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10
Research DOI: 10.1308/rcsbull.2015.10
Technology in health:
wearables, augmented
reality and virtual reality
If the app fits, wear it.
Oliver Trampleasure JOB TITLE AND AFFILIATION
Ali Jawad JOB TITLE AND AFFILIATION
Victoria Buckle JOB TITLE AND AFFILIATION
Shafi Ahmed JOB TITLE AND AFFILIATION
T
echnology has permeated almost every
facet of life – aiding us in communi-
cation, removing the need to perform
menial tasks and facilitating greater achieve-
ments. In the past 50 years surgery has seen
the introduction of interventional radiology,
laparoscopic procedures and various other
applications. As consumers embrace tech-
nology that they can carry around with them
regularly, there are opportunities to improve
health monitoring. Yet medical students
and surgical trainees share a broadly similar
experience with their predecessors of 100
years ago. An increase in global need and a
training infrastructure at capacity are two
important factors contributing to a shortage
of surgeons, leaving 4.8 billion without
adequate cover.1
There has been a sharp rise in the creation
and use of health apps designed for the mo-
bile platform, which is largely market-led and
without sound clinical oversight or evidence.
More recently ‘smartwatches’ and other
wearable devices have entered the consumer
market, gaining momentum with the public
and providing new opportunities to easily
monitor health or encourage adherence to
treatment protocols.
Education is appropriately delivered in a
tried-and-tested manner and, although this
has clear benefits, there is increasing strain
on surgical education at both undergraduate
and postgraduate levels. The use of smart
wearables and augmented reality is showing
great promise in its capacity to effectively
transfer a traditional educational programme
into a digital format, thereby allowing
high-quality education to be delivered to
large numbers of students across the globe
and, in time, reducing the shortfall.
11
Research
WEARABLE TECHNOLOGY
As technology decreases in size, it becomes
reasonable to expect patients to keep a phone
or a similar device with them. In recent
years there has been a sharp increase in the
number of wearable devices, such as Sam-
sung Gear Watches, Apple Watch, heart rate
monitors, etc.
Health applications on mobiles have
become incredibly popular, allowing patients
an easy way of tracking various elements of
their health. Predominantly independent
of clinical oversight, there have been some
inroads into using such applications to share
almost real-time information from a patient
with their clinician or provide accurate
tracking of observations. Gamification is
often used within these applications, but
has been shown to lack adequate adherence
to professional guidelines or industry
standards2
and the vast majority lack an
appropriate evidence base.3
Smartwatches
provide an opportunity to regularly track
patient observations without having an
impact on patients’ lives, and clinicians can
also use them as a multi-purpose device in
the community to accurately quantify signs
such as tremors.4
In the educational sector there are a
number of projects attempting to deliver
traditional question banks online, and gam-
ification is already in use during face-to-face
teaching.5,6
Touch Surgery is an application
that allows users to learn the steps of a
surgical procedure by selecting the correct
instrument and then following a series of
finger movements on the screen – this is
the most advanced gamification project
that benefits from a wide reach owing to its
smartphone compatibility. Educationally, the
project effectively familiarises trainees with
the steps of an operation,7
but fails to provide
a high-fidelity environment that could
replace the face-to-face element of training.
Wearable eyewear, such as Google Glass,
has been used in various industries as a tool
to perform a hands-free checklist, including
in operating theatres.8
The marked improve-
ment seen with the adoption of the WHO
Checklist suggests a device that requires
adherence to a check–response protocol
would likely improve outcomes further.
Google Glass allows this without hindrance
to the surgeon, while facilitating automated
recording. Reporting of checklists into the
patient record – or a theoretical ‘black-box’
recording of surgeries – could dramatically
simplify investigations into culpability,
which in turn could reduce the financial pen-
alties or insurance premiums for organisa-
tions. Further uses of Google Glass currently
being investigated include remote evaluation
of organs for transplant9
and telementoring.
