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A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial. 基于混合现实的 5G 网络远程监督超声教育平台与直接监督的比较:前瞻性随机试点试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-20 DOI: 10.2196/63448
Minha Kim, Meong Hi Son, Suhyeon Moon, Won Chul Cha, Ik Joon Jo, Hee Yoon

Background: Ultrasound education is transitioning from in-person training to remote methods using mixed reality (MR) and 5G networks. Previous studies are mainly experimental, lacking randomized controlled trials in direct training scenarios.

Objective: This study aimed to compare an MR-based tele-supervised ultrasound education platform on private 5G networks with traditional in-person training for novice doctors.

Methods: Conducted at a tertiary academic hospital from November to December 2023, the prospective unblinded randomized controlled pilot study assigned doctors without prior abdominal ultrasound education experience to either the tele-supervision group (TG; n = 20) or direct supervision group (DG; n = 20). Participants received a 15-min video lecture, conducted ultrasound on a phantom, and had 18 images scored by two blinded experts. Additionally, the TG received five minutes of training on basic operation of a head-mounted display (HMD). Communication between doctors in the TG and supervisors was facilitated through an HMD, whereas those in the DG interacted directly with supervisors. Primary outcomes were image quality scores, while secondary outcomes included procedure time, number of supervisor interventions, user experience using NASA-Task load index (NASA-TLX), System Usability Scale (SUS), and self-confidence through pre- and post-surveys.

Results: Image quality scores and procedure times showed no significant differences between the groups (TG: 66.8 ± 10.3 vs DG: 66.8 ± 10.4, P = .844; TG: 23.8 ± 8.0 min vs DG: 24.0 ± 8.1 min, P = .946). However, the TG engaged in more educational interventions (TG: 4.0 ± 2.5 vs DG: 0.8 ± 1.1, P <.001), reflecting a more interactive training environment. TG participants reported lower NASA-TLX scores for mental demand (43.8 ± 24.8 vs 60.6 ± 22.4, P = .03), effort (43.1 ± 22.9 vs 67.9 ± 17, P < .001), and frustration (26.9 ± 20.3 vs 45.2 ± 27.8, P = .022), indicating a reduced cognitive load compared the DG. The mean SUS score was also higher in the TG (66.6 ± 9.1 vs 60.2 ± 10.4, P =.046), suggesting better usability. Both groups showed significant improvements in confidence, with the TG showing notably greater improvement in abdominal ultrasound proficiency (Pre-education ━ TG: 1.6 ± 0.9 vs DG: 1.7 ± 0.9, P =.728; Post-education ━ TG: 3.8 ± 0.9 vs DG: 2.8 ± 1.0, P =.006).

Conclusions: Although no significant differences in image quality scores were observed between groups, considerable differences in positive educational interactions, workload, and usability were evident. These findings emphasize the platform's potential to enhance the ultrasound training experience, suggesting more interactive and efficient learning.

Clinicaltrial: ClinicalTrials.gov, NCT06171828.

