Introduction
The current coronavirus disease 2019 (Covid-19) pandemic has caused unprecedented challenges to surgical training across the world. With governments currently restricting travel and social interaction, the educational landscape in which surgical trainees are expected to progress towards autonomous practice is fast becoming unrecognisable from traditional pedagogical paradigms such as traditional face-to-face teaching. This has culminated in the widespread cancellation of educational activities spanning the full professional development ecosystem within the National Health Service and equivalent international organisations. For this reason, educators, organisations and institutions on local, regional and national levels are looking to technological advancements to help bridge the gap and continue medical education. Trainees are involved in an increasing array of ‘remote’ activities, such as teleconferencing, video consultations and online examination viva practice.
Whilst Chick et al. are correct in stressing that ‘there is no substitute to hands-on learning through operative experience’,Reference Chick, Clifton, Peace, Propper, Hale and Alseidi1 the rapid evolution of virtual reality technology may offer a complementary modality, providing learning opportunities in emergency scenarios and early surgical skills acquisition. Irrespective of ontological and epistemic perspectives, the potential role of virtual reality in operative training is akin to traditional cadaveric dissection and temporal bone laboratories, with the advantage of repeatability, reliability and online access. Ultimately, there is potential for greater satisfaction amongst the consumers and providers of training, as well as a reduction in costs for delivering high-quality education.
What is virtual reality?
Virtual reality is an object, series of objects or three-dimensional environment generated by computer software.2 It can be interacted with by one or many concurrent users, in a convincing, physical way. The interaction between the user and the virtual world usually requires a head-mounted display, replacing the user's field of view, and some form of controller in one or both hands.
Virtual reality technology falls into a series of emerging technologies known as ‘extended reality’, or ‘XR’ as it is colloquially and commonly known.Reference Sabbagh, Bajunaid, Alarifi, Winkler-Schwartz, Alsideiri and Al-Zhrani3 Augmented reality and mixed reality are the main components of extended reality technology, in addition to virtual reality. Augmented reality is the superimposition of computer processed images onto a real-world view. Mixed reality is a combination of virtual reality and augmented reality technology. This technology blends real and virtual objects, allowing both to be manipulated in a physical way. It enhances augmented reality by allowing the user to interact with the digital object, in three dimensions, whilst maintaining complete awareness and the ability to interact with the real world.
History of virtual reality within surgical education
Over the last 25 years, significant advances have been made in optical, haptic, computing and graphical capabilities.Reference Kuo, Delvecchio and Preminger4 As these advancements have been introduced and the cost of the technology has concurrently fallen, we have seen wider applications for virtual reality within the context of medical simulation.
Today, the literature depicts a variety of specialties (including both medicine and surgery) developing simulators grounded upon virtual reality paradigms. Specialties that have tested true virtual reality surgical simulators include: neurosurgery,Reference Bernardo5 urology,Reference Hamacher, Whangbo, Kim and Chung6 cardiothoracic surgeryReference Bernardo5,Reference Jensen, Ringsted, Hansen, Petersen and Konge7 and orthopaedics.Reference Bartlett, Lawrence, Stewart, Nakano and Khanduja8 General surgery has enthusiastically adopted the technology, focusing on laparoscopic and endoscopic procedures.Reference Mahmood, Scaffidi, Khan and Grover9,Reference Ko, Cheung, Pun and Tung10 Mahmood et al. suggest introducing virtual reality simulation as a mandatory education activity prior to real-world endoscopy, thus mitigating a disadvantage of the apprenticeship model of procedural training.Reference Mahmood, Scaffidi, Khan and Grover9
Within the field of otolaryngology, uptake in virtual reality simulation technology has been comparatively slow. Virtual reality simulators are limited to only two specific areas: endoscopic sinus surgery and temporal bone surgery.Reference Lui and Hoy11,Reference Al-Noury12 Whilst the evidence for these simulators is promising, the current technology is staggeringly expensive and therefore out of reach for most training institutions.