Although initially experiments have been
successful in undergraduate education,10
oth-
er preliminary studies have found that the
video quality is inadequate for some post-
graduate surgical mentoring.11
Teletoxicology
using Google Glass has preliminarily been
shown to be useful and have a direct impact
on clinical treatment,12
whereas devices with
higher-quality video have been successfully
used for neurosurgical telementoring.13
Point-of-view videos from smartglasses
are facilitating better understanding of
clinical and communication skills in un-
dergraduate students. Virtual Medics have
created a communication and reflection
tool that, in preliminary testing, students
have found beneficial – primarily owing to
the ability to view their actions from the
patient’s point of view.14
Currently under
investigation are uses within postgraduate
trauma training by London’s Air Ambulance,
remote suturing teaching, and combining
point-of-view videos with interactive content
to create virtual cases.15
Point-of-view videos
are well-received and can add value,16,17
but
they require a supportive framework to
ensure appropriate impact and do not add
value in all cases.18
AUGMENTED REALITY
The potential of augmented reality is con-
siderable but the practical applications are
yet to be incorporated into the day-to-day
healthcare ecosystem. Various companies
have worked with smartphones (combining
the use of the camera and screen to provide
12
Research DOI: 10.1308/rcsbull.2015.12
a handheld augmentation), but the sharp
increase in the availability of smartglasses
allows for a hands-free implementation that
will be more practical to the clinician.
Common uses of augmented reality
involve added interaction or animation to
traditionally static material – for instance, a
three-dimensional heart model that appears
when viewing an anatomy station covering
cardiovascular material. Interactivity has
a commonly accepted benefit to digital
education,19,20
but the implementation of
augmented reality is currently limited
by a development cycle that is long when
compared with traditional material. These
implementations are more appropriate for
mobile devices as the hardware requirements
exceed those of most smartglasses, although
this should change soon with the next
generation of devices.
Clinical applications of smartglasses are
still limited, but the potential has been publi-
cised with proof-of-concept videos and some
commercial clinical implementations from
various providers.21,22,23
Practical deployment
of systems that allow for voice commands to
bring up the latest patient observations and
locations, or a notification warning the clini-
cian about a change in a patient’s condition,
are yet to be fully integrated throughout a
hospital site. There is a considerable difficul-
ty in creating a system that is able to cope
with the variation between different sites in
patient record system, patient tracking sys-
tem, theatre bookings, observation machines
and the needs of different specialties or staff.
Progress will be considerably easier once
industry standards are implemented and all
devices are replaced, likely through natural
wastage than wholesale upgrades.
Education has adopted the use of aug-
mented eyewear more readily, likely owing
to the less complicated user needs and the
relative lack of repercussions. In 2014 Virtual
Medics performed the first augmented
reality teaching session using Google Glass
– Shafi Ahmed performed a right hemi-
colectomy to a worldwide audience of more
than 13,000 people. The surgical field was
streamed live while students’ questions were
displayed on the screen in his line of sight.
This was received well by students – 65%
preferring this to being unscrubbed in thea-
tre, while 70% preferred being scrubbed.10
Increased interactivity between educator
and student provides the opportunity to
deliver a comprehensive digital education to
large numbers of students anywhere in the
world. High-quality digital education has
been shown to equal traditional education
methods,24
and in developed educational
settings it could add value.25,26
Rural areas
with educational structures in their infancy
– or lacking local skillsets – could benefit
from digital education and telementoring
as a solution to a training gap that hinders
retention.27,28
VIRTUAL REALITY
Virtual reality is a modality that has
the greatest potential, but also holds the
greatest technical challenges. Gamification
of a snowball fight to provide relief to burns
victims and VR’s uses in physiotherapy have
shown measurable improvements in clinical
outcomes,29
although costs of implemen-
tation may not be worthwhile.30
The aim
within surgical training should be to create
a high-fidelity virtual environment that a
trainee could have realistic tactile interac-
tion with in real-time.
Creating an accurate virtual environment
has both software and hardware challenges.
Various companies have created accurate
macroscopic representations of the internal
anatomy for specific uses in surgical trainers,
but the physiological effects of moving or
cutting anatomical structures have not been
modelled within a ‘whole-body’ simulation.
Hardware exists that would manage the level
of computation required but the affordability
of the final training device would likely
hinder adoption.
Haptic feedback is well established in
situations where a surgeon interacts with
laparoscopic instruments or robotics but
the benefit of virtual reality is question-
able in these fields, owing to the static
camera-controlled point of view – open
surgical procedures would be the area in
which virtual reality could have considerable
impact. Developing a ‘glove’ for a consumer
to receive haptic feedback on virtual tactile
interactions is underway with initial suc-
cess,31,32
but a glove of suitable sensitivity for
surgical training holds greater challenges.
Individual hand movements and pressure
points are in development but mimicking the
complexity of the human hand by combining
these will be challenging – although with
time a more holistic haptic experience will
be possible.
Technical challenges limit the fidelity of
the virtual environment and considerable
investment is required to match the realism
of airline or laparoscopic simulators – it is
easier to build a complete cockpit than allow
pilots to interact virtually with their controls.
There are promising projects that are able to
digitally insert your hand movements into a
virtual environment33
and others specialising
in accurate virtual reconstruction of an
environment34
that could provide education-
al benefits in other fields while supporting
further development of surgical applications.
CONCLUSIONS
Wearable technology will continue to see
wider adoption by the consumer market and
likely enter the clinical environment to aid
with real-time observations. Augmented re-
the potential
for the pooling
of experience
and delivery
of high-quality
education to
remote areas is
considerable
13
ResearchDOI: 10.1308/rcsbull.2015.13
ality provides exciting opportunities for use
by clinicians; impro ving adherence to check-
lists is a reality now and can directly improve
outcomes. Realistic implementations in the
near future would include improvements to
the communication between staff in a clini-
cal setting, teleconsultation opportunities to
bring the specialist to the community patient
and eventually live overlays of imaging
during surgical procedures. Virtual reality
will continue to progress in line with the
current increase in interest and investment –
leading to development of clinical-use cases
in time and likely building upon progress
from commercial consumer products by the
entertainment industry.
As a profession we have some responsi-
bility to embrace this wider digitalisation
to ensure that the consumer is receiving
accurate and evidence-based advice to
maximise clinical outcomes. The rise in
health-app usage is a demonstration of public
interest and provides an opportunity for
the proactive clinician. On the global stage
technology is allowing a level of interactivity
between educators and students that has
previously not been possible – the potential
for the pooling of experience and delivery
of high-quality education to remote areas is
considerable. Global digital health education
with interactivity facilitated by augment-
ed-reality smartglasses currently provides
the most effective balance between feasibility
and immediate impact. With coordination of
a global faculty, the surgical profession could
embrace this technology as one element
of the solution to the worldwide shortage,
rather than as an educational luxury.