背景:超声教育正从面对面培训过渡到使用混合现实(MR)和 5G 网络的远程方法。以往的研究主要是实验性的,缺乏直接培训场景下的随机对照试验:本研究旨在比较基于 MR 的 5G 私人网络远程监督超声波教育平台与针对新手医生的传统面对面培训:这项前瞻性非盲法随机对照试验研究于2023年11月至12月在一家三级学术医院进行,将没有腹部超声教育经验的医生分配到远程监督组(TG;n = 20)或直接监督组(DG;n = 20)。参与者接受 15 分钟的视频讲座,在模型上进行超声检查,并由两名盲法专家对 18 幅图像进行评分。此外,TG 组还接受了五分钟的头戴式显示器 (HMD) 基本操作培训。TG 医生与主管之间的交流通过 HMD 进行,而 DG 医生则直接与主管进行交流。主要结果是图像质量得分,次要结果包括手术时间、主管干预次数、使用美国航空航天局任务负荷指数(NASA-TLX)的用户体验、系统可用性量表(SUS)以及通过前后调查获得的自信心:两组的图像质量得分和手术时间无明显差异(TG:66.8 ± 10.3 vs DG:66.8 ± 10.4,P = .844;TG:23.8 ± 8.0 min vs DG:24.0 ± 8.1 min,P = .946)。然而,TG 参与了更多的教育干预(TG:4.0 ± 2.5 vs DG:0.8 ± 1.1,P 结论:TG 和 DG 的图像质量得分没有显著差异:虽然各组之间在图像质量评分上没有明显差异,但在积极的教育互动、工作量和可用性方面存在明显差异。这些发现强调了该平台在增强超声培训体验方面的潜力,表明该平台能提供更多的互动和更高效的学习:临床试验:ClinicalTrials.gov,NCT06171828。
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引用次数: 0
Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study. 中风患者在沉浸式虚拟环境和真实环境中的职业表现比较:观察性随机交叉试验研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-15 DOI: 10.2196/58388
Xijun Wei, Ping Zhou, Yixi Wei, Dashuang Wu, Ping Qin, Yingying Zhang, Jing Zhu, Zhanbing Ren, Hai Li, Yumei Zhang
<p><strong>Background: </strong>Conventional rehabilitation approaches involve therapists simulating various occupational tasks in health care settings or recreating real-life situations to assess and train patients in instrumental activities of daily living (IADLs). As an alternative, immersive virtual reality (IVR) has been widely used in stroke rehabilitation for years, but research comparing occupational performance between virtual and real environments is limited.</p><p><strong>Objective: </strong>This study aims to introduce a novel IVR shopping system designed for patients with stroke and to investigate the correlation of occupational performance in virtual and real environments among patients with stroke.</p><p><strong>Methods: </strong>Ten patients with stroke were recruited from the Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, who met the inclusion and exclusion criteria for this observational, randomized crossover study; the patients were predominantly male (n=7), had experienced ischemic stroke (n=9), were aged 14 to 73 years, and had a time since stroke of 1 to 42 months. All patients attempted shopping tasks in virtual and real environments. The Mini-Mental State Examination (MMSE), Timed Up and Go Test (TUGT), modified Barthel index (MBI), and Lawton index (LI) were used to assess cognition, ambulation, and activities of daily living. Memory capacity and duration in the virtual and real environments were recorded as the primary parameters of occupational performance. The Wilcoxon test and Spearman correlation coefficients were used to analyze the differences and correlations between the 2 environments.</p><p><strong>Results: </strong>The Wilcoxon test showed no significant differences between the virtual and real environments in memory capacity and duration of task completion (P>.99 and P=.99), and memory capacity in both environments correlated with the LI (ρ=0.81; P=.005). Memory duration had a relationship with the TUGT in the virtual environment (ρ=0.68; P=.03) and a borderline negative correlation with MMSE in the real environment (ρ=-0.58; P=.08).</p><p><strong>Conclusions: </strong>Considering the small sample size used in this study and the study's limitations, despite the significant correlation between shopping performance in IVR and the real world, it is still too early to conclude that IVR is a noninferior approach, but it presents the potential to be an alternative for assessment and training in IADLs when resources are limited. However, further research is needed to investigate the psychometric properties, clinical effects, and impact of virtual training on real-world performance. The implications for practice might include the following: (1) occupational performance in virtual shopping might be the same as real-world shopping, and more virtual IADLs could thus be developed; (2) virtual IADL assessment and training systems could be used in remote locations or locations with li
背景:传统的康复方法包括治疗师在医疗保健环境中模拟各种职业任务或再现真实生活场景,以评估和训练患者的日常生活工具活动(IADLs)。作为一种替代方法,沉浸式虚拟现实(IVR)已在中风康复中广泛应用多年,但比较虚拟环境和真实环境中职业表现的研究却很有限:本研究旨在介绍一种专为脑卒中患者设计的新型 IVR 购物系统,并调查脑卒中患者在虚拟和真实环境中职业表现的相关性:从南方医科大学深圳医院康复医学科招募了10名符合纳入和排除标准的脑卒中患者,进行这项观察性随机交叉研究;患者主要为男性(7人),经历过缺血性脑卒中(9人),年龄在14至73岁之间,脑卒中发生时间在1至42个月之间。所有患者都尝试了虚拟和现实环境中的购物任务。迷你精神状态检查(MMSE)、定时起立行走测试(TUGT)、改良巴特尔指数(MBI)和劳顿指数(LI)用于评估认知能力、行动能力和日常生活活动能力。虚拟和真实环境中的记忆能力和持续时间被记录为职业表现的主要参数。Wilcoxon 检验和 Spearman 相关系数用于分析两种环境之间的差异和相关性:Wilcoxon 检验表明,虚拟环境和真实环境在记忆容量和完成任务的持续时间方面没有显著差异(P>.99 和 P=.99),两种环境下的记忆容量均与 LI 相关(ρ=0.81;P=.005)。记忆持续时间与虚拟环境中的TUGT有关系(ρ=0.68;P=.03),与真实环境中的MMSE呈边缘负相关(ρ=-0.58;P=.08):考虑到本研究使用的样本量较小以及研究的局限性,尽管在 IVR 中的购物表现与真实世界中的购物表现之间存在显著相关性,但现在就断定 IVR 是一种非劣效法还为时尚早,但在资源有限的情况下,IVR 有可能成为 IADL 评估和训练的一种替代方法。不过,还需要进一步研究虚拟训练的心理测量特性、临床效果以及对实际表现的影响。对实践的影响可能包括以下几点:(1) 虚拟购物中的职业表现可能与真实世界中的购物表现相同,因此可以开发更多的虚拟 IADL;(2) 虚拟 IADL 评估和培训系统可以用于偏远地区或资源有限的地区;(3) 可以从虚拟环境中提取更多 IADL 的客观参数。
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引用次数: 0
Correction: Effects of Virtual Reality Therapy for Patients With Breast Cancer During Chemotherapy: Randomized Controlled Trial. 更正:虚拟现实疗法对化疗期间乳腺癌患者的影响:随机对照试验
IF 4.3 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-06 DOI: 10.2196/67718
Mengdan Li, Zhifu Yu, Hui Li, Li Cao, Huihui Yu, Ning Deng, Yunyong Liu
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引用次数: 0
Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial. 基于社交游戏的青少年烟草预防计划的风险认知和知识:试点随机比较试验。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-05 DOI: 10.2196/63296
Georges Khalil, Erica Ramirez, Meerah Khan, Bairu Zhao, Nuno Ribeiro, Patrick Balian

Background: Adolescence is a critical developmental stage that is particularly vulnerable to the initiation of tobacco use. Despite the well-documented health risks associated with tobacco use, it remains prevalent among adolescents. Games for health are a promising strategy for tobacco prevention, using experiential and social learning theories to enhance engagement and improve behavior change.

Objective: This pilot study aims to (1) compare the social game-based program Storm-Heroes to a nonsocial program regarding adolescents' personal and social experiences and (2) examine how these experiences predict higher tobacco knowledge and perceived risks of vaping and conventional tobacco use.

Methods: In a cluster-randomized comparative design, 4 after-school sites (N=79 adolescents) were recruited in person and randomized in a single-blinded format to 1 of 2 interventions: the social game Storm-Heroes (44/79, 56%) or the nonsocial program A Smoking Prevention Interactive Experience (ASPIRE; 35/79, 44%). A study team member supervised both interventions. Data were collected at baseline, immediate follow-up, and a 1.5-month follow-up (45/74, 61% retained). Repeated measures mixed effects models were conducted.

