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Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training
The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8987970/ https://www.ncbi.nlm.nih.gov/pubmed/35319477 http://dx.doi.org/10.2196/28595 |
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author | Ricci, Serena Calandrino, Andrea Borgonovo, Giacomo Chirico, Marco Casadio, Maura |
author_facet | Ricci, Serena Calandrino, Andrea Borgonovo, Giacomo Chirico, Marco Casadio, Maura |
author_sort | Ricci, Serena |
collection | PubMed |
description | The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods. |
format | Online Article Text |
id | pubmed-8987970 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-89879702022-04-08 Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training Ricci, Serena Calandrino, Andrea Borgonovo, Giacomo Chirico, Marco Casadio, Maura JMIR Serious Games Original Paper The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods. JMIR Publications 2022-03-23 /pmc/articles/PMC8987970/ /pubmed/35319477 http://dx.doi.org/10.2196/28595 Text en ©Serena Ricci, Andrea Calandrino, Giacomo Borgonovo, Marco Chirico, Maura Casadio. Originally published in JMIR Serious Games (https://games.jmir.org), 23.03.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Ricci, Serena Calandrino, Andrea Borgonovo, Giacomo Chirico, Marco Casadio, Maura Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title | Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title_full | Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title_fullStr | Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title_full_unstemmed | Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title_short | Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training |
title_sort | viewpoint: virtual and augmented reality in basic and advanced life support training |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8987970/ https://www.ncbi.nlm.nih.gov/pubmed/35319477 http://dx.doi.org/10.2196/28595 |
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