Innovations in Simulation: Virtual Reality

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Innovations in Simulation: Virtual Reality Sherry Farra, RN, PhD, CNE, CHSE Sherrill Smith RN, PhD, CNL, CNE Wright State University College of Nursing and Health Disclosure The authors acknowledge they have been funded by: National League for Nursing and the Zeta Phi Chapter of Sigma Theta Tau (Smith and Farra) Agency for Healthcare Research and Quality (#R18HS023149) (Farra) to evaluate use of Virtual Reality Simulation.

Overview 1. Definitions and background related to virtual reality (VR) simulation. 2. Current use of virtual environments including nursing and healthcare education. 3. Development considerations for using VR in nursing education. Virtual Reality The use of computer technology to create and interactive three-dimensional world in which the objects have a sense of spatial presence; virtual environment and virtual world are synonyms for virtual reality...a computer-generated three-dimensional environment that gives and immersion effect. (SSIH, 2016, p. 40)

Virtual Reality Simulation Simulations that use a variety of immersive, highly visual, 3D characteristics to replicate real-life situations and/or healthcare procedures; virtual reality simulation is distinguished from computer-based simulation in that it generally incorporates physical or other interfaces such as a computer keyboard, a mouse, speech and voice recognition, motion sensors, or haptic devices (SSIH, 2016, p. 40) Virtual Reality Also known as computer-assisted simulation, computer-based simulation. A computer generated reality, which allows a learner or group of learners to experience various auditory and visual stimuli. This reality can be experienced through the use of specialized ear and eyewear. (INACSL. 2016, p. S40)

Not a New Idea Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html History of Virtual Reality Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html

Stereoscopic Photos & Viewers Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html 1929 Link Trainer The First Flight Simulator Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html

The First VR Head Mounted Displays 1960 The first VR Head Mounted Display 1961 The VR with motion tracking 1965 The Ultimate Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html Morton Heilig s Sensorama Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html

1968 Sword of Damocles Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html 1987 Virtual Reality the name was born (Virtual Reality Society, 2017).

Aspects of Immersion Inclusion Extension Surrounding Vividness Matching (Miller & Bugnairu, 2016). http://blogs.3ds.com/perspectives/wpcontent/uploads/sites/22/lives_sensivise1.jpg Levels of Immersion 2D: Mouse and Keyboard Numerous signals indicating presence of device Stimuli not spatially located Limited field view

Levels of Immersion (cont d) 3D: Head Mounted Display/CAVE Large-screen projection with extended field of view or Head-mounted device or surround projection Limited signals indicating the presence of device(s) in the physical world Accommodates >2 sensory modalities (e.g., auditory, visual, motor/proprioceptive); stimuli are spatially oriented High fidelity and visual/color resolution; closely replicates simulated environment Sense of Presence Immersion refers to a set of technical manipulations Presence refers to a user's individual experience. -Subjective perception of being there in a scene depicted Thornson, Goldiez & Le (2009)

How Does it Work? Head Mounted Display: Creates 3D realistic environment VR Headsets Either: -two feeds sent to one pixelated display OR -two LCD displays, one per eye Lenses which are placed between your eyes and the pixels, which is why the devices are often called goggles. Motion Sensing Head Tracking o gyroscope, accelerometer and a magnetometer Infrared sensors track hand movements Cameras track motion of the body Matrix of sensors on each controller to detect gestures such as pointing and waving.

VR Gear Virtual reality glasses or goggles Data gloves Controllers Head mounted displays (HMD) Data suits Workbenches Joysticks Applications: Military Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html

Virtual Reality in the Military Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html Augmented Reality War Games Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html

Flight Simulator Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html Classroom Stevens, J.B. (2016). Retrieved from http://www.jaclynbstevens.com/blog/science-fiction-is-reality-with-vr

Other VR Applications Visualizations, e.g. geographical Weather forecasting Historical, e.g. re-creating ancient civilizations Data analysis, e.g. financial data Healthcare Human simulation software Diagnostics Robotic surgery Dental training Phobia treatment PTSD treatment Autism treatment Addiction Treatment Medical education Nursing education Surgery simulation http://currents.plos.org/disasters/ files/2013/02/virtual-reality-mass- Casualty-Triage.png

