Immersive Technologies, such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), are increasingly used in healthcare education. Indeed, adult learning theories support their use for the training and evaluation of medical students, healthcare providers, patients and caregivers. Immersive technologies provide a riskless, controlled and personalized environment, that is also realistic and engaging for the user. Furthermore, theoretical, manual and non-technical skills can be trained simultaneously. They allow the trainees to repeat the same task multiple times, to interact with the element of the scene and to see the results of their actions in real time. Different strategies can be used in XR for healthcare training, including avatars, virtual patients as well as serious games, namely games with an educational purpose. All of them can be delivered using screens, projections or immersive headsets, either in person or via distance.
Despite many theoretical advantages in the usage of immersive technologies in healthcare education, its actual use is still sparse. This is probably due to many factors such as: the lack of time and technical knowledge of the users; limited personalization; low number of multiplayer applications; partial interactions and haptic feedback; occurrence of cybersickness. Most importantly, efficacy studies are sporadic and frequently limited to qualitative analysis. Hence, it is necessary to carry out detailed studies aimed at assessing whether immersive technologies are comparable to traditional training methods.
That said, the use of XR in healthcare is at the crossroad of several disciplines including engineering, computer science, medicine, pedagogy, and psychology. This results into a mix of different terminology and aims, making it difficult to have a comprehensive overview of the state of the art.
This Research Topic will offer a comprehensive perspective on the topic, through multidisciplinary contributions about new applications, reviews, efficacy studies, comparative analysis, and theories, with the goal being a better understanding of the needs and research gaps that must be overcome to spread the use of XR in healthcare education.
Contributions from different fields (e.g., biomedical engineering, computer science, psychology, pedagogy, medicine) are desired for this collection.
Any original research and review article on the use of immersive technologies for healthcare training is welcome. Studies focusing on the following areas are particularly of interest:
- Design and development of immersive technology tools for training and evaluation of students and healthcare providers
- Surgical training, including open surgery, laparoscopy and robotic surgery
- Systems combing Virtual Reality and Augmented Reality with haptics
- Efficacy studies on the use of immersive technologies for medical training
- Combination of immersive technologies with sensors
- Design and development of systems for the training of patients and caregivers
- Studies on cybersickness
- Physiological data analysis during Virtual Reality, Augmented Reality and Mixed Reality experiences
- Rehabilitation tools, for patient cognitive and motor recovery
Immersive Technologies, such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), are increasingly used in healthcare education. Indeed, adult learning theories support their use for the training and evaluation of medical students, healthcare providers, patients and caregivers. Immersive technologies provide a riskless, controlled and personalized environment, that is also realistic and engaging for the user. Furthermore, theoretical, manual and non-technical skills can be trained simultaneously. They allow the trainees to repeat the same task multiple times, to interact with the element of the scene and to see the results of their actions in real time. Different strategies can be used in XR for healthcare training, including avatars, virtual patients as well as serious games, namely games with an educational purpose. All of them can be delivered using screens, projections or immersive headsets, either in person or via distance.
Despite many theoretical advantages in the usage of immersive technologies in healthcare education, its actual use is still sparse. This is probably due to many factors such as: the lack of time and technical knowledge of the users; limited personalization; low number of multiplayer applications; partial interactions and haptic feedback; occurrence of cybersickness. Most importantly, efficacy studies are sporadic and frequently limited to qualitative analysis. Hence, it is necessary to carry out detailed studies aimed at assessing whether immersive technologies are comparable to traditional training methods.
That said, the use of XR in healthcare is at the crossroad of several disciplines including engineering, computer science, medicine, pedagogy, and psychology. This results into a mix of different terminology and aims, making it difficult to have a comprehensive overview of the state of the art.
This Research Topic will offer a comprehensive perspective on the topic, through multidisciplinary contributions about new applications, reviews, efficacy studies, comparative analysis, and theories, with the goal being a better understanding of the needs and research gaps that must be overcome to spread the use of XR in healthcare education.
Contributions from different fields (e.g., biomedical engineering, computer science, psychology, pedagogy, medicine) are desired for this collection.
Any original research and review article on the use of immersive technologies for healthcare training is welcome. Studies focusing on the following areas are particularly of interest:
- Design and development of immersive technology tools for training and evaluation of students and healthcare providers
- Surgical training, including open surgery, laparoscopy and robotic surgery
- Systems combing Virtual Reality and Augmented Reality with haptics
- Efficacy studies on the use of immersive technologies for medical training
- Combination of immersive technologies with sensors
- Design and development of systems for the training of patients and caregivers
- Studies on cybersickness
- Physiological data analysis during Virtual Reality, Augmented Reality and Mixed Reality experiences
- Rehabilitation tools, for patient cognitive and motor recovery