| Literature DB >> 34150401 |
Sudarsan Murali1, Kyle D Paul1, Gerald McGwin2, Brent A Ponce3.
Abstract
Objective With the introduction of the Google Glass in 2013, the use of augmented reality (AR) and virtual reality (VR) technology has been sharply accelerating in the field of medicine. Despite numerous hurdles and inadequacies identified with the initial devices, current product offering and the need for remote patient care has driven advancements and adoption of the newer generation of devices. This study aims to evaluate the current use of augmented reality devices and the current hurdles to implementation by surveying authors who have recently published on this topic. Design A 22-question survey was shared with authors of 27 recent publications relating to usage of augmented reality in medicine between the years of 2019 and 2020. Results Eighty-two percent of participants were located in North America while the rest were located in Europe. Interestingly, over 65% of respondents were over the age of 40. Almost half of respondents (45%) used the technology for image review while almost a third (27%) used it for capturing and sharing video. Most concerns to implementation were related to privacy (38%) or reimbursement (33%). Conclusion Despite the hurdles reported by respondents, the advancements in AR/VR have come a long way since their introduction and have great potential for continued usage in medicine. Despite this, however, it is important to recognize that cost, security, and battery life continue to serve as hurdles preventing the widespread adoption of this technology to mass markets.Entities:
Keywords: augmented reality; telementoring; virtual reality
Year: 2021 PMID: 34150401 PMCID: PMC8208174 DOI: 10.7759/cureus.15054
Source DB: PubMed Journal: Cureus ISSN: 2168-8184
Cost of Devices
| Devices | Price (USD) |
| HoloLens | $3,500 |
| Google Glass | $1,167 |
| Epson Moverio | $699 |
| HTC Vive | $695 |
| Oculus Rift | $299 |
Use Limitations
AR: Augmented reality; VR: Virtual reality.
| No Issue | Mildly Prohibitive | Moderately Prohibitive | Prohibitive | Extremely Prohibitive | |
| Cost | |||||
| Cost of AR/VR | 14% | 28% | 14% | 28% | 14% |
| Software Cost | 42% | 14% | 0% | 28% | 14% |
| Limitation | |||||
| Ergonomics | 45% | 9% | 18% | 27% | 0% |
| Video/Audio | 54% | 9% | 0% | 27% | 9% |
| Battery | 54% | 0% | 18% | 9% | 18% |
| Overall Function | 36% | 9% | 27% | 9% | 18% |