Design and development of a mixed reality teaching systems for IV cannulation and clinical instruction

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Wei Xiong, Yingda Peng
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引用次数: 0

Abstract

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.

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
静脉插管(IV)是临床输液中常用的一项技术。本研究开发了基于 Hololens2 平台的混合现实静脉插管教学系统。论文整合了媒体学习的认知-情感理论(CATLM),从学习者的角度研究了认知参与度和使用该系统的意愿。通过对 125 名受试者的实验研究,确定了影响学习者认知参与度和使用意愿的变量。在 CATLM 的基础上,引入了三个新的混合现实属性,即沉浸感、系统真实性和响应时间,并确定了它们与认知参与和使用意愿的关系。结果表明,混合现实技术的高沉浸度会促进学生更高的认知参与;然而,这种高沉浸度并不会显著影响学习者使用混合现实技术进行学习的意愿。总体而言,认知和情感理论在混合现实环境中是有效的,而且该模型具有良好的适应性。本研究为混合现实技术在医学教育中的应用提供了参考。
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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
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.
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