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AWARD NUMBER:
TITLE:
W81XWH-08-2-0186
Socially Relevant Knowledge Based Telemedicine
PRINCIPAL INVESTIGATOR:
Marshall Smith, MD
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Banner Health
Phoenix, Arizona 85006
October 2012
Final
U.S. Army Medical Research and Materiel Command
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October 2012 Final
1 5Sep
4. TITLE AND SUBTITLE
2011 – 14 Sept 2012
5a. CONTRACT NUMBER
Socially Relevant Knowledge Based Telemedicine
5b. GRANT NUMBER
W81XWH-08-2-0186
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6. AUTHOR(S)
5d. PROJECT NUMBER
Marshall Smith, MD
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[email protected]
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NUMBER
Banner Health
Phoenix, AZ 85006
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U.S. Army Medical Research & Materiel
Command
Fort Detrick, MD 21702-5014
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Approved for public release; distribution unlimited.
13. SUPPLEMENTARY NOTES
14. ABSTRACT
The advent of the Internet followed by the diffusion of Web 2.0 has the potential to revolutionize the delivery of clinical
training in healthcare in both remote and urban clinical environments [1-4]. This is of significant relevance to the military
given the shortage of healthcare providers and the remote locations in which the military has to operate. The objective
of this proposal was to design, develop and evaluate a socially relevant knowledge driven collaborative training network.
The scope of the project included non-collocated distributed clinical teams solving medical decision making problems
with the help of Web 3.0 tools. We developed the collaborative virtual environments and defined clinical team activities for
which the virtual worlds were used. Three different training modalities were utilized; traditional training, virtual training
with persuasive techniques, and virtual training without persuasive techniques. Focusing on Advanced Cardiac Life
Support training, we developed a virtual world platform to enable training of disparate teams on ACLS training, and then
were tested on developed clinical scenarios. Then by coupling haptic devices with the virtual world, we enabled a multisensorial platform for team training. The preliminary results shows the validity of the collaborative virtual environment
with persuasive techniques to address needs of clinical training as well as current methodologies and sets the stage for
further evaluation of this approach.
15. SUBJECT TERMS
Training for Collaborative Decision Making, Virtual Worlds, Web 3.0
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29
Standard Form 298 (Rev. 8-98)
Prescribed by ANSI Std. Z39.18
TABLE OF CONTENTS:
Page
Introduction ..................................................................................................................... 2
Body ............................................................................................................................... 2
Key Research Accomplishments ................................................................................... 20
Reportable Outcomes ................................................................................................... 21
Conclusion .................................................................................................................... 23
References ................................................................................................................... 24
Appendices ................................................................................................................... 27
INTRODUCTION
The grant began in 2008 and slightly realigned in 2009 with a different research team
under TATRC’s guidance and formal approval. The primary goal of this project has been to
design and develop a virtual interactive collaborative team training environment that
persuades users to perform a sequence of cognitive as well as psychomotor actions in timeconstrained environment. The events take place using a virtual learning environment
which includes collaborative interactions by users who are located at different sites (noncollocated) integrated with virtual environments called Collaborative Virtual Environments
(CVE.) These provide immersive virtual environments where users can perform various
actions and but also can communicate and collaborate with others in the environment.
Training in the CVE with Advanced Cardiac Life Support (ACLS) was evaluated for both
initial learning as well as retention and degradation of skills over time, and these results
are compared to the learning and retention in the traditional classroom collocated
methodologies employed today. Virtual training not only has the ability to deploy more
persuasive technologies with the potential of having a greater impact on changing
behaviors, but also has significant economies of resources and time over more traditional
methods of training.
BODY:
After developing the initial framework for virtual worlds and developing the underlying
architecture in the first two years, this year our experiment focused on improving the
virtual experience of the user in the clinical area and on the development of algorithms in
cardiopulmonary resuscitation. Cardiopulmonary arrest (more commonly known as
cardiac arrest) is the absence of mechanical activity of heart or, abrupt loss of functionality
of heart. According to the American Heart Association, almost 80 percent of cardiac
arrests, which occur out of hospital, are witnessed at home by a family member [33].
Approximately 6.4 percent of the patients who have a cardiac arrest ultimately survive
[33]. This shows the importance of Advanced Cardiac Life Support (ACLS) skills, which
requires a team to perform various tasks within a few minutes of patients’ arrival in the
emergency room. It is a time-constrained, sequential procedure and a complex team event
that requires fluid communication and coordination between the team members in order
to save a patient’s life. The ACLS team has only five minutes to perform the sequence of
actions, both cognitive (eg. decision-making such as which medicine to give, diagnosis of
treatment scenario) and psychomotor (eg. CPR using proper techniques of frequency and
depth of compressions), in order to save a patient.