Results: A total of 45 participants continued until the 1.5-month follow-up. Participants in the Strom-Heroes group were more likely to increase their perceived risk of vaping (B=0.40; P<.001), perceived risk of conventional tobacco use (B=0.35; P=.046), and tobacco knowledge (B=1.63; P<.001) than those in the control condition. The usability level of the program was related to a higher perceived risk of vaping (B=0.16; P=.003) and conventional tobacco use (B=0.16; P=.02) by follow-up. Attention to the program was also related to higher perceived risk of vaping (B=0.12; P=.002) and conventional tobacco use (B=0.14; P<.001). Distraction was not related to either perceived risk of vaping (P=.15) or perceived risk of conventional tobacco use (P=.71). In contrast, both more attention (B=0.60; P<.001) and less distraction (B=-0.37; P<.001) were related to higher tobacco knowledge.

Conclusions: The increased perceived risk of vaping and conventional tobacco among Storm-Heroes participants aligns with the program's goals of improving participants' awareness of the risks associated with tobacco use and their tobacco knowledge. However, distraction weakened the effect of the program on tobacco knowledge, indicating that emphasis needs to be placed on minimizing distraction for better outcomes. With the results of this study, researchers can work to advance the current version of Storm-Heroes and amplify engagement in the program to improve its potential for preventing adolescents' initiation of tobacco use.

Trial registration: ClinicalTrials.gov NCT02703597; https://clinicaltrials.gov/study/NCT02703597.

背景:青少年时期是一个关键的成长阶段,特别容易开始吸烟。尽管烟草使用对健康的危害已得到充分证实,但烟草使用在青少年中仍很普遍。健康游戏是一种很有前景的烟草预防策略,它利用体验和社会学习理论来提高参与度并改善行为改变:本试验性研究旨在:(1)比较基于社交游戏的 "风暴英雄 "项目与非社交项目在青少年个人和社会经验方面的差异;(2)研究这些经验如何预测更高的烟草知识以及对吸烟和传统烟草使用风险的感知:在分组随机比较设计中,4个课外活动场所(79名青少年)被招募到,并以单盲形式随机分配到两种干预措施中的一种:社交游戏《风暴英雄》(44/79,56%)或非社交项目《预防吸烟互动体验》(ASPIRE;35/79,44%)。研究小组的一名成员负责监督这两项干预活动。在基线、即时随访和 1.5 个月的随访(45/74,保留率 61%)中收集了数据。研究采用了重复测量混合效应模型:共有 45 名参与者继续参加了为期 1.5 个月的随访。Strom-Heroes组的参与者更有可能提高他们对吸烟的认知风险(B=0.40;PC结论:风暴英雄 "计划的目标是提高参与者对烟草使用相关风险的认识和烟草知识,而 "风暴英雄 "计划参与者对吸烟和传统烟草风险的感知有所提高,这与该计划的目标是一致的。然而,注意力分散削弱了该计划对烟草知识的影响,这表明需要强调尽量减少注意力分散,以取得更好的效果。根据这项研究的结果,研究人员可以努力改进当前版本的 "风暴英雄",并扩大该计划的参与度,以提高其在预防青少年开始使用烟草方面的潜力:ClinicalTrials.gov NCT02703597; https://clinicaltrials.gov/study/NCT02703597.
{"title":"Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial.","authors":"Georges Khalil, Erica Ramirez, Meerah Khan, Bairu Zhao, Nuno Ribeiro, Patrick Balian","doi":"10.2196/63296","DOIUrl":"10.2196/63296","url":null,"abstract":"<p><strong>Background: </strong>Adolescence is a critical developmental stage that is particularly vulnerable to the initiation of tobacco use. Despite the well-documented health risks associated with tobacco use, it remains prevalent among adolescents. Games for health are a promising strategy for tobacco prevention, using experiential and social learning theories to enhance engagement and improve behavior change.</p><p><strong>Objective: </strong>This pilot study aims to (1) compare the social game-based program Storm-Heroes to a nonsocial program regarding adolescents' personal and social experiences and (2) examine how these experiences predict higher tobacco knowledge and perceived risks of vaping and conventional tobacco use.</p><p><strong>Methods: </strong>In a cluster-randomized comparative design, 4 after-school sites (N=79 adolescents) were recruited in person and randomized in a single-blinded format to 1 of 2 interventions: the social game Storm-Heroes (44/79, 56%) or the nonsocial program A Smoking Prevention Interactive Experience (ASPIRE; 35/79, 44%). A study team member supervised both interventions. Data were collected at baseline, immediate follow-up, and a 1.5-month follow-up (45/74, 61% retained). Repeated measures mixed effects models were conducted.</p><p><strong>Results: </strong>A total of 45 participants continued until the 1.5-month follow-up. Participants in the Strom-Heroes group were more likely to increase their perceived risk of vaping (B=0.40; P<.001), perceived risk of conventional tobacco use (B=0.35; P=.046), and tobacco knowledge (B=1.63; P<.001) than those in the control condition. The usability level of the program was related to a higher perceived risk of vaping (B=0.16; P=.003) and conventional tobacco use (B=0.16; P=.02) by follow-up. Attention to the program was also related to higher perceived risk of vaping (B=0.12; P=.002) and conventional tobacco use (B=0.14; P<.001). Distraction was not related to either perceived risk of vaping (P=.15) or perceived risk of conventional tobacco use (P=.71). In contrast, both more attention (B=0.60; P<.001) and less distraction (B=-0.37; P<.001) were related to higher tobacco knowledge.</p><p><strong>Conclusions: </strong>The increased perceived risk of vaping and conventional tobacco among Storm-Heroes participants aligns with the program's goals of improving participants' awareness of the risks associated with tobacco use and their tobacco knowledge. However, distraction weakened the effect of the program on tobacco knowledge, indicating that emphasis needs to be placed on minimizing distraction for better outcomes. With the results of this study, researchers can work to advance the current version of Storm-Heroes and amplify engagement in the program to improve its potential for preventing adolescents' initiation of tobacco use.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT02703597; https://clinicaltrials.gov/study/NCT02703597.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"12 ","pages":"e63296"},"PeriodicalIF":3.8,"publicationDate":"2024-11-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11576604/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142582019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Sensing In Exergames for Efficacy and Motion Quality: Scoping Review of Recent Publications. 感应体外游戏的功效和运动质量:近期出版物范围综述。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-05 DOI: 10.2196/52153
Sebastian Dill, Philipp Niklas Müller, Polona Caserman, Stefan Göbel, Christoph Hoog Antink, Thomas Tregel

