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  4. Design and development of an immersive virtual reality team trainer for advance cardiac life support
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Design and development of an immersive virtual reality team trainer for advance cardiac life support

Full metadata

Description

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%).

Date Created
2012
Contributors
  • Vankipuram, Akshay (Author)
  • Li, Baoxin (Thesis advisor)
  • Burleson, Winslow (Committee member)
  • Kahol, Kanav (Committee member)
  • Arizona State University (Publisher)
Topical Subject
  • Computer Science
  • Educational tests & measurements
  • Virtual reality in medicine
  • human-computer interaction
  • Teams in the workplace--Training--Computer simulation.
  • Teams in the workplace
Resource Type
Text
Genre
Masters Thesis
Academic theses
Extent
x, 96 p. : col. ill
Language
eng
Copyright Statement
In Copyright
Reuse Permissions
All Rights Reserved
Primary Member of
ASU Electronic Theses and Dissertations
Peer-reviewed
No
Open Access
No
Handle
https://hdl.handle.net/2286/R.I.15175
Statement of Responsibility
by Akshay Vankipuram
Description Source
Viewed on June 26, 2013
Level of coding
full
Note
Partial requirement for: M.S., Arizona State University, 2012
Note type
thesis
Includes bibliographical references (p. 72-76)
Note type
bibliography
Field of study: Computer science
System Created
  • 2012-08-24 06:31:38
System Modified
  • 2021-08-30 01:45:15
  •     
  • 1 year 6 months ago
Additional Formats
  • OAI Dublin Core
  • MODS XML

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