JMIR XR and spatial computing最新文献

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User Experience Comparison of a Traditional Mannequin-Based and an Augmented Reality Lumbar Puncture Simulator in Geriatric Medicine Training: Questionnaire Study. 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。
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
{"title":"User Experience Comparison of a Traditional Mannequin-Based and an Augmented Reality Lumbar Puncture Simulator in Geriatric Medicine Training: Questionnaire Study.","authors":"Emma Combret, Alexis Bourgeais, Frédéric Noublanche, Cédric Annweiler","doi":"10.2196/98090","DOIUrl":"10.2196/98090","url":null,"abstract":"<p><strong>Background: </strong>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.</p><p><strong>Objective: </strong>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.</p><p><strong>Methods: </strong>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.</p><p><strong>Results: </strong>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]; <i>P</i>=.02) and PEV (median 4 [IQR 3.8-4.6] vs 3.6 [IQR 3.4-4.2]; <i>P</i>=.02). No significant differences were observed for usability (median 4.3 [IQR 4-4.95] vs 4.6 [IQR 4.4-4.8]; <i>P</i>=.11) or overall satisfaction (median 4 [IQR 4-5] vs 4 [IQR 3-4]; <i>P</i>=.16). Exploratory item-level analyses indicated higher ratings for the AR-S for anatomical realism (<i>P</i>=.03), tactile sensations (<i>P</i>=.003), and perceived acquisition of new knowledge (<i>P</i>=.005), whereas the T-S was rated higher for ease of use (<i>P</i>=.01), clarity of instructions (<i>P</i>=.01), and ease of operation during the procedure (<i>P</i>=.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 (<i>P</i>=.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.</p><p><strong>Co","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e98090"},"PeriodicalIF":1.8,"publicationDate":"2026-09-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13592662/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"149019533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive Simulation Training in Health Informatics: Qualitative Descriptive Study. 健康信息学的沉浸式模拟训练:定性描述研究。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-09-17 eCollection Date: 2026-01-01 DOI: 10.2196/106961
Jennifer Skelton, Savannah Siebers, Alanna Pelmore
{"title":"Immersive Simulation Training in Health Informatics: Qualitative Descriptive Study.","authors":"Jennifer Skelton, Savannah Siebers, Alanna Pelmore","doi":"10.2196/106961","DOIUrl":"10.2196/106961","url":null,"abstract":"<p><p>This qualitative research study offers preliminary evidence that immersive simulation training can influence change management skills, confidence, and perceived usefulness among health informatics professionals.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e106961"},"PeriodicalIF":1.8,"publicationDate":"2026-09-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13585366/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148993661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Conceptual Framework for 4D Holographic Visualization in Gastrointestinal Endoscopy: Toward Externalized Spatiotemporal Cognition. 胃肠内窥镜4D全息可视化的概念框架:面向外化时空认知。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-27 eCollection Date: 2026-01-01 DOI: 10.2196/99446
Hayato Yamaguchi, Masakatsu Fukuzawa, Takashi Kawai, Fumito Yamanishi, Takahiro Muramatsu, Tadashi Ichimiya, Yasuyuki Kagawa, Kumiko Uchida, Akira Madarame, Takashi Morise, Yoshiya Yamauchi, Shin Kono, Sakiko Naito, Takao Itoi
{"title":"A Conceptual Framework for 4D Holographic Visualization in Gastrointestinal Endoscopy: Toward Externalized Spatiotemporal Cognition.","authors":"Hayato Yamaguchi, Masakatsu Fukuzawa, Takashi Kawai, Fumito Yamanishi, Takahiro Muramatsu, Tadashi Ichimiya, Yasuyuki Kagawa, Kumiko Uchida, Akira Madarame, Takashi Morise, Yoshiya Yamauchi, Shin Kono, Sakiko Naito, Takao Itoi","doi":"10.2196/99446","DOIUrl":"10.2196/99446","url":null,"abstract":"<p><p>This viewpoint explores the concept of 4D holographic visualization in gastrointestinal endoscopy and discusses its potential implications from a medical informatics perspective. Current endoscopic practice relies primarily on 2D image displays, requiring operators to mentally reconstruct 3D spatial relationships and temporal changes in a dynamic and deformable anatomical environment. The aim of this viewpoint is to present a conceptual framework that reframes endoscopic visualization as a spatiotemporal information integration problem rather than solely a display problem. We discuss how future visualization systems may integrate spatial and temporal information to support externalized representations of anatomy, endoscope configuration, and procedural dynamics in a shared clinical environment. Potential applications include endoscopic navigation, training, and collaborative procedures. We further discuss key technical and clinical considerations, including information integration, registration stability, real-time responsiveness, workflow compatibility, and uncertainty associated with reconstructed information. This viewpoint highlights spatiotemporal information integration as a central challenge in the development of next-generation visualization systems for gastrointestinal endoscopy.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e99446"},"PeriodicalIF":1.8,"publicationDate":"2026-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13521502/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148842805","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exploratory Patterns of Task Difficulty and Visual Feedback in Virtual Reality-Based Upper-Limb Trajectory Training. 基于虚拟现实的上肢轨迹训练任务难度与视觉反馈的探索模式