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recording systems in veterinary surgery. J Vet Med
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Trampleasure VR [P1]

  • 1. 10 Research DOI: 10.1308/rcsbull.2015.10 Technology in health: wearables, augmented reality and virtual reality If the app fits, wear it. Oliver Trampleasure JOB TITLE AND AFFILIATION Ali Jawad JOB TITLE AND AFFILIATION Victoria Buckle JOB TITLE AND AFFILIATION Shafi Ahmed JOB TITLE AND AFFILIATION T echnology has permeated almost every facet of life – aiding us in communi- cation, removing the need to perform menial tasks and facilitating greater achieve- ments. In the past 50 years surgery has seen the introduction of interventional radiology, laparoscopic procedures and various other applications. As consumers embrace tech- nology that they can carry around with them regularly, there are opportunities to improve health monitoring. Yet medical students and surgical trainees share a broadly similar experience with their predecessors of 100 years ago. An increase in global need and a training infrastructure at capacity are two important factors contributing to a shortage of surgeons, leaving 4.8 billion without adequate cover.1 There has been a sharp rise in the creation and use of health apps designed for the mo- bile platform, which is largely market-led and without sound clinical oversight or evidence. More recently ‘smartwatches’ and other wearable devices have entered the consumer market, gaining momentum with the public and providing new opportunities to easily monitor health or encourage adherence to treatment protocols. Education is appropriately delivered in a tried-and-tested manner and, although this has clear benefits, there is increasing strain on surgical education at both undergraduate and postgraduate levels. The use of smart wearables and augmented reality is showing great promise in its capacity to effectively transfer a traditional educational programme into a digital format, thereby allowing high-quality education to be delivered to large numbers of students across the globe and, in time, reducing the shortfall.
  • 2. 11 Research WEARABLE TECHNOLOGY As technology decreases in size, it becomes reasonable to expect patients to keep a phone or a similar device with them. In recent years there has been a sharp increase in the number of wearable devices, such as Sam- sung Gear Watches, Apple Watch, heart rate monitors, etc. Health applications on mobiles have become incredibly popular, allowing patients an easy way of tracking various elements of their health. Predominantly independent of clinical oversight, there have been some inroads into using such applications to share almost real-time information from a patient with their clinician or provide accurate tracking of observations. Gamification is often used within these applications, but has been shown to lack adequate adherence to professional guidelines or industry standards2 and the vast majority lack an appropriate evidence base.3 Smartwatches provide an opportunity to regularly track patient observations without having an impact on patients’ lives, and clinicians can also use them as a multi-purpose device in the community to accurately quantify signs such as tremors.4 In the educational sector there are a number of projects attempting to deliver traditional question banks online, and gam- ification is already in use during face-to-face teaching.5,6 Touch Surgery is an application that allows users to learn the steps of a surgical procedure by selecting the correct instrument and then following a series of finger movements on the screen – this is the most advanced gamification project that benefits from a wide reach owing to its smartphone compatibility. Educationally, the project effectively familiarises trainees with the steps of an operation,7 but fails to provide a high-fidelity environment that could replace the face-to-face element of training. Wearable eyewear, such as Google Glass, has been used in various industries as a tool to perform a hands-free checklist, including in operating theatres.8 The marked improve- ment seen with the adoption of the WHO Checklist suggests a device that requires adherence to a check–response protocol would likely improve outcomes further. Google Glass allows this without hindrance to the surgeon, while facilitating automated recording. Reporting of checklists into the patient record – or a theoretical ‘black-box’ recording of surgeries – could dramatically simplify investigations into culpability, which in turn could reduce the financial pen- alties or insurance premiums for organisa- tions. Further uses of Google Glass currently being investigated include remote evaluation of