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Using a virtual reality interview simulator to explore factors influencing people’s behavior 使用虚拟现实面试模拟器探索影响人们行为的因素
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-28 DOI: 10.1007/s10055-023-00934-5
Xinyi Luo, Yuyang Wang, Lik-Hang Lee, Zihan Xing, Shan Jin, Boya Dong, Yuanyi Hu, Zeming Chen, Jing Yan, Pan Hui

Virtual reality interview simulator (VRIS) is an effective and valid tool that uses virtual reality technology to train people’s interview skills. Typically, it offers candidates prone to being very nervous during interviews the opportunity to practice interviews in a safe and manageable virtual environment and realistic settings, providing real-time feedback from a virtual interviewer on their performance. It helps interviewees improve their skills, reduce their fears, gain confidence, and minimize the cost and time associated with traditional interview preparation. Yet, the major anxiety-inducing elements remain unknown. During an interview, the anxiety levels, overall experience, and performance of interviewees might be affected by various circumstances. By analyzing electrodermal activity and questionnaire, we investigated the influence of five variables: (I) Realism; (II) Question type; (III) Interviewer attitude; (IV) Timing; and (V) Preparation. As such, an orthogonal design (L_8(4^1 times 2^4)) with eight experiments ((O A_8) matrix) was implemented, in which 19 college students took part in the experiments. Considering the anxiety, overall experience, and performance of the interviewees, we found that Question type plays a major role; secondly, Realism, Preparation, and Interviewer attitude all have middle influence; lastly, Timing has little to no impact. Specifically, professional interview questions elicited a greater degree of anxiety than personal ones among the categories of interview questions. This work contributes to our understanding of anxiety-stimulating factors during job interviews in virtual reality and provides cues for designing future VRIS.

虚拟现实面试模拟器(VRIS)是一种利用虚拟现实技术训练面试技巧的有效工具。通常情况下,它为面试时容易非常紧张的应聘者提供了在安全、可控的虚拟环境和真实设置中进行面试练习的机会,并由虚拟面试官对他们的表现提供实时反馈。它可以帮助面试者提高技能、减少恐惧、增强信心,并最大限度地减少传统面试准备所需的成本和时间。然而,引起焦虑的主要因素仍然是未知的。在面试过程中,面试者的焦虑程度、整体体验和表现可能会受到各种情况的影响。通过分析电皮活动和问卷,我们研究了五个变量的影响:(I)现实性;(II)问题类型;(III)面试官态度;(IV)时间;(V)准备。因此,我们采用了正交设计(L_8(4^1 times 2^4)),共有八个实验((O A_8)矩阵),19 名大学生参加了实验。考虑到被试者的焦虑、整体经验和表现,我们发现问题类型起主要作用;其次,现实性、准备和面试官态度都有中等影响;最后,时间几乎没有影响。具体来说,在各类面试问题中,专业面试问题比个人面试问题更容易引起焦虑。这项研究有助于我们了解虚拟现实求职面试中的焦虑刺激因素,并为设计未来的 VRIS 提供线索。
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引用次数: 0
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal 像人一样:虚拟观察者在场时的社交促进/抑制效应取决于唤醒程度
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-28 DOI: 10.1007/s10055-024-00972-7
Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki

Better (social facilitation) or worse (social inhibition) performance in a task while being observed has repeatedly been demonstrated with real human observers, yet it has not been fully tested with virtual observers. We tested this effect in a virtual environment using a visual search task to verify if the mere presence of a virtual observer would boost participants’ performance in the easy variant of the task and hinder it in the difficult one. We used electrodermal (EDA) activity measurement to test whether physiological arousal would moderate this effect. The presence of a virtual character affected search performance, which was moderated by arousal, with lower arousal leading to better performance. These results confirm that the mere presence of virtual characters can evoke a social facilitation/inhibition effect similar to that of human beings; this could confirm Zajonc’s theory and serve as encouragement for further development of VR-based training & educational tools with virtual agents.

