Matching Items (2)
Filtering by

Clear all filters

151151-Thumbnail Image.png
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

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%).
ContributorsVankipuram, Akshay (Author) / Li, Baoxin (Thesis advisor) / Burleson, Winslow (Committee member) / Kahol, Kanav (Committee member) / Arizona State University (Publisher)
Created2012
149461-Thumbnail Image.png
Description
This thesis investigates the role of activity visualization tools in increasing group awareness at the workspace. Today, electronic calendaring tools are widely used in the workplace. The primary function is to enable each person maintain a work schedule. They also are used to schedule meetings and share work details when

This thesis investigates the role of activity visualization tools in increasing group awareness at the workspace. Today, electronic calendaring tools are widely used in the workplace. The primary function is to enable each person maintain a work schedule. They also are used to schedule meetings and share work details when appropriate. However, a key limitation of current tools is that they do not enable people in the workplace to understand the activity of the group as a whole. A tool that increases group awareness would promote reflection; it would enable thoughtful engagement with one's co-workers. I have developed two tools: the first tool enables the worker to examine detailed task information of one's own tasks, within the context of his/her peers' anonymized task data. The second tool is a public display to promote group reflection. I have used an iterative design methodology to refine the tools. I developed ActivityStream desktop tool that enables users to examine the detailed information of their own activities and the aggregate information of other peers' activities. ActivityStream uses a client-server architecture. The server collected activity data from each user by parsing RSS feeds associated with their preferred online calendaring and task management tool, on a daily basis. The client software displays personalized aggregate data and user specific tasks, including task types. The client display visualizes the activity data at multiple time scales. The activity data for each user is represented though discrete blocks; interacting with the block will reveal task details. The activity of the rest of the group is anonymized and aggregated. ActivityStream visualizes the aggregated data via Bezier curves. I developed ActivityStream public display that shows a group people's activity levels change over time to promote group reflection. In particular, the public display shows the anonymized task activity data, over the course of one year. The public display visualizes data for each user using a Bezier curve. The display shows data from all users simultaneously. This representation enables users to reflect on the relationships across the group members, over the course of one year. The survey results revealed that users are more aware of their peers' activities in the workspace.
ContributorsZhang, Lu (Author) / Sundaram, Hari (Thesis advisor) / Qian, Gang (Thesis advisor) / Kelliher, Aisling (Committee member) / Arizona State University (Publisher)
Created2010