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-21 eCollection Date: 2026-01-01 DOI: 10.2196/94745
Yu Shi, Sophie Dewil, Zachary Marvin, Noam Y Harel, Raviraj Nataraj
{"title":"Exploratory Patterns of Task Difficulty and Visual Feedback in Virtual Reality-Based Upper-Limb Trajectory Training.","authors":"Yu Shi, Sophie Dewil, Zachary Marvin, Noam Y Harel, Raviraj Nataraj","doi":"10.2196/94745","DOIUrl":"10.2196/94745","url":null,"abstract":"<p><p>In this pilot evaluation of a virtual reality platform for upper-extremity motor rehabilitation, 9 neurotypical participants performed a force-modulated tracking task across 4 trajectory difficulty levels with and without augmented visual feedback; tracking accuracy improved in all conditions, with the descriptive visual-feedback advantage more pronounced at higher difficulty.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e94745"},"PeriodicalIF":1.8,"publicationDate":"2026-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13496318/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148805422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Novel Virtual Reality Methods for the Treatment of Obsessive-Compulsive Disorder Using a User-Centered Design Approach: Focus Group Study. 使用以用户为中心的设计方法治疗强迫症的新型虚拟现实方法:焦点小组研究。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-20 eCollection Date: 2026-01-01 DOI: 10.2196/92410
Michael Colman, Josie F A Millar, Bhagyashree Patil, Daniel J Finnegan, Mhairi Kristoffersen, Danae Stanton Fraser
{"title":"Novel Virtual Reality Methods for the Treatment of Obsessive-Compulsive Disorder Using a User-Centered Design Approach: Focus Group Study.","authors":"Michael Colman, Josie F A Millar, Bhagyashree Patil, Daniel J Finnegan, Mhairi Kristoffersen, Danae Stanton Fraser","doi":"10.2196/92410","DOIUrl":"10.2196/92410","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Obsessive-compulsive disorder (OCD) is a common mental health disorder that can cause significant impairment to occupational and social functioning. While effective treatments exist, outcomes are often hampered by issues outside of the treatment protocol. Virtual reality (VR) presents a potential solution to help support the effective administration of treatment, but its application in the field of OCD has thus far been limited to replicating real-world environments used in exposure exercises, despite the potential to generate environments and stimuli beyond what is possible in reality. Participatory design methods are an effective way to ensure that the development of novel interventions is relevant to the intended end users and is grounded in their expertise and experiences.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The aim of the workshops conducted in this study was 2-fold. First, to understand the opinions of relevant stakeholders (clinicians and people with lived experience of OCD) on the current state of OCD treatment. Second, to generate novel ideas with the direct input of stakeholders for how VR might effectively be applied to support the treatment of OCD.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;In total, 6 clinicians with experience of treating OCD and 6 people with lived experience of OCD participated in a combination of round-table discussions in large groups, and creative design exercises conducted in smaller groups and individual interviews. All workshops and interviews were audio-recorded, transcribed, and analyzed using collaborative qualitative analysis. Themes were then synthesized via narrative synthesis.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Three themes relating to the first aim were identified: socializing to the model, effective exposure work, and therapeutic alliance (predominantly raised by people with lived experience of OCD). Five themes relating to the second aim were identified, with ideas for VR use covering 5 mechanisms by which it might support treatment: enabling effective exposure work, modeling, illustrating metaphors and the treatment framework, anxiety management, and motivation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Findings from the first workshops largely restate previous findings emphasizing the importance of clients developing a comprehensive shared understanding of the cognitive model of treatment with their therapist. People with lived experience of OCD also highlighted the importance of developing trust in their therapist's expertise and ability to understand nuances of individual cases. Findings from the second workshop produced a wide variety of ideas for how VR could support the treatment of OCD. Many of these go beyond the concept of simply enabling exposure work as seen in previous literature. Methods to increase client engagement with the cognitive model during treatment were described, and people with lived experience proposed methods of managing anxiety experienced during treatment to ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e92410"},"PeriodicalIF":1.8,"publicationDate":"2026-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13494860/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148805494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
