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360度全景电影虚拟现实的视角:医疗保健专业人员访谈研究

Perspectives of 360-Degree Cinematic Virtual Reality: Interview Study Among Health Care Professionals.

作者信息

Beverly Elizabeth, Rigot Brooke, Love Carrie, Love Matt

机构信息

Ohio University Heritage College of Osteopathic Medicine, Athens, OH, United States.

J Warren McClure School of Emerging Communication Technologies, Ohio University, Athens, OH, United States.

出版信息

JMIR Med Educ. 2022 Apr 29;8(2):e32657. doi: 10.2196/32657.

Abstract

BACKGROUND

The global market for medical education is projected to increase exponentially over the next 5 years. A mode of delivery expected to drive the growth of this market is virtual reality (VR). VR simulates real-world objects, events, locations, and interactions in 3D multimedia sensory environments. It has been used successfully in medical education for surgical training, learning anatomy, and advancing drug discovery. New VR research has been used to simulate role-playing and clinical encounters; however, most of this research has been conducted with health professions students and not current health care professionals. Thus, more research is needed to explore how health care professionals experience VR with role-playing and clinical encounters.

OBJECTIVE

The aim of this study was to explore health care professionals' experiences with a cinematic VR (cine-VR) training program focused on role-playing and clinical encounters addressing social determinants of health, Appalachian culture, and diabetes. Cine-VR leverages 360-degree video with the narrative storytelling of cinema to create an engaging educational experience.

METHODS

We conducted in-depth telephone interviews with health care professionals who participated in the cine-VR training. The interviews were audio recorded and transcribed verbatim. A multidisciplinary team coded and analyzed the data using content and thematic analyses with NVivo software.

RESULTS

We conducted 24 in-depth interviews with health care professionals (age=45.3, SD 11.3, years; n=16, 67%, women; n=22, 92%, White; and n=4, 17%, physicians) to explore their experiences with the cine-VR training. Qualitative analysis revealed five themes: immersed in the virtual world: seeing a 360-degree sphere allowed participants to immerse themselves in the virtual world; facilitated knowledge acquisition: all the participants accurately recalled the culture of Appalachia and listed the social determinants of health presented in the training; empathized with multiple perspectives: the cine-VR provided a glimpse into the real life of the main character, and participants described thinking about, feeling, and empathizing with the character's frustrations and disappointments; perceived ease of use of cine-VR: 96% (23/24) of the participants described the cine-VR as easy to use, and they liked the 360-degree movement, image resolution, and sound quality but noted limitations with the buttons on the headsets and risk for motion sickness; and perceived utility of cine-VR as a teaching tool: participants described cine-VR as an effective teaching tool because it activated visual and affective learning for them.

CONCLUSIONS

Participants emphasized the realism of the cine-VR training program. They attributed the utility of the cine-VR to visual learning in conjunction with the emotional connection to the VR characters. Furthermore, participants reported that the cine-VR increased their empathy for people. More research is needed to confirm an association between the level of immersion and empathy in cine-VR training for health care professionals.

摘要

背景

预计在未来5年,全球医学教育市场将呈指数级增长。一种有望推动该市场增长的交付模式是虚拟现实(VR)。VR在3D多媒体感官环境中模拟现实世界的物体、事件、地点和互动。它已成功应用于医学教育中的外科手术培训、解剖学学习以及推进药物研发。新的VR研究已用于模拟角色扮演和临床遭遇;然而,这项研究大多是针对健康专业学生进行的,而非当前的医疗保健专业人员。因此,需要更多研究来探索医疗保健专业人员在角色扮演和临床遭遇中体验VR的情况。

目的

本研究的目的是探索医疗保健专业人员参与专注于角色扮演和临床遭遇的电影虚拟现实(cine-VR)培训项目的体验,该项目涉及健康的社会决定因素、阿巴拉契亚文化和糖尿病。Cine-VR利用360度视频和电影叙事来创造引人入胜的教育体验。

方法

我们对参与cine-VR培训的医疗保健专业人员进行了深入的电话访谈。访谈进行了录音并逐字转录。一个多学科团队使用NVivo软件通过内容和主题分析对数据进行编码和分析。

结果

我们对医疗保健专业人员进行了24次深入访谈(年龄=45.3,标准差11.3岁;n=16,67%为女性;n=22,92%为白人;n=4,17%为医生),以探索他们参与cine-VR培训的体验。定性分析揭示了五个主题:沉浸在虚拟世界中:看到360度的球体让参与者沉浸在虚拟世界中;促进知识获取:所有参与者都准确回忆起阿巴拉契亚的文化,并列出了培训中呈现的健康社会决定因素;从多个角度产生共情:Cine-VR让人们得以一窥主角的真实生活,参与者描述了对角色的挫折和失望进行思考、感受和共情;认为cine-VR易于使用:96%(23/24)的参与者表示cine-VR易于使用,他们喜欢360度移动、图像分辨率和音质,但指出了头戴设备上按钮的局限性以及晕动病的风险;认为cine-VR作为教学工具的效用:参与者将cine-VR描述为一种有效的教学工具,因为它激活了他们的视觉和情感学习。

结论

参与者强调了cine-VR培训项目的逼真性。他们将cine-VR的效用归因于视觉学习以及与VR角色的情感联系。此外,参与者报告说cine-VR增强了他们对他人的同理心。需要更多研究来证实医疗保健专业人员在cine-VR培训中的沉浸程度与同理心之间的关联。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0c8c/9107048/ad0800ed2eec/mededu_v8i2e32657_fig1.jpg

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