The iLRN 2020 Virtual Conference has now concluded. If you registered for the conference, recordings of many of the sessions are available to you on the respective pages for the sessions on this site (you will need to be logged in to view the content). If you did not register for the conference, please sign up for a free individual membership of iLRN and we will contact you in due course to provide you with details on how you can gain access to the recordings.

Additionally, a highlights reel from the conference is available here.
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Tuesday, June 23 • 9:00am - 10:00am
Medical and Healthcare I

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Presentation 1: Next-generation Virtual and Augmented Reality in Surgical Education: A Narrative Review (Practitioner Presentation #97)

Authors: Sharaf Sheik-Ali

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Background - Virtual and Augmented Reality (VR/AR) has been used in surgery for several decades. Over the past 5-10 years, however, new technological advances, including high-resolution screens, mobile graphical processing units (mGPUs) and position-sensing technologies, have been incorporated into relatively low-cost VR and AR devices. This review focuses on the current impact of the application of these “Phase 2” VR/AR technology in surgical training. Methods - A narrative literature review was undertaken using PubMed and Web of Science to identify comparative studies related to the impact of Phase 2 VR or AR tools on surgical training, defined in terms of the acquisition of technical surgical skills. Eleven studies on the effectiveness of VR/AR in surgical education were identified for full review. Further, the grey literature was searched for articles describing the current state of VR/AR in surgical education. A quality analysis using the Newcastle Ottawa scale showed a median score of 7 (out of a maximum achievable score of 9). Results - All studies showed a positive association between the use of VR/AR in surgical training and skill acquisition in terms of improving the speed of acquisition of surgical skills, the surgeon’s ability to multitask, the ability to perform a procedure accurately, hand-eye coordination and bimanual operation. The grey literature presented a common, positive theme of the benefits of VR/AR in surgical training. Conclusions – Based on the limited evidence available, VR/AR appears to have positive training benefits in improving the speed of acquisition of surgical skills. However, the significant heterogeneity in study methodology and the relative recency of wider VR/AR adoption in surgical training mean that only tentative conclusions can be drawn at this stage. Further research, ideally with large sample sizes, robust outcome measures and longer follow-up periods, is recommended.

Presentation 2: Experience Two Immersive Worlds of VR and Avatars In One: Delivering Cloud-based Real-time Ventilator Management VR training for surge in COVID-19 pandemic (Practitioner Presentation #170)

Authors: Dan Lim, Brandon Baker and Dan Lim

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Short Description: In early April, we received requests from AdventHealth Orlando about assistance in upskilling general nurses to staff ICU units for the surge of COVID-19 critical patients anticipated in late April. Since all in-person training was suspended, they were looking for assistance in virtual immersive training. One of the five areas of upskilling requested was ventilator management for ICU units, which was most critical for AdventHealth Orlando hospital, the largest in the nation, in preparation for being overwhelmed. We worked with a team of nursing leaders, respiratory therapists, and ICU nurses at AdventHealth Orlando and developed three scenarios for ventilator management. For phase 1, the three scenarios of ventilator management had been filmed in 360 VR at AdventHealth University Simulation Center with assistance from ICU nurses and respiratory therapists. For phase 2, in joint venture with Full Sail University, a renowned gaming university in Orlando, a cloud-based real-time immersive virtual reality was prototyped and developed for merging with a second world of interactive avatars. The cloud-based VR system allows up to 8 participants (7 learners and 1 instructor) to learn and interact immersively from anywhere with full audio interaction. While experiencing the 360 VR filmed scenarios, the instructor could pose questions in real-time about the scenarios while learners select one of the three answer options on their virtual tablets. The instructor would release the polling of learners’ response, allowing for further discussion of the choices made. The cloud-based VR system will become the VR engine in which other content scenarios would be populated. AdventHealth University is now using this cloud-based immersive virtual training platform for developing selected clinical labs for the Fall trimester, mitigating COVID-19 limitations and reducing onsite clinical labs after the pandemic. Purpose: This presentation is intended to demonstrate that immersive learning experience could be done virtually without compromising immersion quality or learning modality. The new immersive technology and application is significant in 1) Preparing for the second wave and future pandemics, 2) Differentiating our remoting learning from other institutions, 3) Onboarding new nurses through immersive learning, and 4) Reducing the number of and cost of clinical spaces post COVID-19. Target Audience: Besides the immediate audience in higher education and healthcare entities, any organizations struggling with in-person education and training among their employees during the pandemic could benefit. Or later, they could benefit from maintaining certain remote work and reducing the need and cost of travel for education and training. This will be particularly helpful for hands-on education and training that can’t be done in-person during disasters or future pandemics. Audience Engagement: If time permits, we would show a quick video recording of the cloud-based VR system, demonstrating how the two worlds of VR and Avatars are merged into one. We plan to interact with the audience based on the questions generated from the video demo. Outcome: The audience will benefit from the following outcomes: 1) Learn how to select the appropriate cases for scenarios development. 2) Determine and implement technology and logistic requirements for a cloud-based VR system. 3) Integrate learning theories into real-time immersive learning to enhance student learning experience. 4) Develop the affordable cost structures for development and deployment that present great ROI to employers. 5) Identify cred

avatar for Sharaf Sheik-Ali

Sharaf Sheik-Ali

Dr, MBBS BSc, University of Oxford

Tuesday June 23, 2020 9:00am - 10:00am PDT
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