身临其境环境下个人防护装备训练虚拟现实游戏:开发研究与试点随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-20 DOI:10.2196/69021
Liang Zhou, Haoyang Liu, Mengjie Fan, Jiahao Liu, Xingyao Yu, Xintian Zhao, Shaoxing Zhang
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引用次数: 0

摘要

背景:在卫生设施的正确空间环境中,适当穿戴和脱下个人防护装备(PPE)并保持手部卫生,对于预防和控制医院感染非常重要。由于潜在的感染风险和个人防护装备的短缺,现场培训很困难,而基于视频的培训缺乏对熟悉环境至关重要的沉浸式培训。虚拟现实(VR)培训可以支持在模拟卫生设施真实配置的沉浸式环境中反复进行个人防护装备的穿戴和脱下。目的:在模拟医院空间分区的沉浸式环境中,开发并评估一种VR模拟,重点关注PPE穿脱的正确事件顺序,即穿脱过程中的物品和手卫生顺序,而不是如何穿脱物品的详细步骤。VR方法应该是通用的,并支持可定制的PPE穿脱顺序。方法:计算机科学家和医学专家共同开发了一种沉浸式VR PPE培训工具。在一项随机对照试验中,对沉浸式VR方法与基于视频的学习的有效性进行了初步研究(N=32: VR组,N= 16;基于视频的培训,n=16),使用问卷调查关于空间感知事件顺序记忆问题、可用性和任务工作量。参与者在沉浸式环境中的轨迹也被记录下来,用于行为分析和卫生设施真实环境的潜在改进。结果:序列记忆评分比较(VR平均79.38,SD 12.90 vs视频平均74.38,SD 17.88;P=.37)以及美国国家航空航天局任务负荷指数得分(VR平均42.9,SD 13.01 vs视频平均51.50,SD 20.44;P=.16)。VR组在系统可用性量表中的可用性高于平均水平(平均74.78 bb0 70.0),明显优于视频组(VR平均74.78,SD 13.58 vs视频平均57.73,SD 21.13;P = .009)。轨迹的分析和可视化显示轨迹长度与完成时间呈正相关,但与记忆任务的准确性无关。进一步的用户反馈表明,与基于视频的方法相比,VR方法更受青睐。本文还指出了本研究的局限性和改进建议。结论:开发了一种新的沉浸式VR PPE培训方法,并与基于视频的培训进行了比较。试点研究结果表明,虚拟现实方法提供的培训质量与基于视频的培训相当,并且更具可用性。此外,逼真设置的沉浸式体验和训练配置的灵活性使VR方法成为视频指导的有希望的替代方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Personal Protection Equipment Training as a Virtual Reality Game in Immersive Environments: Development Study and Pilot Randomized Controlled Trial.

Background: Proper donning and doffing of personal protection equipment (PPE) and hand hygiene in the correct spatial context of a health facility is important for the prevention and control of nosocomial infections. On-site training is difficult due to the potential infectious risks and shortages of PPE, whereas video-based training lacks immersion which is vital for the familiarization of the environment. Virtual reality (VR) training can support the repeated practice of PPE donning and doffing in an immersive environment that simulates a realistic configuration of a health facility.

Objective: This study aims to develop and evaluate a VR simulation focusing on the correct event order of PPE donning and doffing, that is, the item and hand hygiene order in the donning and doffing process but not the detailed steps of how to don and doff an item, in an immersive environment that replicates the spatial zoning of a hospital. The VR method should be generic and support customizable sequencing of PPE donning and doffing.

Methods: An immersive VR PPE training tool was developed by computer scientists and medical experts. The effectiveness of the immersive VR method versus video-based learning was tested in a pilot study as a randomized controlled trial (N=32: VR group, n=16; video-based training, n=16) using questionnaires on spatial-aware event order memorization questions, usability, and task workload. Trajectories of participants in the immersive environment were also recorded for behavior analysis and potential improvements of the real environment of the health facility.

Results: Comparable sequence memorization scores (VR mean 79.38, SD 12.90 vs video mean 74.38, SD 17.88; P=.37) as well as National Aeronautics and Space Administration Task Load Index scores (VR mean 42.9, SD 13.01 vs video mean 51.50, SD 20.44; P=.16) were observed. The VR group had an above-average usability in the System Usability Scale (mean 74.78>70.0) and was significantly better than the video group (VR mean 74.78, SD 13.58 vs video mean 57.73, SD 21.13; P=.009). The analysis and visualization of trajectories revealed a positive correlation between the length of trajectories and the completion time, but neither correlated to the accuracy of the memorization task. Further user feedback indicated a preference for the VR method over the video-based method. Limitations of and suggestions for improvements in the study were also identified.

Conclusions: A new immersive VR PPE training method was developed and evaluated against the video-based training. Results of the pilot study indicate that the VR method provides training quality comparable to video-based training and is more usable. In addition, the immersive experience of realistic settings and the flexibility of training configurations make the VR method a promising alternative to video instructions.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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