May Y. Choi and Garnette R. Sutherland
The purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.
Abstract
Purpose
The purpose of this paper is to determine the effect of video game and surgical experience on the ability to adapt to and use the neuroArm virtual reality (VR) simulator.
Design/methodology/approach
A total of 48 participants, comprising video gamers, medical students, surgical residents, and qualified surgeons, were recruited. Subjects played three video games and completed a questionnaire. Three pre‐determined tasks simulating surgical procedures were performed using the simulator. Performance was measured by time for task completion, number of errors, and quality of outcome.
Findings
Gamers outperformed other groups on all measures of performance at almost every task on the VR simulator. All groups showed interval improvement in performance. As age of participants increased, irrespective of their sex and group, their quality of performance decreased and time to complete tasks increased. Initially, the men outperformed the women at every task, however, the difference decreased with repetition.
Research limitations/implications
More participants are needed to increase statistical significance of the results, in particular female participants.
Practical implications
This study showed that gamers adapted rapidly to the neuroArm trainer, which could be attributed to enhanced visual attention and spatial distribution skills from video game play. Therefore, visuospatial skills may become strong elements in the selection criterion for future generations of surgical trainees.
Originality/value
This study evaluated performance on the neuroArm trainer for the first time. The results provide insight into the design of a training program that helps select and prepare future surgeons for robotic surgery.
Details
Keywords
This paper aims to review of the use of robots in two healthcare applications: surgery and prosthetics.
Abstract
Purpose
This paper aims to review of the use of robots in two healthcare applications: surgery and prosthetics.
Design/methodology/approach
Following a brief introduction, this paper first considers robotic surgery and discusses a selection of commercial products, applications and recent technological advances. It then considers recent developments in robotic prosthetics.
Findings
It is shown that surgical robots are being employed in an ever‐growing range of clinical procedures. Systems employing tactile feedback are under development. Improved robotic prosthetics are the topic of a major research effort and recent developments include hands and grippers, walking aids and novel control techniques, including thought‐activated systems which exploit advances in brain‐computer interface technology.
Originality/value
This paper provides details of recent developments and applications of robotic surgery and prosthetics.
Details
Keywords
Brian H. Rudall and C.J.H. Mann
This paper aims to review current advances in the production of systems which will enhance research and development potential.
Abstract
Purpose
This paper aims to review current advances in the production of systems which will enhance research and development potential.
Design/methodology/approach
A general review and survey of selected innovative systems for research and development.
Findings
Illustrates the multi‐ and trans‐disciplinary nature of studies in cybernetics, systems and management science with a view to further research and development.
Practical implications
The choice of reviews provides an awareness of the current trends in these endeavours.
Originality/value
The reviews are selected from a global database and give a studied assessment of current research and development initiatives.