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Background: Residency programs must prepare to train the next generation of surgeons on the robotic platform. The purpose of this study was to determine if baseline skills of residents on a virtual reality (VR) robotic simulator before intern year predicted future performance in a proficiency-based curriculum.
Methods: Across two academic years, 21 general surgery PGY-1s underwent the robotic surgery boot camp at the University of Texas Southwestern. During boot camp, subjects completed five previously validated VR tasks, and their performance metrics (score, time, and economy of motion [EOM]) were extracted retrospectively from their Intuitive learning accounts. The same metrics were assessed during their residency until they reached previously validated proficiency benchmarks. Outcomes were defined as the score at proficiency, attempts to reach proficiency, and time to proficiency. Spearman's rho and Mann-Whitney U tests were used; median (IQR) was reported. Significance level was set at p < 0.05.
Results: Twenty-one residents completed at least three out of the five boot camp tasks and achieved proficiency in the former during residency. The median average score at boot camp was 12.3 (IQR: 5.14-18.5). The median average EOM at boot camp was 599.58 cm (IQR: 529.64-676.60). The average score at boot camp significantly correlated with lower time to achieve proficiency (p < 0.05). EOM at boot camp showed a significant correlation with attempts to proficiency and time to proficiency (p < 0.01). Residents with an average baseline EOM below the median showed a significant difference in attempts to proficiency (p < 0.05) and time to proficiency (p < 0.05) compared to those with EOMs above or equal to the median.
Conclusion: Residents with an innate ability to perform tasks with better EOM may acquire robotic surgery skills faster. Future investigators could explore how these innate differences impact performance throughout residency.
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http://dx.doi.org/10.1007/s00464-023-10372-8 | DOI Listing |
JMIR Hum Factors
September 2025
Villa Beretta Rehabilitation Center, Costa Masnaga, Italy.
Background: Telerehabilitation is a promising solution to provide continuity of care. Most existing telerehabilitation platforms focus on rehabilitating upper limbs, balance, and cognitive training, but exercises improving cardiovascular fitness are often neglected.
Objective: The objective of this study is to evaluate the acceptability and feasibility of a telerehabilitation intervention combining cognitive and aerobic exercises.
Games Health J
September 2025
Department of Psychology, Soochow University, Suzhou, China.
Cooking plays a crucial role in healthy eating, and food exposure during cooking significantly influences people's health and well-being. Given the challenges faced by novice cooks and the general lack of interest in cooking, this research proposes utilizing a highly engaging cooking game as an alternative to real-life cooking, allowing individuals to achieve the same health-boosting benefits as traditional cooking while enjoying the game. Additionally, this study will examine the moderating role of food type and cooking manner in this process.
View Article and Find Full Text PDFIISE Trans Occup Ergon Hum Factors
September 2025
Department of Industrial and Systems Engineering, Virginia Tech, Blacksburg, Virginia, USA.
Occupational ApplicationsWe investigated the effects of age and sex on cybersickness susceptibility during Virtual Reality (VR)-based forklift training, using an order picker forklift truck consisting of basic and common forklift driving scenarios. Cybersickness occurrence was assessed using the Simulator Sickness Questionnaire (SSQ) and analyzed with the survival analysis method. Our analysis indicated strong vulnerability among older adults yet no significant influence of biological sex on cybersickness susceptibility.
View Article and Find Full Text PDFSci Rep
September 2025
Department of Data Science, Hanyang University, Seoul, 04763, Republic of Korea.
The increasing prevalence of depression has highlighted Mindfulness-Based Cognitive Therapy (MBCT) as an effective treatment. However, conventional MBCT has several limitations, including barriers to access, the need for trained professionals, and inconsistent levels of participant engagement. The feasibility of using Virtual Reality (VR) for MBCT has emerged as a promising solution, but further research is needed to assess its therapeutic potential.
View Article and Find Full Text PDFAnesth Prog
September 2025
Objective: The purpose of this study was to compare nitrous oxide (N2O) vs virtual reality (VR) as methods for reducing pain and anxiety during a dental injection. The primary objectives were to assess acute changes in stress responses by comparing salivary cortisol levels between the 2 groups and differences in injection pain scores.
Methods: A total of 132 female subjects serving as their own control received maxillary lateral incisor infiltration injections with the use of either N2O or a VR headset during separate appointments spaced at least 2 weeks apart.