercises that focus on training precision and coordination between both hands.
Design: Prospective study (Canadian Task Force II-2).
Setting: Three university hospitals and 4 teaching hospitals in the Netherlands.
Subjects: Residents, consultants, and laparoscopic experts (n = 69) in the fields of general surgery, gynecology, and urology participated. Participants were divided into 4 groups on the basis of their level of laparoscopic experience: resident, years 1-3 (n = 15); resident, years 4-6 (n = 17); consultant (n = 19); and laparoscopic experts (n = 18).
Interventions: Participants completed 3 runs of 5 exercises. The first run was an introduction, and the second and third runs were used for analysis. The parameters time, path length, collisions, and displacement were compared between groups. Afterward the participants completed a questionnaire to evaluate their laparoscopic experience and identify issues concerning the simulator and exercises.
Measurements And Main Results: The expert group was significantly faster (p <.05) than other groups in 4 of 5 exercises. The parameter displacement demonstrated a significant difference between the expert group and other groups in 2 of the 4 exercises in which this parameter was relevant (p <.05). In the questionnaire (n = 68), training capacity of the curriculum was scored with a median of 4 points on a 5-point Likert scale. Of all participants, 92.6% indicated that this curriculum is suitable as an addition to a basic skills module within their residency program.
Conclusion: Face and construct validity were estimated for an advanced virtual reality curriculum for intermediately skilled laparoscopic surgeons. The results indicate that the curriculum is suitable for training of residents and consultants and to assess and maintain their laparoscopic skills.
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http://dx.doi.org/10.1016/j.jmig.2011.05.017 | DOI Listing |
Contemp Clin Trials
January 2025
Department of Health Outcomes and Behavior, Moffitt Cancer Center, Tampa, FL, USA; Department of Psychology, University of South Florida, Tampa, FL, USA; Department of Oncological Sciences, University of South Florida, Tampa, FL, USA. Electronic address:
Background: Augmented Reality (AR) is a rapidly developing technology with potential utility for treating addictive behaviors, including tobacco smoking. AR inserts digital images into a natural real-time scene as viewed on a smartphone or other video devices. With respect to smoking cessation, AR can place virtual smoking cues (i.
View Article and Find Full Text PDFJ Anxiety Disord
January 2025
Department of Psychiatry and Psychology, Mayo Clinic, Rochester, MN, USA.
Virtual reality is a promising tool for improving efficacy of exposure therapy for childhood anxiety disorders (CADs), particularly for exposures that are challenging to orchestrate in vivo. The present study compared virtual reality exposure (VRE) to verbal imaginal exposure (IE) on anxiety elicited, homework completion, and preparation for subsequent exposures. Forty-five youth with CADs completed both types of exposure in session (order randomly assigned), practiced one form of exposure as homework (randomly assigned), and returned a week later to repeat both exposures (in randomized order), provide user feedback, and complete a related in vivo exposure.
View Article and Find Full Text PDFSci Adv
January 2025
State Key Lab of Advanced Optical Communication Systems and Networks, Shanghai Jiao Tong University, Shanghai 200240, China.
Holography is capable of rendering three-dimensional scenes with full-depth control and delivering transformative experiences across numerous domains, including virtual and augmented reality, education, and communication. However, traditional holography presents 3D scenes with unnatural defocus and severe speckles due to the limited space bandwidth product of the spatial light modulator (SLM). Here, we introduce Motion Hologram, a holographic technique that accurately portrays photorealistic and speckle-free 3D scenes.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Computing, Engineering and Mathematical Sciences, Optus Chair Digital Health, La Trobe University, Melbourne, Australia.
Background: This review explores virtual reality (VR) and exercise simulator-based interventions for individuals with attention-deficit/hyperactivity disorder (ADHD). Past research indicates that both VR and simulator-based interventions enhance cognitive functions, such as executive function and memory, though their impacts on attention vary.
Objective: This study aimed to contribute to the ongoing scientific discourse on integrating technology-driven interventions into the management and evaluation of ADHD.
The study investigates the effectiveness of immersive virtual reality (VR) as a nonpharmaceutical approach to manage postoperative pain in patients following thoracoscopic surgery. In this single-center, triple-arm pilot randomized controlled trial (RCT), 61 postsurgical patients with a postoperative pain numerical rating scale (NRS) score ≥4 after receiving standard analgesia were included and assigned to either a quantum clinics-VR (QTC-VR) group, a Placebo-VR group, or a control group. The QTC-VR group engaged in a daily 10-minute interactive pain relief 3D-VR program, while the Placebo-VR group watched a daily 10-minute relaxation-based 2D film through VR headsets for three days following surgery.
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