在一项任务中,被观察者的表现是更好(社会促进)还是更差(社会抑制)已经在真实的人类观察者身上多次得到证实,但还没有在虚拟观察者身上进行过充分的测试。我们在虚拟环境中使用视觉搜索任务测试了这一效应,以验证虚拟观察者的存在是否会提高参与者在简单任务变体中的表现,而阻碍其在困难任务中的表现。我们使用皮电(EDA)活动测量来检验生理唤醒是否会缓和这种效应。虚拟人物的存在影响了搜索表现,而这种影响又受到唤醒程度的调节,唤醒程度越低,搜索表现越好。这些结果证实,仅仅虚拟人物的存在就能唤起类似于人类的社会促进/抑制效应;这可以证实 Zajonc 的理论,并鼓励进一步开发基于 VR 的培训& 以及带有虚拟代理的教育工具。
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引用次数: 0
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels 虚拟现实自然体验促进心理健康:比较不同沉浸程度的效果
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00958-5
Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang

Virtual nature is an innovative approach for promoting mental health. The purpose of this study was to compare the effects on mental health outcomes between two immersion levels of virtual reality natural experiences. The study design was a cluster trial. Healthy adults were allocated to two experimental groups. Identical pre-recorded 360° videos of natural scenes and sounds were played on the two virtual reality devices, one with a higher immersive level via a head-mounted display and the other one with a lower immersive level via a smartphone. The intervention was conducted for 30 min per session, once a week for 12 weeks. Data were collected by self-reported questionnaires at the baseline and post-intervention. In total, 54 participants completed the interventions. A significantly greater effect was revealed on improving happiness, self-rated health, and physical, mental, social, and environmental quality of life, and ameliorating distress, depression, and somatization in participants who experienced the higher immersive level compared to participants who experienced the lower immersive level. Virtual reality natural experiences with high immersion are recommended to promote mental health.

虚拟自然是促进心理健康的一种创新方法。本研究的目的是比较两种沉浸式虚拟现实自然体验对心理健康结果的影响。研究设计为分组试验。健康成年人被分配到两个实验组。在两个虚拟现实设备上播放预先录制的360°自然场景和声音的相同视频,其中一个通过头戴式显示器播放沉浸度较高的视频,另一个通过智能手机播放沉浸度较低的视频。每次干预时间为 30 分钟,每周一次,持续 12 周。数据通过基线和干预后的自我报告问卷收集。共有 54 名参与者完成了干预。结果显示,与沉浸感较低的参与者相比,沉浸感较高的参与者在提高幸福感、自评健康、身体、心理、社交和环境生活质量,以及改善苦恼、抑郁和躯体化方面的效果明显更佳。建议采用高度沉浸式的虚拟现实自然体验来促进心理健康。
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引用次数: 0
The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality 虚拟现实中的抽象分形图像和交互式正念干预的恢复和状态提升潜力
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-27 DOI: 10.1007/s10055-023-00916-7
Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne

The restorative and mental state enhancing effects of brief mindfulness-based interventions (MBIs) and restorative environments such as nature has been supported in the research literature. However, regular adoption of these practices is limited by practical constraints and motivational barriers. The current study addressed these challenges by introducing two novel approaches which utilise the immersive and interactive qualities of virtual reality (VR). This included an interactive MBI and an abstract restorative environment using fractal-like imagery. These approaches were explored using a comparative evaluation of two short (6 min) VR interventions: Passive VR (applying principles from restorative interventions) and Interactive VR (implementing a focused attention form of mindfulness meditation). A mixed methods approach revealed increased state mindfulness, reduced mental fatigue, and enhanced aspects of mood (calm/relaxation, anxiety) consistently between conditions. Between group differences revealed additional benefits for cognition (focus), mood (happiness and sadness), and motivational value with the interactive intervention. The abstract environment, used in both interventions, maintained comparable levels of perceived restoration with a nature VR control condition. The results provide preliminary evidence supporting the use of interactive approaches for mindfulness interventions and abstract versions of restorative environments.

