·推荐论文摘要·

2016-02-14 03:21:22基于虚拟现实的下肢主被动康复训练系统研究
中国学术期刊文摘 2016年9期
关键词:头戴式出版物来源

基于虚拟现实的下肢主被动康复训练系统研究

郭晓辉,王晶,杨扬,等



·推荐论文摘要·

基于虚拟现实的下肢主被动康复训练系统研究

郭晓辉,王晶,杨扬,等

摘要:针对传统下肢康复训练中病人参与度低、无法产生主动运动意图等问题,设计实现了基于虚拟现实的下肢康复训练系统。基于大脑镜像神经元和神经可塑性理论,利用Matlab和Labview等软件实现数据实时通信与反馈处理,结合虚拟现实场景建模和动画脚本编辑的方法,通过3D视觉和听觉等效果作用于患者神经中枢,形成信息传递的封闭回路,以实现对受损神经中枢的主被动协同刺激,激发大脑运动区镜像神经元,强化自主运动意图。研究结果表明,该系统能辅助患者完成主被动模式下的康复训练,并在训练中为患者提供深度虚拟环境的视觉交互,大大增强了康复训练中对受损神经中枢的刺激,提高了患者的训练效率和积极主动性。该技术在神经中枢损伤的康复领域有一定的应用前景。 头戴式虚拟现实眼镜可以将人对外界的视觉封闭,使观看者产生沉浸于虚拟环境中的感觉。为了实现这一效果,头戴式虚拟现实眼镜会将广角镜片放置在使用者的眼睛前,使得视频画面聚焦。由于广角镜片的使用会对画面产生枕形畸变,从而影响观看的效果;因此播放的视频画面要先经过桶形变换以抵消广角镜片的影响。此时使用者可以拷贝经过桶形变换的视频,从而盗版该视频。在这种情况下,视频的版权信息不仅需要在原始视频中验证,还需要在经过桶形变换后的视频中验证。提出了一种用于头戴式虚拟现实眼镜的视频水印方案;该方案使用基于扩频的水印嵌入方法,将数字水印模板嵌入到视频帧的中频中。对于遭受了桶形变换的视频帧而言,首先提出了一种桶形变换参数估计方法;然后对遭受了桶形变换的视频进行枕形变换以期恢复出桶形变换,前的画面;最后,对恢复的视频帧和水印模板进行相关性计算,以检测该视频中是否含有水印。实验结果表明,可以正确地从遭受桶形变换的视频帧中检测出已嵌入的水印,说明可以用于头戴式虚拟现实眼镜中的视频的版权保护。 网络渗透程序使得远端的黑客享有系统的控制权,从而对网络和计算机系统的安全构成了极大的威胁。为了让网络安全工作人员更好地了解网络渗透攻击并有效地防御网络渗透攻击,本文提出了网络渗透攻击仿真概念,通过仿真训练的手法,达到低成本高质量高安全性的网络安全培训目的。设计了网络渗透攻击的仿真方法,对网络渗透工具进行了虚拟实现,进行攻击策略的模拟,并最终建立了网络渗透攻击仿真训练系统。通过对知识库的不断更新,达到丰富网络攻防仿真训练系统的教学内容以及加强其教学力度的目的。 针对现有网络环境下的BS模式下三维虚拟现实场景在加载过程中因加载大量的不可视的对象而引起资源消耗过高、加载速度过慢的问题,提出了一种基于路网的可视动态加载框架。该框架对三维虚拟现实场景内的静态对象和动态对象的可视查询分别进行处理。设计了框架内的路网、移动对象、静态对象可视关系表和动态对象可视关系表的数据模型,并给出了可视关系表的维护算法。对于场景内的静态对象的可视查询,给出基于静态对象可视关系表的静态可视查询框架及算法,避免了复杂的在线可视计算;对于场景内的动态对象的可视查询,则给出基于动态对象可视关系表的连续可视范围查询框架及算法。实验结果表明,在保持三维虚拟现实场景观测效果不变的情况下,可视动态加载框架能够大幅度降低虚拟现实场景中的静态和动态对象的加载数据量和更新数据量,降低对于网络带宽和客户端硬件的需求。 