Abstract

In recent years, the advancement of eXtended Reality (XR) technologies including Virtual and Augmented reality (VR and AR respectively) has created new human-computer interfaces that come increasingly closer to replicating natural human movements, interactions, and experiences. In medicine, there is a need for tools that accelerate learning and enhance the realism of training as medical procedures and responsibilities become increasingly complex and time constraints are placed on trainee work. XR and other novel simulation technologies are now being adapted for medical education and are enabling further interactivity, immersion, and safety in medical training. In this review, we investigate efforts to adopt XR into medical education curriculums and simulation labs to help trainees enhance their understanding of anatomy, practice empathetic communication, rehearse clinical procedures, and refine surgical skills. Furthermore, we discuss the current state of the field of XR technology and highlight the advantages of using virtual immersive teaching tools considering the COVID-19 pandemic. Finally, we lay out a vision for the next generation of medical simulation labs using XR devices summarizing the best practices from our and others’ experiences.

Highlights

  • As technology advances it is inevitably adapted to fulfill unmet needs in new applications

  • 1 full dissection/prosection per cadaver Limited by video capabilities of cadaver-labs and rules/ regulations concerning videos of cadaver donors Anatomical learning directly from interacting with the human body

  • In spite of recent advances, technological issues exist in XR haptics, AV output, and motion tracking that need to be resolved to reduce the potential for cybersickness and maximize the utility of XR in medical education

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Summary

Introduction

As technology advances it is inevitably adapted to fulfill unmet needs in new applications. This phenomenon is currently underway in medical education as eXtended Reality (XR) technology has been increasingly adopted over the past decade to address shortcomings in the field (Hauze et al, 2019; Zweifach and Triola, 2019). XR describes a continuum of immersive computing experiences that includes both Augmented Reality (AR) and Virtual Reality (VR). In AR, the user can still view the real world, but reality is augmented with overlayed virtual elements (objects, content, and information). VR creates 3-dimensional (3D) virtual elements in entirely virtual environments (VEs) and the user (typically) cannot view or directly interact with the real world. There are a variety of XR for Next-Gen Medical Education experiences that span the gap between AR and VR and incorporate elements of both along the XR continuum (Figure 1)

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