Background: Many studies have shown a direct relationship between physical activity and health. It has also been shown that the average fitness level in Western societies is lower than recommended by the World Health Organization. One tool that can be used to increase physical activity for individual people is exergaming, that is, serious games that motivate players to do physical exercises.

Objective: This scoping review of recent studies regarding exergame efficacy aims to evaluate which sensing modalities are used to assess exergame efficacy as well as motion quality. We also analyze how the collected motion sensing data is being leveraged with respect to exergame efficacy and motion quality assessment.

Methods: We conducted 2 extensive and systematic searches of the ACM Digital Library and the PubMed database, as well as a single search of the IEEE Xplore database, all according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. Overall, 343 studies were assessed for eligibility by the following criteria: The study should be peer-reviewed; the year of publication should be between 2015 and 2023; the study should be available in English or German; the study evaluates the efficacy of at least 1 exergame; sensor data is recorded during the study and is used for evaluation; and the study is sufficiently described to extract information on the exergames, sensors, metrics, and results.

Results: We found 67 eligible studies, which we analyzed with regard to sensor usage for both efficacy evaluation and motion analysis. Overall, heart rate (HR) was the most commonly used vital sign to evaluate efficacy (n=52), while the Microsoft Kinect was the most commonly used exergame sensor (n=26). The results of the analysis show that the sensors used in the exergames and the sensors used in the evaluation are, in most cases, mutually exclusive, with motion quality rarely being considered as a metric.

Conclusions: The lack of motion quality assessment is identified as a problem both for the studies and the exergames themselves since incorrectly executed motions can reduce an exergame's effectiveness and increase the risk of injury. Here we propose how to use the same sensors both as input for the exergame and to assess motion quality by presenting recent developments in motion recognition and sensing.

背景:许多研究表明,体育锻炼与健康有直接关系。研究还表明,西方社会的平均体能水平低于世界卫生组织的建议水平。外联网游戏是一种可用于增加个人体育锻炼的工具,即激励玩家进行体育锻炼的严肃游戏:本研究对近期有关外联网游戏功效的研究进行了范围界定,旨在评估哪些传感模式可用于评估外联网游戏的功效以及运动质量。我们还分析了如何将收集到的运动传感数据用于外部游戏功效和运动质量评估:我们对 ACM 数字图书馆和 PubMed 数据库进行了两次广泛而系统的检索,并对 IEEE Xplore 数据库进行了一次检索,所有检索均符合 PRISMA(系统综述和元分析首选报告项目)声明。根据以下标准对 343 项研究进行了资格评估:研究应经过同行评审;发表年份应在 2015 年至 2023 年之间;研究应使用英语或德语;研究至少评估了一种外显子游戏的功效;研究期间记录了传感器数据并用于评估;研究描述充分,可提取有关外显子游戏、传感器、指标和结果的信息:我们找到了 67 项符合条件的研究,并对这些研究进行了分析,其中包括使用传感器进行功效评估和运动分析。总体而言,心率(HR)是最常用的疗效评估生命体征(人数=52),而微软Kinect是最常用的外显子游戏传感器(人数=26)。分析结果表明,在大多数情况下,外显子游戏中使用的传感器和评估中使用的传感器是相互排斥的,运动质量很少被视为一项指标:结论:缺乏动作质量评估被认为是研究和外部游戏本身的一个问题,因为错误的动作会降低外部游戏的效果并增加受伤的风险。在这里,我们通过介绍运动识别和传感领域的最新发展,提出了如何将相同的传感器既用作外部游戏的输入,又用作运动质量评估。
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引用次数: 0
Interprofessional Team Training With Virtual Reality: Acceptance, Learning Outcome, and Feasibility Evaluation Study. 利用虚拟现实技术进行跨专业团队培训:接受度、学习成果和可行性评估研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-11-04 DOI: 10.2196/57117
Andrea N Neher, Rafael Wespi, Benjamin D Rapphold, Thomas C Sauter, Juliane E Kämmer, Tanja Birrenbach

Background: Effective interprofessional teamwork is vital for ensuring high-quality patient care, especially in emergency medicine. However, interprofessional education often fails to facilitate meaningful interaction among health care disciplines. It is therefore imperative to afford early opportunities for cultivating interprofessional teamwork skills. While in-person simulation-based training has been shown to improve performance, this is resource-intensive, especially if it involves multiple professions. Virtual reality (VR)-based training is an innovative instructional approach that demands fewer resources and offers the flexibility of location-independent learning.

Objective: This study aimed to develop and evaluate the acceptance, learning outcome, and feasibility of an interprofessional team (INTEAM) training course that included a VR simulation of a neurological emergency case.

Methods: This 1-group study used a pre- and posttest design to evaluate the 2-hour INTEAM training course for nursing and medical students. The course included an e-learning part, VR simulation, and debriefing. The main learning objectives were derived from the entrustable professional activity 6, namely to handle a common problem in emergency medicine (headache due to subarachnoid hemorrhage and epileptic seizure) that requires interprofessional collaboration, including a structured handover. We used validated and self-constructed questionnaires, pre- and posttests, and open questions to assess the acceptance, learning outcome, and feasibility of the course.