简短的正念干预(MBIs)和大自然等恢复性环境对恢复和改善精神状态的作用已得到研究文献的支持。然而,这些做法的定期采用却受到实际限制和动机障碍的制约。当前的研究通过引入两种利用虚拟现实(VR)的沉浸感和互动性的新方法来应对这些挑战。这包括交互式 MBI 和使用分形图像的抽象恢复环境。通过对两种短时间(6 分钟)的 VR 干预进行比较评估,对这些方法进行了探讨:被动 VR(应用恢复性干预的原则)和互动 VR(实施集中注意力的正念冥想形式)。混合方法显示,在不同的干预条件下,正念状态增强、精神疲劳减少、情绪(平静/放松、焦虑)增强的情况一致。组间差异显示,互动干预对认知(专注)、情绪(快乐和悲伤)以及动机价值有额外的益处。两种干预中使用的抽象环境与自然 VR 对照条件下的感知恢复水平相当。研究结果提供了初步证据,支持使用互动方法进行正念干预和抽象版恢复环境。
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引用次数: 0
Virtual reality environments for stress reduction and management: a scoping review 用于减压和管理的虚拟现实环境:范围界定审查
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00943-y
Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda

Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.

虚拟现实是数字体验领域的一项前沿创新,虽然更多地被用于娱乐和教育,但也可以作为一种工具,让用户沉浸在治疗环境中,从而促进放松和正念。越来越多的研究尝试调查其可用性及其对压力评估、管理和减轻的影响。本综述旨在描述虚拟现实技术目前在减压方面的作用,并确定常见的方法和实践、技术模式以及差距。研究结果描述了基于虚拟现实技术的减压系统领域新出现的研究兴趣。本综述中包含的已开发系统主要面向普通大众(59%),利用商用虚拟现实头显(通常与辅助传感器结合使用)进行日常生活减压。引导想象是使用最多的方法,但值得注意的是,几乎所有研究都隐含地使用了这种方法。根据分析,大多数研究都对建议的 VR 系统进行了评估,包括主观和客观测量,以证明其效率及其对压力水平的实际影响。最后,验证方法试图指出虚拟现实技术在为减轻压力负担提供有效解决方案方面的潜力。尽管许多研究报告都指出了虚拟现实技术在减轻压力方面的作用和效率,但仍有一些挑战需要解决,主要是因为压力的定义、检测和评估都很困难。将现有的有关可作为压力生物标志物的信号的知识与定性测量相结合的方法,可以为开发更有影响力的基于 VR 的减压系统开辟新的途径。
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引用次数: 0
Driving emotions: using virtual reality to explore the effect of low and high arousal on driver’s attention 驾驶情绪:利用虚拟现实技术探索低唤醒和高唤醒对驾驶员注意力的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00950-z
Nicolò Dozio, Marco Bertoni, Francesco Ferrise

The role played by emotions and attention is crucial for the development of advanced driver assistance systems that improve safety by flexibly adapting to the current state of the driver. In the present study, we used immersive virtual reality as a testing tool to investigate how different emotional states affect drivers’ attention in a divided attention task. Two different emotional states, diversified by valence and arousal, were induced before performing a divided attention task in a driving simulation. The experimental task developed for this study allowed us to explore if and how two different emotional states can affect the way drivers divide their attention between a central driving-related task and a peripheral visual task. Our results showed that scared drivers presented lower reaction times at the central task compared to relaxed drivers. On the contrary, the emotional state did not affect the performance at the peripheral task, which revealed instead a significant effect of the eccentricity at which the visual stimuli were presented, influencing both the accuracy of targets’ perception and participants’ reaction times.

