Background: The COVID-19 pandemic challenges our ability to provide surgical education, as our ability to gather and train together has been restricted due to safety concerns. However, the importance of quality surgical education has remained. High-fidelity simulation platforms have been developed that merge virtual reality video streams to allow for remote instruction and collaboration. This study sought to validate the use of a merged virtual reality (MVR) platform for the instruction and assessment of the fundamentals of laparoscopic surgery (FLS) skills.
Methods: This was a prospective randomized controlled non-inferiority study. Thirty participants were randomized between three groups: The standard group received in-person instruction and expert feedback, the experimental group received identical training via the MVR platform, and the control group practiced on their own, but received no feedback. All participants were pre-tested for baseline performance at the beginning of the study. Change in performance was evaluated immediately after training and one month later for retention. Ordinary one-way analysis of variance was used to evaluate the effects of time, group, and time-on-group.
Results: The pre-test confirmed baseline homogeneity between the groups. MVR was non-inferior to standard in-person training for total FLS times on either the post-test (p = 0.632) or the retention test (p = 0.829). Performance was also identical between MVR and standard training groups for each of the individual FLS tasks. Each group improved significantly in nearly all tasks after practice; however, the standard and MVR training groups both improved significantly more than controls for the ligating loop, extracorporeal suturing, intracorporeal suturing, and total FLS task training but did not reach statistical significance for peg transfer and pattern cut tasks.
Conclusion: This randomized, controlled trial has demonstrated the use of an MVR platform as non-inferior to in-person instruction for the FLS program, forming the foundation for future work on remote instruction and collaboration.
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http://dx.doi.org/10.1007/s00464-021-08939-4 | DOI Listing |
JMIR Serious Games
January 2025
Department of Interactive Visualization and Virtual Reality, Faculty of Engineering, University of Talca, Talca, Chile.
Background: Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change.
View Article and Find Full Text PDFPLoS One
January 2025
Department of Communication, University of Delaware, Newark, DE, United States of America.
This research expanded on prior work exploring the relationship between social media use, social support, and mental health by including the usage of social virtual reality (VR). In Study 1 (undergraduate students; n = 448) we examined divergent relationships between problematic social media use (e.g.
View Article and Find Full Text PDFACS Appl Mater Interfaces
January 2025
Institute of High Pressure Physics, Polish Academy of Sciences, Warsaw 01-142, Poland.
Ultrasmall micro-light-emitting diodes (μLEDs), sized below 10 μm, are indispensable to create the next-generation augmented and virtual reality (AR/VR) devices. Their high brightness and low power consumption could not only enhance the user experience by providing vivid and lifelike visuals but also extend device longevity. However, a notable challenge emerges: a decrease in efficiency with a reduced size.
View Article and Find Full Text PDFWearable Technol
December 2024
Institute of Advanced Materials for Sustainable Manufacturing, Tecnologico de Monterrey, Monterrey 64849, Nuevo Leon, Mexico.
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View Article and Find Full Text PDFNurs Crit Care
January 2025
Teaching in Nursing Department, Faculty of Nursing, Akdeniz University, Antalya, Turkey.
Background: The use of virtual reality is increasing in nursing to ensure patient safety and to improve the quality of care in the education of nurses.
Aim: To develop a virtual reality software for intensive care patient care management and to investigate the effect of this software on novice intensive care nurses.
Study Design: This study protocol contains a randomized controlled experimental design research.
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