As the equipment has become more advanced in terms of resolution, interactivity, responsiveness and graphical fidelity, the experiences being produced are becoming dramatically more immersive.Reference Winkler, Röthke, Siegfried and Benlian13 The immersion created in virtual reality applications lends itself well to potential emergency scenario based, algorithmic training simulation. Simulated emergency scenarios exist only in anaesthetics, paediatrics (including paediatric ENT) and emergency medicine.Reference Luigi Ingrassia, Ragazzoni, Carenzo, Colombo, Ripoll Gallardo and Della Corte14,Reference Reznek, Harter and Krummel15 Currently, these potential methods of emergency training remain largely untested. Coupled with emergency scenario simulation, non-technical skills training would lend itself to virtual reality, given the high level of immersion. Non-technical skills virtual reality simulators have been described, but the direct acquisition of non-technical skills has yet to be statistically demonstrated.Reference Bracq, Michinov and Jannin16
It is clear that the development of extended reality technology is rapidly progressing, with potential applications broadening as the technology matures. In response to the Covid-19 pandemic, the use of digital technology for education has increased exponentially, and it remains likely that the ongoing need for social distancing will prompt further investment into high-quality, alternative methods of surgical education.
Main advantages of virtual reality educational tools
With the introduction in the UK of the 2016 junior doctor contract, surgical trainees are seeing a further reduction in contact hours.17 In addition, updates in the otolaryngology surgical training curriculum may see competency based progression and further shortening of training time.18 In light of these developments, adoption of simulation training is likely to increase, to support ‘hands-on’ training.
Traditional simulation training is currently delivered in a variety of settings. These can be characterised as high- or low-fidelity.Reference Hegland, Aarlie, Stromme and Jamtvedt19 High-fidelity simulation utilises advanced mannequin technology, human role-playing or even cadavers to recreate complex case scenarios or procedures. Low-fidelity simulation is less resource intensive, and may utilise part-task trainers (e.g. bronchoscopy mannequins), online learning packages, videos and written material.
Although there is good evidence to suggest the benefit of high-fidelity simulation centres and cadaveric simulation as education tools, there are some significant limitations, as follows. High-fidelity simulation centres require a significant upfront investment. The operation of these centres requires an extensive team of expert staff and incurs large running costs.Reference van de Ven, van Baaren, Fransen, van Runnard Heimel, Mol and Oei20 Cadaveric simulation has extremely high running costs and ethical implications when using cadavers.Reference Yiasemidou, Gkaragkani, Glassman and Biyani21 Both of these educational tools require the learner to attend a course on a specific date and generally run through the scenario just once. These courses or educational activities, to be maximally effective, may need to be repeated, thus incurring repeated similar costs.
A virtual reality simulator is relatively inexpensive, requires little space and, depending on the educational model, no supervision.Reference Berg and Steinsbekk22 There is an initial upfront investment for the development of the product, but once established it can be limitlessly replayed, helping to maintain competency. The equipment required (head-mounted display and hand input controls) are safely portable, and can be transferred across divisions, specialties and levels of seniority.
Most medical specialty doctors have to be prepared to deal with a variety of high-pressure, low-frequency scenarios. ENT surgery is an example of a specialty with many of these scenarios, ranging from emergency paediatric and adult airway compromise, aerodigestive tract bleeding, and emergencies related to a tracheostomy tube. Simulation training is the most effective way to train and prepare for such ‘rare’ and potentially life-threatening events.
The Covid-19 pandemic has prompted ENT governing bodies such as ENT-UK, the British Society of Otology and the British Association of Head and Neck Oncologists to publish extensive guidelines on how to manage some of these emergency scenarios during a pandemic. Fundamentally, these societies are motivated by the acknowledged high risk of aerosol exposure inherent in many ENT procedures. An area of commonality is the suggestion that emergencies (operative and clinical) should be led by a senior doctor, with efforts made to minimise the aerosol exposure of additional non-integral staff (including junior trainees).23,Reference ENT24
Current limitations
Extended reality technology, whilst promising, does currently have recognised limitations that need to be addressed. One can categorise the limitations into three main groups: limitation of the technology, comfort and cost of development.
