Development and Usability of a Virtual Reality-Based Filler Injection Training System
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ORIGINAL ARTICLE
NON-SURGICAL AESTHETIC
Development and Usability of a Virtual Reality-Based Filler Injection Training System Seung Min Oh1 • Ju Young Kim2 • Seungho Han3 • Won Lee4 • Il Kim5 Giwoong Hong6 • Wook Oh7 • Hyungjin Moon8 • Changmin Seo9
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Received: 19 March 2020 / Accepted: 4 July 2020 Ó The Author(s) 2020
Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system.
Electronic supplementary material The online version of this article (https://doi.org/10.1007/s00266-020-01872-2) contains supplementary material, which is available to authorized users. & Ju Young Kim [email protected] & Seungho Han [email protected] 1
ON Clinic, Seoul, Republic of Korea
2
Department of Family Medicine, Seoul National University Bundang Hospital, 82, Gumi-ro 173 Beon-gi, Bundang-gu, Seongnam-si, Gyeonggi-do, Republic of Korea
3
Department of Anatomy, Medical College of Choongang University, 84 Heukseok-ro Dongjak-gu, Seoul, Republic of Korea
4
Yonsei E1 Plastic Surgery Clinic, Anyang, Republic of Korea
5
Mania Mind CEO, Seoul, Republic of Korea
6
SAMSKIN Plastic Surgery, Seoul, Republic of Korea
7
Samsung Feel Clinic, Seoul, Republic of Korea
8
BeUp Clinic, Seoul, Republic of Korea
9
Department of Anatomy, Medical College of Choongang University, Seoul, Republic of Korea
Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged \ 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For
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