Abstract:Virtual Reality (VR) is rapidly increasing in popularity as a teaching tool. It allows for the creation of a highly immersive, three-dimensional virtual environment intended to simulate real-life environments. With more robots saturating the industry - from manufacturing to healthcare, there is a need to train end-users on how to set up, operate, tear down, and troubleshoot the robot. Even though VR has become widely used in training surgeons on the psychomotor skills associated with operating the robot, little research has been done to see how the benefits of VR could translate to teaching the bedside staff, tasked with supporting the robot during the full end-to-end surgical procedure. We trained 30 participants on how to set up a robotic arm in an environment mimicking clinical setup. We divided these participants equally into 3 groups with one group trained with paper-based instructions, one with video-based instructions and one with VR-based instructions. We then compared and contrasted these three different training methods. VR and paper-based were highly favored training mediums over video-based. VR-trained participants achieved slightly higher fidelity of individual robotic joint angles, suggesting better comprehension of the spatial awareness skills necessary to achieve desired arm positioning. In addition, VR resulted in higher reproducibility of setup fidelity and more consistency in user confidence levels as compared to paper and video-based training.
Abstract:With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk scenarios. Clinical education is an area that especially stands to benefit from VR technology due to the complexity, high cost, and difficult logistics. The effectiveness of the deployment of VR systems, is subject to factors that may not be necessarily considered for devices targeting the entertainment market. In this work, we systematically compare a wide range of VR Head-Mounted Displays (HMDs) technologies and designs by defining a new set of metrics that are 1) relevant to most generic VR solutions and 2) are of paramount importance for VR-based education and training. We evaluated ten HMDs based on various criteria, including neck strain, heat development, and color accuracy. Other metrics such as text readability, comfort, and contrast perception were evaluated in a multi-user study on three selected HMDs, namely Oculus Rift S, HTC Vive Pro and Samsung Odyssey+. Results indicate that the HTC Vive Pro performs best with regards to comfort, display quality and compatibility with glasses.