Wearable computing has long been in development but "smart glasses" have just recently emerged as a viable platform for the personal and industrial sectors. Two recent implementations, Google Glass and the Vuzix M100 both contain an internetenabled computer, battery, speaker, camera, and voice and touch controls in an eyeglass form factor. The user can capture and see images, capture and play videos, capture and listen to audio, and connect to the internet via the small heads-up display mounted in front of one of the user's eyes. We developed a generic voice-controlled Android tutorial application for these devices that can be loaded with training content as needed for multi-step, complex processes. We found that neither Glass nor the M100 is ready for "prime time". Glass suffers from overheating, awkward placement of the on/off switch, toggling of voice navigation, and a fixed camera placement while the M100 has a burdensome hardware design, obstruction of view in the display eye, and lack of an expansive library for voice recognition. Despite these shortcomings, smart glasses show great promise as a means for delivering hands-free training content. We predict that the hands-free, personalized functionality of future models will accelerate learning of complex multistep processes and allow for real-time access of vital information in sterile or roving environments. As such, recommendations are made for the features of the ideal smart glass platform.
Rising workload demands for nurses necessitate the implementation of easily accessible and innovative clinician well-being resources on health care units. This pre/post pilot study sought to measure the impact of a mobile workplace intervention, “Room to Reflect” on staff nurse and nurse manager resilience. A mobile toolbox with a sound machine, Virtual Reality headset, and associated Quick Response code audio/video offerings, and a paper Pocket Guide of mindful restoration practices were provided to 7 health care units for a 3 month period. Pre/post questionnaires assessed perceived resilience using the Connor-Davidson Resilience scale, and intervention feasibility (ease of use), accessibility (spaces used), and effectiveness (restoration). Data analysis consisted of descriptive statistics, paired and independent samples t-tests, and Wilcoxon Signed Rank tests. From the pre (n = 97) to post (n = 57) intervention period, there was a significant difference in resilience for Clinician 3 staff nurses. A mean increase in resilience was noted among nurse managers following participation in the intervention, z = −2.03, p < 0.05. The Pocket Guide was the easiest offering to use, while VR offerings were accessed the most through Quick Response code. Space and time were the most common barriers to Room to Reflect use. Staff nurses felt supported by managers to use the program, and managers perceived that the program improved nurse job satisfaction.
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