Visual Perceptual Skills Training in Virtual Environments

2014 ◽  
pp. 1059-1072
Author(s):  
Monica Connelly ◽  
Joel Suss ◽  
Lia DiBello

Training for non-federal law enforcement agencies is subject to little regulation—training academies and education requirements often vary between departments—resulting in new officers with varying abilities and on-job proficiencies. The role of expertise can be evaluated in law enforcement and assessed to determine best practices for ideal on-job performance, especially in incidents requiring officers to make potentially lethal, rapid critical decisions (e.g., a use-of-force scenario). Training in a virtual environment has successfully been utilized to maximize management decision-making performance and accelerate the training process. A supplementation of cognitive skills training to existing law enforcement training procedures is proposed along with a recommendation on utilizing virtual environments to enhance expert training and develop a safer community environment.


Author(s):  
Cristol Grosdemouge ◽  
Peter Weyhrauch ◽  
James Niehaus ◽  
Steven Schwaitzberg ◽  
Caroline G. L. Cao

This study investigates how the technical and perceptual skills in laparoscopic surgery, typically acquired separately in the initial learning phases, can be trained together. A task analysis and cognitive task analysis were conducted using a cholecystectomy procedure and a fundoplication procedure. An experiment was conducted to examine the interaction of technical and perceptual skill learning. Subjects were divided into three groups based on order of skills training: 1) technical-perceptual-combined skills training order, 2) perceptual-technical-combined skills training order, and 3) combined skills training. After the training sessions, performance was evaluated using the combined skill. Preliminary results indicate that performance of the group trained in the combined skills condition performed equally quickly as those who trained the technical and perceptual skills separately first. In addition, the number of technical errors and perceptual errors committed were lower. This suggests that surgical skills training may be more efficient if perceptual learning is combined with motor skills during the initial phases of training. This has implications for the design of surgical training simulators and surgical education in general.


2000 ◽  
Vol 9 (3) ◽  
pp. 236-255 ◽  
Author(s):  
Frank Tendick ◽  
Michael Downes ◽  
Tolga Goktekin ◽  
Murat Cenk Cavusoglu ◽  
David Feygin ◽  
...  

With the introduction of minimally invasive techniques, surgeons must learn skills and procedures that are radically different from traditional open surgery. Traditional methods of surgical training that were adequate when techniques and instrumentation changed relatively slowly may not be as efficient or effective in training substantially new procedures. Virtual environments are a promising new medium for training. This paper describes a testbed developed at the San Francisco, Berkeley, and Santa Barbara campuses of the University of California for research in understanding, assessing, and training surgical skills. The testbed includes virtual environments for training perceptual motor skills, spatial skills, and critical steps of surgical procedures. Novel technical elements of the testbed include a four-DOF haptic interface, a fast collision detection algorithm for detecting contact between rigid and deformable objects, and parallel processing of physical modeling and rendering. The major technical challenge in surgical simulation to be investigated using the testbed is the development of accurate, real-time methods for modeling deformable tissue behavior. Several simulations have been implemented in the testbed, including environments for assessing performance of basic perceptual motor skills, training the use of an angled laparoscope, and teaching critical steps of the cholecystectomy, a common laparoscopic procedure. The major challenges of extending and integrating these tools for training are discussed.


2010 ◽  
Vol 25 (5) ◽  
pp. 424-432 ◽  
Author(s):  
Wm. LeRoy Heinrichs ◽  
Patricia Youngblood ◽  
Phillip Harter ◽  
Laura Kusumoto ◽  
Parvati Dev

AbstractIntroduction:Training emergency personnel on the clinical management of a mass-casualty incident (MCI) with prior chemical, biological, radioactive, nuclear, or explosives (CBRNE)-exposed patients is a component of hospital preparedness procedures.Objective:The objective of this research was to determine whether a Virtual Emergency Department (VED), designed after the Stanford University Medical Center's Emergency Department (ED) and populated with 10 virtual patient victims who suffered from a dirty bomb blast (radiological) and 10 who suffered from exposure to a nerve toxin (chemical), is an effective clinical environment for training ED physicians and nurses for such MCIs.Methods:Ten physicians with an average of four years of post-training experience, and 12 nurses with an average of 9.5 years of post-graduate experience at Stanford University Medical Center and San Mateo County Medical Center participated in this IRB-approved study. All individuals were provided electronic information about the clinical features of patients exposed to a nerve toxin or radioactive blast before the study date and an orientation to the “game” interface, including an opportunity to practice using it immediately prior to the study. An exit questionnaire was conducted using a Likert Scale test instrument.Results:Among these 22 trainees, two-thirds of whom had prior Code Triage (multiple casualty incident) training, and one-half had prior CBRNE training, about two-thirds felt immersed in the virtual world much or all of the time. Prior to the training, only four trainees (18%) were confident about managing CBRNE MCIs. After the training, 19 (86%) felt either “confident” or “very confident”, with 13 (59%) attributing this change to practicing in the virtual ED. Twenty-one (95%) of the trainees reported that the scenarios were useful for improving healthcare team skills training, the primary objective for creating them. Eighteen trainees (82%) believed that the cases also were instructive in learning about clinical skills management of such incidents. Conclusions: These data suggest that training healthcare teams in online, virtual environments with dynamic virtual patients is an effective method of training for management of MCIs, particularly for uncommonly occurring incidents.Conclusions:These data suggest that training healthcare teams in online, virtual environments with dynamic virtual patients is an effective method of training for management of MCIs, particularly for uncommonly occurring incidents.


Author(s):  
Mohamed Fahim ◽  
Abdeslam Jakimi ◽  
Lahcen El Bermi

Advances in networks, computers and multimedia technology have changed traditionalmethods for learning and skills training. Nowadays, Virtual Environments for Training (VET) havebeen popular, they can provide an environment where virtual reality can be used to createinteractive interfaces and real-time software that can control every response and action madeby the user. VET have proven to be advantageous to put learners into varied trainingsituations to acquire knowledge and competencies, especially when these situations are taking place in uncontrolled circumstances, or when they are dangerous, unrealizable, or expensive to establish in reality. However individual learners find it difficult to select suitablelearning situations for their particular situation because often, there is no personalized serviceto response to the user needs. Personalization of learning in a VET is a very important way ofimproving the effectiveness and the quality of the training, yet it also a complex process thatrequires consideration of several factors such as learner‘s profiles. The goal is to associatesuitable learning situations to each learner based on his profile.However, personalization of learning becomes an issue with the uncertainty and imprecisionof data that may contains a learner profile. To address this issue, this study is an attempt tointegrate a fuzzy clustering into the process of the personalization of learning.


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