情绪和注意力所起的作用对于先进驾驶辅助系统的开发至关重要,这些系统可通过灵活适应驾驶员当前的状态来提高安全性。在本研究中,我们利用沉浸式虚拟现实技术作为测试工具,研究了在注意力分散任务中,不同的情绪状态如何影响驾驶员的注意力。在模拟驾驶中执行分心任务之前,我们先诱导了两种不同的情绪状态,分别是愉悦和亢奋。这项研究开发的实验任务让我们能够探索两种不同的情绪状态是否会影响驾驶员在与驾驶相关的中心任务和外围视觉任务之间分配注意力的方式,以及如何影响这种方式。我们的结果表明,与放松的驾驶员相比,受惊吓的驾驶员在中心任务中的反应时间较短。相反,情绪状态并不影响外围任务的表现,相反,视觉刺激呈现的偏心率对目标感知的准确性和参与者的反应时间都有显著影响。
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引用次数: 0
Analysis of the user experience (On site vs. Virtual Reality) through biological markers and cognitive tests in museums: the case of Museo Cristo de la Sangre (Murcia, Spain) 通过博物馆中的生物标记和认知测试分析用户体验(现场与虚拟现实):Museo Cristo de la Sangre(西班牙穆尔西亚)案例
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-26 DOI: 10.1007/s10055-023-00928-3
Rafael Melendreras Ruiz, Paloma SánchezAllegue, María Teresa MarínTorres, Manuel PardoRíos, José Joaquín Cerón Madrigal, Damián Escribano Tortosa

Digital technologies have changed almost every aspect of our lives, including the way we access heritage. Following the pandemic caused by COVID-19 and the technological evolution of recent years, museums and institutions, among others, have changed the way they display their collections, taking a greater interest in new technologies, platforms and digital software. This technological boom finds its greatest transformation with the implementation of Virtual Reality (VR) and Metaverse in the museum sector. This article shows the concrete influence of VR/Metaverse in a museum room previously digitised through different techniques. Subsequently, the impact over user experience in the VR scenario versus on-site visit has been measured. In parallel, to measure the enzyme alpha-amylase in saliva, a cognitive test and usability test (SUS) were carried out to determine the learning capacity and degree of satisfaction obtained with experience alongside the room of the Museo de la Sangre in Murcia (Spain).

数字技术几乎改变了我们生活的方方面面,包括我们获取遗产的方式。随着 COVID-19 的流行和近年来技术的发展,博物馆和机构等改变了展示藏品的方式,对新技术、新平台和数字软件产生了更大的兴趣。虚拟现实(VR)和 Metaverse 在博物馆领域的应用是这一技术热潮的最大转变。本文展示了 VR/Metaverse 在博物馆展厅中的具体影响,该展厅之前曾通过不同技术实现了数字化。随后,还测量了 VR 场景与现场参观对用户体验的影响。与此同时,为了测量唾液中的α-淀粉酶,还进行了认知测试和可用性测试(SUS),以确定学习能力和在穆尔西亚(西班牙)桑格博物馆房间体验的满意度。
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引用次数: 0
Quasi-3D: reducing convergence effort improves visual comfort of head-mounted stereoscopic displays 准三维:减少会聚努力,提高头戴式立体显示器的视觉舒适度
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-26 DOI: 10.1007/s10055-023-00923-8
Vittorio Dalmasso, Michela Moretti, Claudio de’Sperati

The diffusion of virtual reality urges to solve the problem of vergence-accommodation conflict arising when viewing stereoscopic displays, which causes visual stress. We addressed this issue with an approach based on reducing ocular convergence effort. In virtual environments, vergence can be controlled by manipulating the binocular separation of the virtual cameras. Using this technique, we implemented two quasi-3D conditions characterized by binocular image separations intermediate between 3D (stereoscopic) and 2D (monoscopic). In a first experiment, focused on perceptual aspects, ten participants performed a visuo-manual pursuit task while wearing a head-mounted display (HMD) in head-constrained (non-immersive) condition for an overall exposure time of ~ 7 min. Passing from 3D to quasi-3D and 2D conditions, progressively resulted in a decrease of vergence eye movements—both mean convergence angle (static vergence) and vergence excursion (dynamic vergence)—and an increase of hand pursuit spatial error, with the target perceived further from the observer and larger. Decreased static and dynamic vergence predicted decreases in asthenopia trial-wise. In a second experiment, focused on tolerance aspects, fourteen participants performed a detection task in near-vision while wearing an HMD in head-free (immersive) condition for an overall exposure time of ~ 20 min. Passing from 3D to quasi-3D and 2D conditions, there was a general decrease of both subjective and objective visual stress indicators (ocular convergence discomfort ratings, cyber-sickness symptoms and skin conductance level). Decreased static and dynamic vergence predicted the decrease in these indicators. Remarkably, skin conductance level predicted all subjective symptoms, both trial-wise and session-wise, suggesting that it could become an objective replacement of visual stress self-reports. We conclude that relieving convergence effort by reducing binocular image separation in virtual environments can be a simple and effective way to decrease visual stress caused by stereoscopic HMDs. The negative side-effect—worsening of spatial vision—arguably would become unnoticed or compensated over time. This initial proof-of-concept study should be extended by future large-scale studies testing additional environments, tasks, displays, users, and exposure times.