User Experience and Socioemotional Evaluation of Virtual Therapist Character Types in a Simulated Virtual Reality Exposure Therapy: Quantitative Study. 模拟虚拟现实暴露治疗中虚拟治疗师性格类型的用户体验和社会情感评价:定量研究。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-07 eCollection Date: 2026-01-01 DOI: 10.2196/81537
Michelle Celina Hallmann, Nicolina Laura Peperkorn, Francesco Vona, Youssef Shiban, Jan-Niklas Voigt-Antons
{"title":"User Experience and Socioemotional Evaluation of Virtual Therapist Character Types in a Simulated Virtual Reality Exposure Therapy: Quantitative Study.","authors":"Michelle Celina Hallmann, Nicolina Laura Peperkorn, Francesco Vona, Youssef Shiban, Jan-Niklas Voigt-Antons","doi":"10.2196/81537","DOIUrl":"10.2196/81537","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Virtual reality exposure therapy (VRET) has emerged as an effective treatment for individuals with specific phobias, particularly for those unable to access traditional exposure therapy. However, several aspects of VRET applications still require further investigation, including the role of embodied conversational agents as virtual therapists.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to investigate how the realism level and species of a virtual therapist influence user experience and perceived socioemotional relationship skills in a VRET intervention for dog phobia.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted a quantitative study that examined user experience and perceived socioemotional relationship skills of virtual therapist character types, where participants were recruited from a convenience sample and were not required to have a dog phobia. In 4 simulated VRET interventions, participants interacted with 4 virtual therapists through a role-play dialogue (3.5 minutes per scenario), followed by an exposure scenario with a dog. The 4 virtual character types included a realistic adult woman, a stylized adult woman, a stylized cat, and a stylized robot. We collected quantitative data through standardized questionnaires assessing user experience and presence, cybersickness, trust, and willingness to share information, and an exploratory, theory-informed questionnaire assessing the virtual therapist's socioemotional relationship skills.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A total of 40 participants completed the experiment. The realistic human scored significantly lower in hedonic quality than the stylized human (&lt;i&gt;z&lt;/i&gt;=2.53; &lt;i&gt;P&lt;/i&gt;=.01; &lt;i&gt;P&lt;/i&gt; &lt;sub&gt;adj&lt;/sub&gt;=.02; rbb=-0.54), the robot (&lt;i&gt;z&lt;/i&gt;=2.726; &lt;i&gt;P&lt;/i&gt;=.006; &lt;i&gt;P&lt;/i&gt; &lt;sub&gt;adj&lt;/sub&gt;=.01; rbb=-0.56), and the cat (&lt;i&gt;z&lt;/i&gt;=3.772; &lt;i&gt;P&lt;/i&gt;&lt;.001; &lt;i&gt;P&lt;/i&gt; &lt;sub&gt;adj&lt;/sub&gt;=.004; rbb=-0.81). Additionally, the cat scored higher in hedonic quality than the stylized human (&lt;i&gt;z&lt;/i&gt;=2.528; &lt;i&gt;P&lt;/i&gt;=.02; &lt;i&gt;P&lt;/i&gt; &lt;sub&gt;adj&lt;/sub&gt;=.02; rbb=-0.52). While no significant differences were found among the virtual character types regarding trust or willingness to share information, the therapeutic relationship skills of the robot were rated significantly lower than those of the stylized human (&lt;i&gt;z&lt;/i&gt;=-2.315; &lt;i&gt;P&lt;/i&gt;=.02; &lt;i&gt;P&lt;/i&gt; &lt;sub&gt;adj&lt;/sub&gt;=.02; rbb=-0.42). However, when asked to indicate a preferred virtual therapist, 30% (12/40) of the participants chose the robot, 27.5% (11/40) the stylized human, 25% (10/40) the cat, and 17.5% (7/40) the realistic human, making the latter the least favored preferred option in our study sample.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The realistic human was the least preferred virtual therapist, whereas the stylized human received more favorable evaluations. This finding suggests that increased visual realism does not necessarily result in more positive perceptions of virtual therapists and may, in some cases, lead to less favora","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e81537"},"PeriodicalIF":1.8,"publicationDate":"2026-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13450886/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148698734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
User Acceptance of a Virtual Reality Beer Pong Intervention in Postoperative Rehabilitation: Exploratory Mixed Methods Study. 用户接受虚拟现实啤酒乒乓球干预术后康复:探索性混合方法研究。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-08-06 eCollection Date: 2026-01-01 DOI: 10.2196/82704
Tim Schneider, Merle Schlender, Verena Uslar, Sirko Pelzl, Daniela Salzmann, Nomi Anna Kreß, Navid Tabriz, Dirk Weyhe
