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全沉浸式虚拟现实在全髋关节置换术中的应用:基于能力的模拟课程后技能的客观测量和空间视觉表现的转移。

Fully Immersive Virtual Reality for Total Hip Arthroplasty: Objective Measurement of Skills and Transfer of Visuospatial Performance After a Competency-Based Simulation Curriculum.

机构信息

The MSk Lab, Department of Surgery and Cancer, Imperial College, London, United Kingdom.

Division of Orthopaedic Surgery, The Ottawa Hospital, Ottawa, Ontario, Canada.

出版信息

J Bone Joint Surg Am. 2020 Mar 18;102(6):e27. doi: 10.2106/JBJS.19.00629.

DOI:10.2106/JBJS.19.00629
PMID:31929324
Abstract

BACKGROUND

Fully immersive virtual reality (VR) uses headsets to situate a surgeon in a virtual operating room to perform open surgical procedures. The aims of this study were to determine (1) if a VR curriculum for training residents to perform anterior approach total hip replacement (AA-THR) was feasible, (2) if VR enabled residents' performance to be measured objectively, and (3) if cognitive and motor skills that were learned with use of VR were transferred to the physical world.

METHODS

The performance of 32 orthopaedic residents (surgical postgraduate years [PGY]-1 through 4) with no prior experience with AA-THR was measured during 5 consecutive VR training and assessment sessions. Outcome measures were related to procedural sequence, efficiency of movement, duration of surgery, and visuospatial precision in acetabular component positioning and femoral neck osteotomy, and were compared with the performance of 4 expert hip surgeons to establish competency-based criteria. Pretraining and post-training assessments on dry bone models were used to assess the transfer of visuospatial skills from VR to the physical world.

RESULTS

Residents progressively developed surgical skills in VR on a learning curve through repeated practice, plateauing, on average, after 4 sessions (4.1 ± 0.6 hours); they reached expert VR levels for 9 of 10 metrics (except femoral osteotomy angle). Procedural errors were reduced by 79%, assistive prompts were reduced by 70%, and procedural duration was reduced by 28%. Dominant and nondominant hand movements were reduced by 35% and 36%, respectively, and head movement was reduced by 44%. Femoral osteotomy was performed more accurately, and acetabular implant orientation improved in VR assessments. In the physical world assessments, experts were more accurate than residents prior to simulation, but were matched by residents after simulation for all of the metrics except femoral osteotomy angle. The residents who performed best in VR were the most accurate in the physical world, while 2 residents were unable to achieve competence despite sustained practice.

CONCLUSIONS

For novice surgeons learning AA-THR skills, fully immersive VR technology can objectively measure progress in the acquisition of surgical skills as measured by procedural sequence, efficiency of movement, and visuospatial accuracy. Skills learned in this environment are transferred to the physical environment.

摘要

背景

完全沉浸式虚拟现实(VR)使用头戴式设备将外科医生置于虚拟手术室中,以进行开放式手术。本研究的目的是确定(1)是否可以为培训住院医师进行前路全髋关节置换术(AA-THR)的 VR 课程,(2)VR 是否使住院医师的表现可以进行客观评估,以及(3)是否可以将使用 VR 所学的认知和运动技能转移到现实世界。

方法

32 名没有 AA-THR 经验的骨科住院医师(外科研究生 1 年级至 4 年级)连续进行了 5 次 VR 培训和评估,以测量其表现。评估结果与手术步骤、运动效率、手术时间以及髋臼组件定位和股骨颈截骨的空间精度有关,并与 4 名专家髋关节外科医生的表现进行比较,以建立基于能力的标准。在干骨模型上进行预培训和培训后评估,以评估从 VR 到现实世界的空间技能转移。

结果

住院医师通过反复练习,在学习曲线上逐步发展手术技能,平均在 4 次培训后达到平台期(4.1±0.6 小时);他们达到了 10 项指标中的 9 项 VR 专家水平(除股骨截骨角度外)。程序错误减少了 79%,辅助提示减少了 70%,手术时间减少了 28%。分别减少了 35%和 36%的优势手和非优势手运动,减少了 44%的头部运动。在 VR 评估中,股骨截骨更加准确,髋臼植入物的方向得到改善。在实际世界的评估中,在模拟之前,专家比住院医师更准确,但是除了股骨截骨角度之外,所有指标的住院医师都与专家匹配。在 VR 中表现最好的住院医师在现实世界中最准确,而 2 名住院医师尽管持续练习,但仍无法达到能力要求。

结论

对于学习 AA-THR 技能的新手外科医生,完全沉浸式 VR 技术可以客观地衡量手术技能获取的进展,衡量标准为手术步骤、运动效率和空间准确性。在这种环境中学习的技能可以转移到实际环境中。

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