In most fields in which time is the most important factor and which require expertise in
both cognitive and psychomotor skills for better decision-making, novices require an
expert to disseminate knowledge and skills to them. Theoretical knowledge can be learned
2
in classroom environments whereas procedural skills and communication skills require
more hands on practice to perfect. This approach of master-apprenticeship (or
apprenticeship in common) model of education has been in existence for many years,
where an expert performs a procedure and trainees carefully observe the procedures and
practice them. In the case of learning psychomotor and communication skills, these are
important because initially most of the trainees initially have limited skills and knowledge
of the procedure. However, there exists a limitation to the number of trainees a trainer can
train using the traditional collocated classroom methodologies employed today. [1].
Hamman, Beaubien, and Seiler [34] present the fact that errors in health care are directly
related to the failures in the structure and function of the systems. The authors also
mention that team training is given less preference than training an individual, although
most of the care delivery is performed by teams of people. As mentioned earlier, ACLS is a
team-based time critical event, so in order to deliver better care to the patients, it is
important to understand the significance of team training as well as to consider more
effective ways to provide training for these teams.
ACLS: current training approach
Almost all patient-care organizations provide regular ACLS training to facilitate emergency
care providers to enhance their ACLS skills. In a typical training session, training team
members have to take off work to attend a required class. When they congregate and start
the class they initiate the process by assigning roles at first, then divide the tasks according
to the roles, and follow the tasks. The team’s performance is monitored and evaluated
(subjectively) by an evaluator throughout the period. After the session, the evaluator gives
a final score based on the team’s performance, and later s/he debriefs what happened and
what should have been done in the practice room. There might be a brief didactic session
on ACLS too. After the debriefing session (and the didactic session when present), the team
will perform another test, and the team is expected to perform better than the previous
session. The same evaluator will evaluate the second session as well for improvements.
The problem(s)
Although the current training methodology looks comprehensive, there are various issues
that are sub-optimal. The cost associated with overall setup falls on a higher range, and the
time taken for training takes about 2 to 3 hours to complete. Much of this time is due to the
large amount of orientation needed for training. In the context of learning, the training
participants are not guided during the practice session. So, they have to recall what they
had learned previously in the didactic session. There are rarely adequate trainers to
provide training to the trainees, and frequently the trainees have limited time to practice
the procedures properly. Apart from these, the ACLS training sessions are usually available
on a limited basis, which is insufficient training and practice considering the criticality of
the ACLS skills.
Learning in virtual worlds
With rapid development of computer storage, memory, processors, and high speed
network infrastructure, it is now possible to create a virtual reality based simulations in a
networked (distributed) environment that helps users to learn team coordination skills.
3
Computer Supported Cooperative Work (CSCW), in general terms, is considered to be a
collaborative work done by users who are located at different sites. Telemedicine, telehealth, tele-conferencing all are examples of CSCW. When CSCW is integrated with the
term Virtual Reality (VR), the environment is called as Collaborative Virtual Environments
(CVE), or simply “Virtual Worlds”, which provide immersive virtual environment where
users can perform various actions, and can also communicate and collaborate with others
in the environment. CVEs have been used in various fields like gaming [4], online
community building or socializing [4, 5], educational or working environments [6, 7]. CVEs
are able to convey the social dynamics like turn taking, cooperation, appraisal,
communication to users in a proper manner. In addition to that, users can be assigned
different roles like doctor, patient, trainer, trainee etc. Current CVEs also support different
media required for communication (text, audio, video), which are very important for group
discussions.
How virtual worlds can persuade users to change their behavior and attitude
Because of the features that virtual worlds provide, they have potential to change behavior
and/or attitude at different situations and different circumstances. Fogg mentions that
there are many reasons that computers can be better persuaders than humans [8]. Some of
the important reasons are: computers are more persistent; they provide greater
anonymity; they can offer various modalities; computer programs can be re-scaled as per
users’ need; and the most important one – “computer can be ubiquitous”. Virtual worlds
provide all these features. They are more persistent; they are able to hide users’
information; various input output methods can be integrated with the virtual worlds; and
can be modified as per the requirements. In presence of internet, virtual worlds can be
accessed from any part of the world. Hence, we can say that CVEs are an integral part of
persuasive framework in various fields like gaming (eg World of Warcraft),
communications (eg. virtual shops: Amazon.com, eBay.com etc.), training systems for
physical exercise (eg. virtual trainers: TripleBeat, Wii Fit, etc). With these abilities,
computerized virtual reality based interactive systems have potential to persuade human
users in the field of education as well.
Advantage(s) of training in virtual worlds
The most important advantage of use of computer based simulation in the field of
education is that it can motivate students to learn and practice in a safe environment [9].
Simulation also enables students to practice different procedures in different contexts and
different situations. Chodos et. al. suggest that virtual world simulations consume less
resources and are capable of providing safe and realistic environment to practice [1]. The
added persuasion in the computer simulation allows trainees to learn what the causes are
and the effects caused. This persuades students to enhance their skills on role-playing, and
changing their attitudes towards different perspectives [8].
