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Oral Presentations [clear filter]
Thursday, May 20
 

7:00am EDT

Medical & Healthcare Education - Oral Presentations 1
Presentations

Virtual Reality Applications For The Treatment Of Anxiety And Psychiatric Disorders
Saeed Safikhani, Johanna Pirker, Selina Wriessnegger
TU Graz, Austria
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Virtual Reality (VR) environments are computer-generated mediums that try to provide the user a sense of presence. The use of VR term in science has a long history, but an increasing number of commercial cost-effective VR devices are creating new possibilities and applications for it. Regardless of entertainment, as the most widespread market for VR, the application of VR in medicine is attracting great attention in the scientific field. VR can be used as a tool for public healthcare, as a teaching environment for medical students or to improve the skills of experts, together with a well-accepted method for physical rehabilitation and mental therapies. The focus of this review paper is on the use of VR for psychiatric and anxiety disorders. Several empirical studies show the effectiveness of VR in improving the conditions of patients in a manner comparable to traditional methods and with long-lasting effects in their daily lives. However, a small number of case studies or the lack of a detailed comparison between VR and conventional methods is the shortcoming of current studies. In this paper, we review different VR applications focusing on the identification of the technologies used, the evaluation methods applied, and the results of the studies.

Presenters
avatar for Saeed Safikhani

Saeed Safikhani

University Project Assistant, Graz University of Technology


Thursday May 20, 2021 7:00am - 8:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

8:00am EDT

Medical & Healthcare Education - Oral Presentations 2
Presentations

COVIDCampus Game: Making Safer Choices
Mina C. Johnson-Glenberg(1), Mehmet Kosa(2), Don Balanzat(2), Ricardo Nieland Zavala(2), Xavier Apostal(2), Jude Rayan(2), Hector Taylor(2), Hannah Bartolomea(2), Kapadia Anoosh(2)
1: Arizona State University and Embodied Games, United States of America; 2: Arizona State University, Tempe, United States of America
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This article highlights several game design choices made during the creation of a browser-based game on mitigation strategies for Covid-19. Additionally, it presents a within group comparison of learning gains and self-reported behavioral changes after playing the game. Results show that the short COVIDCampus game has the potential to change college-age players’ Covid-19 related mitigation behaviors and it significantly increased players’ confidence in asking important health-related questions (Cohen’s d = .27). Some implications are discussed.

A Medical Ontology Informed, User Experience Taxonomy To Support Co-creative Workflows for Authoring Mixed Reality Medical Education Spaces.
Panagiotis E. Antoniou(1), Evaggelos Chondrokostas(2), Charalampos Bratsas(2,3), Panagiotis Filippidis(2), Panagiotis Bamidis(1)
1: Medical Physics Lab, Aristotle University of Thessaloniki, Greece; 2: Open Knowledge Foundation Greece; 3: Mathematics Dept, Aristotle University of Thessaloniki
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Curriculum size constantly challenges healthcare education and training. Technology enhanced, immersive educational content like Virtual, Augmented, or Mixed Reality (VR/AR/MR collectively XR) constantly aims to facilitate knowledge retention and skills acquisition in the healthcare sector. Core challenge in this effort is the increasing costs, in time and resources, required for designing and developing XR immersive educational content. An approach to address this challenge is participatory design methods. Co-creation approaches distribute the burden of content development amongst the educators’ community and facilitate decentralized bottoms-up content creation. This approach requires data modeling approaches that facilitate digital asset discoverability, reusability and consumption through visual authoring tools. This work describes the conceptualization and implementation of a UX taxonomy for annotating immersive AR/VR/MR content at the asset level for maximum repurposing capacity. A brainstorming session between educational and technology experts was conducted and conceptual details of the terms of the taxonomy were described. The Simple Knowledge Organization System (SKOS) vocabulary was utilized to organize this devised taxonomy and link it with existing medical ontology terms, formulating an RDF endpoint of the nominated ENTICE ontology. This ontology was able to link medical terms with UX and educational properties in a data structure that can annotate and contextually encapsulate any XR digital asset. An example such term is described and presented as proof of application. The semantic modelling implemented in this work is directly applicable to a previously proposed visual data structure and subsequent authoring environment that could facilitate XR resource design and authoring from non-technical experts.

Presenters
avatar for Mina Johnson-Glenberg

Mina Johnson-Glenberg

President & CEO; Research Professor, Arizona State University, Embodied Games, LLC
Dr. Johnson-Glenberg is a Research Professor at Arizona State University in the Psychology department. She is also an entrepreneur and President of the award-winning learning technology company called Embodied Games, LLC. Her lab (and in the spinout company) create, research, and... Read More →


Thursday May 20, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela

9:00am EDT

Medical & Healthcare Education - Oral Presentations 3
Presentations

Modeling Teacher Use of Virtual Reality Simulations in Nursing Education Using Epistemic Network Analysis
Mamta Shah(1), Amanda L Siebert-Evenstone(2), Brendan R Eagan(2), Roxanne Holthaus(1)
1: Elsevier; 2: University of Wisconsin-Madison
Watch the presentation video​​​