随着近年来计算机三维处理能力的增长和低成本传感显示元件的出现,虚拟现实得到了快速发展,特别是与现实世界产生了越来越多的结合技术,从虚拟和现实的两个角度对虚拟现实进行增强。论文重点围绕近几年的发展趋势,论述了增强现实与增强虚拟环境的技术特点,介绍了虚拟现实增强技术的相关硬件设备发展;然后分别介绍了增强现实和增强虚拟环境技术的发展现状,讨论了移动互联网上的虚实增强技术与应用,并结合作者参与ISO/IEC的工作,介绍了相关国际标准制定最新情况;最后进行总结并提出需要解决的问题。 将脑-机接口(brain-computer interface,BCI)技术与虚拟现实(virtual reality,VR)相结合构成基于虚拟现实的脑-机接口(BCI-VR)新技术是最近在多媒体和娱乐领域出现的一种BCI应用新模式。BCI-VR兼取两者优势互补,同时又相互促进创新,显示出广阔应用前景。本文从BCI-VR系统基本构成、BCI对VR控制和VR对BCI影响等方面,较详细介绍了近年来BCI-VR的主要研究方法、研究进展和成就,并根据作者体会小结了目前存在的难点与未来的可能发展动向,以与读者交流、共同促进BCI-VR新技术的快速发展。 通过运用虚拟现实技术仿真机器人的动作,可以在机器人制造之前就能够清晰的设计机器人的工作任务和工作空间。首先介绍了利用三维绘图软件生成运动可控的机械臂虚拟现实模型的方法,然后介绍了利用Matlab中的虚拟现实工具箱技术,在Simulink环境下搭建出一个三自由度机械臂的虚拟现实仿真模型。这种仿真方法不仅改变了传统仿真只由数据和坐标来反映模型运动轨迹的不足,而且增加了视景节点,使观察者可以在仿真的过程中从各个视点来观察模型的运动轨迹,从而可以更加直观、生动的对模型进行描述。 在当前的人机交互领域,移动平台上增强现实技术的应用越来越广泛。然而由于对认知心理学在增强现实领域重要作用的忽视和互动信息展示形式的匮乏,导致此类软件的用户体验欠佳。该文提出了一套基于心智模型的虚拟现实与增强现实混合式移动导览系统。在遵循以用户为中心的设计原则下,结合微观和宏观心智模型理论分析用户的需求,通过反复的可用性测试对交互界面进行迭代设计,使得系统界面的交互体验不断趋近用户的心理预期。此外,通过虚拟现实和增强现实两个空间的自由切换,用户可以获得两种截然不同的互动体验。这种新颖的交互模式丰富了互动内容的展现方式。实验结果表明,基于该交互模式的移动导览系统调动了用户主动进行交互的积极性,提高了人机交互的易用性和时效性。 在科技高速发展的今天,各种计算机技术渗透到建筑和城市规划领域,虚拟现实技术作为21世纪十大高新技术之一,引起了建筑设计和城市规划从业者的广泛关注。本文利用虚拟现实平台Quest3D,以上海长风商务区云岭东路地下空间为研究对象,实现了地下综合体的虚拟现实交互技术,以期促进计算机虚拟现实技术在地下空间规划设计中的广泛应用。 结合多智能体和虚拟现实技术,建立了井下安全事故仿真虚拟环境模型,通过构建典型事故致灾智能体的行为规则与通信机制,仿真井下事故中人—机—环境致灾因素间的复杂交互特性。构建了虚拟矿工智能体模型,将反映井下矿工生理心理特征的内部属性与其行为选择机制结合,实现了井下事故中人的行为仿真。通过井下典型掘进跑车事故的虚拟现实仿真实验,实现了井下安全事故致灾因素的交互式分析,为煤矿井下安全事故仿真提供了具体方法。