Contribution and hypothesis
In this study, we attempt to address the issue of team training in time critical events (ACLS
in our case) and also the learning behavior of participants in different scenarios: when the
participants are provided with persuasive elements and when they are not. We then
discuss whether the participants can transfer the learned skills to the training room at a
4
hospital. Finally, we also see whether the participants can retain the skills in the virtual
world. We also discuss the novel approach of integration of haptic device to the virtual
world for time critical activities that requires psychomotor skills. After the study, we
predict that:
Hypothesis 1#: Virtual worlds are at least as effective in delivering team training.
Hypothesis 2#: Virtually trained participants will retain the skills as long as or
longer than traditional methods
Objectives
CVEs have a huge potential to provide training to many users in a virtual environment
simultaneously. Our primary goal of this study is to design and develop an interactive
collaborative team training simulator that persuades users to perform a sequence of
cognitive as well as psychomotor actions in time-constrained environment.
The study also focuses on the following important issues:
Evaluate the validity of virtual worlds in delivering team training and retention over
a long period of time.
Monitor and record activities (and hence performance) of users while performing a
collaborative task.
Create an online result sheet, which can be accessed from anywhere to view
performances. (The security feature of the performance sheet can be customized:
teams can view only their results; whereas a supervisor can view all results).
Background
The original project commenced in October 2008. From a financial perspective, many
original quotes for equipment were no longer valid due to significant price increases of the
equipment since the original proposal was submitted. This limited the ability to complete
the proposed project for developing physical telemedicine connections across the western
region of Banner. More importantly, the project did not have a clinical champion as the
Principle Investigator and that would have been a major roadblock in accomplishing the
goals of collaborative telemedicine. These factors were recognized within the first three
months of the project, and at which stage TATRC was informed about the difficulties that
had arisen. Arizona State University (ASU) continued to develop the web 2.0 backbone for
the project, but the project was halted at that point. At this stage TATRC was contacted and
engaged to better define a new project within the lines of military relevance and of
importance to our organization. Banner Health presented a new plan to TATRC and it was
approved on June 12, 2009. The actual project started in July 2009, and this is work
presented herein.
To lay the foundations of our work, we will present the related work and then highlight our
conceptual framework
Related Work
We sub categorize this section into three parts: Team Training, Training in Virtual Worlds,
and Persuasive Technologies.
5
Team Training
Any coordinated effort, performed by a number of people in a group is termed as team
work. Communication, coordination, cohesion etc. are typical characteristics of a team. All
the team members should possess these skills in order to carry out assigned task. Team
training is very crucial if well-coordinated team work is required.
Today, almost every single case of care delivery in hospitals or outside hospitals involves a
team of healthcare professionals, yet individual training is given more importance in real
life [27]. There are various reasons behind this fact such as it is often hard to set up
training sessions according to each individual’s schedule, health care professional trainees
are from disparate locations etc. These healthcare training programs need to increase
training experience of working in interdisciplinary teams for every individual caregiver.
Hamman W et al demonstrated that identifying and focusing on team critical tasks and
events prior to and during the training respectively, actually lead to significant
performance improvement in teamwork skills [27].
Implicit coordination is one of the characteristics of high performance teams, where
communication overhead is much less because the participants have access to the
information without asking explicitly [28]. Communication overhead is typically the cost of
communication and/or interaction measured in time, internet bandwidth, etc. [29].
Another aspect that vitally affects an individual’s ability to work in a team is shared mental
models. As team members engage in a group activity, they tend to have similar
thoughts/ideas in order to accomplish the task which ultimately results in less
communication across the team [30]. These aspects are essentially a part of team
dynamics which is important to be considered in a design phase of any experimental
groupware activity.
A competitive score is an important factor in motivating participation. Toups Z et al
observed that if points are given based on team efforts, participants try harder to work as a
team and accomplish the task in a well-coordinated and organized team effort [31].
Advanced Cardiac Life Support (ACLS) is a time-critical activity carried out by a dedicated
high performance team. Training for such high performance teams is in real life scenarios
is neither possible nor advisable since it is a life or death result to the patient, and
simulation training is one of the best possible solutions available. According to Wayne et al,
simulator training has shown significant performance improvement in a team of physicians
while performing ACLS [32].
Training in Virtual Worlds
Based on their purpose, Collaborative Virtual Environments (CVEs) or virtual worlds can
be categorized into one of the following types: gaming, socializing or online community
building, and educational or working environments [19]. [19, 20] outline the various
factors that need to be present in a virtual world to be suitable for educational purpose.
The authors compare various CVEs and come to the conclusion that selection of a particular
CVE depends on the purpose of the training system. Below, we will briefly explain the
research on CVEs that focus on healthcare and emergency training.
