期刊
BEHAVIOUR & INFORMATION TECHNOLOGY
卷 41, 期 1, 页码 1-17出版社
TAYLOR & FRANCIS LTD
DOI: 10.1080/0144929X.2020.1788162
关键词
Virtual reality; user experience; healthcare; learning; education; integrative review
资金
- Hame Foundation for Professional Higher Education and Research
This integrative review analyzed the usage of different virtual reality technologies in healthcare practice and education, as well as the user experiences of these technologies. The study identified three types of VR technologies used in this field and found that haptic device simulators were the most commonly used, while head-mounted displays were the least-used. The review also examined the user experiences in immersive virtual environments and found that most components were observed in haptic devices and head-mounted displays, with all components being observed in the latter. Overall, the development of VR technology has greatly enhanced user experiences, skill development, and patient safety.
The aim of this integrative review was to analyse the usage of different virtual reality (VR) technologies in learning and user experiences (UXs) of these technologies in healthcare practice and education. The integrative review was conducted in spring 2019 by searching eight international databases. The searches retrievedn = 26 original articles that were quality checked and included for the review. Three different VR technologies used in the field of healthcare education and practice were identified: haptic device simulators, computer-based simulations and head-mounted displays (HMDs). The haptic simulators were the most often used, whereas the HMD devices were the least-used technology in the field of healthcare. In immersive virtual environments, UX includes ten components. Most of the components were observed in the context of haptic devices and HMD devices, with all ten components being observed with the HMD devices. Almost all of the components were rated as positive. In conclusion, the development of VR technology has enabled the creation of the most comprehensive UXs, thus enhancing skill development, enabling remote access to training and, ultimately, improving patient safety. This review is important as it highlights the need for far more UX research within immersive virtual environments.
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