关键词:下肢康复训练系统;视觉交互;虚拟现实 头戴式虚拟现实眼镜;桶形变换;视频水印 网络安全;网络渗透攻击;仿真训练系统 三维互联网;路网;连续可视范围查询;可视关系表 增强虚拟环境;增强现实;虚实增强;混合现实 脑-机接口;虚拟现实环境;视觉刺激;反馈;想象动作;稳态视觉诱发电位;事件相关电位 机械臂;虚拟现实;仿真控制;Simulink 虚拟现实;增强现实;心智模型;用户体验设计;移动互联网 虚拟现实技术;Quest3D;地下空间综合体 虚拟现实;增强现实;心智模型;用户体验设计;移动互联网

用于头戴式虚拟现实眼镜的视频水印

田华伟,肖延辉,冯文刚,等

来源出版物:科学技术与工程, 2016, 16(5): 193-220

联系邮箱:田华伟,hwtian@ live.cn

基于虚拟现实技术的网络渗透仿真训练系统设计

滕翠,梁川

来源出版物:自动化与仪器仪表, 2016(2): 197-200

基于路网的三维虚拟现实场景间接可视查询框架

孔徳瀚,刘永山

来源出版物:计算机学报, 2016, 39(12): 1-16

联系邮箱:刘永山,ysulys@ysu.edu.cn

虚拟现实增强技术综述

周忠,周颐,肖江剑

来源出版物:中国科学信息科学(中文版), 2015, 45(2): 157-180

联系邮箱:周忠,zz@vrlab.buaa.edu.cn

基于虚拟现实环境的脑机接口技术研究进展

孔丽文,薛召军,陈龙,等

来源出版物:电子测量与仪器学报, 2015, 29(3): 317-327

联系邮箱:孔丽文,837172057@163.com

多自由度机械臂的虚拟现实仿真实现

张蓬,王晓冲,陈建义

来源出版物:机械设计与制造, 2015 (1): 128-130

基于心智模型的虚拟现实与增强现实混合式移动导览系统的用户体验设计

林一,陈靖,刘越,等

来源出版物:计算机学报, 2015, 38(2): 408-422

联系邮箱:林一,inyi_bit@163.com

基于Quest3D平台的地下综合体虚拟现实技术

彭芳乐,宋尚,王印鹏,等

来源出版物:地下空间与工程学报, 2014, 10(1): 1506-1513

联系邮箱:彭芳乐,pengfangle@ tongji.edu.cn

基于多智能体的井下安全事故虚拟现实仿真

蔡林沁,张优东,杨卓,等

来源出版物:系统仿真学报, 2014, 26(12): 2914-2920

来源出版物:Science and Engineering Ethics, 2016, 22(1): 1-29

联系邮箱:O’Brolchain, F; Fiachra.obrolchain@dcu.ie

Impaired spatial selectivity and intact phase precession in two-dimensional virtual reality

Aghajan, ZM; Acharya, L; Moore, JJ; et al.

来源出版物:Nature Neuroscience, 2015, 18(1): 121-128

联系邮箱:Mehta, MR; mayankmehta@ucla.edu

Fundamental arthroscopic skill differentiation with virtual reality simulation

Rose, K; Pedowitz, R

来源出版物:The Journal of Arthroscopic & Related Surgery, 2015, 31(2): 299-305

联系邮箱:Rose, K; karose@mednet.ucla.edu

A randomized, double-blind evaluation of dcycloserine or alprazolam combined with virtual reality exposure therapy for posttraumatic stress disorder in Iraq and Afghanistan war veterans

Rothbaum, BO; Price, M; Jovanovic, T; et al.

来源出版物:Journal of Geophysical Research-Planets, 2014, 119(6): 1110-1133

Individualized deliberate practice on a virtual reality simulator improves technical performance of surgical novices in the operating room a randomized controlled trial

Palter, VN; Grantcharov, TP

来源出版物:Annals of Surgery, 2014, 259(3): 443-448

联系邮箱:Palter, VN; vanessa.palter@utoronto.ca

Embodied social interaction constitutes social cognition in pairs of humans: A minimalist virtual reality experiment

Froese, T; Iizuka, H; Ikegami, T

来源出版物:Scientific Reports, 2014, 4: 3672

联系邮箱:Froese, T; t.froese@gmail.com

Assessing performance in brain tumor resection using a novel virtual reality simulator

Gelinas-Phaneuf, N; Choudhury, N; Al-Habib, AR; et al.

来源出版物:International Journal of Computer Assisted Radiology and Surgery, 2014, 9(1): 1-9

联系邮箱:Gelinas-Phaneuf, N; nicholas.g.phaneuf@ gmail.com.

Using virtual-reality simulation to assess performance in endobronchial ultrasound

Konge, L; Annema, J; Clementsen, P; et al.

来源出版物:Respiration, 2013, 86(1): 59-65

联系邮箱:Konge, L; lkonge@yahoo.dk

Prospective, randomized assessment of transfer of training (ToT) and transfer effectiveness ratio (TER) of virtual reality simulation training for laparoscopic skill acquisition

Gallagher, AG; Seymour, NE; Jordan-Black, JA; et al.

来源出版物:Annals of Surgery, 2013, 257(6): 1025-1031

联系邮箱:Gallagher, AG; anthonyg.gallagher@ btinternet.com

编辑:王微

来源出版物:西安交通大学学报, 2016, 50(2): 124-131

来源出版物:Methods of Information in Medicine, 2016, 55(1): 89-92

联系邮箱:Luque-Moreno, C; carloslm@us.es

Virtual reality to assess and treat lower extremity disorders in post-stroke patients

Luque-Moreno, C; Oliva-Pascual-Vaca, A; Kiper, P; et al.