Results: The data of 42 students (21 nursing and 21 medical students) were analyzed and showed good usability in the System Usability Scale (median 72.5, IQR 65-80). The perception of usefulness (median 6, IQR 5.8-6.9) and ease of use (median 5.9, IQR 5.1-6.3) was good among all students. There was a significant increase in the handover performance from pre- (median 8, IQR 6-9) to posttraining (median 8, IQR 7-9; z=-2.01; P=.045; r=0.33) and of the confidence in caring for patients with seizures (median 3, IQR 2-3 and median 3.5, IQR 3-4, respectively; z=-3.8; P<.001; r=0.60). In 67% (14/21) of the simulations, technical issues occurred, but all simulations could be carried out completely.

Conclusions: The new INTEAM training course was well received by nursing and medical students. The handover skills and confidence in caring for patients with seizures were improved after the course. Despite technical challenges with the VR simulations, none required termination, and this demonstrates that our approach is feasible. These promising results encourage the use of VR simulations for team training in the education of nursing and medical students.

背景:有效的跨专业团队合作对于确保高质量的患者护理至关重要,尤其是在急诊医学领域。然而,跨专业教育往往无法促进医疗保健学科之间进行有意义的互动。因此,必须尽早提供机会培养跨专业团队合作技能。虽然面对面的模拟培训已被证明可以提高绩效,但这种培训需要大量资源,尤其是在涉及多个专业的情况下。基于虚拟现实(VR)的培训是一种创新的教学方法,它所需的资源较少,并能提供不受地点限制的学习灵活性:本研究旨在开发和评估跨专业团队(INTEAM)培训课程的接受度、学习效果和可行性,该课程包括神经科急诊病例的 VR 模拟:本研究分为 1 组,采用前测和后测设计,对面向护理专业和医学专业学生的 2 小时 INTEAM 培训课程进行评估。课程包括电子学习部分、VR 模拟和汇报。主要学习目标源自委托专业活动 6,即处理急诊医学中需要跨专业合作的常见问题(蛛网膜下腔出血和癫痫发作导致的头痛),包括结构化交接。我们采用了经过验证的自制问卷、前测和后测以及开放性问题来评估课程的接受度、学习效果和可行性:对 42 名学生(21 名护理专业学生和 21 名医学专业学生)的数据进行了分析,结果显示系统可用性量表(中位数 72.5,IQR 65-80)显示可用性良好。所有学生对有用性(中位数 6,IQR 5.8-6.9)和易用性(中位数 5.9,IQR 5.1-6.3)的感知良好。从培训前(中位数为 8,IQR 为 6-9)到培训后(中位数为 8,IQR 为 7-9;z=-2.01;P=.045;r=0.33),交接班表现和护理癫痫发作患者的信心均有明显提高(分别为中位数 3,IQR 为 2-3 和中位数 3.5,IQR 为 3-4;z=-3.8;PConclusions):新的 INTEAM 培训课程深受护理和医科学生的欢迎。课程结束后,护理癫痫发作患者的交接技能和信心都得到了提高。尽管 VR 模拟存在技术难题,但没有一个需要终止,这表明我们的方法是可行的。这些令人鼓舞的结果鼓励在护理和医科学生的教育中使用 VR 模拟进行团队培训。
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引用次数: 0
Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience. 使用 ADDIE 模型为老年人提供基于家庭、低强度、游戏化的互动式身体认知训练:用户体验的设计、开发和评估。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-10-29 DOI: 10.2196/59141
Teerawat Kamnardsiri, Sirintip Kumfu, Peeraya Munkhetvit, Sirinun Boripuntakul, Somporn Sungkarat
<p><strong>Background: </strong>Declines in physical and cognitive function are natural biological processes, leading to an increased risk of falls. Promising evidence suggests that combined physical-cognitive exercise has beneficial effects in improving both physical and cognitive health. Although moderate-to-high exercise intensity is commonly recommended, it might be impractical for older adults facing physical limitations or contraindications. Thus, low-intensity exercise is a viable option. The main barriers to engaging in exercise in older adults include transportation, time, motivation, and enjoyment. To overcome these challenges, a home-based, gamification-based training system may provide an effective approach to enhance exercise adherence.</p><p><strong>Objective: </strong>This study aimed to develop and evaluate the usability of a low-intensity, gamification-based, interactive physical-cognitive exercise for older adults in a home-based setting.</p><p><strong>Methods: </strong>The prototype of a game-based physical-cognitive exercise was created following the ADDIE model (analysis, design, development, implementation, and evaluation) and assessed for user experience in older adults. A total of 15 older adults engaged in the game-based physical-cognitive exercise at home for 60 minutes per day, 3 days per week, for 4 weeks. The usability of the game-based training system was evaluated using the system usability scale (SUS) after completion of a 4-week training program. As for satisfaction, the 8-item Physical Activity Enjoyment Scale (PACES) questionnaire was used to assess participants' enjoyment level after 1 week and 4 weeks of training. Descriptive statistics were used to illustrate the SUS score. A Wilcoxon signed-rank test was used to compare the PACES scores between the first week and the end of the 4-week period, with significance set at P<.05.</p><p><strong>Results: </strong>As for experts' consensus, the game-based training consisted of 3 games: Ocean Diver, Road Runner, and Moving and Memorizing. The games had 3 levels of difficulty: beginner, intermediate, and advanced. A computer vision-based system was selected as the delivery platform for a home setting. The total SUS score for all participants was mean 87.22 (SD 5.76), indicating the user's perception of the usability of a system ranging from good to excellent. At the end of the 4-week training, the total PACES score was significantly greater than the first week, suggesting an improvement in enjoyment (first week: mean 44.93, SD 3.99 vs fourth week: mean 50.53, SD 4.70; P=.001).</p><p><strong>Conclusions: </strong>The prototype of low-intensity, gamification-based, interactive physical-cognitive training was designed and developed using the ADDIE model, which included both experts and end users in the process. The findings showed that the exergame prototype was a usable and practical approach for a home-based setting, enhancing older adults' enjoyment and motivation. Fur
背景:身体和认知功能的下降是自然的生理过程,会导致跌倒风险的增加。有证据表明,体能和认知能力相结合的锻炼对改善身体和认知健康都有好处。虽然通常推荐中高强度的运动,但对于面临身体限制或禁忌症的老年人来说,这可能不切实际。因此,低强度运动是一个可行的选择。老年人参与运动的主要障碍包括交通、时间、动力和乐趣。为了克服这些挑战,基于家庭的游戏化培训系统可能是提高运动依从性的有效方法:本研究旨在开发和评估一种低强度、基于游戏化的交互式体能认知锻炼方法的可用性,供老年人在家中进行锻炼:方法:按照 ADDIE 模型(分析、设计、开发、实施和评估)创建了基于游戏的身体认知练习原型,并对老年人的用户体验进行了评估。共有 15 名老年人在家进行了基于游戏的身体认知训练,每天 60 分钟,每周 3 天,持续 4 周。在完成为期 4 周的培训计划后,使用系统可用性量表(SUS)对游戏式培训系统的可用性进行了评估。至于满意度,则采用了 8 个项目的 "体育活动乐趣量表"(PACES)问卷,以评估参与者在完成 1 周和 4 周训练后的乐趣程度。描述性统计用于说明 SUS 分数。采用 Wilcoxon 符号秩检验比较第一周和四周结束时的 PACES 分数,显著性设为 PResults:至于专家共识,游戏式培训包括 3 个游戏:海洋潜水员、跑路者和移动与记忆。游戏分为初级、中级和高级三个难度级别。基于计算机视觉的系统被选为家庭环境下的教学平台。所有参与者的 SUS 总分平均为 87.22(标准差为 5.76),表明用户对系统可用性的感知从良好到优秀不等。在为期 4 周的培训结束时,PACES 总分明显高于第一周,这表明用户的满意度有所提高(第一周:平均 44.93,标准差 3.99 vs 第四周:平均 50.53,标准差 4.70;P=.001):低强度、游戏化、交互式体能认知训练原型的设计和开发采用了 ADDIE 模型,专家和最终用户都参与了这一过程。研究结果表明,外部游戏原型是一种适用于家庭环境的实用方法,能提高老年人的乐趣和积极性。我们有必要开展进一步的研究,以确定这种基于游戏的培训在促进身体和认知功能方面的有效性。
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引用次数: 0
Empowering Social Growth Through Virtual Reality-Based Intervention for Children With Attention-Deficit/Hyperactivity Disorder: 3-Arm Randomized Controlled Trial. 通过对注意力缺陷/多动症儿童进行基于虚拟现实的干预,增强其社交能力:三臂随机对照试验》。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-10-28 DOI: 10.2196/58963
Ka Po Wong, Bohan Zhang, Cynthia Yuen Yi Lai, Yao Jie Xie, Yan Li, Chen Li, Jing Qin