organs for transplant9 and telementoring. Although initially experiments have been successful in undergraduate education,10 oth- er preliminary studies have found that the video quality is inadequate for some post- graduate surgical mentoring.11 Teletoxicology using Google Glass has preliminarily been shown to be useful and have a direct impact on clinical treatment,12 whereas devices with higher-quality video have been successfully used for neurosurgical telementoring.13 Point-of-view videos from smartglasses are facilitating better understanding of clinical and communication skills in un- dergraduate students. Virtual Medics have created a communication and reflection tool that, in preliminary testing, students have found beneficial – primarily owing to the ability to view their actions from the patient’s point of view.14 Currently under investigation are uses within postgraduate trauma training by London’s Air Ambulance, remote suturing teaching, and combining point-of-view videos with interactive content to create virtual cases.15 Point-of-view videos are well-received and can add value,16,17 but they require a supportive framework to ensure appropriate impact and do not add value in all cases.18 AUGMENTED REALITY The potential of augmented reality is con- siderable but the practical applications are yet to be incorporated into the day-to-day healthcare ecosystem. Various companies have worked with smartphones (combining the use of the camera and screen to provide
  • 3. 12 Research DOI: 10.1308/rcsbull.2015.12 a handheld augmentation), but the sharp increase in the availability of smartglasses allows for a hands-free implementation that will be more practical to the clinician. Common uses of augmented reality involve added interaction or animation to traditionally static material – for instance, a three-dimensional heart model that appears when viewing an anatomy station covering cardiovascular material. Interactivity has a commonly accepted benefit to digital education,19,20 but the implementation of augmented reality is currently limited by a development cycle that is long when compared with traditional material. These implementations are more appropriate for mobile devices as the hardware requirements exceed those of most smartglasses, although this should change soon with the next generation of devices. Clinical applications of smartglasses are still limited, but the potential has been publi- cised with proof-of-concept videos and some commercial clinical implementations from various providers.21,22,23 Practical deployment of systems that allow for voice commands to bring up the latest patient observations and locations, or a notification warning the clini- cian about a change in a patient’s condition, are yet to be fully integrated throughout a hospital site. There is a considerable difficul- ty in creating a system that is able to cope with the variation between different sites in patient record system, patient tracking sys- tem, theatre bookings, observation machines and the needs of different specialties or staff. Progress will be considerably easier once industry standards are implemented and all devices are replaced, likely through natural wastage than wholesale upgrades. Education has adopted the use of aug- mented eyewear more readily, likely owing to the less complicated user needs and the relative lack of repercussions. In 2014 Virtual Medics performed the first augmented reality teaching session using Google Glass – Shafi Ahmed performed a right hemi- colectomy to a worldwide audience of more than 13,000 people. The surgical field was streamed live while students’ questions were displayed on the screen in his line of sight. This was received well by students – 65% preferring this to being unscrubbed in thea- tre, while 70% preferred being scrubbed.10 Increased interactivity between educator and student provides the opportunity to deliver a comprehensive digital education to large numbers of students anywhere in the world. High-quality digital education has been shown to equal traditional education methods,24 and in developed educational settings it could add value.25,26 Rural areas with educational structures in their infancy – or lacking local skillsets – could benefit from digital education and telementoring as a solution to a training gap that hinders retention.27,28 VIRTUAL REALITY Virtual reality is a modality that has the greatest potential, but also holds the greatest technical challenges. Gamification of a snowball fight to provide relief to burns victims and VR’s uses in physiotherapy have shown measurable improvements in clinical outcomes,29 although costs of implemen- tation may not be worthwhile.30 The aim within surgical training should be to