Gutiérrez-Maldonado José, Ferrer-García Marta, Plasanjuanelo Joana, Andrés-Pueyo Antonio, Talarn-Caparrós Antoni
University of Barcelona, Spain.
Stud Health Technol Inform. 2015;219:75-81.
Enhancing the ability to perform differential diagnosis and psychopathological exploration is important for students who wish to work in the clinical field, as well as for professionals already working in this area. Virtual reality (VR) simulations can immerse students totally in educational experiences in a way that is not possible using other methods. Learning in a VR environment can also be more effective and motivating than usual classroom practices. Traditionally, immersion has been considered central to the quality of a VR system; immersive VR is considered a special and unique experience that cannot achieved by three-dimensional (3D) interactions on desktop PCs. However, some authors have suggested that if the content design is emotionally engaging, immersive systems are not always necessary. The main purpose of this study is to compare the efficacy and usability of two low-cost VR systems, offering different levels of immersion, in order to develop the ability to perform diagnostic interviews in eating disorders by means of simulations of psychopathological explorations.
对于希望从事临床工作的学生以及已经在该领域工作的专业人员来说,提高鉴别诊断和心理病理学探索能力非常重要。虚拟现实(VR)模拟可以让学生完全沉浸在教育体验中,这是其他方法无法做到的。在VR环境中学习也可能比传统课堂教学更有效且更具激励性。传统上,沉浸感被认为是VR系统质量的核心;沉浸式VR被视为一种特殊且独特的体验,无法通过台式电脑上的三维(3D)交互实现。然而,一些作者认为,如果内容设计具有情感吸引力,沉浸式系统并非总是必要的。本研究的主要目的是比较两种提供不同沉浸程度的低成本VR系统的有效性和可用性,以便通过心理病理学探索模拟来培养进食障碍诊断访谈的能力。