Simulations are widely adopted in undergraduate nursing education because they offer low-risk, experiential ways to expose pre-licensure students to clinical environments, and to situate the development of requisite knowledge and skills for patient care. Virtual reality (VR) simulations present novel opportunities for clinical education; as such, research in this area is burgeoning around questions related to perception, adoption, and outcomes. In this paper, we demonstrate the application of epistemic network analysis, a quantitative ethnography technique, to model how one nursing educator facilitated clinical judgment and nurtured quality and safety education for nurses’ competencies through the use of Simulation Learning System with Virtual Reality (SLS with VR). We modeled the discourse obtained from three simulation sessions in October and November 2020, all involving a fundamental scenario requiring second-year nursing students to practice basic assessment and care management. Our work aims to advance research in medical and health education, particularly nursing education, using immersive learning environments by way of applying theory-backed learning analytic techniques.


CureQuest: A Digital Game for New Drug Discovery
Ben Chang, Shawn Lawson, Kathleen Ruiz, Mei Si
Rensselaer Polytechnic Institute, United States of America
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CureQuest is an educational adventure game about Clinical Translational Therapeutics, the process of discovery and development of new medical treatments, drugs, devices, and therapies. The game is being developed through a collaboration between faculty and students from a game design program and those from a medical school, with the goal of raising awareness and improving collaboration in the "bench to bedside" process. CureQuest aims to address this gap, first with medical students and ultimately for a general audience, with a game that instills wonder and inspires players with the challenges of drug discovery. In addition to the impact of the game when completed, the development process itself presents a novel case study in integrating the interdisciplinary fields of game development and “team science”. We present the current version of the game in development; the unique design challenges presented by the project; and the evolution of our collaborative process.

Presenters
avatar for Mamta Shah, Ph.D.

Mamta Shah, Ph.D.

Learning Scientist, Elsevier
Dr. Mamta Shah is a Learning Scientist at Elsevier, where she conducts research to support effective learning solutions and outcomes for nursing and health education. She is also an adjunct faculty member at Drexel University and University of Pennsylvania. Formerly, she was a postdoctoral... Read More →
avatar for Mei Si

Mei Si

Associate Professor, Rensselaer Polytechnic Institute


Thursday May 20, 2021 9:00am - 10:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela
 
Friday, May 21
 

8:00am EDT

Medical & Healthcare Education - Oral Presentations 4
Family Approach VR: How To Get Consent For Organ Donation
Luis Villarejo
Immersium Studio, Spain

Family Approach VR is a training developed for the Donation and Transplant Institute as part of program offered to international healthcare professionals. Its main pedagogical objective is to teach healthcare professionals how to assertively communicate the death of a relative and how to successfully get their consent for organ donation.
A clinical case will be presented at the beginning of the experience: Alfred, a 42-year-old man, has suffered subarachnoid hemorrhage, and brain death has been declared. His relatives are at the waiting room. Each relative is thought to play a specific psychological role, thus enhancing the emotional range the user has to deal with.
The user must explain the “brain death” concept to the family (a difficult concept due to its medical complexity) and communicate Alfred’s death. He/she will learn how to adapt the tone and medical jargon, since this is one of the main communication problems that healthcare professionals face in real life.
The user must proceed requesting organ donation, developing a communication strategy and adapting his/her speech and decisions to each moment and family member.
If the user gets the consent, he/she must make a last effort by asking one of the family members to answer a mandatory by law survey that contains intimate questions about the deceased relative, so it requires high empathy in its formulation. Again, a challenge that puts emotional skills into practice in the most delicate moments.
The experience is enriched with multiple assessment methods and a huge variety of immersive interaction forms as voice, role-switching, or complex branching scenarios.
Each decision will affect the course of the experience. This decision-making generates monitorable information that is of great help to teachers and to students themselves for the identification and understanding of their learning process.

Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project.
Ilona Buchem(1), Susan Vorwerg(2), Oskar Stamm(2), Kristian Hildebrand(1), Yvonne Bialek(3)
1: Beuth Hochschule für Technik Berlin, Germany; 2: Charité - Universitätsmedizin Berlin, Germany; 3: ART+COM, Germany
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This paper describes the gamification design of mixed-reality mini-exergames for older adult patients with hypertension and reports on results from a pilot study with 22 older adult users in the BewARe project dedicated to the development of an intelligent system for physical training enhanced by wearable sensors and immersive technologies. For the purpose of this paper, the gamification design was decomposed following the MDA framework. The objective of the research presented in this paper was to validate the gamification design of mini-exergames focused on endurance training and to explore the emotional responses of the older adult users to this type of immersive training. The pilot study applied a mixed methods approach and collected quantitative and qualitative data. The results show that gamified exergames are positively evaluated by older adult users, who enjoy and value the hedonic quality over the pragmatic quality. Research presented in this paper has revealed some interesting tendencies, such as gender-specific preferences, importance of interaction with the virtual trainer and the familiarity effect.

Presenters
LV

Luis Villarejo

CEO, Immersium Studio


Friday May 21, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela