AN EXPLORATORY QUESTIONNAIRE SURVEY ON VIRTUAL REALITY SOLUTIONS IN TRAUMA CARE

DOI
  • TANIKAWA Atsushi
    Department of Emergency and Critical Care Medicine, Tohoku University Hospital
  • SAGISAKA Ryo
    Department of Integrated Science and Engineering for Sustainable Societies, Faculty of Science and Engineering, Chuo University PECPET Inc.
  • HIRA Eiji
    Department of Acute Care Surgery, Shimane University Faculty of Medicine Shimane Advanced Trauma Center, Shimane University Hospital
  • FUKUMA Hiroshi
    Rinku General Medical Center, Senshu Trauma and Critical Care Center
  • MATSUOKA Tetsuya
    Rinku General Medical Center, Senshu Trauma and Critical Care Center
  • YOKOBORI Shoji
    Department of Emergency and Critical Care Medicine, Graduate School of Medicine, Nippon Medical School Department of Emergency and Critical Care Medicine, Nippon Medical School Hospital
  • JOJI Kensuke
    Jolly Good Inc.

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Other Title
  • 外傷診療におけるVRソリューションに関する探索的アンケート調査

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Abstract

<p>  Background : Virtual reality (VR) has potential for effective learning in medical education. Objective : The objective of this study was to explore the demands and challenges of VR education in trauma care. Methods : On the 30th of June 2022, a seminar on the use of VR was held during the 36th annual meeting of the Japanese Association for the Surgery of Trauma, and this was followed by a questionnaire survey. The participants were doctors. Analysis was performed by facility affiliation and age group. Results : In total, we included 102 participants, of which 79 had valid responses. The demand for content focusing on therapeutic procedures, such as surgery and intervention radiology, accounted for 40.5% (32/79) of the responses. Meanwhile, the demand from university hospital workers accounted for 26.7% (8/30) of the responses. When asked about their availability for editing VR contents, approximately 60% of the respondents stated that they have no time or less than 2 hours to perform the task per week. Conclusion : Despite the high demand for VR content focusing on therapeutic procedures, needs differed at each facility. Expectations for VR education in trauma care were high ; however, securing the time to edit VR content was a challenge.</p>

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