随着虚拟现实技术的普及,人们迫切希望解决观看立体显示时产生的辐辏-适应冲突问题,因为这会造成视觉压力。我们采用了一种基于减少眼球辐辏努力的方法来解决这一问题。在虚拟环境中,辐辏可以通过操纵虚拟摄像机的双眼分离来控制。利用这种技术,我们实现了两种准 3D 条件,其特点是双眼图像分离介于 3D (立体)和 2D(单镜)之间。在第一项侧重于感知方面的实验中,十名参与者在头部受限(非浸入式)条件下佩戴头戴式显示器(HMD)执行了一项视觉-手动追逐任务,总曝光时间约为 7 分钟。从三维条件到准三维条件和二维条件,辐辏眼动--包括平均辐辏角(静态辐辏)和辐辏偏移(动态辐辏)--逐渐减少,手追空间误差增加,目标距离观察者更远、更大。静态辐辏和动态辐辏的减少预示着试验性散光的减少。在第二项侧重于耐受性的实验中,14 名参与者在无头(沉浸式)状态下佩戴 HMD 进行了近视检测任务,总暴露时间约为 20 分钟。从三维条件到准三维和二维条件,主观和客观视觉压力指标(眼球辐辏不适评级、网络病症状和皮肤电导水平)都普遍下降。静态和动态辐辏的减少预示着这些指标的下降。值得注意的是,皮肤电导水平能预测所有的主观症状,无论是试验还是疗程,这表明皮肤电导水平可以成为视觉压力自我报告的客观替代物。我们的结论是,通过减少虚拟环境中的双眼图像分离来减轻辐辏努力,是减少立体 HMD 带来的视觉压力的一种简单而有效的方法。负面副作用--空间视觉的恶化--可以说会随着时间的推移而被忽视或补偿。这项初步概念验证研究应通过未来的大规模研究加以扩展,测试更多的环境、任务、显示器、用户和曝光时间。
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引用次数: 0
Social VR design features and experiential outcomes: narrative review and relationship map for dyadic agent conversations 社交虚拟现实的设计特点和体验结果:二元代理对话的叙事回顾和关系图
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1007/s10055-024-00941-0
Pat Mulvaney, Brendan Rooney, Maximilian A. Friehs, John Francis Leader

The application of virtual reality to the study of conversation and social interaction is a relatively new field of study. While the affordances of VR in the domain compared to traditional methods are promising, the current state of the field is plagued by a lack of methodological standards and shared understanding of how design features of the immersive experience impact participants. In order to address this, this paper develops a relationship map between design features and experiential outcomes, along with expectations for how those features interact with each other. Based on the results of a narrative review drawing from diverse fields, this relationship map focuses on dyadic conversations with agents. The experiential outcomes chosen include presence & engagement, psychological discomfort, and simulator sickness. The relevant design features contained in the framework include scenario agency, visual fidelity, agent automation, environmental context, and audio features. We conclude by discussing the findings of the review and framework, such as the multimodal nature of social VR being highlighted, and the importance of environmental context, and lastly provide recommendations for future research in social VR.

