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Virtual	Realty	101	
for	Clinical	Education			
Eric	B.	Bauman,	Reid	A.	Adams,	Angela	Robert	&	Jennifer	Javornik	
January	15,	2018	
Los	Angeles,	California
Faculty Introduction & Disclosure
Reid Adams
Reid	Adams	has	worked	extensively	in	simulation	with	
multiple	healthcare	disciplines	at	various	levels	of	training,	
ranging	from	under	graduate	to	practicing	clinician.	Reid’s	
current	work	focuses	on	research	and	development	creating	
custom	educational	software	to	enhance	simulation-based	
learning	experiences,	as	well	as	the	fidelity	and	authenticity	
of	simulation-based	learning.	
Disclosure: None
Faculty Introduction & Disclosure
Eric B. Bauman
Brief Bio: Dr. Eric B. Bauman is an award winning educational
designer with over 25 years of experience His research and
scholarship focuses on the use of game-based teaching and
learning, virtual environments, simulation, and virtual &
augmented reality for clinical education. He	has	produced over
twenty multimedia digital solutions supporting clinical
education.
Disclosure: Managing Member Clinical Playground LLC,
Springer Publishing – Published Author
Faculty Introduction & Disclosure
Jennifer Javornik
Many	moons	ago,	Jennifer	helped	launch	a	laser	tag	business	and	ever	since	
then	she's	been	trying	to	make	"play"	formally	a	part	of	her	professional	career	
again.	Jennifer	leads	Filament's	business	development	and	sales	initiatives	
where	she	is	passionate	about	helping	organizations	see	how	game	based	
learning	can	accelerate	and	deepen	their	educational	mission.	Jennifer	has	rich	
background	in	professional	IT	consulting	where,	most	notably,	she	spearheaded	
several	state-based	healthcare	reform	initiatives	from	concept,	through	sales,	
and	to	operation.	A	certified	Project	Management	Professional	(PMP),	she	has	a	
deep	respect	for	process	and	methodology.	Jennifer	holds	a	BA	in	Drama	from	
Dartmouth	College	and	a	Masters	of	Science	in	Information	Technology	from	
Northwestern	University.		
Disclosure: Jennifer is the VP of Sales and Marketing for Filament
Games
Faculty Introduction & Disclosure
Angela Robert
Angela	has	a	goal	to	improve	patient	outcomes	by	changing	the	
way	clinicians	learn.	Her	vision	is	to	transform	medical	education	
using	simulation,	personalized	learning,	analytics	and	gamification	
techniques.		Bachelor	of	Math	in	Computer	Science	from	the	
University	of	Waterloo.		She	established	her	credentials	as	a	
software	engineer	at	Scotiabank,	IBM	and	Electronic	Arts	(EA).	At	
EA	she	worked	on	more	than	20	games	in	five	years.	
Disclosure:	Angela	Robert	is	the	CEO	and	Co-Founder	of	Conquer	
Experience,	creators	of	PeriopSim.
Objectives	
•  Participants	will	be	introduced	to	the	concept	of	
Virtual	Reality	within	the	context	of	Clinical	
Education	
•  Participants	will	gain	an	understanding	of	best	
use	cases	for	the	integration	of	virtual	reality	
solutions	into	existing	curricula	
•  Participants	will	be	introduced	to	contemporary	
pedagogy	that	supports	VR	and	multi-media	
simulation.
Integration	into	Curriculum	
Considerations:	
•  Number	of	students	
•  Time	of	each	simulation	and	number	of	
iterations	
•  Self	study	or	multiple	stations	to	circle	through	
•  Need	for	technical	support		
•  Availability	of	faculty	or	instructional	staff	
– Bot	versus	faculty/staff	debriefing
Let’s	Not	Puke	
•  Sensory	Mismatch	between	visual	and	vestibular	systems		
•  The	world	moves	and	you	as	an	actual	person	do	not	
–  Your	inner	senses	motion	that	is	not	actually	occurring		
»  Equals	Immediate	motion	sickness	
»  Virtual	Vertigo		
•  Tracking	Volume	
–  Sensor	Range:	Player	has	to	stay	within	calibrated	Sensor	Range	
–  If	Player	gets	out	of	range	tracking	errors		
»  Causes	immediate	motion	sickness	
»  Virtual	Vertigo	
–  Sensor	Bouncing	and	Blocking		
»  Set	up	problems:	Something	in	way	of	sensor,	movement	of	sensor	
•  Frame	Rate	
–  Attention	to	model	complicity:	Optimal	rate	is	90	frames	per	second		
»  If	the	frame	rate	is	lower	than	90	you	get	significant	lag	
•  Your	head	is	moving	faster	than	the	virtual	world	
Comfortable	VR:	Best	Development	Methods	and	Operations
Perils	and	Pitfalls	of		
Design	&	Operational	Setup	
•  Be	conscious	of	the	relationship	of	in-world	
and	virtual	world	mechanics	
– Weight	&	balance	of	headset	
– Virtual	ergonomics				
•  Room	Temp	
– Too	hot	can	instigate/exacerbate	motion	sickness	
•  Application	Clearance		
– Relationship	between	player	and	real	world	
environment/obstacles
I	want	into	VR:	What’s	Next!	
