Rationale And Objective: To assess the perceptions of radiology staff regarding the role of virtual reality technology in diagnostic radiology after using a virtual reality (VR) headset METHODS: Participants completed a pre-study questionnaire assessing their familiarity with VR technology and its potential role in radiology. Using a VR headset, participants entered a simulated reading room (SieVRt, Luxsonic Technologies) with three large virtual monitors. They were able to view plain radiographs, ultrasound, CT, and MRI images and pull up and compare multiple images simultaneously. They then completed a post-study questionnaire to re-assess their perception about the role of VR technology for diagnostic radiology.
Results: Fifteen participants were enrolled, with 33.3 % attendings, 40 % fellows, and 26.7 % residents. Pre-study, 60 % reported they were "not familiar" with VR technology and 66.7 % had never used it. On a 1 to 5 scale, the median perceived likelihood of VR having a role in radiology significantly increased from 3 (IQR 2-3) pre-study to 4 (IQR 4-4) post-study; p = 0.014. Image contrast and resolution were adequate according to most participants, with 53.3 % strongly agreeing and 33.3 % agreeing. The headset was comfortable for 73.3 % and did not induce nausea in any participant. Confidence in VR technology improved after using the headset for 80 %. According to 80 %, future VR technology could replace a PACS workstation.
Discussion: Radiologists' perception regarding the role of virtual reality in diagnostic interpretation improves after a hands-on trial of the technology, and VR has the potential to replace a traditional workstation in certain situations.
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http://dx.doi.org/10.1067/j.cpradiol.2023.12.002 | 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.
This paper explores the integration of haptic gloves and virtual reality (VR) environments to enhance industrial training and operational efficiency within the framework of Industry 4.0 and Industry 5.0.
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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