{"title":"User Acceptance of a Virtual Reality Beer Pong Intervention in Postoperative Rehabilitation: Exploratory Mixed Methods Study.","authors":"Tim Schneider, Merle Schlender, Verena Uslar, Sirko Pelzl, Daniela Salzmann, Nomi Anna Kreß, Navid Tabriz, Dirk Weyhe","doi":"10.2196/82704","DOIUrl":"10.2196/82704","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Postoperative patients often face pain, reduced mobility, and motivational barriers, while health care systems increasingly struggle with shortages of physiotherapy staff, making the evaluation of digital rehabilitation tools highly relevant. In this context, virtual reality (VR)-based rehabilitation has already shown promise in neurological and musculoskeletal settings, but evidence regarding its acceptance and usability in postoperative inpatient rehabilitation, particularly in surgical settings with potentially older, multimorbid patients, as well as the general acceptance and usability of VR-supported physiotherapy, is still insufficiently investigated.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This exploratory mixed methods study investigated the usability and acceptance of a VR-based rehabilitation application among postoperative patients and physiotherapists in a clinical setting. Secondary objectives were to gather initial data on potential differences in usability across age and gender groups and to explore patients' and physiotherapists' attitudes toward VR as a supplement or replacement for conventional physiotherapy.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This cross-sectional exploratory mixed methods study with prospective participant recruitment and data collection included 35 postoperative inpatients (17 female participants and 18 male participants; age groups: &lt;40, 40-60, and &gt;60 years) and 7 physiotherapists (4 female participants and 3 male participants) recruited from visceral surgery and orthopedic departments. Participants used a VR-based rehabilitation demonstrator (\"Beer Pong,\" apoQlar GmbH) delivered through a head-mounted display (Meta Quest 3) for a standardized 5-minute session involving upper-limb movements and squatting exercises. The System Usability Scale (SUS) and a self-developed questionnaire were used to assess the usability of the whole system and general attitudes toward VR-supported physiotherapy. Usability ratings were analyzed descriptively and using a 2-way ANOVA to test for effects of age group and gender. Descriptive statistics were used to summarize responses on motivation, distraction, supplementation, and preferences regarding VR use.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The overall mean SUS score was 73.21 (SD 13.74, 95% CI 68.49-77.93). No significant differences in usability ratings were found between age groups or genders. Most patients (29/35, 83%) agreed that the VR scenario increases motivation, and 92% (32/35) viewed VR exercises as a useful supplement to conventional physiotherapy. Physiotherapists reported an average SUS score of 74.64 (SD 10.04, 95% CI 65.35-83.93) and expressed positive attitudes toward VR implementation, as assessed using a self-developed questionnaire. However, only 20% (7/35) of patients believed VR could replace traditional therapy entirely.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The results of this pilot study seem to indicate high acceptance of VR-based reha","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e82704"},"PeriodicalIF":1.8,"publicationDate":"2026-08-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13446801/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148687614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Different Delivery Modalities of Virtual Reality Training in Emergency Medicine: Systematic Review. 急诊医学中虚拟现实培训的不同交付方式:系统综述。
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-07-31 eCollection Date: 2026-01-01 DOI: 10.2196/84310
Marianna Costa, Martina Codato, Giorgia Brugnera, Silvia Galiazzo, Elisabetta Cantele, Todd P Chang, Silvia Bressan
{"title":"Different Delivery Modalities of Virtual Reality Training in Emergency Medicine: Systematic Review.","authors":"Marianna Costa, Martina Codato, Giorgia Brugnera, Silvia Galiazzo, Elisabetta Cantele, Todd P Chang, Silvia Bressan","doi":"10.2196/84310","DOIUrl":"10.2196/84310","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Simulation is a cornerstone of emergency medicine education, and virtual reality (VR) has emerged as a promising immersive and scalable training modality. However, it remains unclear which VR instructional design features most effectively support learning outcomes.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;We aimed to provide a systematic overview of the literature on immersive VR delivery modalities in prehospital and in-hospital emergency medicine training, focusing on how different instructional design features influence educational effectiveness.