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Riener, Robert
"Virtual reality in medicine presents examples for surgical training, intra-operative augmentation, and rehabilitation that are already in use as well as those currently in development. It is well suited as introductory material for engineering and computer science students, as well as researchers who want to learn more about basic technologies in the area of virtual reality applied to medicine. It also provides a broad overview to non-engineering students as well as clinical users, who desire to learn more about the current state of the art and future applications of this technology."
London: Springer, 2012
e20406436
eBooks  Universitas Indonesia Library
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Eva Yulianti
"Kecemasan pre operasi merupakan salah satu masalah yang paling umum terjadi pada pasien
rencana operasi tumor otak. Tidak mengendalikan masalah ini dapat berdampak negatif pada
hasil pasca operasi. Salah satu intervensi nonfarmakologis saat ini untuk mengurangi
kecemasan pre-operasi adalah edukasi pasien. Salah satu media edukasi yang telah
dikembangkan dan digunakan sebagai pendekatan alternatif yang semakin populer untuk
mengelola kecemasan pre operasi yaitu melalui teknologi virtual reality (VR). Oleh karena
itu, penelitian ini bertujuan untuk mengetahui pengaruh edukasi berbasis VR terhadap
kecemasan pre operasi tumor otak primer. Penelitian quasi-eksperimental melibatkan 54
pasien yang dibagi menjadi masing-masing 27 responden kelompok intervensi dan kontrol.
Kecemasan pre-operasi diukur menggunakan The Amsterdam Preoperative Anxiety and
Information scale (APAIS) sebelum dan setelah intervensi dilakukan. Hasil skor kecemasan
rata-rata sebelum intervensi adalah 20,96 dan 19,15 sedangkan skor kecemasan rata-rata
setelah intervensi adalah 14 dan 19 pada kelompok intervensi dan kontrol. Terdapat
hubungan yang bermakna antara skor kecemasan rata-rata setelah intervensi pada kelompok
intervensi dan kontrol (p 0,000). Edukasi berbasis virtual reality terbukti efektif menurunkan
kecemasan pre operasi tumor otak primer dibandingkan dengan kelompok yang menerima
perawatan standar. Pengenalan VR secara umum untuk populasi pasien yang besar yang
menjalani operasi tumor otak primer harus dipertimbangkan untuk mengurangi kecemasan
pada populasi tersebut.

Preoperative anxiety is one of the most common problems in patients planning brain tumor surgery.
Not controlling this problem can have a negative impact on postoperative outcomes. One of the
current nonpharmacological interventions to reduce pre-operative anxiety is patient education. One
educational medium that has been developed and used as an increasingly popular alternative
approach to managing preoperative anxiety is through virtual reality (VR) technology. Therefore,
this study aims to determine the effect of VR-based education on primary brain tumor preoperative
anxiety. The quasi-experimental study involved 54 patients who were divided into 27 intervention
and control group respondents each. Preoperative anxiety was measured using The Amsterdam
Preoperative Anxiety and Information scale (APAIS) before and after the intervention. The mean
anxiety scores before the intervention were 20.96 and 19.15, while the mean anxiety scores after the
intervention were 14 and 19 in the intervention and control groups, respectively. There was a
significant relationship between the average anxiety scores after the intervention in the intervention
and control groups (p 0.000). Virtual reality-based education proved effective in reducing
preoperative anxiety of primary brain tumors compared to the group receiving standard care. The
general introduction of VR to a large population of patients undergoing primary brain tumor surgery
should be considered to reduce anxiety in this population.