6
Wiecha et al explored the potential of a virtual world, Second Life (SL), as a delivering tool
for continuing medical education (CME) [10]. In their study, participants had to select and
adjust insulin level for patients with type 2 diabetes. For that purpose, participants had to
listen to an instructional 40-minute insulin therapy talk. Two mock patients are also
included in the study so that the participants can interact with the patients, and discuss
within themselves. A questionnaire was provided to the participants before and after the
talk session. The study shows that virtual world is very helpful for CME education by
showing significant increase in the score after the talk than prior to it.
Losh [15] lists several research work done by the Interactive Media Laboratory at
Dartmouth Medical School based on virtual environments. Virtual Clinic is one of such
work where a virtual clinic is designed by following the master floor plan. The main
objective of this work is to allow learners to learn about social behavior and various
procedures in clinical environments. The Virtual Terrorism Response Academy (VRTA) is a
simulation based game to train users on how to act during crisis. The simulation focuses
on providing rescue efforts when hazardous materials are involved. Before starting the
game, users have to choose and assign themselves a ‘role’. Based on the role, which can be
a fireman, emergency medical technician, etc., training is provided in didactic learning
space. Quizzes and interactive videos are also included in order to engage the users. In an
experimental session, a scenario is provided to the users and the main objective of the
users is to practice with radiation meters and see how the exposure levels change when
nearing hazardous objects.
Similar to VRTA is Play2Train [18]. It is a virtual hospital and town environment which is
created by Idaho Bioterrorism Awareness and Preparedness Program (IDAPP). The
realistic virtual environment of Play2Train provides various kinds of emergency
preparedness videos in virtual classrooms, and also supplements several training exercises
to prepare users in case of emergency situations. After the practice sessions, the procedure
followed by the students can be debriefed by the instructor to clarify the experiences; an
essential part of simulation-based training.
Callaghan et al use Second Life to create a virtual learning environment for engineering
education. They demonstrate various interactive simulations that are part of engineering
education [12]. Apart from the simulations, a virtual lecture theater is also present in the
virtual world which contains interactive mini/main lecture slideshow viewer, media center
for streaming video content and message centers for feedback. As Second Life does not
provide SDK, the authors use open source e-learning software SLOODLE that links Second
Life with a course management tool named Moodle. After demonstration of the
simulations, the participants are asked questions: if they answer it incorrectly, they have to
run the simulation again and answer the questions correctly.
However, this study lacks the assessment and the evaluation of the participants and they
mention that these shortcomings will be their main focus in the future. Boulos,
Hetherington, and Wheeler [16] describe the potential use of Second Life in medical and
health education. The authors provide two scenarios – ‘Virtual Neurological Education
7
Centre’
(VNEC,(http://www.vnec.co.uk)
and
‘HealthInfo
Island’
(http://infoisland.org/health_info). The former demonstrates a scenario where users are
exposed to most common neurological disability symptoms. Apart from the symptoms,
they are also provided with related information, events, and facilities in the Second Life.
The latter involves providing training programs for virtual communities. It also intends to
provide support to Second Life residents by providing them opportunities to participate in
different medical groups dealing with stroke support, cerebral palsy etc.
The research study performed by Chodos et al [1] focuses on the development of a research
based virtual environment to enhance communication skills for health science education.
They provide two case studies. The first one is the development of EMT/ER training
simulation, which delivers an environment to train EMT/ER personnel on taking care of
accident victim before taking him to a hospital. This case also focuses on exchange of
patient information between EMT and ER personnel. The second case is designed to teach
various competencies to students like rehabilitation medicine, nutrition, physical education
etc. For the second case, the authors design a simulation in order to increase
communication between the students to develop a home-care plan for elderly patient.
Based on the case studies, they discuss the expectations of students towards virtual world
based learning and the quality of learning.
There are several other projects that focus on virtual healthcare system. Second Health is
one of such projects where users can learn about how to use medical devices in hospital
settings [12]. An interactive clinical scenario is provided to learn medical device training in
simulated clinical environment. The participants are provided with both formative and
summative feedback during the training session. However, the system does not provide
clinical-skills training component in a collaborative environment where multiple users
make a team and perform a collaborative task. Similarly, the Ann Myers Medical Centre
[13] and the nursing training program from Duke University [14] provide meeting places
for medical educators and students, where instructors can present lectures and present
educational materials, and students can interact with each other.
Persuasive Technologies
Various researchers have worked on finding appropriate way to persuade users to perform
various activities. Fogg [8] defines persuasive technologies as “interactive computing
systems designed to change people’s attitudes and behaviors”. He lists various persuasive
technology tools (terminologies) that can be an integral part of any system in order to
either encourage or discourage users to perform some actions within the system and
change their attitude and/or behavior while doing so. In medical training/education,
persuasion is one of the most important factors that can affect the performance of
trainees/students. Use of meaningful persuasive components (rewards, realism, social
presence etc) enhances the learning where as bad design of persuasive components
hinders it. In this section, we will mention some of the research work that has been done to
encourage users to perform activities within a given system.