Why VR for nursing education? Nurse educators have been called upon to transform nursing education to prepare students for complex healthcare environments Virtual reality (VR) is one strategy for preparing nurses for future practice with technology that is: oaccessible oflexible orealistic Selected Nursing Education VR Studies Positive effects on Positive perceptions of use of Second Life among graduate students (Benham-Hutchins & Lall, 2015) Importance of design, sequencing, and authenticity critical factors in VR design (Peddle et al., 2016) nursing knowledge and performance related to disaster skills (Farra et al., 2013; Smith et al., 2016) Increase in pediatric knowledge and selfefficacy (Verkuyl et al., 2017)

Development Considerations INACSL Best Practice Standards Objectives Types of equipment Debriefing/Reflection techniques Interprofessional Development Teams Content experts Education experts Simulation experts Technology experts

Storyboard Development VRS 4 Storyboard http://sbt.blob.core.windows.net/storyboards/a nna-warfield/blank-film-storyboardtemplate.png?utc=131110776859170000 Limitations of VR Access to right team Costs Technical limitations Motion sickness Faculty and student development Faculty resistance

Conclusions Use of VR is increasing Standards of simulation must be incorporated Simulation must fit objectives Need for interprofessional teams Acknowledgements The authors gratefully acknowledge the generous support from faculty and staff at Wright State University and Miami University to assist with implementation of the decontamination study. The authors also acknowledge the Miami University support, especially the work of Dr. Eric Hodgson, who developed the VRS program. This study was funded by both an NLN Nursing Education Research grant and a grant from the Zeta Phi Chapter of Sigma Theta Tau. In addition the authors acknowledge the generous support of the staff and administration of CCHMC, Dr. Brady, Dr. Hodgson, and Dr. Miller--all who have been instrumental in advancing the NICU evacuation study which is funded by a grant from the Agency for Healthcare Research and Quality R18HS023149.

References Djaouti, D., Alvarez, J., Jessel, J. (n.d). Classifying serious games: The G/P/S model [PDF]. Retrieved from http://www.ludoscience.com/files/ressources/classifying_serious_game s.pdf Farra, S., Miller, E. & Hodgson, E. (2013). Virtual reality disaster training: Translation to practice. Nurse Education in Practice 15 (1) 53-57. http://dx.doi.org/10.1016/j.nepr.2013.08.017 Farra, S., Miller, E., Timm, N., & Schafer, J. (2013). Improved training for disasters using 3-D virtual reality simulation. Western Journal of Nursing Research, 35(5), 655-671. Farra, S., Miller, E., Hodgson, E., Cosgrove, E., Brady, W., Gneuhs, M., Baute, B.,(2016).Storyboard development for virtual reality simulation. Clinical Simulation in Nursing, 12(9) 392-399. Farra, S., Smith, S., & Ulrich, D. (in-press). The student experience using varying immersion levels of virtual reality simulation. Nursing Education Perspectives. International Nursing Association for Clinical Simulation and Learning (2016). Standards of best practice simulation. Clinical Simulation in Nursing,Special Print Supplement. p. S45. References (cont.) Jeffries, P.R. (2014). Clinical simulations in nursing: Advanced concepts, trends, and opportunities. Philadelphia, PA: Wolters Kluwer. Jeffries, P.R. (2016). The NLN Jeffries Simulation Theory. Philadelphia, PA: Wolters Kluwer. Stanley, S.A.R., & Wolanski, T.A.B. (2015). Designing and integrating a disaster preparedness curriculum: Readying nurses for the worst. Indianapolis, IN: Sigma Theta Tau International. Miller, H. L., & Bugnariu, N. L. (2016). Level of immersion in virtual environments impacts the ability to assess and teach social skills in autism spectrum disorder. Cyberpsychology, Behavior and Social Networking, 19(4), 246 256. http://doi.org/10.1089/cyber.2014.0682 Virtual Reality Society (2017). History of virtual reality. Retrieved from https://www.vrs.org.uk/virtual-reality/history.html Sievert, J. (n.d). History of VR. Retrieved from http://invisionstudio.com/the-history-of-vr-virtual-reality/ Society for Simulation in Healthcare (2016). Dictionary. Retrieved from http://www.ssih.org/dictionary Thornson, C. A., Goldiez, B. F., & Le, H. (2009). Predicting presence: Constructing the tendency toward presence inventory. International Journal of Human Computer Studies 67(1), 62-78.

Questions? Sherrill Smith sherrill.smith@wright.edu 937-775-2665 Sherry Farra sharon.farra@wright.edu 937-775-2618