"
Depok: Fakultas Ilmu Keperawatan Universitas Indonesia, 2024
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UI - Tesis Membership  Universitas Indonesia Library
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Youngsun CHO
Jakarta: Elex Media Komputindo, 2019
776 YOU w
Buku Teks  Universitas Indonesia Library
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Dede Kosasih
"Pada masa pandemi COVID-19 berdampak pada kesehatan masyarakat secara menyeluruh ke berbagai negara. Batasan dan aturan baru pun telah ditetapkan yang akhirnya membatasi ruang gerak masyarakat dalam beraktifitas. Berbagai pekerjaan dan proses belajar mengajar terpaksa dilakukan di rumah demi menghindari kontak langsung antar manusia demi menghindari kontaminasi virus COVID-19. Berkembangnya teknologi pun menjadi salah satu wadah mengatasi masa sulit pandemi. Salah satu teknologi yang berkembang adalah Virtual Reality(VR), yang mana VR ini merupakan teknologi yang dapat mensimulasikan sebuah dunia baru atau dunia sebenarnya secara virtual. Penggunaan Virtual Reality(VR) dapat menjadi solusi untuk menghindari kontak fisik antar manusia, dimana VR ini akan menghubungkan pengguna secara tidak langsung dengan tempat atau lokasi yang telah disediakan untuk pelatihan maupun praktikum secara virtual. Sehingga permasalahan yang timbul akibat pandemi ini dapat teratasi. Pada hasil penelitian dengan melakukan survei pada para responden didapatkan hasil bahwa 70% para praktikan mengalami kendalam dalam melakukan praktikum di masa pandemi, dan didukung juga dengan kurang memuaskannya praktikum pada masa pandemi sebanyak 55%. Dan pada hasil uji dengan menggunakan teknik korelasi kendall tau didapatkan nilai korelasi sebesar 0.811, dimana tingkat keeratan hubungan antara penerapan praktikum secara virtual dengan kendala praktikum yang dihadapi pada masa pandemi.

During the COVID-19 pandemic it had an impact on overall public health in various countries. New boundaries and regulations have been set that ultimately limit the space for people to move in their activities. Various jobs and teaching and learning processes have to be carried out at home to avoid direct human contact in order to avoid contamination of the COVID-19 virus. The development of technology has also become a means of overcoming the difficult times of the pandemic. One of the developing technologies is Virtual Reality (VR), where VR is a technology that can simulate a new world or the real world virtually. The use of Virtual Reality (VR) can be a solution to avoid physical contact between humans, where this VR will indirectly connect users with places or locations that have been provided for training or practicum virtually. So that problems arising from this pandemic can be resolved. In the results of the study by conducting a survey on the respondents, it was found that 70% of the practitioners experienced difficulties in carrying out practicum during the pandemic, and it was also supported by the unsatisfactory practicum during the pandemic period as much as 55%. And on the test results using the Kendall tau correlation technique, a correlation value of 0.811 was obtained, where the level of closeness of the relationship between the implementation of virtual practicum and the practical constraints faced during the pandemic."
Depok: Fakultas Teknik Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Khaled, Nassim
"Gives the reader hands on example-base experience for simulating dynamical models in MATLAB®/simulink® and animating them in VRML. More than 150 images describe each step in the model realizations helping readers to understand them visually. Diverse examples and profound problem treatment enable the reader to animate complex dynamical problems m-files, Simulink models, VRML files and jpegs available for download provide full solutions for the end-of-chapter problems Virtual Reality and Animation for MATLAB® and simulink® Users demonstrates the simulation and animation of physical systems using the MATLAB® virtual reality toolbox (virtual models are created in V-realm builder). The book is divided into two parts; the first addresses MATLAB® and the second Simulink®. The presentation is problem-based with each chapter teaching the reader a group of essential principles in the context of a step-by-step solution to a particular issue. Examples of the systems covered include mass-spring-dampers, a crank-slider mechanism and a moving vehicle. "
London: Springer, 2012
e20406439
eBooks  Universitas Indonesia Library
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Mihelj, Matjaz
"This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system.
The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation."
Dordrecht: Springer, 2012
e20410780
eBooks  Universitas Indonesia Library
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Tauseef Gulrez, editor
"The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics."
Berlin: [, Springer], 2012
e20418129
eBooks  Universitas Indonesia Library
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Luthfi Saiful Arif
"Pendahuluan: Virtual reality (VR) merupakan sebuah teknologi imersif yang dapat dimanfaatkan sebagai media pembelajaran dan evaluasi kemampuan mahasiswa di pendidikan dokter. Penggunaan VR sebagai media pembelajaran juga sesuai dengan berbagai teori pembelajaran seperti teori konstruktivisme dan self-directed learning. Persepsi staf pengajar dan mahasiswa terhadap pemanfaatan VR pada kegiatan belajar mengajar di pendidikan dokter menunjukan hasil yang positif. Namun saat ini masih terdapat keterbatasan jumlah literatur yang membahas konsep pedagogik dan teori pembelajaran terkait pemanfaatan VR. Selain itu belum terdapat kuesioner dan panduan yang dapat mengarahkan institusi pendidikan dokter di Indonesia untuk dapat mengembangkan produk VR. Penelitian ini bertujuan untuk menganalisis kebutuhan penerapan VR pada kurikulum pembelajaran pendidikan dokter di Indonesia
Metode: Penelitian ini menggunakan metode penelitian kualitatif deskriptif. Responden direkrut melalui teknik non-discriminative snowball sampling. Pengumpulan data dilakukan dengan metode semi-structured in-depth interview. Analisis data dilakukan dengan analisis tematik.
