Background/rationale
Virtual reality (VR) is commonly used to enhance practitioners’ learning and engagement. Learning by doing is the most effective method to understand lessons; however, it is not feasible to make repeated mistakes in practice for some techniques due to risks or resource constraints. Education and training using VR can provide content in a mixed-media format based on creating a virtual world, wherein users see and interact with their surroundings virtual environment in 3 dimensions. Learners can try to perform a technique by themselves as long as they want and may make mistakes without any negative effects, allowing them to practice repeatedly and learn from their mistakes. These capabilities of VR have direct implications for medical education and training [
1]. VR training provides realistic learning experiences, supporting learners who are inspired to discover the material on their own. Learners can explore a lesson’s content to see how its elements work and are more likely to engage in the lesson experientially. Moreover, VR provides an opportunity to learn by interacting with lessons instead of passively reading or listening to experts. The widespread use of simulation training is based on patient safety concerns, focusing on improving the quality of medical services and clinical outcomes. Several studies have shown that learning in VR simulations was more effective than traditional clinical training [
2-
4]. It has been reported that practice using VR simulations improved medical students’ learning in many domains [
5].
Intubation is a standard procedure of respiratory care for patients. However, learning and practicing intubation is a risky and challenging process for beginners, because intubation involves manipulating patients’ airways using a laryngoscope and inserting an endotracheal tube into the trachea. Practicing with patients can lead to life-threatening risks when performed by inexperienced operators. Furthermore, the specific steps of intubation involve important differences in the details of the procedure. Supervisors should focus on guiding various sub-behaviors to help trainees improve their skills. Practice usually takes place using manikins; however, equipment is often insufficient for individual learners and manikins require expert guidance to use.
For these reasons, training with VR simulations is beneficial for encouraging and supporting learners as they become proficient in their skills. However, there are various forms of VR training. Interactions through controllers are at the foundation of VR [
6], and VR headsets currently offer controllers as an essential accessory without additional purchases. Therefore, many VR applications have user interactions with the environment through controllers, which allow users to perform actions such as touching objects and manipulating objects according to their hand position and button commands. Another mechanism for controlling VR applications is the use of hand tracking for interactions. Hand tracking is a new technology in VR that uses a built-in camera on the VR headset to detect a user’s position and hand gestures. Therefore, VR applications can use hand tracking to control object touching and manipulation by detecting the user’s hand, similar to what is possible using controllers [
7].
Objectives
The present study aimed to investigate the differences in VR intubation training as a case study to explore the differences between using controllers (
Figs. 1-
4) and hand tracking (
Fig. 5) for learning in VR (
Figs. 6,
7). The following variables were compared between controller interaction and hand tracking: learning outcomes, practice scores, usability, ease of use, and satisfaction with the VR system. Feedback from real users can provide useful input for understanding the design and development of VR applications to make them more effective from a functional standpoint for learning and practice in medical training. The research question was as follows: are there any differences in learning outcomes and usability between using controllers and hand tracking in VR medical training?