The Application of Virtual Reality in Patient Education

The Application of Virtual Reality in Patient Education
复制标题

DOI:
10.1016/j.avsg.2019.01.015
复制
发表时间:
2019-08-01
影响因子:
1.5
通讯作者:
Larson, Robert A.
Larson, Robert A.
中科院分区:
医学4区
文献类型:
--
作者:
Pandrangi, Vivek C.;Gaston, Brandon;Larson, Robert A.

文献摘要

被引文献

相似文献

背景:虚拟现实(VR)提供了一种身临其境的图像观看体验,近年来在临床医学中得到了越来越广泛的应用。我们开发了腹主动脉瘤(AAA)的三维(3D)模型,供诊断为AAA的患者在VR中查看,以评估VR在患者教育中的应用。方法:这是一项使用教育干预的横断面研究。AAA的标准化3D模型是通过计算机断层扫描生成的,并上传到3D图像托管网站。参与这项研究的AAA患者戴着Google Cardboard VR耳机,移动设备在VR中显示数字3D AAA图像。结果:2017年9月至2018年1月,19名患者参与了我们的研究,参与率为90%。大多数参与者以前没有使用VR的经验(n=15;79%),平均年龄为69+/-8岁。17人(89%)同意或强烈同意在使用虚拟现实后,他们感到更了解自己的健康状况,并希望看到虚拟现实在医疗保健中更多地使用,而16人(84%)同意或强烈同意使用虚拟现实后,他们感到更投入到医疗保健中。几乎所有参与者对使用VR感到舒适(n=17;90%),并且喜欢使用该技术(n=16;84%)。结论:VR被证明是一种引人入胜的学习工具,患者认为它有助于了解自己的健康状况。应进一步努力调查虚拟现实在教育和医疗保健中的作用。
Background: Virtual reality (VR) provides an immersive image-viewing experience that has recently been expanding in use in clinical medicine. We developed a three-dimensional (3D) model of an abdominal aortic aneurysm (AAA) for patients with a diagnosis of an AAA to view in VR to assess the use of VR in patient education.Methods: This was a cross-sectional study using an educational intervention. A standardized 3D model of an AAA was generated from a computed tomography scan and uploaded onto a 3D image-hosting website. Patients with an AAA who participated in the study wore a Google Cardboard VR headset, with a mobile device displaying the digital 3D AAA image in VR. Patients completed a survey afterward for assessing satisfaction with VR on a 5-point agreement Likert scale.Results: Between September 2017 and January 2018, 19 patients participated in our study (90% participation rate). Most participants had no prior experience with VR (n = 15; 79%), and the mean age was 69 +/- 8 years. Seventeen (89%) participants agreed or strongly agreed that they felt better informed about their health status after using VR and would like to see VR used more in their health care, while sixteen (84%) agreed or strongly agreed that they felt more engaged in their health care because of using VR. Almost all participants felt comfortable using VR (n = 17; 90%) and enjoyed using the technology (n = 16; 84%).Conclusions: VR proved to be an engaging learning tool that patients perceived as beneficial in understanding their health status. Further efforts to investigate the role of VR in education and health care should be explored.