Background: Attention-deficit/hyperactivity disorder (ADHD) usually begins in childhood and is often accompanied by impairments in social functioning. Virtual reality (VR) has emerged as an adjunctive tool to embed in social skills training to enhance the social skills of children with ADHD, but its effectiveness requires further investigation.

Objective: This study aims to enhance the social skills of children with ADHD by examining the feasibility and effectiveness of VR-based training in comparison to traditional social skills training.

Methods: A 3-arm randomized controlled trial was conducted with 90 children with ADHD aged 6-12 years. Participants were randomly assigned to 3 weeks of 12-session VR-based social skills training, traditional social skills training, or a waitlist control group of equivalent duration. Outcome measures included assessments by a clinical psychologist who was blinded to group assignments, the Social Skills Improvement System Rating Scale, the Behavior Rating Inventory of Executive Function, and the Simulator Sickness Questionnaire, conducted at baseline and after the intervention.

Results: The preliminary results support the feasibility and acceptability of VR training for children with ADHD aged 6-12 years. Analysis showed that the VR and traditional social skills training groups experienced a statistically significant improvement in the clinical psychologist assessment of social skills and parent-rated self-control, initiative, and emotional control after the intervention compared with baseline. The VR group performed significantly better than the traditional social skills group on social skills assessed by clinical psychologists (F2,85=76.77; P<.001) and on parent-rated self-control (F2,85=18.77; P<.001), initiative (F2,85=11.93; P<.001), and emotional control (F2,85=17.27; P<.001). No significant between-group differences were found for parent-rated cooperation and inhibition (all P>.05).

Conclusions: The findings provide preliminary evidence supporting the feasibility and superior effectiveness of VR-based social skills training compared to traditional approaches for enhancing social skills and related executive functions in children with ADHD. These results suggest that VR may be a valuable tool to embed within social skills interventions for this population. Further research is warranted to explore the long-term impacts and generalizability of these benefits.

Trial registration: ClinicalTrials.gov NCT05778526; https://clinicaltrials.gov/study/NCT05778526.

International registered report identifier (irrid): RR2-10.2196/48208.

