6.1HCMay 1
Play and Learn: Gamified Feedback for Ultrasound-Guided Catheter Insertion Training in Virtual RealityMohammad Raihanul Bashar, Alejandro Olivares Hernandez, Yahia Zine et al.
Virtual reality (VR) is widely used for procedural medical training, yet most simulators emphasize realism while providing limited formative feedback. We examine how gamification affects performance, workload, and experiential quality in VR training for ultrasound-guided peripheral intravenous catheter insertion. We developed a gamified simulator with semantically aligned visual and auditory feedback (e.g., progress indicators, alignment guidance, rewards) while preserving procedural fidelity. Two studies were conducted with novices (N=24) and clinicians (N=12). Results showed that gamification reduced task time, improved usability, and lowered workload across expertise levels. Qualitative findings indicate improved goal clarity and confidence for novices and better pacing for experts. Overall, gamification can function as an effective formative feedback in VR medical training.
17.2HCMar 30, 2018
Seeing virtual while acting real: Visual display and strategy effects on the time and precision of eye-hand coordinationA. U. Batmaz, M. de Mathelin, Birgitta Dresp-Langley
Effects of computer generated 2D and 3D views on the time and precision of bare-handed or tool-mediated eye-hand coordination were investigated in a pick-and-place-task with complete novices. All of them scored well above average in spatial perspective taking ability and performed the task with their dominant hand. Two groups of novices, four men and four women in each group, had to place a small object in a precise order on the centre of five targets on a Real-world Action Field (RAF), as swiftly as possible and as precisely as possible, using a tool or not (control). Each individual session consisted of four visual display conditions. The order of conditions was counterbalanced between individuals and sessions. Subjects looked at what their hands were doing 1) directly in front of them (natural top-down view) 2) in topdown 2D fisheye camera view 3) in top-down undistorted 2D view or 4) in 3D stereoscopic top-down view (head-mounted OCULUS DK 2). It was made sure that object movements in all image conditions matched the real-world movements in time and space. One group was looking at the 2D images with the monitor positioned sideways (sub-optimal); the other group was looking at the monitor placed straight ahead of them (near-optimal). All image viewing conditions had significantly detrimental effects on time (seconds) and precision (pixels) of task execution when compared with natural direct viewing.
11.7HCMar 29, 2018
Effects of 2D and 3D image views on hand movement trajectories in the surgeons peripersonal space in a computer controlled simulator environmentAU Batmaz, M de Mathelin, Birgitta Dresp-Langley
In image-guided surgical tasks, the precision and timing of hand movements depend on the effectiveness of visual cues relative to specific target areas in the surgeons peri-personal space. Two-dimensional (2D) image views of real-world movements are known to negatively affect both constrained (with tool) and unconstrained(no tool) hand movements compared with direct action viewing. Task conditions where virtual 3D would generate and advantage for surgical eye-hand coordination are unclear. Here, we compared effects of 2D and 3D image views on the precision and timing of surgical hand movement trajectories in a simulator environment. Eight novices had to pick and place a small cube on target areas across different trajectory segments in the surgeons peri-personal space, with the dominant hand, with and without a tool, under conditions of: (1) direct (2) 2D fisheye camera and (3) virtual 3D viewing (headmounted). Significant effects of the location of trajectories in the surgeons peri-personal space on movement times and precision were found. Subjects were faster and more precise across specific target locations, depending on the viewing modality.