Conradi et. al. [17] propose an idea of collaborative learning through problem-based
learning (PBL) in Second Life, which they call PREVIEW. Researchers prepared five virtual
8
patient scenarios for learners, which were later delivered to the learners through Second
Life platform. The main objective of the study was to find whether computerized
simulation based PBL can be more effective than classroom based PBL. To engage students
effectively in training the environment provided greater realism, active decision making,
and suitable collaboration environment where the participants can interact with each
other. The study shows that realism, and suitable interaction environment provided by
Second Life engages students effectively in learning.
Consolvo et al look at the design requirements for technology to encourage physical
activity in [21]. For this study, they come up with a mobile phone application to encourage
users to perform physical activity. The application has three different versions: baseline,
personal, and sharing. The sharing version was the most advanced where users not only
can see their activity, but also can share their performance to others and view others
performance. Based on their study, they describe various factors that motivate users to
perform physical activity. Giving proper credit on completion of each task, and providing
personal awareness on users’ past performance, and current performance are the basic
elements of the system that persuaded users. Another important factor is social
interaction. According to the authors, social influence creates social pressure, which
motivates users to be the best (or at least not the worst) in the society. TripleBeat [22] is
also a similar kind of mobile phone based system that motivate runners to achieve
predefined exercise goals using musical feedback as well as competition based persuasion,
and real-time personal awareness. The experiment results conclude that the system is
“significantly more effective” in helping runners to achieve the goals.
How blogs and podcasts can be helpful tools to provide more sense of community in a
group is explained by Firpo et al [23]. The major objective of their study is to change
attitude and behavior of a community at School of Information Systems and Technology
(SISAT) in order to foster a sense of community amongst its members. Based on the
functional triad explained in [8], the authors conclude that social presence and credibility
as the key factors to persuade the members in the community.
Several virtual reality based games have already evolved to motivate users to maintain
good health. The following simulation based applications have proved the fact that
simulated environments are very effective to change one’s attitude and behavior. The
Tetrix VR Bike [24] is an environmental simulation that motivates users to work out on this
device by exploring the virtual environment. The faster users pedal, the faster will be the
exploration. Another simulated environment is Bronkie the Bronchiasaurus [25], which is
designed to help kids with asthma to manage their condition. The study showed that the
asthmatic children who played the game for at least 30 minutes report increased selfefficacy to take care of their chronic condition. Similarly, HIV Roulette [26] is another
simulation to provide immediate insights into sexual behavior. Users can view and select
hypothetical character along with gender and behavior. Based on the selection criteria, the
system reports whether the specified behavior is likely to cause HIV or any other sexually
transmitted diseases.
9
Research Design
1. Usability testing and experimental setup
Usability testing and experimental setup became even more critical because of the change
of the platform, and the addition and integration of added assessments and the electronic
form. Several “dress rehearsals” were run (without any data being utilized and/or saved
for the experiment.) Any procedural and experimental errors were mitigated and resolved.
Data collection began in April as planned and both phases completed as reported
The “Help” menu/interface was created and implemented into the exercise before the data
collection was begun, and has performed very well. The “Help” interface is different for
each role and it is intended to help the participants in performing various tasks in the
virtual environment.
Figure 1. Help interface for “Compressor” role.
Various instructions, alerts, and messages were developed and integrated into the game,
and were displayed to the participants in the “Persuasive” group only. These instructions
and alerts were displayed in regular intervals for important tasks to guide the participants
in saving the virtual patient throughout the simulation, and also functioned very well
during the sessions and data collection.
A valid scoring system had previously been generated and implemented into the exercise.
The scoring system was developed by following the ACLS protocol developed by American
Heart Association. After consulting with professional ACLS trainers, severity levels were
assigned to all tasks in the simulation, which were used in designing the scoring system.
Several hundred sets of data were collected and analysis was performed.
The tutorials provided detail instructions on interacting with the simulation thereby
allowing the participants to understand the functionalities provided by the various icons
used in the simulation.
10
Various usability test sessions were conducted to identify and mitigate any errors that
might occur during VR training. Mock training sessions were organized for participating
nurses to identify possible flaws, but these all functioned well during the data collection.
System Design
Figure 2: System Design
11
The virtual training environment has been designed using the server-client architecture.
The simulated environment is hosted on a server and six clients can be connected from
remote location. Figure 1 depicts the design of the simulator from the perspective of a
single local user. Each client connected to the VR simulation consists of a unique User
Interface (UI). Each UI consists of a graphical user interface (GUI) consisting of the role
specific HUD and the feedback system, a method for inter user communication via headsets
using the TeamSpeak VOIP API (TeamSpeak, 2002), and a modified Novint Falcon haptic
joystick (Novint, 2000) required to perform CPR. Each user’s UI also comes with a
performance evaluation module represented in the form of a patient outcome meter. This
meter reflects the expected outcome of the patient that is assessed according to an
adherence to the ACLS protocol. The patient outcome meter is common to all users along
with the rendered environment. The outcome meter reflects the result of evaluation of all
user performance in the scenario.
