Head Mounted Display (HMD), Virtual Reality (VR)
In 2019, Logishetty et al.
5- Logishetty K.
- Rudran B.
- Cobb J.P.
Virtual reality training improves trainee performance in total hip arthroplasty: A randomized controlled trial.
conducted an RCT consisting of 24 novice, orthopaedic surgical trainees. The focus of this study was on a HMD with handheld controllers, specifically HTC Vive System (Taipei, Taiwan) running THA VR simulation v1.1 (Pixelmolkerei, Chur, Switzerland). This study consisted of 2 groups, a VR-trained group and a control group being trained with conventional preparatory materials. Both groups were given a 6-week curriculum using their respective training technique. Postcurriculum assessment was done using a cadaveric THA, with the primary outcome being the subjects’ procedure-based assessment (PBA). The PBA is a compulsory and widely used objective structured assessment tool used in the United Kingdom, and subjects were given a score based on their performance on postcurriculum procedure.
5- Logishetty K.
- Rudran B.
- Cobb J.P.
Virtual reality training improves trainee performance in total hip arthroplasty: A randomized controlled trial.
The study also had secondary outcomes, including completion of task-specific checklist, degree of error in acetabular component orientation, and procedure duration. This group found VR curriculum to be overall superior to traditional preparatory materials. The VR group had a mean PBA of 3b (ranging from 3a-4a), as compared with the control group mean PBA of 2a (ranging from 1b-2b). According to the PBA global summary score, 3b is described as “procedure performed competently without guidance or intervention but lacked fluency,” whereas a PBA score of 2a is described as “guidance required for most/all of the procedure (or part performed).” This difference among the groups was statistically significant, with a
P < .001. Secondary outcomes were in favor of VR as well. Task-specific checklist assessment resulted in VR subjects completing an average of 23 key steps compared with 12 in the control (
P < .001). The acetabular component implant was placed with 12 degrees greater accuracy in the VR group when compared with the control. Finally, operative time was faster in VR group (42-minute average) relative to control (51-minute average) with a
P < .03.
Another group, Hooper et al.,
6- Hooper J.
- Tsiridis E.
- Feng J.E.
- et al.
Virtual reality simulation facilitates resident training in total hip arthroplasty: A randomized controlled trial.
conducted a similar study in 2019 looking at the THA procedure and HMD VR as a possible training tool. This study consisted of 14 postgraduate year 1 orthopaedic residents. This group also used HMD with handheld controllers, but used the Oculus Rift CV1 (Menlo Park, CA) hardware and VR-THA Simulation, ORamaVR (Heraklion, Crete, Greece) software. This study consisted of 2 groups, VR trained serving as an experimental group and a control group. All subjects completed a pre-VR assessment on a cadaveric model, which was graded using a “novel checklist” to establish a baseline score, as well as a procedural knowledge test. The subjects were then randomized to a VR group plus standard study materials or a standard study materials-only group. The VR group then completed 2 virtual THA procedures in a 2-week period. All subjects were then reassessed on cadaveric model and procedural knowledge two weeks after the first procedure. The primary outcomes in this study were the results of the cadaveric model assessment and the procedural knowledge test results, comparing the pre- and post-VR (and study time) 2 weeks apart. The results of this study demonstrated the VR group improved their cadaveric score by 18 points, which was statistically significant at a
P = .48; however, this required an adjustment based on grader strictness. The VR cohort demonstrated greater improvement in procedural steps, technical performance, visuospatial skills, efficiency, and flow, however, only the improvement in technical performance was statistically significant (
P = .009). The VR group also showed greater improvement on the procedural knowledge quiz; however, this was not statistically significant. Overall, this group concluded that the HDM VR simulation is worth developing as a tool for resident education.
Moving into 2020, there were 5 studies published that were included in this review. The first by Lohre et al.
7- Lohre R.
- Bois A.J.
- Pollock J.W.
- et al.
Effectiveness of immersive virtual reality on orthopedic surgical skills and knowledge acquisition among senior surgical residents.
was conducted in Vancouver, Canada, with a sample of 19 senior orthopaedic surgical residents. This group focused on reverse shoulder arthroplasty, using the PrecisionOS platform version 3.0 (Vancouver, Canada). Two cohorts were randomized—a VR group and a control group that was given instructional videos as preparatory material. Both groups were assessed using a cadaveric model and given a spoken knowledge test after the assigned intervention period process. The Objective Structured Assessment of Technical Skills (OSATS) score was used as the primary outcome for participants. Secondary outcomes included error rate and procedure duration. This study also dove deeper into training validity measures, such as the Global Rating Scale, transfer of training, transfer effectiveness ratio, and cost-effectiveness ratio. The mean cumulative OSATS score of the VR group (15.9) was greater than that of the control group (9.4) with statistical significance (
P < .001). Furthermore, this group demonstrated a decrease in error rate among the VR group as compared with the control group (15% vs 65%, respectively,
P < .001). The VR group also completed the procedure, on average, faster than those in the control group; however, no statistical significance was shown. This group concluded that training complex procedural skills and critical steps in a HDM VR simulation was superior to technical video training.
