Proceedings of the 2007 International ACM Conference on Conference on Supporting Group Work - GROUP '07 2007
DOI: 10.1145/1316624.1316636
|View full text |Cite
|
Sign up to set email alerts
|

The potential impact of 3d telepresence technology on task performance in emergency trauma care

Abstract: Emergency trauma is a major health problem worldwide. To evaluate the potential of emerging 3D telepresence technology for facilitating paramedic -physician collaboration while providing emergency medical trauma care we conducted a between-subjects post-test experimental lab study. During a simulated emergency situation 60 paramedics diagnosed and treated a trauma victim while working alone or in collaboration with a physician via 2D video or a 3D proxy. Analysis of paramedics' task performance shows that the … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
4
0

Year Published

2008
2008
2023
2023

Publication Types

Select...
4
3
2

Relationship

1
8

Authors

Journals

citations
Cited by 14 publications
(7 citation statements)
references
References 33 publications
0
4
0
Order By: Relevance
“…This notion of learning vicariously through an avatar in a video game creates the link between presence and efficacy because, in this case, the avatar is an embodied version of the self, being controlled by the self. A recent study examining presence technologies in telemedicine demonstrated that self-efficacy predicts task performance, and perceptions of presence have a positive impact on future tasks (Soderholm et al, 2007). Therefore, if game players had high perceptions of presence in a video game and were to see their avatar putting a golf ball well in a video game, then they are likely to believe that they themselves would be able to succeed in putting golf balls in a real-world task similar to their avatar.…”
Section: Self-efficacymentioning
confidence: 99%
“…This notion of learning vicariously through an avatar in a video game creates the link between presence and efficacy because, in this case, the avatar is an embodied version of the self, being controlled by the self. A recent study examining presence technologies in telemedicine demonstrated that self-efficacy predicts task performance, and perceptions of presence have a positive impact on future tasks (Soderholm et al, 2007). Therefore, if game players had high perceptions of presence in a video game and were to see their avatar putting a golf ball well in a video game, then they are likely to believe that they themselves would be able to succeed in putting golf balls in a real-world task similar to their avatar.…”
Section: Self-efficacymentioning
confidence: 99%
“…Telepresence technology could be used to sustain this practice and enable richer communication. Soderholm et al [9] evaluated the potential of such technology for facilitating paramedic-physician collaboration during resuscitation and found fewer harmful procedures when the technology was used.…”
Section: Discussionmentioning
confidence: 99%
“…Our sincere thanks to the study participants; Jim Mahaney for his expert technical assistance; the team developing the 3D technology; Chris Wiesen and Steve Poltrock for their helpful suggestions regarding statistical analysis; Ann‐Sofie Axelsson for comments on an earlier draft; and the anonymous reviewers. Some task‐performance statistics were reported in an earlier conference article (Söderholm, Sonnenwald, Cairns, Manning, Welch, & Fuchs, 2007). This research is supported by the National Library of Medicine; Contract N01‐LM‐3–3514, 3D Telepresence for Medical Consultation: Extending Medical Expertise Throughout, Between and Beyond Hospitals.…”
Section: Acknowledgmentsmentioning
confidence: 99%