Hasil Penelitian: Proses implementasi VR harus terdiri dari beberapa tahap yaitu eksplorasi kebutuhan, pembuatan cetak biru atau blueprint, kolaborasi multidisiplin atau multi center, pemberian pelatihan, menyediakan cerita sukses dan bukti ilmiah, pemberian apresiasi dan diakhiri dengan evaluasi. Aspek kesiapan yang dapat dinilai pada saat eksplorasi kebutuhan berupa sumber daya manusia, kurikulum, sarana dan prasarana, sumber dana, serta regulasi yang berlaku pada institusi pendidikan dokter.
Kesimpulan: Penelitian ini menunjukan bahwa implementasi VR harus melalui tahapan tahapan dimulai dari eksplorasi kebutuhan hingga bevaluasi. Tahap eksplorasi kebutuhan akan memberikan gambaran kesiapan institusi untuk mengimplementasikan VR pada kurikulum pendidikan kedokterannya.

Introduction: Virtual reality (VR) is an immersive technology which can be used as a learning tool for medical students. VR as learning tools include learning theory such as constructivism and self-directed learning theory. Medical teachers and students’ perceptions toward VR implementation in medical curricula were positive. However, limited literature on VR pedagogical and learning theory was available. Questionnaires and guidelines on the ways to implement VR in medical curricula in Indonesia are still not available. This study aimed to analyze the need for VR implementation in medical curricula in Indonesia.
Methods: This was a descriptive qualitative study. Respondents were recruited by a non-discriminative snowball sampling technique. Data collection was done using semi-structured in-depth interviews. Data analysis was done by thematic analysis.
Results: The VR implementation process must consist of several stages, i.e. needs analysis, blueprints formation, multidisciplinary or multi-centre collaboration, training provision, success stories and scientific evidence gathering, appreciation and evaluation. Aspects of readiness that can be assessed during the needs analysis are human resources, curriculum, infrastructure, sources of funds, and regulations. The features needed in VR are three-dimensional view, artificial intelligence, recording, network connection, feedback, and assessment. VR can have both positive (increased interest and concentration, increased clinical knowledge and skills, and shortened learning curve) and negative (high cost and side effects for users) impacts on its users.
Conclusion: This study shows that the implementation of VR must go through stages starting from needs analysis until evaluation. The needs analysis stage will provide an overview of the institutional readiness aspect to implement VR in the medical curriculum.
"
Jakarta: Fakultas Kedokteran Universitas Indonesia, 2023
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UI - Tesis Membership  Universitas Indonesia Library
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Vanda Nur Azizah
"Anatomi merupakan salah satu bidang ilmu yang fundamental bagi mahasiswa keperawatan. Namun, banyak mahasiswa yang memiliki tingkat pengetahuan kurang pada bidang ilmu ini. Pengembangan teknologi simulasi virtual reality sebagai metode pembelajaran menjadi salah satu cara yang dapat dilakukan untuk mengatasi hal tersebut. Penelitian dengan desain pre-experimental ini bertujuan untuk mengetahui hubungan tingkat motivasi dan kepuasan dengan tingkat pengetahuan menggunakan virtual reality. Sampel penelitian adalah 69 mahasiswa Sarjana Reguler Fakultas Ilmu Keperawatan Universitas Indonesia angkatan 2020. Instrumen yang digunakan dalam penelitian ini, antara lain Questionnaire of Motivation Dimension to Choose Learning Method using Virtual Reality Simulation, Satisfaction with Simulation Experience Scale, dan kuesioner tingkat pengetahuan organ dalam tubuh manusia. Hasil penelitian menunjukkan 87% mahasiswa memiliki tingkat motivasi dan 98,6% mahasiswa memiliki tingkat kepuasan yang tinggi. Tidak terdapat hubungan signifikan antara tingkat motivasi dan tingkat pengetahuan (p = 0, 830). Selain itu, tidak terdapat hubungan antara tingkat kepuasan dan tingkat pengetahuan (p = 0,070). Virtual reality direkomendasikan untuk dikembangkan sebagai metode pembelajaran dalam pendidikan keperawatan.