背景:注意力缺陷/多动障碍(ADHD)通常始于儿童时期,并常常伴有社交功能障碍。虚拟现实(VR)已成为一种辅助工具,可嵌入社交技能培训中以提高多动症儿童的社交技能,但其有效性还需要进一步研究:本研究旨在通过考察基于虚拟现实技术的培训与传统社交技能培训的可行性和有效性,提高多动症儿童的社交技能:方法:对 90 名 6-12 岁患有多动症的儿童进行了三臂随机对照试验。参与者被随机分配到为期 3 周、共 12 课时的虚拟现实社交技能培训、传统社交技能培训或同等时间的候补对照组。结果测量包括由一名临床心理学家在基线和干预结束后进行的评估,该临床心理学家对小组分配、社交技能改进系统评分量表、执行功能行为评分量表和模拟器晕机问卷调查均未设盲:初步结果表明,对 6-12 岁多动症儿童进行虚拟现实训练是可行的,也是可接受的。分析表明,与基线相比,干预后虚拟现实组和传统社交技能训练组在临床心理学家评估的社交技能和家长评分的自我控制、主动性和情绪控制方面都有显著改善。在临床心理学家评估的社交技能方面,虚拟现实组的表现明显优于传统社交技能组(F2,85=76.77;P2,85=18.77;P2,85=11.93;P2,85=17.27;P.05):研究结果提供了初步证据,证明与传统方法相比,基于 VR 的社交技能培训在提高多动症儿童的社交技能和相关执行功能方面具有可行性和优越性。这些结果表明,虚拟现实技术可能是一种有价值的工具,可用于这一人群的社交技能干预。我们有必要开展进一步研究,探讨这些益处的长期影响和可推广性:ClinicalTrials.gov NCT05778526;https://clinicaltrials.gov/study/NCT05778526.International 注册报告标识符 (irrid):RR2-10.2196/48208。
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引用次数: 0
Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental Study. 探索健康消防员的沉浸式多模态虚拟现实训练、情感状态和生态有效性:准实验研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-10-24 DOI: 10.2196/53683
Joana Oliveira, Joana Aires Dias, Rita Correia, Raquel Pinheiro, Vítor Reis, Daniela Sousa, Daniel Agostinho, Marco Simões, Miguel Castelo-Branco
<p><strong>Background: </strong>Firefighters face stressful life-threatening events requiring fast decision-making. To better prepare for those situations, training is paramount, but errors in real-life training can be harmful. Virtual reality (VR) simulations provide the desired realism while enabling practice in a secure and controlled environment. Firefighters' affective states are also crucial as they are a higher-risk group.</p><p><strong>Objective: </strong>To assess the impact on affective states of 2 simulated immersive experiences in a sample of healthy firefighters (before, during, and after the simulation), we pursued a multivariate approach comprising cognitive performance, situational awareness, depression, anxiety, stress, number of previous adverse events experienced, posttraumatic stress disorder (PTSD) severity, and emotions. The efficacy and ecological validity of an innovative VR haptic system were also tested, exploring its impact on performance.</p><p><strong>Methods: </strong>In collaboration with the Portuguese National Fire Service School, we exposed 22 healthy firefighters to 2 immersive scenarios using the FLAIM Trainer VR system (neutral and arousing scenarios) while recording physiological data in a quasi-experimental study. Baseline cognitive performance, depression, anxiety, stress, number of adverse events, and severity of PTSD symptoms were evaluated. Positive and negative affective states were measured before, between, and after each scenario. Situational awareness, sense of presence, ecological validity, engagement, and negative effects resulting from VR immersion were tested.</p><p><strong>Results: </strong>Baseline positive affect score was high (mean 32.4, SD 7.2) and increased after the VR tasks (partial η<sup>2</sup>=0.52; Greenhouse-Geisser F<sub>1.82,32.78</sub>=19.73; P<.001). Contrarily, mean negative affect score remained low (range 11.0-11.9) throughout the study (partial η<sup>2</sup>=0.02; Greenhouse-Geisser F<sub>2.13,38.4</sub>=0.39; P=.69). Participants' feedback on the VR sense of presence was also positive, reporting a high sense of physical space (mean score 3.9, SD 0.8), ecological validity (mean score 3.8, SD 0.6), and engagement (mean score 3.8, SD 0.6). Engagement was related to the number of previously experienced adverse events (r=0.49; P=.02) and positive affect (after the last VR task; r=0.55; P=.02). Conversely, participants reported few negative effects (mean score 1.7, SD 0.6). The negative effects correlated positively with negative affect (after the last VR task; r=0.53; P=.03); and avoidance (r=0.73; P<.001), a PTSD symptom, controlling for relevant baseline variables. Performance related to situational awareness was positive (mean 46.4, SD 34.5), although no relation was found to metacognitively perceived situational awareness (r=-0.12; P=.59).</p><p><strong>Conclusions: </strong>We show that VR is an effective alternative to in-person training as it was considered ecologically v
背景:消防员面临着压力巨大、危及生命的事件,需要快速做出决策。为了更好地应对这些情况,训练是至关重要的,但现实生活中的训练失误可能会造成伤害。虚拟现实(VR)模拟可提供所需的真实感,同时还能在安全可控的环境中进行练习。消防员的情感状态也至关重要,因为他们是风险较高的群体:为了评估两种模拟沉浸式体验对健康消防员情感状态的影响(模拟前、模拟中和模拟后),我们采用了一种多变量方法,包括认知表现、情景意识、抑郁、焦虑、压力、以前经历的不良事件数量、创伤后应激障碍(PTSD)严重程度和情绪。此外,还测试了创新 VR 触觉系统的功效和生态有效性,探索其对表现的影响:我们与葡萄牙国家消防学校合作,在一项准实验研究中,使用 FLAIM Trainer VR 系统让 22 名健康消防员置身于 2 个沉浸式场景(中性场景和唤醒场景)中,同时记录生理数据。对基线认知表现、抑郁、焦虑、压力、不良事件的数量以及创伤后应激障碍症状的严重程度进行了评估。在每个场景之前、之间和之后,对积极和消极情绪状态进行了测量。测试了情境意识、临场感、生态有效性、参与度以及 VR 沉浸带来的负面影响:基线积极情绪得分较高(平均 32.4 分,标准差 7.2 分),并在完成 VR 任务后有所增加(部分 η2=0.52; Greenhouse-Geisser F1.82,32.78=19.73; P2=0.02; Greenhouse-Geisser F2.13,38.4=0.39; P=0.69)。参与者对 VR 临场感的反馈也是积极的,报告了较高的物理空间感(平均分 3.9,标准差 0.8)、生态有效性(平均分 3.8,标准差 0.6)和参与度(平均分 3.8,标准差 0.6)。参与度与之前经历的不良事件数量(r=0.49;P=.02)和积极情绪(最后一次虚拟现实任务后;r=0.55;P=.02)有关。相反,参与者报告的负面影响很少(平均分 1.7,标准差 0.6)。负面影响与消极情绪(最后一项 VR 任务后;r=0.53;P=.03)和回避(r=0.73;PC 结论)呈正相关:我们的研究表明,VR 是替代现场培训的一种有效方法,因为它在促进积极情绪的同时,被认为具有生态有效性和参与性,而且几乎没有负面影响。这证实了使用虚拟现实技术来测试消防员的表现和态势感知能力。还需要进一步研究,以确定有创伤后应激障碍症状的消防员不会受到 VR 的负面影响。本研究赞成使用 VR 训练,并就其对受训者的情绪和认知影响提供了新的见解。
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引用次数: 0
Gamification in the Design of Virtual Patients for Swedish Military Medics to Support Trauma Training: Interaction Analysis and Semistructured Interview Study. 为瑞典军医设计虚拟病人以支持创伤培训中的游戏化:交互分析和半结构式访谈研究。
IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES Pub Date : 2024-10-22 DOI: 10.2196/63390
Natalia Stathakarou, Andrzej A Kononowicz, Erik Mattsson, Klas Karlgren

