AirwayVR: Virtual Reality Trainer for Endotracheal Intubation-Design Considerations and Challenges

Author(s):  
Pavithra Rajeswaran ◽  
Thenkurussi Kesavadas ◽  
Priti Jani ◽  
Praveen Kumar
2004 ◽  
Vol 43 (1) ◽  
pp. 85-98 ◽  
Author(s):  
Jonathan D. French ◽  
James H. Mutti ◽  
Satish S. Nair ◽  
Michael Prewitt

2001 ◽  
Vol 5 (1) ◽  
pp. 146-156
Author(s):  
Giuseppe Riva

The paper presents an overview of the ergonomic/design issues of a VR-enhanced orthopaedic appliance to be used in rehabilitation of patients with Spinal Cord Injury. First, some design considerations are described and an outline of aims which the tool should pursue are given. Finally, the design issues are described focusing both on the development of a test-bed rehabilitation device and on the description of a preliminary study detailing the use of the device with a long-term SCI patient. The basis for this approach is that physical therapy and motivation are crucial for maintaining flexibility and muscle strength and for reorganizing the nervous system after SCIs.


Resuscitation ◽  
2003 ◽  
Vol 59 (1) ◽  
pp. 133-138 ◽  
Author(s):  
James Mayrose ◽  
T. Kesavadas ◽  
Kevin Chugh ◽  
Dhananjay Joshi ◽  
David G. Ellis

Author(s):  
Chaowanan Khundam ◽  
Naparat Sukkriang ◽  
Frédéric Noël

Purpose: We developed a virtual reality (VR) endotracheal intubation training that applied 2 interaction modalities (hand-tracking or controllersIt aimed to investigatedthe differences of usuability between using hand tracking and controllers during the VR intervention for intubation training for medical students from February 2021 to March 2021 in Thailand.Methods: Forty-five participants were divided into 3 groups: video only, video with VR controller training, and video with VR hand tracking training. Pre-test, post-test, and practice scores were used to assess learning outcomes. The System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) questionnaires were used to evaluate the differences between the VR groups. The sample comprised 45 medical students (undergraduate) who were taking part in clinical training at Walailak University in Thailand.Results: The overall learning outcomes of both VR groups were better than those of the video group. The post-test scores (P=0.581) and practice scores (P=0.168) of both VR groups were not significantly different. Similarly, no significant between-group differences were found in the SUS scores (P=0.588) or in any aspects of the USEQ scores.Conclusion: VR enhanced medical training. Interactions using hand tracking or controllers were not significantly different in terms of the outcomes measured in this study. The results and interviews provided a better understanding of support learning and training, which will be further improved and developed to create a self-learning VR medical training system in the future.


2021 ◽  
Vol 2 ◽  
Author(s):  
Qiaoxi Liu ◽  
Anthony Steed

As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation.


2020 ◽  
Author(s):  
Thomas Williams

In previous work, researchers in Human-Robot Interaction (HRI) have demonstrated that user trust in robots depends on effective and transparent communication. This may be particularly true forrobots used for transportation, due to user reliance on such robots for physical movement and safety. In this paper, we present the design of an experiment examining the importance of proactive communication by robotic wheelchairs, as compared to non-vehicular mobile robots, within a Virtual Reality (VR) environment. Furthermore, we describe the specific advantages – and limitations – of conducting this type of HRI experiment in VR.


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