将虚拟现实技术应用于对话和社会互动研究是一个相对较新的研究领域。虽然与传统方法相比,虚拟现实技术在该领域的应用前景广阔,但由于缺乏方法标准以及对沉浸式体验的设计特征如何影响参与者的共同理解,该领域目前的状况令人担忧。为了解决这个问题,本文绘制了设计特征与体验结果之间的关系图,以及这些特征如何相互作用的预期。根据从不同领域汲取的叙事审查结果,该关系图侧重于与代理的二人对话。所选择的体验结果包括临场感和ampamp;参与度、心理不适感和模拟器不适感。框架中包含的相关设计特征包括场景代理、视觉保真度、代理自动化、环境背景和音频特征。最后,我们将讨论评论和框架的结论,如社交虚拟现实的多模态特性和环境背景的重要性,并为社交虚拟现实的未来研究提供建议。
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引用次数: 0
The value of collision feedback in robotic surgical skills training 碰撞反馈在机器人手术技能培训中的价值
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-02-22 DOI: 10.1007/s10055-023-00891-z
Roelf Postema, Hidde Hardon, A. Masie Rahimi, Roel Horeman, Felix Nickel, Jenny Dankelman, Alexander L. A. Bloemendaal, Maarten van der Elst, Donald L. van der Peet, Freek Daams, Sem F. Hardon, Tim Horeman

Collision feedback about instrument and environment interaction is often lacking in robotic surgery training devices. The PoLaRS virtual reality simulator is a newly developed desk trainer that overcomes drawbacks of existing robot trainers for advanced laparoscopy. This study aimed to assess the effect of haptic and visual feedback during training on the performance of a robotic surgical task. Robotic surgery-naïve participants were randomized and equally divided into two training groups: Haptic and Visual Feedback (HVF) and No Haptic and Visual Feedback. Participants performed two basic virtual reality training tasks on the PoLaRS system as a pre- and post-test. The measurement parameters Time, Tip-to-tip distance, Path length Left/Right and Collisions Left/Right were used to analyze the learning curves and statistically compare the pre- and post-tests performances. In total, 198 trials performed by 22 participants were included. The visual and haptic feedback did not negatively influence the time to complete the tasks. Although no improvement in skill was observed between pre- and post-tests, the mean rank of the number of collisions of the right grasper (dominant hand) was significantly lower in the HVF feedback group during the second post-test (Mean Rank = 8.73 versus Mean Rank = 14.27, U = 30.00, p = 0.045). Haptic and visual feedback during the training on the PoLaRS system resulted in fewer instrument collisions. These results warrant the introduction of haptic feedback in subjects with no experience in robotic surgery. The PoLaRS system can be utilized to remotely optimize instrument handling before commencing robotic surgery in the operating room.

机器人手术训练设备往往缺乏器械与环境互动的碰撞反馈。PoLaRS虚拟现实模拟器是一种新开发的桌面训练器,克服了现有高级腹腔镜手术机器人训练器的缺点。本研究旨在评估训练过程中触觉和视觉反馈对机器人手术任务表现的影响。对机器人手术一无所知的参与者被随机平均分为两个训练组:触觉和视觉反馈组(HVF)和无触觉和视觉反馈组。参与者在 PoLaRS 系统上进行了两项基本的虚拟现实训练任务,作为前测和后测。测量参数 "时间"、"触点到触点的距离"、"左/右路径长度 "和 "左/右碰撞 "用于分析学习曲线,并对前后测试的表现进行统计比较。共有 22 名参与者进行了 198 次测试。视觉和触觉反馈并没有对完成任务的时间产生负面影响。虽然在测试前和测试后没有观察到技能的提高,但在测试后的第二次测试中,HVF 反馈组的右抓手(优势手)碰撞次数的平均等级明显降低(平均等级 = 8.73 对平均等级 = 14.27,U = 30.00,p = 0.045)。在 PoLaRS 系统培训期间,触觉和视觉反馈减少了仪器碰撞。这些结果证明,在没有机器人手术经验的受试者中引入触觉反馈是有必要的。在手术室开始机器人手术之前,可以利用PoLaRS系统远程优化器械操作。
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引用次数: 0
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Virtual Reality
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