Background: This study explores gamification in the design of virtual patients (VPs) to enhance the training of Swedish military medics in trauma care. The challenges related to prehospital trauma care faced on the battlefield require tailored educational tools that support military medics' education and training.

Objective: The aim of the study is to investigate how to design VPs with game elements for Swedish military medics to support learning in military trauma care. By understanding the reasoning and perceptions of military medics when interacting with VPs, this study aims to provide insights and recommendations for designing VPs with game elements that are specifically tailored to their needs.

Methods: The study involved 14 Swedish military medics of the Home Guard-National Security Forces participating in a tactical combat care course. Participants interacted with 3 different VP cases designed to simulate military trauma scenarios. Data were collected through think-aloud sessions and semistructured interviews. The data were analyzed using interaction analysis, structured by the unawareness, problem identification, explanation, and alternative strategies or solutions (uPEA) framework, and reflexive thematic analysis to explore participants' reasoning processes and perceptions and identify possible game elements to inform the VP design.

Results: Mapping the military medics' reasoning to the uPEA framework revealed that study participants became more creative after making a mistake followed by feedback and after receiving a prompt to make a new decision. The thematic analysis revealed 6 themes: motivation, "keep on trying"; agency in interaction with VPs; realistic tactical experience; confidence, "I know that the knowledge I have works"; social influence on motivation; and personalized learning. Participants suggested that game elements such as scoring; badges; virtual goods; progress bars; performance tables; content unlocking; hints; challenge; control; imposed choice; narrative; avatars; sensation; randomness; difficulty adapting; competition; leaderboards; social pressure; progression; and renovation can promote engagement, motivation, and support confidence in decision-making.

Conclusions: Gamification in the design of VPs represents a promising approach to military medical training, offering a platform for medics to practice medical and tactical decision-making in a risk-free environment. The insights gained by the study may encourage designing VPs with game elements, as well as including possibly wrong decisions, their consequences, and relevant feedback, that may support military medics' reflections and decision-making.

背景:本研究探讨了虚拟病人(VPs)设计中的游戏化,以加强瑞典军队医护人员在创伤护理方面的培训。战场上面临的院前创伤救护相关挑战需要量身定制的教育工具,以支持军事医护人员的教育和培训:本研究旨在探讨如何为瑞典军事医护人员设计具有游戏元素的虚拟视图,以支持军事创伤救护方面的学习。本研究旨在通过了解军事医护人员在与虚拟项目互动时的推理和感知,为设计具有游戏元素的虚拟项目提供见解和建议,以专门满足他们的需求:这项研究涉及 14 名参加战术战斗护理课程的瑞典国民警卫队-国家安全部队的军医。参与者与 3 个不同的虚拟病例进行了互动,这些虚拟病例是为模拟军事创伤场景而设计的。数据通过思考-朗读环节和半结构化访谈收集。数据分析采用了互动分析法,以 "无意识"、"问题识别"、"解释"、"替代策略或解决方案"(uPEA)框架和反思性主题分析法为基础,探索参与者的推理过程和感知,并确定可能的游戏元素,为 VP 设计提供参考:结果:将军事医务人员的推理映射到 uPEA 框架后发现,研究参与者在犯错并得到反馈后,以及在收到做出新决定的提示后,会变得更有创造力。主题分析揭示了 6 个主题:动机,"继续尝试";与虚拟人物互动的能动性;真实的战术体验;自信,"我知道我掌握的知识是有用的";社会对动机的影响;以及个性化学习。与会者认为,计分、徽章、虚拟物品、进度条、成绩表、内容解锁、提示、挑战、控制、强加选择、叙事、头像、感觉、随机性、难度适应、竞争、排行榜、社会压力、进步和翻新等游戏元素可以促进参与、激励和支持决策信心:VP 设计中的游戏化是军事医学培训的一种很有前途的方法,它为医护人员提供了一个在无风险环境中练习医疗和战术决策的平台。本研究获得的启示可能会鼓励在设计虚拟病例时加入游戏元素,以及可能的错误决策、其后果和相关反馈,从而支持军事医务人员的反思和决策。
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引用次数: 0
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JMIR Serious Games
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