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Design and Development of an Immersive Virtual Reality Team Trainer for Advance Cardiac Life Support.

机译:沉浸式虚拟现实团队教练的设计和开发,用于高级心脏生命支持。

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摘要

Technology in the modern day has ensured that learning of skills and behavior may be both widely disseminated and cheaply available. An example of this is the concept of virtual reality (VR) training. Virtual Reality training ensures that learning can be provided often, in a safe simulated setting, and it may be delivered in a manner that makes it engaging while negating the need to purchase special equipment.;This thesis presents a case study in the form of a time critical, team based medical scenario known as Advanced Cardiac Life Support (ACLS). A framework and methodology associated with the design of a VR trainer for ACLS is detailed. In addition, in order to potentially provide an engaging experience, the simulator was designed to incorporate immersive elements and a multimodal interface (haptic, visual, and auditory).;A study was conducted to test two primary hypotheses namely: a meaningful transfer of skill is achieved from virtual reality training to real world mock codes and the presence of immersive components in virtual reality leads to an increase in the performance gained. The participant pool consisted of 54 clinicians divided into 9 teams of 6 members each. The teams were categorized into three treatment groups: immersive VR (3 teams), minimally immersive VR (3 teams), and control (3 teams). The study was conducted in 4 phases from a real world mock code pretest to assess baselines to a 30 minute VR training session culminating in a final mock code to assess the performance change from the baseline. The minimally immersive team was treated as control for the immersive components. The teams were graded, in both VR and mock code sessions, using the evaluation metric used in real world mock codes.;The study revealed that the immersive VR groups saw greater performance gain from pretest to posttest than the minimally immersive and control groups in case of the VFib/VTach scenario (∼20% to ∼5%). Also the immersive VR groups had a greater performance gain than the minimally immersive groups from the first to the final session of VFib/VTach (29% to -13%) and PEA (27% to 15%).
机译:现代技术确保了技能和行为的学习既可以广泛传播,又可以廉价获得。虚拟现实(VR)培训的概念就是一个例子。虚拟现实培训确保可以在安全的模拟环境中经常提供学习,并且可以以一种使学习变得引人入胜的方式进行,而无需购买特殊设备。时间紧迫,基于团队的医疗场景,称为高级心脏生命支持(ACLS)。详细介绍了与ACLS VR培训器设计相关的框架和方法。另外,为了潜在地提供引人入胜的体验,模拟器被设计为包含沉浸式元素和多模式界面(触觉,视觉和听觉)。进行了一项研究以检验两个主要假设,即:有意义的技能转移从虚拟现实训练到现实世界的模拟代码,都可以实现这一目标,而虚拟现实中的沉浸式组件的出现可提高性能。参与者库由54名临床医生组成,分为9个小组,每个小组6名成员。这些团队分为三个治疗组:沉浸式VR(3个团队),最低沉浸式VR(3个团队)和控制(3个团队)。该研究分四个阶段进行,从真实世界的模拟代码预测试到评估基线,再到30分钟的VR培训课程,最后形成最终的模拟代码,从基线评估性能变化。最小的沉浸式团队被视为沉浸式组件的控件。使用现实世界模拟代码中使用的评估指标在虚拟现实和模拟代码会话中对团队进行了评分;研究表明,沉浸式VR组从前测到后测的性能提升要比最小沉浸式和对照组要高得多。 VFib / VTach场景的百分比(约20%到5%)。此外,沉浸式VR组比第一阶段至最后阶段的VFib / VTach(29%至-13%)和PEA(27%至15%)的最低沉浸式组具有更高的性能提升。

著录项

  • 作者

    Vankipuram, Akshay.;

  • 作者单位

    Arizona State University.;

  • 授予单位 Arizona State University.;
  • 学科 Education Tests and Measurements.;Education Health.;Education Technology of.;Computer Science.
  • 学位 M.S.
  • 年度 2012
  • 页码 107 p.
  • 总页数 107
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:42:26

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