Literature DB >> 35514941

Comparison study of the use of 360-degree video and non-360-degree video simulation and cybersickness symptoms in undergraduate healthcare curricula.

Natasha Taylor1, Adam Layland1.   

Abstract

The increasing use of emerging technologies in healthcare simulation, particularly virtual reality, has caused in increase in both use and misuse. It is the exploration and study of these types of technology that are key to their success-or failure-in simulation learning and teaching. Therefore, this exploratory study evaluated the most common perceived side effect of virtual reality, that of cybersickness. A total of n=60 undergraduate healthcare students participated in one of four identical learning outcome simulation events, using different simulation techniques. This study compared these four common simulation tools, high-fidelity manikin, standardised patient, video case study and 360-degree virtual reality video, and analysed the self-reported cybersickness symptoms. The results show that some virtual reality tools, in this case 360-degree video, are no more likely to provoke cybersickness symptoms than the other simulation methods used in this study. In addition, virtual reality is reported as less fatiguing than other methods of simulation learning. Virtual reality technologies may be a useful addition to the spectrum of simulation tools and techniques currently in use. This study suggests that there is no greater risk of cybersickness symptoms and this potential barrier to use is not borne out by this study. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2019. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

Entities:  

Keywords:  virtual reality, cybersickness, 360-degree video

Year:  2018        PMID: 35514941      PMCID: PMC8936913          DOI: 10.1136/bmjstel-2018-000356

Source DB:  PubMed          Journal:  BMJ Simul Technol Enhanc Learn        ISSN: 2056-6697


  6 in total

1.  Measurement of postural stability before and after immersion in a virtual environment.

Authors:  S V Cobb
Journal:  Appl Ergon       Date:  1999-02       Impact factor: 3.661

2.  Cybersickness provoked by head-mounted display affects cutaneous vascular tone, heart rate and reaction time.

Authors:  Eugene Nalivaiko; Simon L Davis; Karen L Blackmore; Andrew Vakulin; Keith V Nesbitt
Journal:  Physiol Behav       Date:  2015-09-01

3.  Effect size estimates: current use, calculations, and interpretation.

Authors:  Catherine O Fritz; Peter E Morris; Jennifer J Richler
Journal:  J Exp Psychol Gen       Date:  2011-08-08

4.  Characteristics of head-mounted displays and their effects on simulator sickness.

Authors:  Jason D Moss; Eric R Muth
Journal:  Hum Factors       Date:  2011-06       Impact factor: 2.888

5.  Simulator sickness in U.S. Navy flight simulators.

Authors:  R S Kennedy; M G Lilienthal; K S Berbaum; D R Baltzley; M E McCauley
Journal:  Aviat Space Environ Med       Date:  1989-01

6.  Vection and visually induced motion sickness: how are they related?

Authors:  Behrang Keshavarz; Bernhard E Riecke; Lawrence J Hettinger; Jennifer L Campos
Journal:  Front Psychol       Date:  2015-04-20
  6 in total

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