Abstract
Simulation has proven to be a useful tool for developing and maintaining cognitive and psychomotor skills in numerous areas, as exposure to realistic controlled scenarios is critical for effective responses and adequate decision making in real life. In the medical field, the implementation of simulation technologies has brought together interdisciplinary teams focused on developing training platforms, which allow training and practicing different procedures for improving health interventions and care. Recent advances in electronics, computing, and hardware have provided tools to develop simulators with various degrees of fidelity including manikins that mimic several patient conditions, computer graphics simulation of inner organs and body parts, and virtual interactions with haptic devices and computer imagery. However, high-end simulators are only available in laboratories given their requirements for specialized infrastructure, a fact that can limit access and availability to trainees, due to the inherent simulation costs associated to their acquisition, maintenance, and training. However, the recent spike on virtual reality commodity technology is providing simulation developers with an additional layer for developing immerse and interactive environments through computer-generated content that can be used with mobile devices in conjunction or independently of traditional simulation tools. The adoption of virtual reality and the availability of consumer-level systems is presenting opportunities for improving educational and experiential content delivery realistically regardless of the location and available facilities. In this chapter, we present the development of two virtual manikin mobile applications, one for resuscitation employing a virtual automated external defibrillator and another for convulsive training treatment. Our goal is to provide a mobile virtual approach to facilitate complementary practices via handheld devices by reproducing the tasks involved in each situation through a touch screen and motion-based interactions. To increase user engagement, we have added game elements that add realism to the simulation training by incorporating goals and metrics taken to assess performance and decision making. To evaluate engagement and usability, we have employed the System Usability Scale and the Game Engagement Questionnaire. A preliminary study shows that both apps are usable, engaging, and may help refreshing information about the procedures.
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The authors would like to thank the support of Universidad Militar Nueva Granada under grants INO1640 and INO1641, its Virtual Reality Center and Medical Simulation Laboratory.
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Ruge Vera, E., Vargas Orjuela, M., Uribe-Quevedo, A., Perez-Gutierrez, B., Jaimes, N. (2021). A Virtual Patient Mobile Application for Convulsive and Automated External Defibrillator Practices. In: Brooks, A.L., Brahman, S., Kapralos, B., Nakajima, A., Tyerman, J., Jain, L.C. (eds) Recent Advances in Technologies for Inclusive Well-Being. Intelligent Systems Reference Library, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-030-59608-8_10
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