在医学培训中使用虚拟现实技术意向的关键决定因素

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-04-02 DOI:10.1007/s10055-024-00990-5
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引用次数: 0

摘要

摘要 专家们呼吁虚拟现实(VR)培训和学习应用能够促进未来几年培训计划所需的变革。为帮助加快采用进程,本研究采用混合方法来确定促进在医学培训中使用 VR 技术的意向的关键因素。定性研究基于对五位医生和医学生的访谈,重点是确定最重要的决定因素。然后,对西班牙大学和医院的 154 名医学实习生和学生进行了问卷调查,并使用偏最小二乘法结构方程分析法对他们的回答进行了处理。有限的样本量意味着本研究具有探索性。研究结果表明,感知到的娱乐性极大地增强了在医学课程中使用 VR 技术的行为意向。研究结果还强调了 VR 学习工具在医疗保健领域的潜在用途,以及将该技术融入医学培训的必要性。
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Key determinants of intention to use virtual reality in medical training

Abstract

Experts have called for virtual reality (VR) training and learning applications that can facilitate the changes needed in training programmes for years to come. To help expedite the adoption process, this study used a mixed-methods approach to identify the key factors that promote intentions to use VR technology in medical training. The qualitative research was based on interviews with five doctors and medical students, which focused on identifying the most significant determinants. Next, a survey was conducted to collect data from 154 medical interns and students in Spanish universities and hospitals, whose responses were processed using partial least squares-structural equation analysis. The limited sample size means this study is exploratory. The results indicate that perceived entertainment significantly strengthens behavioural intention to use VR technology in medical courses. The findings also underline the potential uses of VR learning tools in healthcare contexts and the need to incorporate this technology into medical training.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
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