Matthews, T., Tian, F. and Dolby, T., 2020. Interaction design for paediatric emergency VR training. Virtual Reality & Intelligent Hardware, 2 (4), 330 - 344.
Full text available as:
|
PDF (OPEN ACCESS ARTICLE)
1-s2.0-S2096579620300590-main.pdf - Published Version Available under License Creative Commons Attribution Non-commercial No Derivatives. 3MB | |
PDF
Interaction Design for Paediatric Emergency VR Training.pdf - Accepted Version Restricted to Repository staff only Available under License Creative Commons Attribution Non-commercial. 344kB | ||
Copyright to original material in this document is with the original owner(s). Access to this content through BURO is granted on condition that you use it only for research, scholarly or other non-commercial purposes. If you wish to use it for any other purposes, you must contact BU via BURO@bournemouth.ac.uk. Any third party copyright material in this document remains the property of its respective owner(s). BU grants no licence for further use of that third party material. |
DOI: 10.1016/j.vrih.2020.07.006
Abstract
Virtual reality (VR) in healthcare training has increased adoption and support, but efforts are still required to mitigate usability concerns. This study conducted a usability study of an in-use emergency medicine VR training application, available on commercially available VR hardware and with a standard interaction design. Nine users without prior VR experience but with relevant medical expertise completed two simulation scenarios for a total of 18 recorded sessions. They completed NASA Task Load Index and System Usability Scale questionnaires after each session, and their performance was recorded for the tracking of user errors. Our results showed a medium (and potentially optimal) Workload and an above average System Usability Score. There was significant improvement in several factors between users’ first and second sessions, notably increased Performance evaluation. User errors with the strongest correlation to usability were not directly tied to interaction design, however, but to a limited ‘possibility space’. Suggestions for closing this ‘gulf of execution’ were presented, including ‘voice control’ and ‘hand-tracking’, which are only feasible for this commercial product now with the availability of the Oculus Quest headset. Moreover, wider implications for VR medical training were outlined, and potential next steps towards a standardized design identified.
Item Type: | Article |
---|---|
ISSN: | 2096-5796 |
Uncontrolled Keywords: | Virtual reality; medical training; human-centred design; interaction design |
Group: | Faculty of Science & Technology |
ID Code: | 34629 |
Deposited By: | Symplectic RT2 |
Deposited On: | 29 Sep 2020 08:45 |
Last Modified: | 14 Mar 2022 14:24 |
Downloads
Downloads per month over past year
Repository Staff Only - |