VR Wound Care Training System Using Dynamic Healing Simulation

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Solution Overview

Problem

Wound care professionals face limitations in practical training due to limited patient cases and the need for extensive knowledge and experience in treating various wound types, with existing training methods lacking immersive and realistic simulation.

Innovation Solution

A computer-implemented method and system for training wound care professionals in a virtual reality environment, featuring 3D interactive scenes, multiple wound treatment options, user input processing, and dynamic simulation of wound healing processes, allowing for immersive and realistic training experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional training methods (classroom, books, online resources) are used, then medical knowledge can be conveyed, but practical skills and hands-on experience cannot be adequately developed

Engineering Contradiction:
Improvepractical skillsVSAvoidtraining system
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent creates virtual copies of patients and wound scenarios in a VR environment. These virtual patients replicate real patient presentations, wound types, and treatment scenarios, allowing trainees to practice on multiple identical copies without risking actual patients. This resolves the contradiction by providing unlimited practical training opportunities without the complexity of managing real patient workflows.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The VR training system acts as an intermediary between theoretical knowledge and practical application. It provides a simulated environment that mediates between classroom learning and real patient care, allowing trainees to bridge the gap through immersive practice with virtual patients before treating actual patients.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If the number of real patients is increased to provide diverse wound types, then practical experience improves, but the limited availability of patients with specific wound types remains a constraint

Engineering Contradiction:
Improvewound type diversityVSAvoidnumber of patients
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The VR training system creates a universal platform that can simulate any wound type, patient demographic, and clinical scenario. A single virtual patient can present with different wound types (acute, chronic, surgical, traumatic) and the system can generate unlimited variations of patient presentations, eliminating the constraint of limited real patient diversity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The virtual patients and wound scenarios are dynamically generated and can be customized according to training objectives. The system can adapt wound characteristics, patient histories, and treatment responses in real-time, providing endless variability in practice scenarios without requiring additional physical patients.

Inventive Principle:
Principle #15Dynamics

3Productivity

If real patient training is used, then practical experience is gained, but the training process is time-consuming and cannot be accelerated

Engineering Contradiction:
Improvetraining speedVSAvoidtraining duration
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The VR system allows trainees to perform preliminary actions and make treatment decisions before real patient treatment is required. Virtual patients provide a safe environment to practice diagnostic reasoning, treatment selection, and procedural skills in advance, accelerating the learning curve before actual patient contact.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The VR training environment operates continuously without the interruptions inherent in real patient care schedules. Trainees can practice unlimited times without waiting for patient availability, and the system maintains continuous feedback loops that accelerate learning by immediately showing treatment outcomes and allowing instant retry of incorrect actions.

Inventive Principle:
Principle #20Continuity of useful action

4Reliability

If real patient treatment is observed, then treatment effectiveness is verified, but the supervisor must be present throughout the entire healing process

Engineering Contradiction:
Improvetreatment verificationVSAvoidsupervision requirement
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The virtual patients provide self-service feedback mechanisms that automatically evaluate treatment effectiveness without requiring supervisor presence. The system autonomously tracks wound healing progress, compares outcomes against expected results, and provides immediate feedback to trainees, eliminating the need for continuous supervisory oversight while maintaining reliable treatment verification.

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP3876240B1Virtual reality-based training program for a wound care professional
Publication Date: 2023.07.05 PAUL HARTMANN AG
  • EP3876240B1 patent drawingFigure 1
  • EP3876240B1 patent drawingFigure 2

AI summary

The invention concerns a computer-implemented method for the training of a wound care professional in a VR environment comprising displaying a 3D interactive scene M1 which represents a medical scenario comprising the image of a wound, providing the user with multiple treatment options M2, receiving and processing the user input corresponding to the one or more wound treatment selections M3, evaluating the wound treatment selection M4 of the user and displaying a further 3D interactive scene M5 updated in relation to the wound healing process, whereby the updating is based on the evaluation of the user input. Furthermore, the invention concerns a technical system S1 for the training of a wound care professional in a VR environment. The invention further concerns a computer program and a computer-readable storage device.