Technological limitations
Satava et al. (1993) described several technological aspects which detracted from the experience of using an early virtual reality simulator.Reference Satava25 The limitations included: low visual clarity associated with the head-mounted display optics, low screen resolution, and low graphical fidelity rendering a cartoon look. In that study, the restricted computing power of the device used meant that technically available features, such as life-like physics, could not be implemented, thus reducing the immersion.Reference Satava25
Predictably, since 1993, technological advances have largely overcome these issues. Commercially available head-mounted displays manufactured by Microsoft™, Oculus™ and Valve™ all feature ultra-high-resolution displays, which can be combined with high-end personal computers to generate crisp representations of highly immersive graphical environments. The increased capacity of mobile and desktop processing power has opened the door to highly convincing physics-based coding designed to mimic real-life object interaction.
Comfort
A lot of work is ongoing to better understand the ergonomics of extended reality devices. Two main areas are in constant development: wearable head-mounted display comfort and motion sickness avoidance. Motion sickness is much less of an issue when using the latest virtual reality head-mounted displays given the greatly reduced latency (time from input to visual effect) and increased frames per second (which reduces choppy images).Reference Dziuda, Biernacki, Baran and Truszczynski26,Reference Moss and Muth27 In terms of head-mounted display and hand control ergonomics, these are generally limited by size, weight and general comfort. It has been well documented that the usability and overall satisfaction of being in virtual reality is improving.Reference Appel, Appel, Bogler, Wiseman, Cohen and Ein28
Development cost
The cost of virtual reality hardware and software will likely reduce in line with all computer-based technology. The initial upfront investment of owning a personal computer or mobile telephone has drastically decreased since its early adoption. Already, we are seeing massively increased uptake of virtual reality technology in the computer gaming industry.29
Future applications and adoption of virtual reality
It has been predicted that the global market for virtual reality technology will approximately double in the next three years.30 The increased investment will likely push research and development forward to address the recognised limitations. Immersion will evolve in parallel with improvements in optics, processing power, virtual environment physics and graphical fidelity.
Haptic feedback and input devices
To increase immersion and expand on the possibilities of interacting with the virtual world, companies are innovating the next generation of input devices. Haptic feedback gloves are becoming available. These gloves have the ability, through complex haptic feedback mechanisms, to enable a user to ‘feel’ the textures of the simulated environment. Objects, through advanced haptics, may be experienced as ‘rough’ or ‘smooth’, and potentially even ‘hot’ and ‘cold’. Gloves, coupled with digital extensor and flexor mechanisms, will enable more life-like fine motor control of objects.
Shared virtual space
Currently, virtual educational environments tend to be populated by one user. Using virtual reality, and more likely mixed reality technology, it will become possible to share environments and tasks, remotely. An example may be a trainer observing and assisting the trainee in a virtual emergency scenario or surgical procedure. This learning event can be easily recorded and revisited, enabling the process of constructive feedback. The trainer and trainee can be in different buildings, countries or continents. Highly specialised courses may be run virtually, by world-leading experts, without the economic and environmental burden of traditional international educational events.
Surgical training continues to adapt to the pressure of reduced working hours, the desire for consultant-delivered care, increased litigation and the inevitable end of the ‘see one, do one, teach one’ model. The introduction of the concept of social distancing is a novel challenge, which likely compounds the problem. It is of vital importance that we promote innovation to tackle these significant barriers to learning, and further increase the efficacy of surgical education. It is clear that the foundation for the said innovation exists, ready to be further developed, evaluated and adopted by educators of the future. In the post-Covid-19 educational landscape, virtual, augmented and mixed reality technology may prove invaluable in training the next generation of surgeons.
Competing interests
None declared