A9沉浸式技术体验测量(ITEM):采用新型问卷和VR场景对参与者体验进行试点研究

Chris Jacobs, Kriti Vaidya, Tim Old, Lauren Medwell
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引用次数: 0

摘要

一项范围审查确定了医疗保健教育中沉浸式技术研究的显著增长。然而,很少有有效的措施来捕捉参与者的用户体验[1]。本研究旨在研究沉浸式虚拟现实(VR)模拟在脓毒症管理中的应用,并使用一种经过验证的工具——沉浸式技术评估量表(immersive Technology Evaluation measure, ITEM)[2]来衡量用户体验。ITEM是根据一种名为医疗保健教育沉浸式技术模型(MITHE)的学习理论制定的,该理论借用认知和行为理论来帮助解释我们的沉浸感和享受程度,这可以通过技术来促进(见医疗保健教育沉浸式技术模型(MITHE))。招募了9名参与者,包括医学院学生和保健专业人员。参与者接受了各种沉浸式设备的培训:使用由Gogglemind开发的沉浸式VR模拟进行败血症管理,以及增强现实(AR)呼吸窘迫全息患者,其中包括真实的患者场景和交互式决策。用户体验是用项目来衡量的,它评估用户;沉浸感、认知负荷、内在动机、汇报和技术可用性。9名参与者的沉浸度高(平均39.6分,总分50分),内在动机高(平均39.6分,总分50分),技术得分高(平均79.4分,总分100分),认知负荷最佳(平均59.5分,总分39-61分),汇报得分中等(平均18.1分,总分25分)。项目得分在可用性得分上显示了一个愉快和沉浸式的体验,具有良好的技术界面。VR中的自我导向汇报在情感考虑和识别表现和学习领域方面得分较低。ITEM的使用为VR模拟的用户体验提供了有价值的见解,可用于改进未来模拟的设计和实现。这有助于持续的ITEM验证过程。这项研究强调了医疗保健培训的重要性,以及使用VR和AR模拟等沉浸式技术的潜在好处。作者确认已符合研究行为和传播的所有相关伦理标准。提交作者确认已获得相关的伦理批准(如适用)。
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A9 Immersive Technology Experience Measure (ITEM): pilot study on participant experience using novel questionnaire and VR scenario
A scoping review identified a significant growth in research with immersive technology in healthcare education. However, there are few validated measures that capture the user experience of participants [1]. This study aims to investigate the use of an immersive virtual reality (VR) simulation on sepsis management and measure user experience using a validated tool, the Immersive Technology Evaluation Measure (ITEM) [2]. ITEM was formulated on a learning theory called Model for Immersive Technology in Healthcare Education (MITHE), which borrows cognitive and behavioural theories to help explain our level of immersion and enjoyment that can be facilitated by technology (see Model of immersive technology in healthcare education (MITHE) This single-study quasi-experimental investigation was conducted at a single site. Nine participants were recruited, consisting of medical students and healthcare professionals. Participants were trained on varied immersive devices: sepsis management using an immersive VR simulation developed by Gogglemind, and augmented reality (AR) holographic patient with respiratory distress, which included realistic patient scenarios and interactive decision-making. User experience was measured using the ITEM, which assesses user; immersion, cognitive load, intrinsic motivation, debrief and technology usability. Nine participants had high levels of immersion (mean 39.6, total 50), high levels of intrinsic motivation (mean 39.6, total 50), high technology score (mean 79.4, total 100), optimum cognitive load (average 59.5, optimum 39–61) and moderate score on debrief (mean 18.1, total 25). ITEM subscores indicated an enjoyable and immersive experience with good technology interface on usability scores. Self-directed debrief in VR had lower scores with emotional considerations and identifying domains of performance and learning. The use of the ITEM provided valuable insights into the user experience of the VR simulation, which can be used to improve the design and implementation of future simulations. This contributes to an ongoing ITEM validation process. This study highlights the importance of training in healthcare and the potential benefits of using immersive technologies such as VR and AR simulations. Authors confirm that all relevant ethical standards for research conduct and dissemination have been met. The submitting author confirms that relevant ethical approval was granted, if applicable.
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