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted a systematic review according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines, including English-language articles examining the use of VR for the training of health care professionals, specifically randomized controlled trials (RCTs), non-RCTs, and prospective or retrospective observational comparative studies. PubMed/MEDLINE, Scopus, Embase, and CINAHL were searched up to January 28, 2026. We included studies evaluating immersive headset-based VR for emergency medicine training among qualified health care professionals. Studies involving students, laypersons, nonemergency settings, or augmented, mixed, or web-based reality were excluded. Risk of bias was assessed using the Joanna Briggs Institute critical appraisal tools. Given the wide heterogeneity in methodology across studies, a meta-analysis was not performed, and findings were synthesized using a structured narrative approach based on VR delivery modalities.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Six comparative studies in emergency medicine training were included from 1770 identified records. The included studies compared different immersive VR delivery modalities, including varying exposure schedules, software with or without gamification, machine-guided versus educator-guided training, active versus observational participation with different persuasive feedback strategies, and VR with or without manikin integration. Educational outcomes were heterogeneous, including knowledge retention, procedural performance, and learner-related measures. Overall, the included studies were of moderate to high methodological quality. While observational studies were more susceptible to selection bias, RCTs demonstrated adequate randomization and statistical analysis. Across the included studies, repeated and temporally distributed VR exposure consistently improved knowledge retention and performance, whereas gamification, increased persuasive feedback, educator-guided delivery, and manikin integration showed inconsistent or no additional educational benefit.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;Unlike previous reviews focusing on the overall educational value of VR, this review compared different immersive VR delivery strategies in emergency medicine training. The few studies identified suggest that structured and repeated engagement with VR simu","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e84310"},"PeriodicalIF":1.8,"publicationDate":"2026-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13427254/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148655644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Patient Perception of the Use of the Apple Vision Pro Virtual Reality Headset in an Anesthesiology Informed Consent Process: Prospective Randomized Controlled Crossover Trial. 患者在麻醉知情同意过程中使用Apple Vision Pro虚拟现实耳机的感知:前瞻性随机对照交叉试验
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-07-23 eCollection Date: 2026-01-01 DOI: 10.2196/95806
Sabrina Chriqui, John Francis Ryan, Bao Kien Luu, Minh Tran, Byron Fergerson, Alan You, Christian Dameff, Preetham John Suresh, Jeffrey Logan Tully
{"title":"Patient Perception of the Use of the Apple Vision Pro Virtual Reality Headset in an Anesthesiology Informed Consent Process: Prospective Randomized Controlled Crossover Trial.","authors":"Sabrina Chriqui, John Francis Ryan, Bao Kien Luu, Minh Tran, Byron Fergerson, Alan You, Christian Dameff, Preetham John Suresh, Jeffrey Logan Tully","doi":"10.2196/95806","DOIUrl":"10.2196/95806","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Augmented reality (AR) and virtual reality (VR) have become mainstream commercial technologies, with AR integrating virtual elements into displays of reality and VR offering fully immersive computer-generated visual experiences. The Apple Vision Pro is a VR headset with an outward-facing display that depicts the user's eyes to the outside world. This headset is actively incorporated into patient care, but questions remain about the impact of such a device on the patient-physician relationship.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study surveyed patients' responses to the use of an Apple Vision Pro VR headset by anesthesiologists during an informed consent discussion for sedation for endoscopic gastrointestinal procedures. We sought to qualify the impact, if any, of the Apple Vision Pro on patients' perceptions of connectedness with their anesthesiologist, including compassion and empathy felt from their physician.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This prospective randomized controlled crossover study involved 60 patients undergoing sedation for gastrointestinal procedures at the University of California, San Diego Health's Hillcrest Medical Center and Jacobs Medical Center. An anesthesiologist had 2 encounters with each patient prior to their procedure, 1 while the anesthesiologist wore an Apple Vision Pro and 1 without wearing any headset. After both encounters, patients completed a standardized, validated survey regarding the compassion and empathy they felt from the anesthesiologist during each encounter. They also completed a custom survey with additional questions related to their perception of technology in health care and their own personal prior experience with AR and VR.