Abstract:Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objectives: To identify support of a virtual reality system in the kinematic assessment and physiotherapy approach to gait disorders in individuals with stroke. Methods: We adapt Virtual Reality Rehabilitation System (VRRS), software widely used in the functional recovery of the upper limb, for its use on the lower limb of hemiplegic patients. Clinical scales have been used to relate them with the kinematic assessment provided by the system. A description of the use of reinforced feedback provided by the system on the recovery of deficits in several real cases in the field of physiotherapy is performed. Specific examples of functional tasks have been detailed, to be considered in creating intelligent health technologies to improve post-stroke gait. Results: Both participants improved scores on the clinical scales, the kinematic parameters in leg stance on plegic lower extremity and walking speed > Minimally Clinically Important Difference (MCID). Conclusion: The use of the VRRS software attached to a motion tracking capture system showed their practical utility and safety in enriching physiotherapeutic assessment and treatment in post-stroke gait disorders. The rapid evolution of information, communication and entertainment technologies will transform the lives of citizens and ultimately transform society. This paper focuses on ethical issues associated with the likely convergence of virtual realities (VR) and social networks (SNs), hereafter VRSNs. We examine a scenario in which a significant segment of the world's population has a presence in a VRSN. Given the pace of technological development and the popularity of these new forms of social interaction, this scenario is plausible. However, it brings with it ethical problems. Two central ethical issues are addressed: those of privacy and those of autonomy. VRSNs pose threats to both privacy and autonomy. The threats to privacy can be broadly categorized as threats to informational privacy, threats to physical privacy, and threats to associational privacy. Each of these threats is further subdivided. The threats to autonomy can be broadly categorized as threats to freedom, to knowledge and to authenticity. Again, these three threats are divided into subcategories. Having categorized the main threats posed by VRSNs, a number of recommendations are provided so that policy-makers, developers, and users can make the best possible use of VRSNs. During real-world (RW) exploration, rodent hippocampal activity shows robust spatial selectivity, which is hypothesized to be governed largely by distal visual cues, although other sensory-motor cues also contribute. Indeed, hippocampal spatial selectivity is weak in primate and human studies that use only visual cues. To determine the contribution of distal visual cues only, we measured hippocampal activity from body-fixed rodents exploring a two-dimensional virtual reality (VR). Compared to that in RW, spatial selectivity was markedly reduced during random foraging and goal-directed tasks in VR. Instead we found small but significant selectivity to distance traveled. Despite impaired spatial selectivity in VR, most spikes occurred within similar to 2-s-long hippocampal motifs inbook=33,ebook=37both RW and VR that had similar structure, including phase precession within motif fields. Selectivity to space and distance traveled were greatly enhanced in VR tasks with stereotypical trajectories. Thus, distal visual cues alone are insufficient to generate a robust hippocampal rate code for space but are sufficient for a temporal code. Purpose: The purpose of this study was to investigate the use and validity of virtual reality modules as part of the educational approach to mastering arthroscopy in a safe environment by assessing the ability to distinguish between experience levels. Additionally, the study aimed to evaluate whether experts have greater ambidexterity than do novices. Methods: Three virtual reality modules (Swemac/Augmented Reality Systems, Linkoping, Sweden) were created to test fundamental arthroscopic skills. Thirty participants-10 experts consisting of faculty, 10 intermediate participants consisting of orthopaedic residents, and 10 novices consisting of medical students-performed each exercise. Steady and Telescope was designed to train centering and image stability. Steady and Probe was designed to train basic triangulation. Track and Moving Target was designed to train coordinated motions of arthroscope and probe. Metrics reflecting speed, accuracy, and efficiency of motion were used to measure construct validity. Results: Steady and Probe and Track a Moving Target both exhibited construct validity, with better performance by experts and intermediate participants than by novices (P<0.05), whereas Steady and Telescope did not show validity. There was an overall trend toward better ambidexterity as a function of greater surgical experience, with experts consistently more proficient than novices throughout all 3 modules. Conclusions: This study represents a new way to assess basic arthroscopy skills using virtual reality modules developed through task deconstruction. Participants with the most arthroscopic experience performed better and were more consistent than novices on all 3 virtual reality modules. Greater arthroscopic experience correlates with more symmetry of ambidextrous performance. However, further adjustment of the modules may better