ArticleFrontiers in robotics and AI2025
A feasibility study: a non-inferiority study comparing head-mounted and console-based virtual reality for robotic surgery training.
Article in Frontiers in robotics and AI, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
1 citing paper in PubMed.
- Transforming surgical ward rounds: constructivist pedagogy, structured models, and intelligent technologies.Frontiers in medicine · 2026Review
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Head-mounted virtual reality (VR) simulations are increasingly explored in healthcare, particularly in patient education, stroke rehabilitation, and surgical training. While VR-based simulation plays a growing role in robotic-assisted surgery (RAS) training, the implications of head-mounted VR in this context remain underexamined. Method: This prospective, randomised, controlled trial with a single-arm crossover compared two training modalities: a head-mounted VR simulation and a conventional console-based simulation. Participants in the experimental group used head-mounted VR as their primary training method, while the control group trained on a conventional console. Both groups completed a running suture task at baseline, midterm, and final assessments on the surgical console. The primary outcome was the composite score from the final assessment. Results: Fourteen participants were equally distributed between the two arms. Baseline scores showed no significant differences. A two-way repeated measures ANOVA demonstrated significant overall improvement across assessments (F (1.688, 20.26) = 48.34, p < 0.001, partial η Conclusion: Both head-mounted VR and console-based training significantly improved fundamental RAS skills in novices. While our study showed that the VR training shortened the time and attempts required to reach proficiency benchmarks, the small scale of this trial and the breadth of the confidence intervals mean the results should be viewed as preliminary observations. These results provide an initial signal of feasibility that warrants confirmation in larger studies.
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