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1.
2022 IEEE Games, Entertainment, Media Conference, GEM 2022 ; 2022.
Article in English | Scopus | ID: covidwho-2265494

ABSTRACT

Pseudo-haptics refers to the simulation of haptic sensations without the use of haptic interfaces, using, for example, audiovisual feedback and kinesthetic cues. Given the COVID-19 pandemic and the shift to online learning, there has been a recent interest in pseudo-haptics as it can help facilitate psychomotor skills development away from simulation centers and laboratories. Here we present work-in-progress that describes the study design of a pseudo-haptics for virtual anesthesia skills development. We anticipate this work will provide greater insight to pseudo-haptics and its application to anesthesia-based training. © 2022 IEEE.

2.
14th International Conference on Interactive Mobile Communication, Technologies and Learning, IMCL 2021 ; 411 LNNS:102-110, 2022.
Article in English | Scopus | ID: covidwho-1826208

ABSTRACT

Auditory and haptic cues play an important role in medical simulation for developing cognitive and motor skills. For example, medical training whereby trainees practice drilling-related surgeries requires the use of force feedback haptic devices in conjunction with computer-based simulations that provide audiovisual cues. Traditionally, this practice requires trainees to be co-located and work in groups within a simulation laboratory. While virtual reality (VR) is providing opportunities for developing digital replicas that can be used without depending on access to the training site, VR equipment including haptic devices, and high fidelity head-mounted displays, are not widely available. Due to the need for specialized equipment and restrictions placed on in-person user testing due to the COVID-19 pandemic, here we describe an experiment that examined the simulation of a virtual drilling task conducted remotely. The experimental results are not discussed. Rather, we report our findings with respect to the various challenges faced when rethinking audio-haptic perceptual immersive user-based experiments during COVID-19. We also describe a future experiment that will be conducted to test the usability of a serious game and will also be conducted entirely online. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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