Background : What if there was a way to inject a learner into a lifelike, stereoscopic, interactive medical simulation with real humans? What if this simulation cost less than $3,000 to create, could be sent anywhere in the world in the blink of an eye, and could be watched on tech that most doctors carry around in their pockets already? All of this is reality and we would love to share what we have done.
Objective : Our goal was to use the latest off the shelf 360 Virtual Reality (360 VR) equipment to create an engaging, interactive medical simulation. Being the first of its kind to incorporate 3D stereoscopic video and present it in a standalone 360 VR headset, our study aimed to determine user response and acceptability before we apply the technology to further simulation topics. We would love further feedback from Innovations participants.
Methods : We created 9 trauma patient scenarios. We filmed 150 high school students acting out these scenarios to create our mass casualty event. Footage was rendered and a graphical interface created. The finished product was presented on self contained headsets to 187 subjects taken from a convenience sample of attendees at the American College of Emergency Physicians conference, October 1-3, 2018. They were scored on performance and also took a Likkert survey to assess subjective thoughts.
Outcomes : Of 187 subjects, 46% identified as attendings, 32% as residents, 22% as other. Subjects who were >40 years old performed worse than those who were <40 years old (p<0. 001). Residents scored better than attendings (p=0. 0099). Residency trained subjects scored higher than those who were not residency trained (p=0. 0097). Subjects felt the experience was engaging (4.63), would be useful for further training (4.57), and 360 VR was more immersive than traditional mannequins (4.2).