有电子游戏经验和基本的机器人技能

A. Tanaka, Roger Smith, Charles E. Hughes
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引用次数: 3

摘要

虚拟现实模拟器已经成为标准化和客观的机器人手术技能培训和评估的宝贵工具。近年来,在腹腔镜手术教育中使用电子游戏技术的想法也得到了探索,但很少有人试图将电子游戏体验与机器人手术技能联系起来。因此,目前的研究旨在检验视频游戏玩家在虚拟现实机器人手术模拟器中的表现。此外,他们还将电子游戏玩家的表现与医科学生、专业机器人外科医生和“外行人”进行了比较。这项研究的目的是证明电子游戏玩家通过玩电子游戏获得感知和精神运动技能,类似于机器人外科医生使用的技能。受试者完成了人口统计调查问卷,并进行了三个基于计算机的感知测试:侧卫兼容性任务、补贴任务和多目标跟踪测试。然后,参与者在机器人手术模拟器上进行了两次热身运动和八次两项核心运动的试验。在完成所有试验后,参与者完成了关于他们对系统体验的问卷调查。专家游戏玩家(n=40),医学院学生(n=24),外行人(n=42)和专家机器人外科医生(n=16)被招募。在侧卫任务中,医学院学生和游戏玩家的速度明显快于专家。在补贴任务中,专家的反应明显慢于其他所有组。在Ring & Rail 1和Suture Sponge的第一次试用中,专家的得分明显更高,效率明显更高,速度也明显快于外行人、医科学生和游戏玩家。在模拟练习的第八次试验中,专家在所有指标上的表现都明显好于大多数小组。与先前的腹腔镜文献相反,这项研究无法在机器人手术模拟器中验证视频游戏玩家的能力增强。这项研究确实进一步证明了通过视频游戏发展的技能转移与手术技术有关。这可能是由于系统的差异以及用户在其中的交互方式。在一个电子游戏已经成为不可或缺的过去的社会中,确定电子游戏在用户的感知和心理运动发展中所扮演的角色是很重要的。这些发现可以推广到医学以外的领域,即利用机器人和计算机控制系统,说明玩家的能力范围并指出这些系统的能力。
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Video game experience and basic robotic skills
Virtual reality simulators have emerged as valuable tools for standardized and objective robotic surgery skill training and assessments. In recent years the idea of using video game technology in surgical education for laparoscopy has also been explored, however few have attempted to make a connection between video game experience and robotic surgical skills. Thus, the current study aims to examine the performance of video gamers in a virtual reality robotic surgery simulator. Furthermore, the video gamers' performance was compared to that of medical students, expert robotic surgeons, and “laypeople.” The purpose of this study is to demonstrate that video gamers acquire perceptual and psychomotor skills through video game play, similar to those used by robotic surgeons. Subjects completed a demographic questionnaire and performed three computer-based perceptual tests: a Flanker compatibility task, a subsidizing task, and a Multiple Object Tracking test. Participants then performed two warm-up exercises and eight trials of two core exercises on a robotic surgery simulator. After completing all trials, participants completed a post-questionnaire regarding their experience with the system. Expert video gamers (n=40), medical students (n=24), laypeople (n=42) and expert robotic surgeons (n=16) were recruited. Medical students and gamers were significantly faster than experts in the Flanker Task. The experts were significantly slower than the all other groups in the subsidizing task. Experts scored significantly higher, were significantly more efficient, and were significantly faster than laypeople, medical students, and gamers in the first trial of Ring & Rail 1 and Suture Sponge. In trial eight of the simulation exercises, the experts performed significantly better than most groups in all of the metrics. Contrary to prior literature in laparoscopy, this study was unable to validate enhanced abilities of video gamers in a robotic surgery simulator. This study does further demonstrate that the transfer of skills developed through video game play is relevant to the surgical technique. This may be due to the differences of the systems and how the users interact within them. In a society where video games have become an integral past time, it is important to determine the role that video games play in the perceptual and psychomotor development of users. These findings can be generalized to domains outside of medicine that utilize robotic and computer-controlled systems, speaking to the scope of the gamers' abilities and pointing to the capacity within these systems.
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