ABSTRACT

The use of virtual reality (VR) based environments for training is an increasingly powerful application of technology. Previously, large expensive graphics engines limited the viability of such tools. Now the power of desktop VR systems means applications proliferate. They may be apposite for particular training arena such as arthroscopic surgery (minimally invasive or keyhole surgery on the joints) for several reasons e.g. patient safety, interface similarity, evaluative capacity and the containment of surgeons’ learning curve outside the patient. Sheffield University has developed a knee arthroscopy training system (SKATS). Design issues and trade-offs in this kind of application are discussed, particularly debate over the expected validity of haptic feedback. Preoccupation with this issue negates the applied problem namely, increasing surgeon safety. Instead it addresses a related technical problem, of simulator capability. Current work on SKATS is an example of a broadening of Human Factors definitions, in particular a risk-based approach is discussed. Issues such as haptic feedback and training contextualisation are considered essential and complimentary increasing the complexity of the design problem. High levels of VR specification may be defensible for commercial, 388aesthetic, technical challenge and face validity reasons. However, an over reliance on technology is seen as a key risk driver for product failure. Cultural, attitudinal, motivational and organisational issues, which define the applied context of the final product, are seen as essential, particularly where the system is intended to be used to accelerate professional judgement of a high-risk profession.