scholarly journals Tele-mentoring using augmented reality technology in healthcare: A systematic review

Author(s):  
Dung Trung Bui ◽  
Tony Barnett ◽  
Ha T. Hoang ◽  
Winyu Chinthammit

This systematic review aimed to identify how tele-mentoring systems that incorporate augmented reality (AR) technology are being used in healthcare environments. A total of 12 electronic bibliographic databases were searched using the terms “augmented reality”, “tele-mentoring” and “health”. The PRISMA checklist was used as a guide for reporting. The mixed method appraisal tool was used to assess the quality of the included experiments. The data were then analysed using a concept-centric approach and categorised primarily with regards to system performance and task performance measures. A total of 11 randomised controlled trials and 14 non-randomised designs were included for review. Both mentees and mentors assessed the system and task performance according to 25 categories. The feedback of mentees using AR tele-mentoring systems was generally positive. The majority of experiments revealed that the AR system was an effective tele-mentoring device overall and resulted in the effective performance of a procedure. Benefits included improvements in trainees’ confidence, task completion time and reductions in task errors and shifts in focus. However, the systems had limitations, including heaviness of the equipment, inconvenience, discomfort and distraction of wearing devices, limited battery life, the latency of video and audio signals and limited field of view.   Implications for practice or policy: Health practitioners can apply AR technology to receive and follow real-time annotated instructions verbally and visually from remote experts. Technical developers may consider improving AR devices in terms of lighter weight, larger field of view, more ergonomic design, more stable network connection and longer battery life. Further AR-related experiments may need to explore AR tele-mentoring systems’ utility across healthcare environments with larger samples, real patient populations in remote settings, cost-benefit analysis and impacts on short- and long-term patient outcomes.

Author(s):  
Eugene Hayden ◽  
Kang Wang ◽  
Chengjie Wu ◽  
Shi Cao

This study explores the design, implementation, and evaluation of an Augmented Reality (AR) prototype that assists novice operators in performing procedural tasks in simulator environments. The prototype uses an optical see-through head-mounted display (OST HMD) in conjunction with a simulator display to supplement sequences of interactive visual and attention-guiding cues to the operator’s field of view. We used a 2x2 within-subject design to test two conditions: with/without AR-cues, each condition had a voice assistant and two procedural tasks (preflight and landing). An experiment examined twenty-six novice operators. The results demonstrated that augmented reality had benefits in terms of improved situation awareness and accuracy, however, it yielded longer task completion time by creating a speed-accuracy trade-off effect in favour of accuracy. No significant effect on mental workload is found. The results suggest that augmented reality systems have the potential to be used by a wider audience of operators.


2021 ◽  
Vol 5 (5) ◽  
pp. 22
Author(s):  
Henrik Detjen ◽  
Robert Niklas Degenhart ◽  
Stefan Schneegass ◽  
Stefan Geisler

Misconceptions of vehicle automation functionalities lead to either non-use or dangerous misuse of assistant systems, harming the users’ experience by reducing potential comfort or compromise safety. Thus, users must understand how and when to use an assistant system. In a preliminary online survey, we examined the use, trust, and the perceived understanding of modern vehicle assistant systems. Despite remaining incomprehensibility (36–64%), experienced misunderstandings (up to 9%), and the need for training (around 30%), users reported high trust in the systems. In the following study with first-time users, we examine the effect of different User Onboarding approaches for an automated parking assistant system in a Tesla and compare the traditional text-based manual with a multimodal augmented reality (AR) smartphone application in means of user acceptance, UX, trust, understanding, and task performance. While the User Onboarding experience for both approaches shows high pragmatic quality, the hedonic quality was perceived significantly higher in AR. For the automated parking process, reported hedonic and pragmatic user experience, trust, automation understanding, and acceptance do not differ, yet the observed task performance was higher in the AR condition. Overall, AR might help motivate proper User Onboarding and better communicate how to operate the system for inexperienced users.


1989 ◽  
Vol 33 (3) ◽  
pp. 159-163 ◽  
Author(s):  
Brian C. Hayes ◽  
Ko Kurokawa ◽  
Walter W. Wierwille

This research was undertaken, in part, to determine the magnitudes of performance decrements associated with automotive instrument panel tasks as a function of driver age. Driver eye scanning and dwell time measures and task completion measures were collected while 24 drivers aged 18 to 72 performed a variety of instrument panel tasks as each drove an instrumented vehicle along preselected routes. The results indicated a monotonically increasing relationship between driver age and task completion time and the number of glances to the instrument panel. Mean glance dwell times, either to the roadway or the instrument, were not significantly different among the various age groups. The nature of these differences for the various task categories used in the present study was examined.


Heliyon ◽  
2021 ◽  
Vol 7 (3) ◽  
pp. e06277
Author(s):  
Nor Farzana Syaza Jeffri ◽  
Dayang Rohaya Awang Rambli

Author(s):  
Yalda Ghasemi ◽  
Ankit Singh ◽  
Myunghee Kim ◽  
Andrew Johnson ◽  
Heejin Jeong

An augmented reality (AR) environment includes a set of digital elements with which the users interact while performing certain tasks. Recent AR head-mounted displays allow users to select how these elements are presented. However, few studies have been conducted to examine the effect of presenting augmented content on user performance and workload. This study aims to evaluate two methods of presenting augmented content — world-locked and head-locked modes in a data entry task. A total of eighteen participants performed the data entry task in this study. The effectiveness of each mode is evaluated in terms of task performance, muscle activity, perceived workload, and usability. The results show that the task completion time is shorter, and the typing speed is significantly faster in the head-locked mode while the world-locked mode achieved higher scores in terms of preference. The findings of this study can be applied to AR user interfaces to improve content presentation and enhance the user experience.


Author(s):  
Jeong Ho Kim ◽  
Hemateja Ari ◽  
Charan Madasu ◽  
Jaejin Hwang

This study investigated the effect of different hologram distances on the shoulder postures, muscle activities, and the task performance (speed) during Augmented Reality (AR) interactions. With a repeated- measures design, 20 participants (10 males) performed the 3-D cube task involving gaze, pinching, and dragging gestures by different hologram distances: near (30 cm), middle (60 cm), and far (90 cm) relative to the participant. Meanwhile, muscle activities (upper trapezius, anterior and middle deltoid) and the right shoulder postures were measured. The results showed that hologram distances significantly affected middle deltoid muscle activities and shoulder flexion and abduction angles, and task performance during 3-D cube task ( p’s < 0.001). The far hologram distance resulted in higher middle deltoid muscle activity and shoulder angles compared to the near and middle distances. Task performance was higher when the hologram was displayed in the middle compared to the near and far distances ( p’s < 0.001). These results indicate that a hologram distance may be an important design factor affecting users’ shoulder stress and task performance during AR interactions.


2021 ◽  
Vol 2 ◽  
Author(s):  
Mark Roman Miller ◽  
Jeremy N. Bailenson

Augmented reality headsets in use today have a large area in which the real world can be seen, but virtual content cannot be displayed. Users perceptions of content in this area is not well understood. This work studies participants perception of a virtual character in this area by grounding this question in relevant theories of perception and performing a study using both behavioral and self-report measures. We find that virtual characters within the augmented periphery receive lower social presence scores, but we do notfind a difference in task performance. These findings inform application design and encourage future work in theories of AR perception and perception of virtual humans.


1987 ◽  
Author(s):  
Richard W. Foltin ◽  
Richard M. Capriotti ◽  
Margaret A. McEntee ◽  
Marian W. Fischman
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