Figure 3: Novint Falcon with CPR adaption
The communication is hands-free i.e. voice activated. Each user can speak to all other users
in the VR environment. The current speaker is identified according to their ACLS role and
this information is displayed on HUD of all users. The Novint Falcon was modified to mimic
the tactile pressures associated with compressing the chest of a patient. This was
accomplished by the integration of a Laerdal spring used in CPR manikins into the Novint
Falcon. All data from simulation is stored in an online database by integrating MySQL into
the development environment API.
Platform
The ACLS simulator was implemented using the UnrealEngine3 via the Unreal
Development Toolkit. (UDK, 1998) UDK is a free for non-commercial use game
development kit that provides a means to create, edit, and deploy high fidelity 3D
environments with sounds, animations, feedback via HUDs and menus, and allows for the
integration of custom third party software libraries using C++ dynamic linked libraries.
The custom libraries being used in for the ACLS scenario are TeamSpeak API for voice
communication, Novint SDK for CPR feedback using the haptic joystick and finally MySQL
12
integration using cSQL libraries to provide database functionality. A major advantage of
UDK over virtual world software is that UDK is free to use and allows the developers to
create dedicated servers that may hold the database and run the simulation centrally. This
results in the developers having complete control over all information collected in the
simulation and also gives users the ability to rapidly customize the scenario if required.
Furthermore, UDK allows for the creation of scenarios at a much higher level of fidelity
than any existing virtual world software. Finally, UDK is a mainstream game development
toolkit and therefore contains extensive documentation and support, features that are
missing from virtual world development software and this helps in quick deployment of
new simulations or modifying existing simulations.
The environments are created using the UDK editor which allows for real time content
creation and the backend scripting is done using native UDK script called UnrealScript. The
C++ dynamic linked libraries required for third party APIs are called within UnrealScript
classes.
ACLS Scenarios
Two types of ACLS code case scenarios were created-, 1) Shockable Rhythm : Ventricular
Fibrillation (VFib) or Ventricular Tachycardia (VTach); and 2)Non-Shockable Rhythm:
Pulseless Electrical Activity (PEA). Each rhythm type has a set of steps in common within
the ACLS protocol and steps that vary depending on the type. Upon logging into the
simulation the users are given one of two cases based on a random selection and they are
required to identify the case and proceed accordingly.
The scenario consists of six roles (Leader, Airway Manager, Respirator, Medicator,
Compressor, Defibrillator) as seen in Figure 3. The ACLS code is a time critical scenario
therefore all events within are time dependent.
Figure 4: Virtual Reality Environment
13
Study Design
The study comprised of three different study groups- Control, Persuasive, and Minimally
Persuasive. The “Control” group was provided with conventional method of ACLS training
whereas the other two groups were provided with virtual reality based training. The
difference between the training in Persuasive and Minimally Persuasive groups was the use
of persuasive messages/objects during training. Persuasive group was provided with
various persuasive components whereas Minimally Persuasive group could only see a
minimal set of persuasive components during training.
The study was divided into two phases. The first phase (phase – I) was the comparative
study between the performances of ACLS teams that were trained using conventional
method of ACLS training and that of the teams trained in virtual reality training
simulations, both with and without persuasive components. The data collection for the
first phase started in the last week of March and was completed in June, 2012.
Phase – I
The first phase of the study consisted of 148 participants divided into 24, 3-6 member
teams depending on availability. The distribution of the teams and the number of members
is shown below:
Number of team members
Total number of teams
6
21
5
3
4
1
3
1
Chart 1: Distribution and team sizes for treatment groups
Data for the teams with fewer than 5 members was eventually discarded. There was,
therefore, data from 24 teams for the first phase of study with each treatment group
consisting of 8 teams. All the participants were randomly selected to form the teams and
the teams were randomly categorized into the groups.
Experiment session for phase-I
Each experiment session lasted for 3 hours. At first, the participants were informed about
the study. In this session, participants had to fill up a demographics questionnaire and sign
the consent form. Then the team was provided with two ACLS cases (Ventricular
Fibrilation/Tachycardia, VF/VT; Pulseless Electric Activity, PEA), where the team had to
follow ACLS protocol in order to save a simulated patient (manikin). This pre-test, gave us
the baseline performance of each team before the training that would help in determining the
effectiveness of the training afterwards. Each case lasted for approximately 5 minutes. The pre14
test was followed by a 20 minute video-based didactic training, where a video tutorial on
ACLS protocol was provided to the team in a closed room. After the didactic training
session, the team was provided with the “mode of training” based on the treatment group
of that team. For the control group, the mode of training was the conventional skills
training on a low-fidelity manikin; for the other two groups virtual reality based training
was provided with full or partial persuasive components. A post-test followed the training
session, in which the team was provided with two cases as in the pre-test session. After the
completion of the post-test session, the participants were given a feedback questionnaire.
