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比较基于人体模型和基于增强现实的模拟训练的心理效应:受试者内交叉研究。

Comparing the Psychological Effects of Manikin-Based and Augmented Reality-Based Simulation Training: Within-Subjects Crossover Study.

作者信息

Toohey Shannon, Wray Alisa, Hunter John, Waldrop Ian, Saadat Soheil, Boysen-Osborn Megan, Sudario Gabriel, Smart Jonathan, Wiechmann Warren, Pressman Sarah D

机构信息

Department of Emergency Medicine, University of California, Irvine, Orange, CA, United States.

Department of Psychological Science, University of California, Irvine, Irvine, CA, United States.

出版信息

JMIR Med Educ. 2022 Aug 1;8(3):e36447. doi: 10.2196/36447.


DOI:10.2196/36447
PMID:35916706
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9379786/
Abstract

BACKGROUND: Patient simulators are an increasingly important part of medical training. They have been shown to be effective in teaching procedural skills, medical knowledge, and clinical decision-making. Recently, virtual and augmented reality simulators are being produced, but there is no research on whether these more realistic experiences cause problematic and greater stress responses as compared to standard manikin simulators. OBJECTIVE: The purpose of this research is to examine the psychological and physiological effects of augmented reality (AR) in medical simulation training as compared to traditional manikin simulations. METHODS: A within-subjects experimental design was used to assess the responses of medical students (N=89) as they completed simulated (using either manikin or AR) pediatric resuscitations. Baseline measures of psychological well-being, salivary cortisol, and galvanic skin response (GSR) were taken before the simulations began. Continuous GSR assessments throughout and after the simulations were captured along with follow-up measures of emotion and cortisol. Participants also wrote freely about their experience with each simulation, and narratives were coded for emotional word use. RESULTS: Of the total 86 medical students who participated, 37 (43%) were male and 49 (57%) were female, with a mean age of 25.2 (SD 2.09, range 22-30) years and 24.7 (SD 2.08, range 23-36) years, respectively. GSR was higher in the manikin group adjusted for day, sex, and medications taken by the participants (AR-manikin: -0.11, 95% CI -0.18 to -0.03; P=.009). The difference in negative affect between simulation types was not statistically significant (AR-manikin: 0.41, 95% CI -0.72 to 1.53; P=.48). There was no statistically significant difference between simulation types in self-reported stress (AR-manikin: 0.53, 95% CI -2.35 to 3.42; P=.71) or simulation stress (AR-manikin: -2.17, 95% CI -6.94 to 2.59; P=.37). The difference in percentage of positive emotion words used to describe the experience was not statistically significant between simulation types, which were adjusted for day of experiment, sex of the participants, and total number of words used (AR-manikin: -4.0, 95% CI -0.91 to 0.10; P=.12). There was no statistically significant difference between simulation types in terms of the percentage of negative emotion words used to describe the experience (AR-manikin: -0.33, 95% CI -1.12 to 0.46; P=.41), simulation sickness (AR-manikin: 0.17, 95% CI -0.29 to 0.62; P=.47), or salivary cortisol (AR-manikin: 0.04, 95% CI -0.05 to 0.13; P=.41). Finally, preexisting levels of posttraumatic stress disorder, perceived stress, and reported depression were not tied to physiological responses to AR. CONCLUSIONS: AR simulators elicited similar stress responses to currently used manikin-based simulators, and we did not find any evidence of AR simulators causing excessive stress to participants. Therefore, AR simulators are a promising tool to be used in medical training, which can provide more emotionally realistic scenarios without the risk of additional harm.

摘要

背景:患者模拟器在医学培训中日益重要。已证明它们在教授操作技能、医学知识和临床决策方面有效。最近,虚拟和增强现实模拟器正在被生产出来,但与标准人体模型模拟器相比,这些更逼真的体验是否会导致问题性的和更大的应激反应,尚无研究。 目的:本研究的目的是检验与传统人体模型模拟相比,增强现实(AR)在医学模拟培训中的心理和生理影响。 方法:采用受试者内实验设计,评估医学生(N = 89)在完成模拟(使用人体模型或AR)儿科复苏时的反应。在模拟开始前,采集心理幸福感、唾液皮质醇和皮肤电反应(GSR)的基线测量值。在模拟过程中和模拟后持续进行GSR评估,并采集情绪和皮质醇的随访测量值。参与者还自由写下他们对每次模拟的体验,对叙述中使用的情感词汇进行编码。 结果:在总共86名参与的医学生中,37名(43%)为男性,49名(57%)为女性,平均年龄分别为25.2(标准差2.09,范围22 - 30)岁和24.7(标准差2.08,范围23 - 36)岁。在根据参与者的日期、性别和所服用药物进行调整后,人体模型组的GSR更高(AR - 人体模型:-0.11,95%置信区间 -0.18至 -0.03;P = 0.009)。模拟类型之间的负面影响差异无统计学意义(AR - 人体模型:0.41,95%置信区间 -0.72至1.53;P = 0.48)。模拟类型在自我报告的压力(AR - 人体模型:0.53,95%置信区间 -2.35至3.42;P = 0.71)或模拟应激(AR - 人体模型:-2.17,95%置信区间 -6.94至2.59;P = 0.37)方面无统计学显著差异。在根据实验日期、参与者性别和使用的总词汇量进行调整后,模拟类型之间用于描述体验的积极情绪词汇百分比差异无统计学意义(AR - 人体模型:-4.0,95%置信区间 -0.91至0.10;P = 0.12)。模拟类型在用于描述体验的消极情绪词汇百分比(AR - 人体模型:-0.33,95%置信区间 -1.12至0.46;P = 那么 41)、模拟病(AR - 人体模型:0.17,95%置信区间 -0.29至0.62;P = 0.47)或唾液皮质醇(AR - 人体模型:0.04,95%置信区间 -0.05至0.13;P = 0.41)方面无统计学显著差异。最后,创伤后应激障碍、感知压力和报告的抑郁的先前水平与对AR的生理反应无关。 结论:AR模拟器引发的应激反应与目前使用的基于人体模型的模拟器相似,并且我们没有发现任何证据表明AR模拟器会给参与者带来过度压力。因此,AR模拟器是一种有前途的医学培训工具,它可以提供更具情感真实感的场景,而不会有额外伤害的风险。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fac5/9379786/fb3dc9263d86/mededu_v8i3e36447_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fac5/9379786/fb3dc9263d86/mededu_v8i3e36447_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fac5/9379786/fb3dc9263d86/mededu_v8i3e36447_fig1.jpg

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[1]
COVID-19 as 'Game Changer' for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study.

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