| Literature DB >> 35319477 |
Serena Ricci1,2, Andrea Calandrino2,3, Giacomo Borgonovo2,4, Marco Chirico2, Maura Casadio1,2.
Abstract
The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user's manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods. ©Serena Ricci, Andrea Calandrino, Giacomo Borgonovo, Marco Chirico, Maura Casadio. Originally published in JMIR Serious Games (https://games.jmir.org), 23.03.2022.Entities:
Keywords: augmented reality; basic and advanced life support; cardiopulmonary resuscitation; emergency; first aid; healthcare simulation; medical simulation; simulation training; training; virtual reality
Year: 2022 PMID: 35319477 PMCID: PMC8987970 DOI: 10.2196/28595
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1Organization of the review. AR: augmented reality; MR: mixed reality; VR: virtual reality.
Serious games specifically designed for emergency training.
| Study | Topic | Target | Players | Features | Study design (N) | Kirkpatrick's level |
| Youngblood et al [ | CRMa | HCPb | 4 | Users can communicate vocally in real time and can perform clinical actions only if they are properly positioned with respect to the patient who responds to treatments and actions | Prepost (30) | 2b |
| Creutzfeldt et al [ | CPRc | HP, NCPd | 3 | Trainees are avatars in the virtual world who need to cooperate to perform BLS | Case control (30) | 2b |
| Buttussi et al [ | ALSe | HCP | 1 | User plays the leader of an ALS team. When a correct task is selected, its execution and effects are shown. Otherwise, the game provides hints for self-correction. Debriefing at the end of the simulation | Prepost (40) | 2c |
| Ribeiro et al [ | CPR | NP | 1 | Training and evaluation modes; debriefing | Prepost (31) | 2b |
| Vankipuram et al [ | ALS | HCP | 6 | Each role receives specific feedback and can perform certain actions. The player responsible for compression interacts with the system using a haptic joystick that mimics the patient’s chest | Usability (96) | 2a |
| Boada et al [ | CPR | HCP, NP | 1 | The player has to save the victim applying CPR. Scoring system with penalties for wrong actions and delays. Two types of users: teacher and learner | Randomized trial (109) | 2b |
| Drummond et al [ | CPR | HCP, NP | 1 | The player learns the appropriate tasks to manage SCA. Actions are guided throughout the game | Randomized trial (79) | 1 |
| Latif et al [ | CPR | NP | 1 | Serious game usable to test the CPR knowledge of nonprofessional laypersons. The user is presented with different situations and needs to perform the correct action. | Prepost (52) | 2b |
| Gerard et al [ | PALSf | HCP | 1 | User plays the role of a code leader, selecting assessments and treatments performed by avatars. Two modes: tutorial, which provides real-time feedback; nontutorial with feedback at the end of the simulation | Prepost (60) | 2a |
| Aksoy et al [ | CPR | HCP | 1 | Usable with a tablet. Two modes: training which guides the trainees during the emergency and self-test | Randomized trial (40) | 2b |
aCRM: crisis resource management.
bHCP: health care providers.
cCPR: cardiopulmonary resuscitation.
dNP: nonprofessionals.
eALS: advanced life support.
fPALS: pediatric advanced life support.
Figure 2Examples of immersive tools. Left: VR application without haptic feedback. Center: MR system which combines an HMD with a manikin for a more realistic simulation experience. Right: AR application (Holo BLSD) designed to augment a physical manikin with a virtual representation [75]. AR: augmented reality; HMD: head-mounted display; MR: mixed reality; VR: virtual reality.
Virtual reality and mixed reality simulations.
| Study | Target | Type | Setup | Skill | Status | Design (# subjects) | Kirkpatrick's level |
| Blome et al [ | NPa | VRb | HTC Vive | Chest compression (qualitative); defibrillation | Tutorial and exercises modes; simple instructions without complex text; qualitative evaluation | Usability (8); prepost (22) | 1 |
| Wong et al [ | HCPc | VR | HTC Vive | CPRd algorithm | Tutorial and simulation modes; training on AEDe; manual skills are performed by an avatar and not by the user; qualitative evaluation | Usability (30) | 2b |
| Aksoy et al [ | HCP | VR | HMDf | CPR algorithm | Two modes: training which guides the trainees during the emergency and self-test; quantitative Evaluation | Randomized (40) | 2b |
| Leary et al [ | NP | VR | Smartphone (VR), HMD and manikin (MR) | CPR algorithm; defibrillation | Portable and low-cost; quantitative evaluation | Randomized (103) | 2a |
| Vaughan et al [ | NP | VR, MRg | HMD and manikin (MR) or smartphone (VR) | None | Portable; proof of concept | N/Ah | N/A |
| Buttussi et al [ | NP | VR, MR | HTC Vive and manikin (for MR only) | CPR algorithm; chest compression | Training and evaluation modes; training mode provides progressively decreasing clues; quantitative evaluation | Prepost (30) | 2b |
| Semeraro et al [ | HCP | MR | Physical manikin, data gloves and HMD | None | Proof of concept | N/A | N/A |
| Almousa et al [ | HCP, NP | MR | HTC Vive and physical manikin | Chest compression; defibrillation | Multiple scenarios and increasing difficulty levels; animations controlled by a technician; qualitative evaluation | Usability (20) | N/A |
| Bench et. al [ | NP | MR | HTC Vive and physical manikin | Chest compression | Qualitative evaluation;quantitative evaluation | Prepost (23) | 2a |
| Girau et al [ | HCP | MR | HTC Vive, Leap Motion, and physical manikin | None | Interactions between the virtual patient and the trainees; proof of concept | N/A | N/A |
| Leary et al [ | NP | MR | HTC Vive and physical manikin (MR) | CPR; algorithm | Manual and vocal interaction; quantitative evaluation | Prepost (119) | 1 |
| Liyanage et al [ | HCP | MR | HTC Vive, Leap Motion, and physical manikin | Chest compression | Proof of concept | N/A | N/A |
| Semeraro et al [ | HCP, NP | MR | HTC Vive and physical manikin | Chest compression | Quantitative evaluation | N/A | N/A |
aNP: nonprofessionals.
bVR: virtual reality.
cHCP: health care providers.
dCPR: cardiopulmonary resuscitation.
eAED: automated external defibrillator.
fHMD: head-mounted display.
gMR: mixed reality.
hN/A: not applicable.