create a high-fidelity virtual environment that a trainee could have realistic tactile interac- tion with in real-time. Creating an accurate virtual environment has both software and hardware challenges. Various companies have created accurate macroscopic representations of the internal anatomy for specific uses in surgical trainers, but the physiological effects of moving or cutting anatomical structures have not been modelled within a ‘whole-body’ simulation. Hardware exists that would manage the level of computation required but the affordability of the final training device would likely hinder adoption. Haptic feedback is well established in situations where a surgeon interacts with laparoscopic instruments or robotics but the benefit of virtual reality is question- able in these fields, owing to the static camera-controlled point of view – open surgical procedures would be the area in which virtual reality could have considerable impact. Developing a ‘glove’ for a consumer to receive haptic feedback on virtual tactile interactions is underway with initial suc- cess,31,32 but a glove of suitable sensitivity for surgical training holds greater challenges. Individual hand movements and pressure points are in development but mimicking the complexity of the human hand by combining these will be challenging – although with time a more holistic haptic experience will be possible. Technical challenges limit the fidelity of the virtual environment and considerable investment is required to match the realism of airline or laparoscopic simulators – it is easier to build a complete cockpit than allow pilots to interact virtually with their controls. There are promising projects that are able to digitally insert your hand movements into a virtual environment33 and others specialising in accurate virtual reconstruction of an environment34 that could provide education- al benefits in other fields while supporting further development of surgical applications. CONCLUSIONS Wearable technology will continue to see wider adoption by the consumer market and likely enter the clinical environment to aid with real-time observations. Augmented re- the potential for the pooling of experience and delivery of high-quality education to remote areas is considerable
  • 4. 13 ResearchDOI: 10.1308/rcsbull.2015.13 ality provides exciting opportunities for use by clinicians; impro ving adherence to check- lists is a reality now and can directly improve outcomes. Realistic implementations in the near future would include improvements to the communication between staff in a clini- cal setting, teleconsultation opportunities to bring the specialist to the community patient and eventually live overlays of imaging during surgical procedures. Virtual reality will continue to progress in line with the current increase in interest and investment – leading to development of clinical-use cases in time and likely building upon progress from commercial consumer products by the entertainment industry. As a profession we have some responsi- bility to embrace this wider digitalisation to ensure that the consumer is receiving accurate and evidence-based advice to maximise clinical outcomes. The rise in health-app usage is a demonstration of public interest and provides an opportunity for the proactive clinician. On the global stage technology is allowing a level of interactivity between educators and students that has previously not been possible – the potential for the pooling of experience and delivery of high-quality education to remote areas is considerable. Global digital health education with interactivity facilitated by augment- ed-reality smartglasses currently provides the most effective balance between feasibility and immediate impact. With coordination of a global faculty, the surgical profession could embrace this technology as one element of the solution to the worldwide shortage, rather than as an educational luxury. REFERENCES 1. Alkire BC, Raykar NP, Shrime MG et al. Global access to surgical care: a modelling study. Lancet Global Health 2015: 3: e316–323. 2. Lister C, West JH, Cannon B et al. Just a fad? Gamification in health and fitness apps. JMIR Serious Games 2014; 2: e9. 3. Hussain M, Al-Haiqi A, Zaidan AA et al. The landscape of research on smartphone medical apps: Coherent taxonomy, motivations, open challenges and recommendations. Comput Methods Programs in Biomed 2015; pii: S0169-2607(15)00225-4. 4. Wile DJ, Ranawaya R, Kiss ZH. Smart watch accelerometry for analysis and diagnosis of tremor. J Neurosci Meth 2014; 230: 1–4. 5. Mokadam NA, Lee R, Vaporciyan AA et al. Gamification in thoracic surgical education: Using competition to fuel performance. J Thorac Cardiovasc Surg 2015; pii: S0022-5223(15)01282–9. 