| Literature DB >> 26478852 |
Saurabh Dargar, Rebecca Kennedy, WeiXuan Lai, Venkata Arikatla, Suvranu De.
Abstract
Surgery is characterized by complex tasks performed in stressful environments. To enhance patient safety and reduce errors, surgeons must be trained in environments that mimic the actual clinical setting. Rasmussen's model of human behavior indicates that errors in surgical procedures may be skill-, rule-, or knowledge-based. While skill-based behavior and some rule-based behavior may be taught using box trainers and ex vivo or in vivo animal models, we posit that multimodal immersive virtual reality (iVR) that includes high-fidelity visual as well as other sensory feedback in a seamless fashion provides the only means of achieving true surgical expertise by addressing all three levels of human behavior. While the field of virtual reality is not new, realization of the goals of complete immersion is challenging and has been recognized as a Grand Challenge by the National Academy of Engineering. Recent technological advances in both interface and computational hardware have generated significant enthusiasm in this field. In this paper, we discuss convergence of some of these technologies and possible evolution of the field in the near term.Entities:
Keywords: Haptic technology; Immersive virtual reality; Surgical learning; Surgical simulations
Year: 2015 PMID: 26478852 PMCID: PMC4606894 DOI: 10.1186/s40244-015-0015-8
Source DB: PubMed Journal: J Comput Surg ISSN: 2194-3990
Rasmussen [ 24 ] provides a framework for describing human behaviors as skill-, rule-, or knowledge-based
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| Skill-based behavior | -Automatic, using few attentional resources -Patterns stored in memory for well-practiced, routine tasks | -Box trainers -Virtual reality simulators that address basic skills |
| Rule-based behavior | -Requires some attentional resources -Rules and procedures are stored in memory -Individual decides which rules and procedures to apply to situations | - |
| Knowledge-based behavior | -Places heavy demands on attentional resources | -Virtual reality simulators that combine basic skills into procedures and also introduce complications like distractions, interruptions, or rare events |
Factors that influence presence (Witmer and Singer [ 63 ])
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| Control factors | • Degree of control |
| • Immediacy of control | |
| • Anticipation of events | |
| • Mode of control | |
| • Physical environment modifiability | |
| Sensory factors | • Environment richness |
| • Multimodal presentation | |
| • Consistency of multimodal information | |
| • Degree of movement perception | |
| Distraction factors | • Isolation from the physical world |
| • Selective attention | |
| • Interface awareness | |
| Realism factors | • Scene realism |
| • Information consistency with objective world | |
| • Meaningfulness of experience | |
| • Separation anxiety/disorientation |