Xin et al.
8- Xin B.
- Huang X.
- Wan W.
- et al.
The efficacy of immersive virtual reality surgical simulator training for pedicle screw placement: A randomized double-blind controlled trial.
also published in 2020, focusing on pedicle screw placement. This group used the Immersive Virtual Reality Surgical Simulator (IVRSS), which consisted of an HMD with specialized nailing equipment, including simulated force feedback, as controllers. Commercial software, UG NX8.0 (Siemens, Munich, Germany), also was used. This group differed from all other studies in this review, as they used attending spinal surgeons (all <1 year as attending) as their study subjects. The sample size was 24, with 12 surgeons randomized to an IVRSS group and 12 randomized to a control group using a conventional model of observing a spinal model first, followed by teaching videos of spinal surgery. Both groups underwent baseline assessment of nailing skills, followed by designated intervention period, and finally were reassessed on nailing skills. Primary outcomes included success rate and accuracy rate of pedicle screw placement on post-intervention assessment. VR-trained surgeons had an 82.9% success rate, as compared with the control group success rate of 74.2% (
P < .05). Accuracy rate followed a similar trend, with the VR-trained group showing a rate of 69.6% and control showing a rate of 55.4% (
P < .05). Furthermore, the VR group improved from their baseline score, with a baseline success rate average of 69.2% improving to 82.9% after IVRSS training. Note that this improvement was seen specifically within a group of surgeons with a certain level of experience. This study concluded the data suggest that IVRSS is an effective tool in improving the skills of young surgeons, with a certain clinical value.
Also in 2020, Orland et al.
9- Orland M.D.
- Patetta M.J.
- Wieser M.
- Kayupov E.
- Gonzalez M.H.
Does virtual reality improve procedural completion and accuracy in an intramedullary tibial nail procedure? A randomized control trial.
conducted a study with first- and second-year medical students as participants. The total sample size in this study was 25 individuals, and the focus was on tibial intramedullary nail placement. This group used an HMD with handheld controllers and OssoVR (Palo Alto, CA) software. Unlike other studies in this review, this group chose to have 3 separate cohorts—a VR group (8), a VR plus technique guide group (9), and a technique guide only (8, control) group. The groups involved in VR simulation were allowed 3 separate sessions using the tool, and the groups involved in the technique guide were allowed to prepare as they desired. After 10 to 14 days, all individuals were assessed on their ability to insert a tibial intramedullary nail on a compact bone model, which was without surrounding soft tissue. The primary outcome in this study was completion of the compact bone model task. Secondary outcomes also were considered, including proportion of incorrect steps, number of hints requested, and the mean time to completion of the procedure. The results of this study found that the VR groups were superior to the technique guide only group. There was no statistically significant difference between the 2 VR groups (VR with/without technique guide). The VR only group saw 6 of 8 participants complete the task, whereas 7 of the 8 in the VR plus technique guide completed the task. This was compared to the technique guide only group where only 2 of 8 were able to complete the task (VR groups to technique guide only,
P = .01). There was statistical significance in the mean number of errors made by VR groups and control, with VR only averaging 3.2, VR plus technique guide averaging 3.1, and the technique guide only averaging 5.7 (
P = .02). Finally, there was statistical significance in the mean completion time, with the VR plus technique guide requiring an average of 18 minutes, VR only requiring 19 minutes, and the control requiring 24 minutes (
P = .03). While the VR groups on average requested fewer hints during the procedure, there was no statistical significance to support this difference. This group concluded that virtual reality, specifically the HMD used, has potential to be used in surgical residency as a tool to catalyze learning.
9- Orland M.D.
- Patetta M.J.
- Wieser M.
- Kayupov E.
- Gonzalez M.H.
Does virtual reality improve procedural completion and accuracy in an intramedullary tibial nail procedure? A randomized control trial.
Lohre et al.
10- Lohre R.
- Bois A.J.
- Athwal G.S.
- Goel D.P.
