BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:America/Los_Angeles
X-LIC-LOCATION:America/Los_Angeles
BEGIN:DAYLIGHT
TZOFFSETFROM:-0800
TZOFFSETTO:-0700
TZNAME:PDT
DTSTART:19700308T020000
RRULE:FREQ=YEARLY;BYMONTH=3;BYDAY=2SU
END:DAYLIGHT
BEGIN:STANDARD
TZOFFSETFROM:-0700
TZOFFSETTO:-0800
TZNAME:PST
DTSTART:19701101T020000
RRULE:FREQ=YEARLY;BYMONTH=11;BYDAY=1SU
END:STANDARD
END:VTIMEZONE
BEGIN:VEVENT
DTSTAMP:20261012T210908Z
LOCATION:Summit Pavilion
DTSTART;TZID=America/Los_Angeles:20261021T173000
DTEND;TZID=America/Los_Angeles:20261021T183000
UID:HFESAM_ASPIRE 2026_sess257_POST331@linklings.com
SUMMARY:Virtual Reality Training for Pediatric Peripheral Intravenous Cath
 eter Insertion: Evaluation of Validity, Usability, and Workload Using Hand
 held Controllers versus Haptic Gloves
DESCRIPTION:Avinash Gupta (University of Illinois)\n\nPlacement of PIVCs i
 s one of the most frequently performed invasive procedures in healthcare. 
 Pediatric PIVC placement is challenging due to small, fragile veins and di
 fficulty holding still, which can lead to multiple attempts. Treatment del
 ays, heightened anxiety, and discomfort are effects of failed PIVC attempt
 s and contribute to delayed treatment. Repeated venipuncture has also been
  linked to needle phobia and healthcare avoidance in the long term. Yet tr
 aining frequently relies on classroom instruction and static manikins that
  underrepresent pediatric variability and real-world constraints, which ma
 y contribute to persistently high failure rates and gaps in clinician conf
 idence. Virtual reality (VR) offers an immersive, standardized, repeatable
  environment for procedural simulation, but interaction modality may meani
 ngfully shape realism, usability, and workload. This study evaluates the v
 alidity (face and content), usability, and perceived workload of a VR pedi
 atric PIVC training module through structured review by pediatric PIVC sub
 ject matter experts (SMEs) and tests whether outcomes differ by interactio
 n modality (handheld controllers vs. VR haptic gloves).\n\n
END:VEVENT
END:VCALENDAR
