User Experience Comparison of a Traditional Mannequin-Based and an Augmented Reality Lumbar Puncture Simulator in Geriatric Medicine Training: Questionnaire Study.

IF 1.8
JMIR XR and spatial computing Pub Date : 2026-09-21 eCollection Date: 2026-01-01 DOI:10.2196/98090
Emma Combret, Alexis Bourgeais, Frédéric Noublanche, Cédric Annweiler
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引用次数: 0

Abstract

Background: Lumbar puncture (LP) is a diagnostic procedure in geriatric medicine but may be technically challenging in older adults with spinal deformities, osteoarthritis, frailty, or cognitive impairment. Simulation-based training can provide repeated practice without patient risk. Augmented reality (AR) systems may improve anatomical visualization and sensory feedback, but their added value compared with mannequin-based simulators and whether perceptions differ according to clinical experience remain uncertain.

Objective: This study aimed to compare the user experience (UX) of a traditional mannequin-based LP simulator (M43E; T-S) and an augmented reality simulator with haptic feedback (Sim&Care 2; AR-S) across levels of expertise.

Methods: We conducted a single-center, randomized-order, within-participant comparative UX study at Angers University Hospital, France, in June 2025. A total of 30 participants (n=7, 23.3% sixth-year medical students; n=16, 53.3% postgraduate medical students; and n=7, 23.3% graduated physicians) used both simulators for 15 minutes each, with the exposure order randomized. After each session, participants completed an exploratory 5-point Likert questionnaire assessing face validity (FV), usability, perceived educational value (PEV), and overall satisfaction. After both sessions, they reported simulator preference, reasons for preference, and intention to reuse each simulator; open-ended comments were collected. Dimension-level paired comparisons were performed using the Wilcoxon signed-rank test, expertise-group comparisons used the Kruskal-Wallis test, and categorical outcomes were analyzed using the chi-square test. Item-level analyses were considered exploratory.

Results: The AR-S achieved higher composite scores than the T-S for FV (median 3.8 [IQR 3.6-4.2] vs 3.4 [IQR 3.2-3.8]; P=.02) and PEV (median 4 [IQR 3.8-4.6] vs 3.6 [IQR 3.4-4.2]; P=.02). No significant differences were observed for usability (median 4.3 [IQR 4-4.95] vs 4.6 [IQR 4.4-4.8]; P=.11) or overall satisfaction (median 4 [IQR 4-5] vs 4 [IQR 3-4]; P=.16). Exploratory item-level analyses indicated higher ratings for the AR-S for anatomical realism (P=.03), tactile sensations (P=.003), and perceived acquisition of new knowledge (P=.005), whereas the T-S was rated higher for ease of use (P=.01), clarity of instructions (P=.01), and ease of operation during the procedure (P=.003). Overall preference was balanced: 53.3% (16/30) of participants preferred the AR-S, and 46.7% (14/30) of participants preferred the T-S. Preference was not significantly associated with expertise group (P=.09), although graduated physicians descriptively favored the AR-S and sixth-year students favored the T-S. In total, 76.7% (23/30) of participants reported willingness to reuse both simulators.

Conclusions: AR and traditional mannequin-based LP simulation appear to offer distinct and complementary educational advantages rather than one modality being uniformly superior. The AR-S was valued for anatomical and sensory realism and PEV, whereas the T-S retained advantages related to procedural familiarity and ease of use with conventional equipment. These findings support tailoring simulator selection to learner expertise and educational objectives. Larger studies incorporating objective procedural performance are needed to determine how the modalities should be integrated into LP curricula.

传统人体模型与增强现实腰椎穿刺模拟器在老年医学培训中的用户体验比较:问卷调查研究。
背景:腰椎穿刺(LP)是老年医学的一种诊断方法,但对于脊柱畸形、骨关节炎、虚弱或认知障碍的老年人来说,在技术上可能具有挑战性。基于模拟的训练可以提供重复练习,而不会给患者带来风险。增强现实(AR)系统可以改善解剖可视化和感觉反馈,但与基于人体模型的模拟器相比,其附加价值以及感知是否会根据临床经验而有所不同仍不确定。目的:本研究旨在比较传统的基于人体模型的LP模拟器(M43E; T-S)和具有触觉反馈的增强现实模拟器(Sim&Care 2; AR-S)的用户体验(UX)。方法:我们于2025年6月在法国昂热大学医院进行了一项单中心、随机顺序、参与者内比较UX研究。共有30名参与者(n=7, 23.3%的六年级医学生;n=16, 53.3%的研究生;n=7, 23.3%的毕业医师)分别使用两种模拟器各15分钟,暴露顺序随机化。每次会议结束后,参与者完成一份探索性5点李克特问卷,评估面部效度(FV)、可用性、感知教育价值(PEV)和总体满意度。在两次会议之后,他们报告了模拟器偏好,偏好的原因以及重用每个模拟器的意图;收集了开放式意见。维度水平的配对比较采用Wilcoxon符号秩检验,专业分组比较采用Kruskal-Wallis检验,分类结果采用卡方检验。项目水平的分析被认为是探索性的。结果:AR-S在FV(中位数3.8 [IQR 3.6-4.2] vs 3.4 [IQR 3.2-3.8]; P= 0.02)和PEV(中位数4 [IQR 3.8-4.6] vs 3.6 [IQR 3.4-4.2]; P= 0.02)方面的综合评分高于T-S。可用性(中位数4.3 [IQR 4-4.95] vs 4.6 [IQR 4.4-4.8]; P= 0.11)或总体满意度(中位数4 [IQR 4-5] vs 4 [IQR 3-4]; P= 0.16)均无显著差异。探索性项目水平分析表明,AR-S在解剖真实感(P= 0.03)、触觉(P= 0.003)和新知识的感知获得(P= 0.005)方面的评分较高,而T-S在操作的易用性(P= 0.01)、说明的清晰度(P= 0.01)和操作过程中的易用性(P= 0.003)方面的评分较高。总体偏好是平衡的:53.3%(16/30)的参与者更喜欢AR-S, 46.7%(14/30)的参与者更喜欢T-S。尽管毕业医师倾向于AR-S,而六年级学生倾向于T-S,但偏好与专业组没有显著相关(P=.09)。总共有76.7%(23/30)的参与者表示愿意重复使用这两个模拟器。结论:AR和传统的基于人体模型的LP模拟似乎提供了不同的互补的教育优势,而不是一种模式统一优越。AR-S在解剖学和感官真实性和PEV方面受到重视,而T-S保留了与常规设备的程序熟悉性和易用性相关的优势。这些发现支持根据学习者的专业知识和教育目标定制模拟器的选择。需要更大规模的研究纳入客观程序表现,以确定如何将这些模式整合到LP课程中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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