{"title":"设计和开发用于静脉插管和临床教学的混合现实教学系统","authors":"Wei Xiong, Yingda Peng","doi":"10.1002/cav.2288","DOIUrl":null,"url":null,"abstract":"<p>Intravenous cannulation (IV) is a common technique used in clinical infusion. This study developed a mixed reality IV cannulation teaching system based on the Hololens2 platform. The paper integrates cognitive-affective theory of learning with media (CATLM) and investigates the cognitive engagement and willingness to use the system from the learners' perspective. Through experimental research on 125 subjects, the variables affecting learners' cognitive engagement and intention to use were determined. On the basis of CATLM, three new mixed reality attributes, immersion, system verisimilitude, and response time, were introduced, and their relationships with cognitive participation and willingness to use were determined. The results show that high immersion of mixed reality technology promotes students' higher cognitive engagement; however, this high immersion does not significantly affect learners' intention to use mixed reality technology for learning. Overall, cognitive and emotional theories are effective in mixed reality environments, and the model has good adaptability. This study provides a reference for the application of mixed reality technology in medical education.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 3","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction\",\"authors\":\"Wei Xiong, Yingda Peng\",\"doi\":\"10.1002/cav.2288\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Intravenous cannulation (IV) is a common technique used in clinical infusion. This study developed a mixed reality IV cannulation teaching system based on the Hololens2 platform. The paper integrates cognitive-affective theory of learning with media (CATLM) and investigates the cognitive engagement and willingness to use the system from the learners' perspective. Through experimental research on 125 subjects, the variables affecting learners' cognitive engagement and intention to use were determined. On the basis of CATLM, three new mixed reality attributes, immersion, system verisimilitude, and response time, were introduced, and their relationships with cognitive participation and willingness to use were determined. The results show that high immersion of mixed reality technology promotes students' higher cognitive engagement; however, this high immersion does not significantly affect learners' intention to use mixed reality technology for learning. Overall, cognitive and emotional theories are effective in mixed reality environments, and the model has good adaptability. This study provides a reference for the application of mixed reality technology in medical education.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 3\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2024-06-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2288\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2288","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction
Intravenous cannulation (IV) is a common technique used in clinical infusion. This study developed a mixed reality IV cannulation teaching system based on the Hololens2 platform. The paper integrates cognitive-affective theory of learning with media (CATLM) and investigates the cognitive engagement and willingness to use the system from the learners' perspective. Through experimental research on 125 subjects, the variables affecting learners' cognitive engagement and intention to use were determined. On the basis of CATLM, three new mixed reality attributes, immersion, system verisimilitude, and response time, were introduced, and their relationships with cognitive participation and willingness to use were determined. The results show that high immersion of mixed reality technology promotes students' higher cognitive engagement; however, this high immersion does not significantly affect learners' intention to use mixed reality technology for learning. Overall, cognitive and emotional theories are effective in mixed reality environments, and the model has good adaptability. This study provides a reference for the application of mixed reality technology in medical education.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.