Pre-test and Post-test sessions were evaluated by two expert evaluators who were blinded
to the group and team formation i.e., the evaluators did not know which team was assigned
to which group.
Results Phase – I
The preliminary analysis of the phase I data shows that there was not a significant
difference in the majority of learning and performance metrics of the teams in the Control
Group and the teams in the Persuasive Virtual Groups. This suggests that Virtual Training
Environments, as long as persuasive elements are integrated, perform at least as well as
traditional learning techniques in teaching in collaborative team environments. However,
the performance and learning of the teams in the Minimally Persuasive group were
significantly less than that of the other two groups, suggesting the necessity for the
integration of persuasive elements into Virtual environments in order to achieve full
potential for learning and training. Some of the groups had outliers with wide dispersions
of values, and further analysis with statistical approaches is being conducted to see if these
data points can be better superimposed for comparative results. However, most showed
insignificant differences between the control and virtual with persuasive groups. The entire
data set is being reviewed and will be completed within 30 days and will be submitted in its
entirety in the final report. Following are some examples of the datasets showing minimal
differences between the traditional and virtual with persuasion methodologies.
15
Figure 5: First, time to initiation of medication in Pulseless Electrical Activity patients
Figure 6: Second, time to initiation of medication in Pulseless Electrical Activity patients
16
Figure 7: Time to initiation of medicine in Shockable patients
Figure 8: Time to initiation of cardiac compression in Shockable patients
17
Phase – II
Phase 2 of this research experiment was conducted from August 3rd to September 28th of
2012 to measure retention of ACLS skills. Eighty six of the original participants returned
three to five months (100 to 150 days) after their initial training that occurred during
phase 1. Due to the logistical barriers of maintaining team composition by bringing back all
members from each original team, the participants were assembled into new teams from
members of the same treatment group and assigned to the same roles that they had in
phase I. Ensuring the formation of full six member teams was quite difficult due to last
minute participant cancellations and no-shows. A total of twenty teams returned; seven
from the control (conventional training) group, six from the minimally persuasive virtual
reality group, and seven from the persuasive virtual reality group. Of the twenty there
were 2 teams of 6, 4 teams of 5, 12 teams of 4, and 2 teams of 3.
Number of team members
Total number of teams
6
2
5
4
4
12
3
2
Chart 2: Team numbers
The following table shows the distribution of team size for each treatment group.
Treatment
Number of Team Members
3
4
5
6
Control
1
4
1
1
Minimally Persuasive
0
3
2
1
Persuasive
1
5
1
0
Total
6
48
20
12
Chart 3: Distribution of team size for treatment groups
All participants completed a short questionnaire to identify if they have been involved in a
further ACLS training, mock code training, or real code situations since their initial training
in part 1 and to determine in which roles they feel the most and least confident.
Each team performed three consecutive mock codes. The basic scenarios were still Vfib
and PEA, but the patient history was been changed from the Post-test so the participants
would not recognize the scenario from the previous exercises. The three mock codes for
testing retention were followed by three more mock codes with the team’s roles reorganized along each member’s declared weakest and strongest roles. Finally, to ensure
participants returned to active patient care without any inadvertent misconceptions, the
18
expert evaluators debriefed the teams on unresolved errors and observed deviations from
American Heart Association ACLS guidelines.
Results Phase – II
This dataset has just been completed at the time of this report and is presently being
analyzed by the statistics team and is scheduled to be completed within 30 days. In
addition to analysis of the comparison groups, the retention of skills and learning from the
Phase I will be studied as well and analyzed for metrics of retention of learning and skills.
Organizing teams along strong and weak formations may assist us in determining the
influence of team leaders throughout the training and learning process. It also could help us
assess the influence of a key difference between the virtual and conventional training
methods in this study. The conventional method had everyone switch roles. It is difficult
for all team members receive adequate time practicing in every role. In theory this should
not be a problem since they should all be equally qualified to assume all roles, but in reality
we know this is an issue among ACLS certified populations. A distributed training platform
like the one we created may eventually enable users to spend more time training in every
role.
19
KEY RESEARCH ACCOMPLISHMENTS
1. Development of virtual world which is based on actual code cart contents, code cart
medications at Banner Health, and EKG monitor.
2. Development of Shockable Rhythm (Ventricular Fibrillation (VFib) or Ventricular
Tachycardia (VTach)) and Non-Shockable Rhythm: Pulseless Electrical Activity
(PEA) clinical scenarios for ACLS in the virtual world
3. Linking of actions/skills on a haptic device to an avatar in a virtual world for CPR
training
4. Validation of the CPR training module
5. Development of the persuasive framework in virtual worlds
6. Validation of Virtual World based training simulation for ACLS
7. Validation of persuasive framework in virtual worlds.
8. Development and proof of concept research on an electronic, weighted checklist
specific for monitoring competency and skills in ACLS.