simulate fundamental arthroscopic skills and discriminate between experience levels. Clinical Relevance: Arthroscopy training is a critical element of orthopaedic surgery resident training. Developing techniques to safely and effectively train these skills is critical for patient safety and resident education. Objective: The authors examined the effectiveness of virtual. reality exposure augmented with D-cycloserine or alprazolam, compared with placebo, in reducing posttraumatic stress disorder (PTSD) due to military trauma. Method: After an introductory session, five sessions of virtual reality exposure were augmented with D-cycloserine (50 mg) or alprazolam (0.25 mg) in a double-blind, placebo-controlled randomized clinical trial for 156 Iraq and Afghanistan war veterans with PTSD. Results: PTSD symptoms significantly improved from pre-to posttreatment across all conditions and were maintained at 3, 6, and 12 months. There were no overall differences in symptoms between D-cycloserine and placebo at any time. Alprazolam and placebo differed significantly on the Clinician-Administered PTSD Scale score at posttreatment and PTSD diagnosis at 3 months posttreatment; the alprazolam group showed a higher rate of PTSD (82.8%) than the placebo group (47.8%). Betweensession extinction learning was a treatment-specific enhancer of outcome for the D-cycloserine group only. At posttreatment the D-cycloserine group had the lowest cortisol reactivity and smallest startle response during virtual reality scenes. Conclusions: A six-session virtual reality treatment was associated with reduction in PTSD diagnoses and symptoms in Iraq and Afghanistan veterans, although there was no control condition for the virtual reality exposure. There was no advantage of D-cycloserine for PTSD symptoms in primary analyses. In secondary analyses, alprazolam impaired recovery and D-cycloserine enhanced virtual reality outcome in patients who demonstrated within-session learning. D-Cycloserine augmentation reduced cortisol and startle reactivity more than did alprazolam or placebo, findings that are consistent with those in the animal literature. Objective: The purpose of this study was to investigate whether individualized deliberate practice on a virtual reality (VR) simulator results in improved technical performance in the operating room. Background: Training on VR simulators has been shown to improve technical performance in the operating room (OR). Currently described VR curricula consist of trainees practicing the same tasks until expert proficiency is reached. It has yet to be investigated whether the individualized deliberate practice, where curricula tasks vary depending on prior levels of technical proficiency, would translate into the OR. Methods: This single-blinded prospective trial randomized 16 novice surgical residents to a deliberate practice (DP) group and a conventional residency training group. Both groups performed a laparoscopic cholecystectomy in the OR that was video-recorded. Technical performance of DP group residents in the OR was assessed using 3 validated assessment tools. A score of less than 60% on any component of the assessment tool resulted in the trainee practicing a specific task on the VR simulator. The DP group practiced on the simulator as per their individualized schedule. Both groups then performed another laparoscopic cholecystectomy. A blinded expert assessed the OR recordings using a validated global rating scale. Results: Although both groups had similar technical abilities preintervention [DP: median score, 13.5 (9.3-15.0); control: median score, 14.5 (9.3-17.8); P=0.45], the DP residents had a superior technical performance postintervention [DP: median score, 17.0 (15.3-18.5); control: median score, 12.5 (7.5-14.0); P=0.03]. Of 8 DP residents, 6 practiced 5 basic VR tasks (median 1 trial to pass), and 7 of 8 practiced 2 advanced tasks (median 4 trials to pass). Conclusions: A curriculum of deliberate individualized practice on a VR simulator improves technical performance in the OR. This has implications to greatly improve the feasibility of implementing simulation-based curricula in residency training programs, rather then having them being limited to research protocols. Scientists have traditionally limited the mechanisms of social cognition to one brain, but recent approaches claim that interaction also realizes cognitive work. Experiments under constrained virtual settings revealed that interaction dynamics implicitly guide social cognition. Here we show that embodied social interaction can be constitutive of agency detection and of experiencing another’s presence. Pairs of participants moved their “avatars” along an invisible virtual line and could make haptic contact with three identical objects, two of which embodied the other’s motions, but only one, the other’s avatar, also embodied the other’s contact sensor and thereby enabled responsive interaction. Co-regulated interactions were significantly correlated with identifications of the other's avatar and reports of the clearest awareness of the other's presence. These results challenge folk psychological notions about the boundaries of mind, but make sense from evolutionary and developmental perspectives: an extendible mind can offload cognitive work into its environment. NeuroTouch is a virtual reality (VR) simulator developed for neurosurgical skill training. Validation demonstrating that the system is useful and reliable is required for