| Literature DB >> 35455849 |
Alexander Raith1, Christoph Kamp1, Christina Stoiber2, Andreas Jakl2, Markus Wagner2.
Abstract
Education is an important component of every healthcare system. Patients need to be educated about their planned procedures; healthcare professionals need to be trained in their respective profession. Both patient education and the training of healthcare professionals are often completed in person, which requires resources and is bound to certain times and places. Virtual educational environments can potentially save human and monetary resources, increase learner engagement, and enable users to learn according to their own schedules. This design study describes proofs of concept for two augmented reality-enabled (AR) educational tools, utilizing a Microsoft HoloLens head-mounted display. In the first use case, we demonstrate an AR application which could be used to educate cancer patients about their radiotherapy treatment and potentially reduce patient anxiety. The second use case demonstrates an AR training environment, which could complement the practical training of undergraduate radiography students. Two prototypes-VIPER, for patient education, and ARTUR for the training of radiography students-were developed and tested for viability and usability, both based on individual user tests. Both patient and student education were evaluated as viable and usable additions to conventional educational methods, despite being limited in terms of accessibility, usability, and fidelity. Suitable hardware is becoming more accessible and capable, and higher-fidelity holograms, better utilization of real-world objects, and more intuitive input methods could increase user immersion and acceptance of the technology.Entities:
Keywords: (patient) education; augmented reality; design study; mixed reality; radiology
Year: 2022 PMID: 35455849 PMCID: PMC9031241 DOI: 10.3390/healthcare10040672
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Figure 1We followed a nested model [16], along with a design study methodology [15]. We started with the problem characterization, including the domain situation and data/task abstraction, followed by the design, with the visual encoding/interaction idiom and algorithm. Finally, we reflect on the results of the conducted user study.
Figure 2Sequence of the patient information of VIPER.
Figure 3Expected influence of VIPER on increased understanding and time saving assessed by the participants and estimation of the potential of VIPER in terms of usefulness and recommendation potential when applied as a patient education tool. Likert scale from 1 to 5 (1: does not apply at all; 5: fully applies).
Figure 4Subdivided user tasks with their corresponding user interactions. (1) Choose a body part; (2) position the body part on the training surface; (3) rotate the body part; (4) resize the hologram; (5) position the test patient; (6) display the central beam; (7) display additional parameters.
Figure 5Three-dimensionally scanned arm in position for two radiographs of the scaphoid bone.
Figure 6User interaction with ARTUR from the user’s FOV.
Identified usability issues of ARTUR and their severity rating. Lack of comfort, limited FOV, and limited interaction methods were linked to the use of Microsoft HoloLens 1 hardware and received a severity rating of zero. The similarity between UI buttons and labels was labeled as a cosmetic issue with a severity rating of one. Occasional collider occlusion was rated as a minor usability problem with a severity rating of two.
| Issue | Severity Rating |
|---|---|
| Headset Comfort | 0 |
| Limited FOV | 0 |
| Limited Interaction Methods | 0 |
| No Distinction between Buttons and Labels | 1 |
| Collider Occlusion | 2 |