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;While 16.7% (10/60) of the participants owned an AR or VR headset of their own, 73% (44/60) had no prior experience with AR or VR. Participants reported consistently high ratings across all empathy and compassion measures for both the with-headset and without-headset conditions; however, mean Sinclair Compassion Questionnaire scores were statistically significantly higher for the no-headset condition (4.69, SD 0.48) when compared to the with-headset condition (4.42, SD 0.87; &lt;i&gt;P&lt;/i&gt;=.003). Participants reported significantly reduced ability to focus on their conversation with the anesthesiologist when they were wearing the Apple Vision Pro (&lt;i&gt;P&lt;/i&gt;&lt;.001), with a large effect size (&lt;i&gt;r&lt;/i&gt;=0.614). The most pronounced difference was observed with regard to patients' satisfaction with eye contact made with their physician, which decreased significantly when they wore the Apple Vision Pro (&lt;i&gt;P&lt;/i&gt;&lt;.001; large effect size: &lt;i&gt;r&lt;/i&gt;=0.736).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study examined the impact of physicians wearing the Apple Vision Pro during patient interactions, revealing a statistically significant reduction in patients' perceived compassion from and connectedness with their anesthesiologist. ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e95806"},"PeriodicalIF":1.8,"publicationDate":"2026-07-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13397004/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148586565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Virtual Reality Intervention to Promote Uptake of Medications for Opioid Use Disorder in the Emergency Department Following Opioid-Involved Overdose Based on Input From People With Lived Experience: Development Study. 基于生活经验的人的输入,虚拟现实干预促进阿片类药物过量后急诊科阿片类药物使用障碍的药物吸收:发展研究
IF 1.8
JMIR XR and spatial computing Pub Date : 2026-07-06 eCollection Date: 2026-01-01 DOI: 10.2196/84397
Zina Trost, Andrea Stevenson Won, Hari Prasad Naidu Boyapati, Keri Costa, Josh Davenport, Gail D'Onofrio, Leslie Drager, Phillip Corey Shum, Michael Wolfe Pierce, Liana Fraenkel, William Soares Iii
{"title":"A Virtual Reality Intervention to Promote Uptake of Medications for Opioid Use Disorder in the Emergency Department Following Opioid-Involved Overdose Based on Input From People With Lived Experience: Development Study.","authors":"Zina Trost, Andrea Stevenson Won, Hari Prasad Naidu Boyapati, Keri Costa, Josh Davenport, Gail D'Onofrio, Leslie Drager, Phillip Corey Shum, Michael Wolfe Pierce, Liana Fraenkel, William Soares Iii","doi":"10.2196/84397","DOIUrl":"10.2196/84397","url":null,"abstract":"<p><strong>Background: </strong>Opioid use disorder (OUD), which leads to thousands of deaths per year, continues to pose a tremendous challenge to health care systems. While medications for opioid use disorder (MOUDs), such as buprenorphine and methadone, are the most effective treatments for OUD, the initial patient conversation and decision to engage in MOUDs remain major barriers. Decision-making is strongly influenced by the patients' current emotional state. While the emergency department (ED) is a promising access point for initiating MOUDs, patients' readiness to engage in treatment can be limited, in part, by the negative emotions and experiences associated with the ED visit.</p><p><strong>Objective: </strong>We co-designed and developed a novel emotion-based virtual reality (VR) intervention to increase patient readiness to engage in shared decision-making for treatment with MOUDs following an ED admission for an opioid-related overdose.</p><p><strong>Methods: </strong>This paper describes a 3-stage, iterative process involving 59 stakeholders, including people with lived experience (LE), to design and develop an intervention that resulted in a VR app and preliminary assessments of user experience.</p><p><strong>Results: </strong>Our process incorporated the perspectives of LE stakeholders across all aspects of the design and refinement of the VR platform VR-Choice. VR-Choice consists of a VR journey up a mountain (\"Mountain Journey\"), culminating in the presentation of nine 180-degree videos showing different positive aspects of life during recovery (\"Possible Worlds\"). Of the 20 participants who experienced the final platform version, none reported more than slight motion sickness symptoms. Nineteen of the 20 participants stated they liked the videos shown in the final version, considered it to be potentially helpful for patients in the emergency room after an opioid-involved overdose, and thought the experience should be offered to those patients. All participants agreed that the program was easy to use, and only 1 participant described it as confusing.</p><p><strong>Conclusions: </strong>To our knowledge, this is the first effort to use feedback from participants with LE to design an engaging VR experience for people in the ED who may be candidates for MOUDs. Participants' feedback was positive, and we will move forward with development.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"3 ","pages":"e84397"},"PeriodicalIF":1.8,"publicationDate":"2026-07-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13335950/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148440781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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