6. Lin DT, Park J, Liebert CA, Lau JN. Validity evidence for surgical improvement of clinical knowledge ops: a novel gaming platform to assess surgical decision making. Am J Surg 2015; 209: 79–85. 7. Nehme J, Chow A, Gandhe A, Purkayastha S. Touch Surgery-Decision Making for Surgical Training. Medicine 2.0. World Congress on Social Media, Mobile Apps, Internet/Web 2.0. London. Rapid-Fire Presentation on Research in Digital Learning. 2013. 8. VIZR. Visual Information Zonal Reminder. http://www. vizrtech.com/ [cited 30 September 2015]. 9. Baldwin AC, Mallidi HR, Baldwin JC et al. Through the looking glass: real-time video using 'smart' technology provides enhanced intraoperative logistics. World J Surg 2015. Ahead of print. 10. Jawad A. Google Glass: a valid tool for surgical education? A case study. Bull R Coll Surg Engl 2015; 97: in press. 11. Hashimoto DA, Phitayakorn R, Fernandez-Del Castillo C, Meireles O. A blinded assessment of video quality in wearable technology for telementoring in open surgery: the Google Glass experience. Surg Endosc 2015. Ahead of print. 12. Chai PR, Babu KM, Boyer EW. The feasibility and acceptability of Google Glass for teletoxicology consults. J Med Toxicol 2015; 11(3): 283–287. 13. Davis MC, Can DD, Pindrik J, Rocque BG, Johnston JM. Virtual interactive presence in global surgical education: international collaboration through augmented reality. World Neurosurg 2015; pii: S1878- 8750(15)01069–4. 14. Vatish D, Holyoak H, Trampleasure O et al. Google Glass: hinderance or help to communication skills teaching. Poster presented at AMEE ePosters: Teaching and Assessing Communication Skills. 2015. 15. Virtual Medics.Virtual Medics. 2015. http://virtualmedics. org/. [accessed 8 October 2015]. 16. Bright P, Lord B, Forbes H et al. Expert in my pocket: creating first person POV videos to enhance mobile learning. THETA: The High Education Technology Agenda. 2015. 17. Giusto G, Caramello V, Comino F, Gandini M. The surgeon's view: Comparison of two digital video recording systems in veterinary surgery. J Vet Med Educ 2015; 42: 161–165. 18. Woodham LA, Ellaway RH, Round J et al. Medical student and tutor perceptions of video versus text in an interactive online virtual patient for problem-based learning: a pilot study. J Med Internet Res 2015; 17: e151. 19. Bannan-Ritland B. Computer-mediated communication, eLearning and interactivity: a review fo the research. QRDE 2002; 3: 161–179. 20. 20.Webb AL, Choi S. Interactive radiological anatomy eLearning solution for first year medical students: Development, integration, and impact on learning. Anat Sci Educ 2014; 7: 350–360. 21. AUGMEDIX. Augmedix – Product. 2015. http://www. augmedix.com/product [cited 30 September 2015]. 22. Pristine. 2015. Pristine – Healthcare solutions. https:// pristine.io/life-sciences/. [cited 30 September 2015]. 23. UBiMAX. UBiMAX – Products. 2015. http://www.ubimax. de/index.php/en/products [cited 30 September 2015]. 24. George PP, Papachristou N, Belisario MC et al. Online eLearning for undergraduates in health professions: A systematic review of the impact on knowledge, skills, attitudes and satisfaction. JOGH 2014; 4: 010406. 25. Gruner D, Pottie K, Archibald D et al. Introducing global health into the undergraduate medical school curriculum using an e-learning program: a mixed method pilot study. BMC Medical Education 2015; 15: 142. 26. Beaulieu Y, Laprise R, Drolet P et al. Bedside ultrasound training using web-based e-learning and simulation early in the curriculum of residents. Crit Ultrasound J 2015; 7: 1. 27. Myhre DL, Bajaj S, Jackson W. Determinants of an urban origin student choosing rural practice: a scoping review. Rural Remote Health 2015: 15: 3,483. 28. Bagayoko CO, Gagnon MP, Traoré D et al. E-Health, another mechanism to recruit and retain healthcare professionals in remote areas: lessons learned from EQUI-ResHuS project in Mali. BMC Med Inform Decis Mak 2014: 14: 120. 29. Francis J, Keefe, Dane A, Huling et al. Virtual reality for persistent pain: a new direction for behavioral pain management. Pain 2012; 153: 2,163–2,166. 30. Markus LA, Willems KE, Maruna CC et al. Virtual reality: feasibility of implementation in a regional burn center. Burns 2009; 35: 967–969. 31. Culjat MO, Son J, Fan RE et al. Remote tactile sensing glove-based system. Annual International Conference of the IEEE Engineering in Medicine and Biology Society. 2010. 32. Gloveone. Gloveone. 2015. https://www.gloveonevr.com/. [cited 30 September 2015]. 33. Oculus. 2015. Pebbles Interfaces joins Oculus. https:// www.oculus.com/en-us/blog/pebbles-interfaces-joins- oculus/. [cited 30 September 2015]. 34. Surreal Vision. Surreal Vision About. http://surreal. vision. [cited 30 September 2015].