基于虚拟现实的规模化能力培训:虚拟脑死亡检查背景下的临床技能教学

Q1 Social Sciences
Pascal Kockwelp, Marcel Meyerheim, Dimitar Valkov, Marvin Mergen, Anna Junga, Antonio Krüger, Bernhard Marschall, M. Holling, Benjamin Risse
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引用次数: 0

摘要

在临床常规教学中传授医学实践和软技能越来越困难,过去几十年来,基于人体模型或演员的模拟教学越来越受欢迎。然而,这些模拟难以满足需求,通常不足以训练关键的临床能力,也无法描绘脑死亡检查等所需的复杂视觉和动态症状。在本文中,我们探讨了将大规模高通量 VR 设置集成到实际医学课程中的要求和挑战,并介绍了我们的方法和实施情况。因此,我们扩展并评估了基于虚拟现实的交互式模拟,用于在虚拟重症监护环境中培训脑死亡诊断,其特点是完全反应的模拟病人。为了实现所需的可扩展性,我们将模拟集成到一个专用的硬件和软件框架中,通过一个中央服务器系统控制,可同时进行 12 次虚拟现实培训。通过这种设置,我们持续收集了数百名学生对应用程序可用性和逼真度的反馈意见,从而初步了解了基于 VR 的大规模学习系统在实际课程设计中的适用性。综合这些反馈意见后,我们进行了一项对照课程研究,将虚拟脑死亡模拟与传统的基于人体模型的培训方法进行了比较。我们的结果表明,沉浸式学习体验被认为更逼真、更吸引人,总体上更受学生青睐,同时还能提供与其他方法相同的学习效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VR-based Competence Training at Scale: Teaching Clinical Skills in the Context of Virtual Brain Death Examination
Teaching medical practical and soft skills in clinical routines is increasingly difficult, and manikin or actor-based simulations have gained popularity in the last decades. These simulations, however, hardly scale with the demand, are commonly insufficient to train crucial clinical competencies, and cannot portray complex visual and dynamic symptomatologies as required in, for example, brain death examinations. In this paper, we explore the requirements and challenges of integrating a large-scale high-throughput VR setup into a real medical curriculum and describe our approaches and implementation. Therefore we extend and evaluate an interactive virtual reality-based simulation for training brain death diagnostics in a virtual intensive care environment, featuring a fully reactive simulated patient. To enable the required scalability we integrated the simulation into a dedicated hardware and software framework, enabling 12 simultaneous VR trainings which are controlled by a centralized server system. Using this setup we continuously collected feedback on the application's usability and realism from hundreds of students to gain first insights into the applicability of large-scale VR-based learning systems in real course designs. After integrating this feedback, we conducted a controlled curricular study in which we compared the virtual brain death simulation with the classical manikin-based training approach. Our results indicate that the immersive learning experience is perceived to be more realistic and engaging and is overall preferred by the students while also providing the same learning effect as the alternatives.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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