formal adoption into training curriculums. Face and content validity have been demonstrated for some neurosurgical simulators, but construct validity remains difficult to establish. A pilot validation study was conducted for a NeuroTouch training exercise. Participants completed the internal resection of a simulated convexity meningioma and filled out questionnaires to provide feedback on the experience. Performance metrics included volume of tissues removed, tool path lengths, duration of excessive forces applied and efficient use of the aspirator. Results were analyzed according to participants’ level of training, gender, handedness, surgical experience in meningioma removal and hours/week playing musical instruments or video games. Seventy-two participants (10 medical students, 18 junior residents and 44 senior residents) were enrolled. Analyses demonstrated statistically significant increase in tumor removed and efficiency of ultrasonicbook=35,ebook=39aspirator use between medical students and residents, but not between junior and senior residents. After covariate adjustment for the number of meningioma cases operated on, multivariate analysis of the level of training became nonsignificant. Participants judged the exercise appropriate and realistic, desiring use of the system in current training programs. We have conducted a pilot validation study for the NeuroTouch tumor resection scenario and demonstrated for the first time, face, content and construct validity of a VR neurosurgical simulation exercise. Future full-scale studies will be conducted in noncompetitive settings and incorporate expert participants. Background: For optimal treatment of patients with non-small cell lung carcinoma, it is essential to have physicians with competence in endobronchial ultrasoundguided transbronchial needle aspiration (EBUS-TBNA). EBUS training and certification requirements are under discussion and the establishment of basic competence should be based on an objective assessment of performance. Objectives: The aims of this study were to design an evidence- based and credible EBUS certification based on a virtual-reality (VR) EBUS simulator test. Methods: Twentytwo respiratory physicians were divided into 3 groups: experienced EBUS operators (group 1, n=6), untrained novices (group 2, n=8) and simulator-trained novices (group 3, n=8). Each physician performed two standardized simulated EBUS-TBNA procedures. Simulator metrics with discriminatory ability were identified and reliability was explored. Finally, the contrasting-groups method was used to establish a pass/fail standard, and the consequences of this standard were explored. Results: Successfully sampled lymph nodes and procedure time were the only simulator metrics that showed statistically significant differences of P=0.047 and P=0.002, respectively. The resulting quality score (QS, i.e. sampled lymph nodes per minute) showed an acceptable reliability and a generalizability coefficient of 0.67. Reliability of 0.8 could be obtained by testing in 4 procedures. Median QS was 0.24 (range 0.21-0.26) and 0.098 (range 0.04-0.21) for groups 1 and 2, respectively (P=0.001). The resulting pass/fail standard was 0.19. Group 3 had a median posttraining QS of 0.11 (range 0-0.17). None of them met the pass/fail standard. Conclusions: With careful design of standardized tests, a credible standard setting and appropriate transfer studies, VR simulators could be an important first line in credentialing before proceeding to supervised performance on patients. Objectives: We assessed the effectiveness of ToT from VR laparoscopic simulation training in 2 studies. In a second study, we also assessed the TER. ToT is a detectable performance improvement between equivalent groups, and TER is the observed percentage performance differences between 2 matched groups carrying out the same task but with 1 group pretrained on VR simulation. Concordance between simulated and in-vivo procedure performance was also assessed. Design: Prospective, randomized, and blinded. Participants: In Study 1, experienced laparoscopic surgeons (n=195) and in Study 2 laparoscopic novices (n=30) were randomized to either train on VR simulation before completing an equivalent real-world task or complete the real-world task only. Results: Experienced laparoscopic surgeons and novices who trained on the simulator performed significantly better than their controls, thus demonstrating ToT. Their performance showed a TER between 7% and 42% from the virtual to the real tasks. Simulation training impacted most on procedural error reduction in both studies (32%-42%). The correlation observed between the VR and real-world task performance was r > 0.96 (Study 2). Conclusions: VR simulation training offers a powerful and effective platform for training safer skills.

The convergence of virtual reality and social networks: Threats to privacy and autonomy

O’Brolchain, F; Jacquemard, T; Monaghan D; et al.

Keywords:social networks; virtual reality; ethics; privacy; autonomy; freedom simulation; surgical education; technical skills; virtual reality neurotouch; virtual reality simulation; haptic feedback; brain tumor resection; neurosurgical oncology; performance metrics endobronchial ultrasound; transbronchial needle aspiration; virtual-reality simulator operating room (OR); simulation; transfer of training (ToT); transfer effectiveness ratio (TER); virtual reality (VR)

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