This document provides an overview of virtual reality for clinical education. It introduces four faculty members working in this area and their backgrounds. The objectives are to introduce VR concepts for education and best uses. Considerations for integrating VR into curricula include student numbers, time per simulation, and technical support needs. Design challenges like motion sickness and frame rates are discussed. A layered learning model is presented for situating VR experiences within education. Questions from attendees are solicited at the end.
2. 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
3. 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
4. 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
5. 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.
8. 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