The Dynamic Haptic Robotic Trainer (DHRT) was developed to minimize the up to 39% of adverse effects experienced by patients during Central Venous Catheterization (CVC) by standardizing CVC training, and provide automated assessments of performance. Specifically, this system was developed to replace manikin trainers that only simulate one patient anatomy and require a trained preceptor to evaluate the trainees’ performance. While the DHRT system provides automated feedback, the utility of this system with real-world scenarios and expertise has yet to be thoroughly investigated. Thus, the current study was developed to determine the validity of the current objective assessment metrics incorporated in the DHRT system through expert interviews. The main findings from this study are that experts do agree on perceptions of patient case difficulty, and that characterizations of patient case difficulty is based on anatomical characteristics, multiple needle insertions, and prior catheterization.
A Computer Vision enabled Smart Tray (CVST) was designed for use in medical training for Central Venous Catheterization (CVC). The effects of background color on the ability of the computer vision algorithm to distinguish between tools and the tray was investigated. In addition, the computer vision algorithm was evaluated for accuracy in tool detection. Results indicate that a white monochromatic background is the most useful for segregating background from medical tools, and the algorithm was successfully able to detect 5 different CVC tools both individually and as a group in various arrangements, even when tools overlapped or touched. When the system was in error, it was nearly always due to one tool which has a color similar to that of the background. The CVST shows promise as a CVC training tool and demonstrates that computer vision can be used to accurately detect medical tools.
Gamification, or adding elements of games to training systems, has the potential to increase learner engagement and information retention. However, the use of gamification has yet to be explored in Central Venous Catheterization (CVC) trainers which teach a commonly performed medical procedure with high incidence rates. In order to combat these errors, a Dynamic Haptic Robotic Trainer (DHRT) was developed, which focuses on vessel identification and access. A DHRT+ system is currently under development that focuses on whole procedure training (e.g. sterilization and catheter insertion), including a gamified Graphical User Interface. The goal of this paper was to (1) develop a game-like, patient-centered interface to foster personalized learning and (2) understand the perceived utility of gamification for CVC skill development with expert doctors. This paper outlines some of the potential benefits and deficits of the use of gamification in medical trainers that can be used to drive simulation design.
Measuring walking speed is becoming a more useful tool for assessing overall patient health along with the other five vital signs: temperature, blood pressure, pulse, respiratory rate, and pain. Clinicians consider walking speed to be the “sixth vital sign”. Standardization in measuring walking speed remains elusive and current methods may lead to inconsistent and inaccurate results. This study focused on testing an interface prototype that provides the user with a record-based platform for analyzing walking speed. Two usability studies were conducted with two separate iterations of interfaces. This paper focuses on the second interface, which was a refined version of the first interface. Data obtained through usability metrics and verbal protocol analyses (VPAs) was analyzed. Results from this study provided suggestions for improving the second interface’s ease of use and overall task interaction. Future work will address improving the interface prototype and converting it to a fully-programmed version.
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