9. Determination that the majority of practicing providers who perform CPR in
training scenarios do not compress chest a full 2 inches as described as critical in
the Guidelines for ACLS by the American Heart Association.
10. Development of a Virtual Reality training program (Collaborative Virtual
Environments) for training participants in ACLS in a non-collocated environment
that preliminarily appears to produce equal learning and skills as traditional and
conventional training requiring collocated participants with higher costs. Further
study will be required, but preliminary results are promising.
20
REPORTABLE OUTCOMES:
Peer Reviewed Journal Articles
P Khanal, S Parab, K Kahol, Mark Smith; Collaborative, Time-Critical, Multi-Sensory Training in
Virtual Worlds with Persuasive Elements; Computer Human Interaction (CHI), 2011
K Kahol, M Vankipuram, V Patel, M Smith, “Deviations from Protocol in a complex Trauma
environment: Errors or innovations?”, Journal of Biomedical Informatics, vol 44, 425-431, 2011
P. Khanal, A. Gupta, M. Smith, R. A. Greenes, Virtual Worlds in Healthcare: Systematic Review and
Research Opportunities, Annals of Information Systems special issue in Healthcare Informatics,
conditionally accepted, 2012.
Peer Reviewed Major Presentations
Marshall Smith, “Socially Relevant Knowledge Based Telemedicine”, TATRC’s Symposium
Continuing Clinical Competence and Skills Deterioration, 18th Annual Medicine Meets Virtual
Reality, February, 2011
Marshall Smith, “Virtual Reality in Team Based Training”, Military Health System Research
Symposium, Fort Lauderdale, August, 2012
Peer Reviewed Poster/Abstract/Demo:
A. Vankipuram, P. Khanal, A. Ashby, K. Josey, M. Smith, “Development of Virtual Reality based
Advanced Cardiac Life Support Training Simulator in Unreal Development Kit®”, accepted, Theatrestyle demonstration, AMIA 2012, Nov 3-7, Chicago
P. Khanal, S. Parab, K. Kahol, K. Josey, K. Zittergruen, M. Smith, “Virtual Reality based Advanced
Cardiac Life Support Training Simulator using Active Worlds”, accepted, Poster, AMIA 2012, Nov 3-7,
Chicago.
P. Khanal, A. Vankipuram, A. Ashby, K. Josey, A. Gupta, M. Smith, “Virtual World for Advanced
Cardiac Life Support Training”, submitted, 22nd Annual Workshop on Information Technologies and
Systems (WITS), Dec 15-16, Orlando.
Thesis/Dissertations Supported
Sainath Parab, “Time Critical Team Training in Virtual Worlds”, Masters of Science Thesis,
Arizona State University, November, 2010,
Graduation December 2010
Akshay Vankipuram, "Design and Development of an Immersive Virtual Reality Team Trainer for
Advance Cardiac Life Support", Masters of Science Thesis, Arizona State University, 2012
Graduation date: July, 2012
21
Prabal Khanal, "Design, Development, and Evaluation of Collaborative Training Method in Virtual
Worlds for Time-critical Medical Procedure - Case Study on Advanced Cardiac Life Support”, PhD
dissertation, Arizona State University
Expected graduation date: March, 2013
Aaron Ashby, “Analysis of Clinical Team Communication during Cardiac Resuscitations: A Network
Perspective”, PhD dissertation, Arizona State University
Expected graduation date: Aug, 2013
22
CONCLUSION:
Given the impending changes in healthcare with increased cost restrictions, concurrent
with the demand for lower error rates and improved quality of patient care, newer ways
have to be developed to provide equal if not improved training in team based events for
non-collocated providers. New and innovative learning technologies must be integrated
into learning processes for team training, both to improve the initial learning event as well
as to increase the retention of these learned skills. Innovative technologies must be
developed to remove the inefficiencies of having team training in collocated environments,
and there is increasing needs to be able to train medical teams more efficiently and
effectively in non-collocated environments. This study is of increased significance for not
only the private healthcare sector, but especially in the military with their healthcare units
becoming more and more disparate and isolated in today’s global deployments. If further
work fully substantiates these preliminary results and conclusions, then this not only will
revolutionize current methods of collocated provider skill training, but also open the door
for training of health provider skills anywhere in the world with virtual reality training.
Perhaps someday healthcare educators in Education Centers in the United States can train
soldiers and medics in remote global deployments, midwives in rural India with high
maternal mortality rates, and AIDS providers in Nigeria…all in one day and without leaving
the U.S.
23
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26
APPENDICES:
No Appendices.
27