Joint Installed System Test Facility (JISTF) Infrared Sensor Simulation/Stimulation Enhancement: Dynamic Virtual Reality Simulation/Stimulation Technologies for Test, Evaluaiton, and Training

1999 ◽  
Author(s):  
Tom Joyner ◽  
Bob Maker
2021 ◽  
Author(s):  
Younhyun Jung

BACKGROUND A critical component of disaster preparedness in hospital is experiential education and training of healthcare professionals. Live drill is a well-established training approach, but cost restraints and logistic constraints make clinical implementation challenging, and training opportunities with live drills may be severely limited. Virtual reality simulation (VRS) technology may offer a viable alternative with its inherent features of reproducibility, just-in-time training, and repeatability. OBJECTIVE This integrated review examines the scientific evidence pertaining to the effectiveness of VRS and its usefulness in training healthcare professionals for in-hospital disaster preparedness. METHODS A well-known five-stage methodology was used for the review process. The review process consisted of identification of the problem and purposes, a defined literature search strategy and inclusion criteria determination, evaluation and analysis of collected studies, and presentation of findings. A search of diverse publication repositories was performed. They included Web of Science (WOS), PubMed (PMD), and Embase (EMB). RESULTS The review resulted in twelve studies included. Principle findings identified three major themes including: capabilities of VRS (i) to virtually replicate hospital environment and clinical practices; (ii) to improve learning effects; and (iii) enable cost-effective implementation. CONCLUSIONS The findings from the review suggested VRS could be a competitive, cost-effective adjunct to existing training approaches. As VR continues to evolve in all technological aspects, it is anticipated that studies using VRS can become more vitalized in clinical domain while addressing currently unsolved issues.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


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