Anatomy is a fundamental field for nursing students. However, many students have a low level of knowledge in this field. The development of virtual reality simulation technology as a learning method is one way that can be done to overcome this. This research with pre-experimental design aims to determine the relationship between the level of motivation and satisfaction with the level of knowledge using virtual reality. The research sample was 69 Regular Undergraduate students from the Faculty of Nursing, Universitas Indonesia class of 2020. The instruments used in this study included the Questionnaire of Motivation Dimension to Choose Learning Method using Virtual Reality Simulation, Satisfaction with Simulation Experience Scale, and a questionnaire on the level of knowledge of organs in human body. The results showed that 87% of students had a high level of motivation and 98.6% of students had a high level of satisfaction. However, there was no significant relationship between the level of motivation and the level of knowledge (p = 0.830). In addition, there is no relationship between the level of satisfaction and the level of knowledge (p = 0.070). Virtual reality is recommended to be developed as a learning method in nursing education."
Depok: Fakultas Ilmu Keperawatan Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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hapus4
"Latar belakang penelitian didorong adanya kecemasan yang signifikan secara klinis pada saat anak mendapatkan pananganan di IGD rumah sakit. Seiring perkembangan jaman, berbagai inovasi dikembangkan untuk mengurangi rasa cemas dan nyeri anak saat di IGD. Tindakan invasif penusukan vena dikenal sebagai salah satu prosedur yang paling sering dilakukan dan paling ditakuti, menyedihkan dan menyakitkan bagi anak.
Tujuan penelitian untuk mengetahui dampak teknik distraksi virtual reality dalam mengatasi perilaku cemas dan nyeri terhadap prosedur penusukan vena pada anak di Zona Kuning IGD.
Metode penelitian yang menggunakan quasi experiment two group pretest-posttest with control group design dengan pengambilan sampel secara purposive sampling sebanyak 42 responden
Hasil penelitian menunjukkan usia didominasi dari anak usia sekolah usia sekolah (66,7%) dan remaja (47,6%) pada kelompok kontrol pada laki-laki dan responden sudah memiliki pengalaman penusukan vena. Kelompok eksperimen menunjukkan adanya penurunan perilaku cemas dan nyeri (p-value <0,001) dibandingkan kelompok kontrol; teknik distraksi virtual reality dampak dalam menurunkan perilaku cemas dan nyeri saat prosedur penusukan vena (p-value <0,001) dan nyeri anak usia sekolah mengalami penurunan rasa nyeri 4,958 kali dibandingkan anak usia pra sekolah saat prosedur penusukan vena. Disarankan teknik distraksi ini diberikan pada anak usia remaja pada anak perempuan yang telah memiliki pengalaman penusukan vena yang mengalami perilaku sangat cemas dan sangat merasakan nyeri.
Kesimpulan. Pemberian teknik distraksi virtual reality terbukti efektif dapat menurunkan perilaku cemas dan nyeri pada anak saat prosedur penusukan vena sehingga menjadi strategi manajemen nyeri akut yang efektif untuk anak-anak selama prosedur medis dari teknik distraksi lainnya. 

Background of the study was driven by clinically significant anxiety when children received treatment in the hospital emergency room. Along with the times, various innovations were developed to reduce children's anxiety and pain while in the ER. Invasive venipuncture is known as one of the most frequently performed and most feared, distressing, and painful procedures for children.
Objective of the study was to determine the impact of virtual reality distraction techniques in overcoming anxiety and pain behavior on venous puncture procedures in children in the Yellow Zone of the Emergency Room.
Method uses a quasi-experimental two-group pretest-posttest with a control group design with purposive sampling of 42 respondents.
Results showed that the predominant age of school-age children (66.7%) and adolescents (47.6%) in the control group were boys and respondents had experienced venipuncture. The experimental group showed a decrease in anxiety and pain behavior (p-value <0.001) compared to the control group; The impact of virtual reality distraction techniques on reducing anxiety and pain behavior during the venipuncture procedure (p-value <0.001) and pain in school-age children experienced a 4,958-fold decrease in pain compared to pre-school age children during the venipuncture procedure. It is recommended that this distraction technique be given to adolescent girls who have had a venipuncture experience and are very anxious and feel very pain.
Conclusion. The provision of virtual reality distraction techniques is proven to be effective in reducing anxiety and pain behavior in children during venipuncture procedures so that it becomes an effective acute pain management strategy for children during medical procedures from other distraction techniques.
"
Depok: Fakultas Ilmu Keperawatan Universitas Indonesia, 2022
SP-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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