测量压力和感知的虚拟现实为基础的心包穿刺过程模拟医学培训:可用性研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-07 DOI:10.2196/68515
Alberto Rubio-López, Rodrigo García Carmona, Laura Zarandieta Román, Alejandro Rubio Navas, Angel González-Pinto, Pablo Cardinal-Fernández
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引用次数: 0

摘要

背景:虚拟现实(VR)越来越多地应用于医学教育,为高危手术(如心包穿刺)的培训提供了沉浸式环境。这一救生程序需要技术上的精确性,并引起认知和生理上的压力。在基于vr的心包穿刺模拟中评估可用性和应激反应至关重要。心率变异性(HRV)是一个客观的压力标记,而先前的VR体验可能会影响可用性和压力感知。目的:本研究旨在评估基于VR的心包穿刺模拟的可用性,研究可用性感知与生理应激(HRV)之间的关系,并确定先前VR体验对可用性评分和应激反应的影响。方法:对119名医学生进行VR心包穿刺术模拟。可用性评估使用系统可用性量表(SUS),研究后系统可用性问卷,存在问卷和模拟器疾病问卷。通过HRV参数,包括连续差异均方根(rmssd)、大于50 ms的差异百分比(PNN50)、低频高频比和非线性HRV指标(SD1/SD2比、poincar面积)来评估生理压力。统计分析包括描述性统计、Spearman相关性和Mann-Whitney U测试,以探索可用性、压力和先前VR体验之间的关系。结果:虚拟现实模拟的平均SUS评分为75.00 (SD 6.41;95% CI 73.42-76.58),超过了一般可用性阈值68 (P=.002)。研究后系统可用性问卷平均得分为2.92分(SD 1.83;95% CI 2.55-3.29)表示中等满意度,而存在问卷的平均得分为109.46 (SD 9.12;95% CI 107.88-111.04)反映了强烈的沉浸感。模拟病症状轻微(模拟病问卷平均得分12.43,标准差15.41;95% CI 9.28-15.58),但新手报告的恶心程度明显更高(P= 0.02)。生理应激分析显示rMSSD均值为281.27 (SD 98.99;95% CI 259.45-303.09) ms, PNN50为56.85% (SD 19.70%;95% CI 52.23% ~ 61.47%),提示中度自主神经平衡。HRV参数(rMSSD和PNN50)与模拟器病呈显著负相关(P= 0.04;Spearman ρ=-0.23),表明较高的生理应激与模拟器病症状的增加有关。先前的VR体验与更高的可用性得分相关(SUS +5.2;95% ci 3.12-7.28;P=.03)和低模拟器病症状(P=.02),但对HRV标志物无显著影响。结论:基于vr的高风险医疗程序模拟是一种有效的培训工具,具有高可用性(SUS=75)和强沉浸性。模拟器病与生理应激相关,强调需要改进设计以提高用户舒适度。先前的VR体验提高了可用性,减少了模拟器眩晕,但对HRV标志物没有显著影响。未来的研究应该改进VR界面,以平衡沉浸感和最小化认知和身体不适。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Measuring Stress and Perceptions for a Virtual Reality-Based Pericardiocentesis Procedure Simulation for Medical Training: Usability Study.

Background: Virtual reality (VR) is increasingly used in medical education, providing immersive environments for training in high-risk procedures such as pericardiocentesis. This lifesaving procedure requires technical precision and induces cognitive and physiological stress. Evaluating both usability and stress responses in a VR-based pericardiocentesis simulation is essential. Heart rate variability (HRV) serves as an objective stress marker, while prior VR experience may influence usability and stress perception.

Objectives: This study aimed to assess the usability of a VR-based pericardiocentesis simulation, examine the relationship between usability perceptions and physiological stress (HRV), and determine the impact of prior VR experience on usability scores and stress responses.

Methods: A total of 119 final-year medical students participated in a VR pericardiocentesis simulation. Usability was evaluated using the System Usability Scale (SUS), the Post-Study System Usability Questionnaire, the Presence Questionnaire, and the Simulator Sickness Questionnaire. Physiological stress was assessed through HRV parameters, including the root-mean-square of successive differences (rMSSDs), percentage of differences greater than 50 ms (PNN50), low-frequency to high-frequency ratio, and nonlinear HRV indices (SD1/SD2 ratio, Poincaré area). Statistical analyses included descriptive statistics, Spearman correlations, and Mann-Whitney U tests to explore relationships between usability, stress, and prior VR experience.

Results: The VR simulation received a mean SUS score of 75.00 (SD 6.41; 95% CI 73.42-76.58), exceeding the general usability threshold of 68 (P=.002). The mean Post-Study System Usability Questionnaire score of 2.92 (SD 1.83; 95% CI 2.55-3.29) indicated moderate satisfaction, while the mean Presence Questionnaire score of 109.46 (SD 9.12; 95% CI 107.88-111.04) reflected strong immersion. Simulator sickness symptoms were mild (mean Simulator Sickness Questionnaire score 12.43, SD 15.41; 95% CI 9.28-15.58), although novice users reported significantly higher nausea levels (P=.02). Physiological stress analysis revealed a mean rMSSD of 281.27 (SD 98.99; 95% CI 259.45-303.09) ms and PNN50 of 56.85% (SD 19.70%; 95% CI 52.23%-61.47%), indicating moderate autonomic balance. A significant negative correlation was observed between HRV parameters (rMSSD and PNN50) and simulator sickness (P=.04; Spearman ρ=-0.23), suggesting that higher physiological stress was associated with increased simulator sickness symptoms. Prior VR experience was linked to higher usability scores (SUS +5.2; 95% CI 3.12-7.28; P=.03) and lower simulator sickness symptoms (P=.02) but did not significantly affect HRV markers.

Conclusions: VR-based simulations for high-risk medical procedures are effective training tools with high usability (SUS=75) and strong immersion. Simulator sickness correlated with physiological stress, emphasizing the need for design refinements to improve user comfort. Prior VR experience improved usability and reduced simulator sickness but did not significantly impact HRV markers. Future research should refine VR interfaces to balance immersion with minimized cognitive and physical discomfort.

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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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