Background Cricothyrotomy is an invasive and rare emergency intervention to secure the airway in a "cannot intubate, cannot ventilate" situation. This leads to lack of routine. Cricothyrotomy is performed on...
详细信息
Background Cricothyrotomy is an invasive and rare emergency intervention to secure the airway in a "cannot intubate, cannot ventilate" situation. This leads to lack of routine. Cricothyrotomy is performed only hesitantly. Therefore, we aim to improve teaching by including a virtual reality (VR) cricothyrotomy as a learning tool. Methods We programmed the VR cricothyrotomy in the C# programming language on the open-source Unity platform. We could include 149 students that we randomly assigned to either a study group (VR cricothyrotomy) or control group (educational video). We asked the study group to subjectively rate the VR cricothyrotomy. To evaluate our intervention (VR cricothyrotomy) we took the time participants needed to perform a cricothyrotomy on a plastic model of a trachea and evaluated the correct procedural steps. Results The majority of students that performed the VR simulation agreed that they improved in speed (81%) and procedural steps (92%). All participants completed the cricothyrotomy in 47s +/- 16s and reached a total score of 8.7 +/- 0.7 of 9 possible points. We saw no significant difference in time needed to perform a cricothyrotomy between study and control group (p > 0.05). However, the total score of correct procedural steps was significantly higher in the study group than in the control group (p < 0.05). Conclusions virtual reality is an innovative learning tool to improve teaching of emergency procedures. The VR cricothyrotomy subjectively and objectively improved correct procedural steps. Digitized education fills an educational gap between pure haptic experience and theoretical knowledge. This is of great value when focusing on extension of factual knowledge.
INTRODUCTION: Based on the riveting theory, a 3D model of the riveting structure was established, and the riveting process of three kinds of plate thickness was simulated by Deform-3D virtual simulation, and the theor...
详细信息
INTRODUCTION: Based on the riveting theory, a 3D model of the riveting structure was established, and the riveting process of three kinds of plate thickness was simulated by Deform-3D virtual simulation, and the theoretical values of the key parameters of the riveting structure were obtained. OBJECTIVES: Through the tensile and shear tests of riveted samples, it was found that the simulation theory of key parameters of riveting was close to the experimental values, which showed the feasibility of the simulation. METHODS: Through the experiment, it was further found that the shear strength and tensile strength were increased with the increase of plate thickness. RESULTS: The shear strength and tensile strength of a 1.5mm thick plate were increased by 81.2% and 35.2%, respectively, compared with that of a 1.0mm thick plate. The shear resistance and tensile strength of the 2.0 mm thick plate were 111.4% and 54.5% higher than that of the 1.0 mm thick plate. CONCLUSION: During the experiment, it was not found that the upper and lower plates were separated directly, but the neck of the riveted joint was directly broken.
Technological innovations have enabled physiotherapy to apply new possibilities in the rehabilitation of patients, especially in the use of virtual reality (VR). Although the literature provides several examples of VR...
详细信息
Technological innovations have enabled physiotherapy to apply new possibilities in the rehabilitation of patients, especially in the use of virtual reality (VR). Although the literature provides several examples of VR applications, benefits, and barriers in physiotherapy, scholars obverse that there is still a dearth of studies that discuss and unify the results and impacts of this emerging technology on patients and physiotherapists. Thus, the aim of this study is to analyze the use of VR within physiotherapy and its impact on rehabilitation outcomes. A systematic literature review based on the PRISMA protocol was applied in this study. After searching on databases, such as Bireme, Cochrane, Emerald, Google Scholar, Lilacs, Medline, PEDro, PubMed, and Science Direct, we found 152 articles that complied with our protocol. The initial period of the search was open up to June 2020. Our results show an increased use of VR in neurology with elderly patients. We have identified underlying barriers (issues implementing VR, lack of protocols, and influence of patients) and benefits (effectiveness of treatment, motor development, and patient independence) of VR implementation. Finally, our study provides implications for VR in physiotherapy: a prominent increase in the use of VR in rehabilitation;value co-creation: interactions between patients and physiotherapists are crucial in the use of VR in physiotherapy;barriers related to technology, applicability, and the patient's influence need to be overcome for VR practice to be used as a 'business as usual' modality in physiotherapy;the benefits of VR treatment can overcome the barriers faced by its use in rehabilitation.
Background: Motor impairment is a common consequence of stroke causing difficulty in independent movement. The first month of post-stroke rehabilitation is the most effective period for recovery. Movement imagination,...