Improved complex skill acquisition by immersive virtual reality training: A randomized controlled trial.
conducted another study, similar to their previously described work, in 2020. This second study consisted of 19 orthopaedic residents (resident group) and 7 consultant shoulder arthroplasty surgeons (expert group). The addition of the expert group in this study allows for increased ability to demonstrate face and content validity, as well as the new opportunity to demonstrate construct validity, while still maintaining a structured RCT to address transfer validity and efficacy. Similar to their previous study, this group was using PrecisionOS Technology (Vancouver, Canada) software, specifically Glenoid Exposure Module, version 1.4. Both residents and expert surgeons were randomized into either a VR group (12) or a control group (11), with the control group gaining access to a comprehensive technical journal outlining steps for achieving glenoid exposure in shoulder arthroplasty, rather than training on VR simulation. After the given intervention period, both groups completed glenoid exposure on a cadaveric model, completed an 8-question knowledge test, and subjective Likert-scale questionnaire about their experience. Keeping with their previous study design, primary outcomes included OSATS score and time to completion on cadaveric model, and knowledge score. Secondary outcomes included face, content, construct, and transfer validity. The results of this study found no statistical difference in composite OSATS score between the VR and control groups. Statistical significance was seen specifically in the OSATS score regarding instrument handling, with the VR group scoring on average 3.25 and control scoring 3.0 (
P = .03). There was also no statistical significance in the difference between knowledge scores of the 2 groups. However, the completion time was significantly shorter in the VR group relative to the control; on average, the groups spent 14 and 21 minutes, respectively (
P = .04). Face, content, construct, and transfer validity of the used HMD simulation was established through this study. Authors concluded HMD VR simulation was superior to traditional model in time to completion and instrument handling, and was equivalent in teaching nontechnical skills, all with improved efficiency.
The final study published in 2020 came from Blumstein et al.
11- Blumstein G.
- Zukotynski B.
- Cevallos N.
- et al.
Randomized trial of a virtual reality tool to teach surgical technique for tibial shaft fracture intramedullary nailing.
This group recruited 20 first- and second-year medical students to serve as the study subjects. This study focused on tibial intramedullary nail placement, similar to a previously described study. However, this group used an Oculus Rift VR headset with Oculus Touch motion controllers, running OssoVR software. Students were randomized into 2 groups—a VR group (10) and a technique guide or control group (10). Both groups were given a maximum of 20 minutes with their respective interventions, after which they were assessed on a SawBones (Vashon, WA) tibial model. Students were assessed on the SawBones model by blinded experts using the Global Assessment 5-Point Rating Scale and a Procedure-Specific Checklist, both of which served as the primary outcomes of this study. Duration of the assessment procedure served as a secondary outcome. This study found that the VR group completed 38% more steps correctly on the procedure-specific checklist (VR: 63% correct steps, compared with control: 25% correct steps,
P = .003). The VR group performed superiorly in all categories of the Global Assessment 5-Point Rating Scale, with statistical significance. The average aggregate score of the VR group was 17.5, compared with the control group’s score of 7.5 (
P = .0004). Finally, the VR group completed the task on average 147 seconds faster than the control group, averaging 615 seconds and 762 seconds, respectively (
P = .002). These results allowed the group to conclude that HMD VR simulation may serve as a useful tool in resident education.
The final study found in this review was published in 2022 by Zaid et al.
12- Zaid M.B.
- Dilallo M.
- Shau D.
- Ward D.T.
- Barry J.J.
Virtual reality as a learning tool for trainees in unicompartmental knee arthroplasty: A randomized controlled trial.
This group’s primary focus was on UKA training on a HMD VR simulation. Orthopaedic residents (20) and fourth-year medical students (2) were recruited as study subjects. This study used a VR headset with handheld controllers, operating OssoVR. Subjects were randomized to either a VR intervention (11) or control intervention (11). The control group had access to a technical guide and video demonstrations of UKA. Both groups were given 45 minutes of training with their assigned intervention, followed by assessment on SawBones model. SawBones assessment was carried out by blinded fellowship-trained arthroplasty surgeons, using OSATS scoring as the evaluation metric. OSATS scores served as the primary outcome. Secondary outcomes included a postassessment survey collecting subjective data about user experience in their respective group, and time to completion of SawBones model. This group found no statistical significance between the VR and control group with respect to OSATS score and time to completion. However, 77% of participants reported VR as a useful tool for resident education, and 86.4% reported a likeliness to use VR for case preparation if available. The postassessment survey showed improvement in participant confidence in performing an independent UKA in both groups. This group concluded that HMD VR simulation was equivalent with regards to SawBones surgical competency, as compared with traditional training methods, with the vast majority of participants finding the VR simulation to be a useful tool.