在 STEMI 冠状动脉综合征课程中引入虚拟现实技术:对护士和医生的定性评估。

IF 4.2 2区 心理学 Q1 PSYCHOLOGY, SOCIAL
Alessandro Forgiarini, Laura Deroma, Fabio Buttussi, Nicola Zangrando, Sabrina Licata, Francesca Valent, Luca Chittaro, Antonio Di Chiara
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引用次数: 0

摘要

在越来越多的医学教育课题中,使用虚拟现实技术(VR)教授ST段抬高型心肌梗死(STEMI)的院前管理尚未被考虑在内。本文提出了一套用于 STEMI 培训的虚拟现实系统,并将其引入了针对急诊护士和病例管理医生(CM)的机构课程中。该系统由三个不同的应用程序组成,分别允许:(a)课程讲师控制虚拟病人的状况;(b)CM 与虚拟领域中的护士交流,并从他/她那里接收病人的参数和心电图;以及(c)护士在沉浸式 VR 场景中与病人互动。我们招募了 17 名课程参与者,通过半结构式访谈收集他们的看法和意见。专题分析表明,该系统受到好评(17 人),被描述为引人入胜(4 人)、具有挑战性(5 人)、有助于提高自信心(4 人)、具有创新性(5 人),并有望用于培训课程(10 人)。现实主义也受到赞赏(n = 13),尽管也有一些缺点(如过于简单化;n = 5)。总体而言,学员们认为该课程提供了交流意见(8 人)和强调问题(4 人)的机会,并认为它对新手(5 人)和有经验的人员(6 人)都很有用。一些参与者建议改进情景的类型(5 人)和可变性(5 人)。虽然大多数参与者没有报告使用 VR 系统时遇到的困难(13 人),但许多人表示需要熟悉 VR 系统(13 人)和它所要求的特定手势(10 人)。有 3 人患有晕机症。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Introducing Virtual Reality in a STEMI Coronary Syndrome Course: Qualitative Evaluation with Nurses and Doctors.

In the increasing number of medical education topics taught with virtual reality (VR), the prehospital management of ST-segment elevation myocardial infarction (STEMI) had not been considered. This article proposes an implemented VR system for STEMI training and introduces it in an institutional course addressed to emergency nurses and case manager (CM) doctors. The system comprises three different applications to, respectively, allow (a) the course instructor to control the conditions of the virtual patient, (b) the CM to communicate with the nurse in the virtual field and receive from him/her the patient's parameters and electrocardiogram, and (c) the nurse to interact with the patient in the immersive VR scenario. We enrolled 17 course participants to collect their perceptions and opinions through a semistructured interview. The thematic analysis showed the system was appreciated (n = 17) and described as engaging (n = 4), challenging (n = 5), useful to improve self-confidence (n = 4), innovative (n = 5), and promising for training courses (n = 10). Realism was also appreciated (n = 13), although with some drawbacks (e.g., oversimplification; n = 5). Overall, participants described the course as an opportunity to share opinions (n = 8) and highlight issues (n = 4) and found it useful for novices (n = 5) and, as a refresh, for experienced personnel (n = 6). Some participants suggested improvements in the scenarios' type (n = 5) and variability (n = 5). Although most participants did not report usage difficulties with the VR system (n = 13), many described the need to get familiar with it (n = 13) and the specific gestures it requires (n = 10). Three suffered from cybersickness.

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来源期刊
CiteScore
9.60
自引率
3.00%
发文量
123
期刊介绍: Cyberpsychology, Behavior, and Social Networking is a leading peer-reviewed journal that is recognized for its authoritative research on the social, behavioral, and psychological impacts of contemporary social networking practices. The journal covers a wide range of platforms, including Twitter, Facebook, internet gaming, and e-commerce, and examines how these digital environments shape human interaction and societal norms. For over two decades, this journal has been a pioneering voice in the exploration of social networking and virtual reality, establishing itself as an indispensable resource for professionals and academics in the field. It is particularly celebrated for its swift dissemination of findings through rapid communication articles, alongside comprehensive, in-depth studies that delve into the multifaceted effects of interactive technologies on both individual behavior and broader societal trends. The journal's scope encompasses the full spectrum of impacts—highlighting not only the potential benefits but also the challenges that arise as a result of these technologies. By providing a platform for rigorous research and critical discussions, it fosters a deeper understanding of the complex interplay between technology and human behavior.
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