详细信息
Background: Motor impairment is a common consequence of stroke causing difficulty in independent movement. The first month of post-stroke rehabilitation is the most effective period for recovery. Movement imagination, known as motor imagery, in combination with virtual reality may provide a way for stroke patients with severe motor disabilities to begin rehabilitation. Methods: The aim of this study is to verify whether motor imagery and virtual reality help to activate stroke patients' motor cortex. 16 acute/subacute (<6 months) stroke patients participated in this study. All participants performed motor imagery of basketball shooting which involved the following tasks: listening to audio instruction only, watching a basketball shooting animation in 3D with audio, and also performing motor imagery afterwards. Electroencephalogram (EEG) was recorded for analysis of motor-related features of the brain such as power spectral analysis in the alpha and beta frequency bands and spectral entropy. 18 EEG channels over the motor cortex were used for all stroke patients. Results: All results are normalised relative to all tasks for each participant. The power spectral densities peak near the alpha band for all participants and also the beta band for some participants. Tasks with instructions during motor imagery generally show greater power spectral peaks. The p-values of the Wilcoxon signed-rank test for band power comparison from the 18 EEG channels between different pairs of tasks show a 0.01 significance of rejecting the band powers being the same for most tasks done by stroke subjects. The motor cortex of most stroke patients is more active when virtual reality is involved during motor imagery as indicated by their respective scalp maps of band power and spectral entropy. Conclusion: The resulting activation of stroke patient's motor cortices in this study reveals evidence that it is induced by imagination of movement and virtual reality supports motor imagery. The fram
virtual reality modeling (VRM) is a 3-dimensional (3D) simulation. It is a powerful tool and has multiple uses and applications in pediatric surgery. Patient-specific 2-dimensional imaging can be used to generate a vi...
详细信息
virtual reality modeling (VRM) is a 3-dimensional (3D) simulation. It is a powerful tool and has multiple uses and applications in pediatric surgery. Patient-specific 2-dimensional imaging can be used to generate a virtual reality model, which can improve anatomical perception and understanding, and can aid in preoperative planning for complex operations. VRM can also be used for realistic training and simulation. It has also proven effective in distraction for pediatric patients experiencing pain and/or anxiety. We detail the technical requirements and process required for VRM generation, the applications, and future directions.
Stroke is a serious neurological disease that may lead to long-term disabilities and even death for stroke patients worldwide. The acute period, (<= 1 mo post-stroke), is crucial for rehabilitation but the current ...
详细信息
Stroke is a serious neurological disease that may lead to long-term disabilities and even death for stroke patients worldwide. The acute period, (<= 1 mo post-stroke), is crucial for rehabilitation but the current standard clinical practice may be ineffective for patients with severe motor impairment, since most rehabilitation programs involve physical movement. Imagined movement - the so-called motor imagery (MI) - has been shown to activate motor areas of the brain without physical movement. MI therefore offers an opportunity for early rehabilitation of stroke patients. MI, however, is not widely employed in clinical practice due to a lack of evidence-based research. Here, we review MI-based approaches to rehabilitation of stroke patients and immersive virtual reality (VR) technologies to potentially assist MI and thus, promote recovery of motor function.
Urban Search And Rescue (USAR) personnel need to be appropriately trained to effectively operate in post-disaster conditions, as they need to quickly identify locations where the presence of survivors is more likely. ...
详细信息
Urban Search And Rescue (USAR) personnel need to be appropriately trained to effectively operate in post-disaster conditions, as they need to quickly identify locations where the presence of survivors is more likely. Currently, the training procedure for this kind of triage is based on showing static pictures presenting different types of building collapses accompanied by cards providing additional environmental information. This article presents VRescue, a simulator for training USAR operators using the paradigm of immersive virtual reality (VR). VRescue recreates a range of operation conditions (day/night, presence of people, dangerous locations, etc.) experienced by real rescuers, and enables learning the use of the equipment commonly used in such scenarios.
Although there are methods of artificial intelligence (AI) applied to virtual reality (VR) solutions, there are few studies in the literature. Thus, to fill this gap, we performed a systematic literature review of the...
详细信息
Although there are methods of artificial intelligence (AI) applied to virtual reality (VR) solutions, there are few studies in the literature. Thus, to fill this gap, we performed a systematic literature review of these methods. In this review, we apply a methodology proposed in the literature that locates existing studies, selects and evaluates contributions, analyses, and synthesizes data. We used Google Scholar and databases such as Elsevier's Scopus, ACM Digital Library, and IEEE Xplore Digital Library. A set of inclusion and exclusion criteria were used to select documents. The results showed that when AI methods are used in VR applications, the main advantages are high efficiency and precision of algorithms. Moreover, we observe that machine learning is the most applied AI scientific technique in VR applications. In conclusion, this paper showed that the combination of AI and VR contributes to new trends, opportunities, and applications for human-machine interactive devices, education, agriculture, transport, 3D image reconstruction, and health. We also concluded that the usage of AI in VR provides potential benefits in other fields of the real world such as teleconferencing, emotion interaction, tourist services, and image data extraction.
Museums have shown keen interest in providing XR experiences, in particular, augmented reality (AR) and virtual reality (VR), as part of their exhibitions. However, little is known about how visitors feel about such e...
详细信息
Museums have shown keen interest in providing XR experiences, in particular, augmented reality (AR) and virtual reality (VR), as part of their exhibitions. However, little is known about how visitors feel about such experiences and how exposure to them affects visitor interest in topics. In this study, the authors conducted a pre/post-usage survey among visitors at a museum with VR installation. Four research models were compared to determine the most suitable model for studying gratifications. Our results showed that visitors expect to be entertained, yet they are less entertained than expected. VR provides positive learning effects, and scholars can rely on post-usage measures to assess the experience.
暂无评论