Ricci Serena, Calandrino Andrea, Borgonovo Giacomo, Chirico Marco, Casadio Maura
Department of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genova, Genova, Italy.
Simulation and Advanced Education Center, University of Genova, Genova, Italy.
JMIR Serious Games. 2022 Mar 23;10(1):e28595. doi: 10.2196/28595.
The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user's manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods.
增强现实(AR)和虚拟现实(VR)在生命支持培训中的应用正在增加。这些技术提供了一种沉浸式体验,有助于在安全可控的环境中进行学习。本综述聚焦于AR和VR在医疗保健提供者、医学生及非专业人员急救培训中的应用。具体而言,我们分析了:(1)严肃游戏、非沉浸式游戏,包括单人游戏和多人游戏;(2)从半沉浸式到沉浸式虚拟及混合现实的VR工具;(3)AR应用。所有工具包均已从应用目标(培训、评估或两者兼具)、模拟程序和技能等方面进行了研究。这项工作的主要目标是总结和整理来自多个研究领域的研究结果,以便让所有参与医学模拟的专业人员都能获取这些信息。对现有技术的分析表明,在上述医疗保健相关环境中,与多人体验、触觉反馈以及用户手动技能评估相关的工具和研究仍然有限,需要进一步研究。此外,还需要开展研究,以评估基于AR/VR的系统是否优于或至少等同于传统培训方法。