Build	–	You	hire	a	3rd	Party	Vendor	Custom	Build	a	
VR	Solution	
		 	More	control	but	more	expensive	
Buy	-	Existing	Content	
	Is	an	existing	VR	solution	or	product	available	to	
meet	your	needs,	goals,	objectives?	
		 	Generally	low	initial	cost	
Beware	–	trying	to	customize	existing	off	the	 	
	shelf	products	may	be	costly	or	not	even			
	possible
Layered	Learning	Theory	
Didactic	
Preparation	
Games	and	
Interactive	
Applications	
Task	Trainer	
or	Simulator	
Real	World	
Experience	
Situated	learning	experiences	link	didactic	content	with	practical	hands	on	experiences		
©Bauman	2017	all	Rights	Reserved	
Bauman,	E.B,	Adams,	R.A.,	Pederson,	D.,	Vaughan,	G.,	Klompmaker,	D.,	et	al	(2014).	Building	a	better	donkey:	A	
game-based	layered	learning	approach	to	veterinary	medical	education.	GLS	10	conference	proceedings,	Carnegie	
Mellon	University	ETC	Press,	372-375.	ISSN	2164-6651	(print),	ISSN	2164-666X	(online)
Gee,	J.P.	(2003)	What	Videogames	Have	to	Teach	Us	About	Learning	and	Literacy.	New	York,	NY:	Palgrave-McMillan.	
A	term	from	situated	cognitive	learning	
theory	that	describes	the	negotiation	of	
who	a	student	is,	what	role	they	may	be	
playing	during	any	given	learning	
experience	and	who	they	hope	to	become	
Projective	Identity		
©Bauman	2017	all	Rights	Reserved
Designed	Experience	
…is	engineered	to	include	structured	activities	targeted	to	
facilitate	interactions	that	drive	anticipated	experiences.		
These	activities	are	created	to	embody	participant	experience	
as	performance.		
Squire,	2006	
Squire,	K.	(2006).		From	content	to	context:	Videogames	as	designed	experience.		Educational	Researcher.		35(8),	19-29.
Questions	for	the	Panel	
•  Is	VR	always	the	best	simulation	or	game-based	
solution?	
•  Why	should	we	integrate	VR	into	our	Curriculum?	
•  Where	is	it	in	the	technology	development	&	
adoption	life-cycle.	
•  VR	2.0	for	Learning	
•  Can	you	make	a	distinction	between	a	virtual	
environment	in	VR	and	a	immersive	VR	learning	
experience…	
–  For	example	the	difference	between	Second	Life	and	
Grand	Theft	Auto.
Wrap-Up	&	Attendee	Questions
Contact	Information	
Eric	B.	Bauman,	PhD,	FSSN,	RN:		ebauman@clincialplayground.com	
Twitter:	@Bauman1967	
Linkedin:	https://www.linkedin.com/in/ericbbauman/	
Reid	Adams,	MS:	reidadams.83@gmail.com	
https://www.linkedin.com/in/reid-adams-23843468/	
Angela	Robert:	angela.robert@conquermobile.com	
Twitter:	@angelarobert	
Linkedin:	https://www.linkedin.com/in/angelarobert/	
Jennifer	Javornik:	jjavornik@filamentgames.com	
Lintedin:	https://www.linkedin.com/in/jennifer-javornik/	
Twitter:	@jnnjavorik

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VR 101 IMSH 2018