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虚拟现实腹腔镜:哪种潜在的受训者开始时具有更高的熟练水平?

Virtual reality laparoscopy: which potential trainee starts with a higher proficiency level?

机构信息

Department of General and Abdominal Surgery, University Medicine of the Johannes Gutenberg-University Mainz, Langenbeckstraße 1, 55131 Mainz, Germany.

出版信息

Int J Comput Assist Radiol Surg. 2011 Sep;6(5):653-62. doi: 10.1007/s11548-010-0542-4. Epub 2011 Jan 19.

Abstract

PURPOSE

Minimally invasive surgery requires technical skills distinct from those used in conventional surgery. The aim of this prospective study was to identify personal characteristics that may predict the attainable proficiency level of first-time virtual reality laparoscopy (VRL) trainees.

METHODS

Two hundred and seventy-nine consecutive undergraduate medical students without experience attended a standardized VRL training. Performance data of an abstract and a procedural task were correlated with possible predictive factors providing potential competence in VRL.

RESULTS

Median global score requirement status was 86.7% (interquartile range (IQR) 75-93) for the abstract task and 74.4% (IQR 67-88) for the procedural task. Unadjusted analysis showed significant increase in the global score in both tasks for trainees who had a gaming console at home and frequently used it as well as for trainees who felt self-confident to assist in a laparoscopic operation. Multiple logistic regression analysis identified frequency of video gaming (often/frequently vs. rarely/not at all, odds ratio: abstract model 2.1 (95% confidence interval 1.2; 3.6), P = 0.009; virtual reality operation procedure 2.4 (95% confidence interval 1.3; 4.2), P = 0.003) as a predictive factor for VRL performance.

CONCLUSION

Frequency of video gaming is associated with quality of first-time VRL performance. Video game experience may be used as trainee selection criteria for tailored concepts of VRL training programs.

摘要

目的

微创手术需要不同于传统手术的技术技能。本前瞻性研究旨在确定可能预测首次虚拟现实腹腔镜检查(VRL)学员可达到的熟练程度的个人特征。

方法

279 名没有经验的连续本科医学生参加了标准化的 VRL 培训。抽象任务和程序任务的表现数据与可能预测 VRL 潜在能力的潜在预测因素相关联。

结果

抽象任务的中位数全球评分要求为 86.7%(四分位距(IQR)75-93),程序任务为 74.4%(IQR 67-88)。未调整分析显示,在家中拥有游戏机且经常使用游戏机以及对协助腹腔镜手术有信心的学员,在两个任务中的全球评分均显着提高。多元逻辑回归分析确定了视频游戏的频率(经常/经常与很少/从不,优势比:抽象模型 2.1(95%置信区间 1.2;3.6),P = 0.009;虚拟现实手术程序 2.4(95%置信区间 1.3;4.2),P = 0.003)是 VRL 性能的预测因素。

结论

视频游戏的频率与首次 VRL 性能的质量相关。视频游戏经验可作为学员选择标准,用于量身定制的 VRL 培训计划。

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