paper on XR conference
Two papers were presented and published at the 2024 International Conference on eXtended Reality. XR Salento 2024.
Tang, Ming, Mikhail Nikolaenko, Evv Boerwinkle, Samuel Obafisoye, Aayush Kumar, Mohsen Rezayat, Sven Lehmann, and Tamara Lorenz. “Evaluation of the Effectiveness of Traditional Training vs. Immersive Training: A Case Study of Building Safety & Emergency Training.” Paper presented at the International Conference on eXtended Reality (XR SALENTO 2024), Lecce, Italy, September 4-9, 2024. The paper is published in the Springer Link proceeding book.
Virtual Reality (VR) has revolutionized training across healthcare, manufacturing, and service sectors by offering realistic simulations that enhance engagement and knowledge retention. However, assessments that allow for evaluation of the effectiveness of VR training are still sparse. Therefore, we examine VR’s effectiveness in emergency preparedness and building safety, comparing it to traditional training methods. The goal is to evaluate the impact of the unique opportunities VR enables on skill and knowledge development, using digital replicas of building layouts for immersive training experiences. To that end, the research evaluates VR training’s advantages and develops performance metrics by comparing virtual performance with actions in physical reality, using wearable tech for performance data collection and surveys for insights. Participants, split into VR and online groups, underwent a virtual fire drill to test emergency response skills. Findings indicate that VR training boosts urgency and realism perception despite similar knowledge and skill acquisition after more traditional lecture-style training. VR participants reported higher stress and greater effectiveness, highlighting VR’s immersive benefits. The study supports previous notions of VR’s potential in training while also emphasizing the need for careful consideration of its cognitive load and technological demands.
Tang, M., Nored, J., Anthony, M., Eschmann, J., Williams, J., Dunseath, L. (2024). VR-Based Empathy Experience for Nonprofessional Caregiver Training. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2024. Lecture Notes in Computer Science, vol 15028. Springer, Cham. https://doi.org/10.1007/978-3-031-71704-8_28
This paper presents the development of a virtual reality (VR) system designed to simulate various caregiver training scenarios, with the aim of fostering empathy by providing visual and emotional representations of the caregiver’s experience. The COVID-19 pandemic has increased the need for family members to assume caregiving roles, particularly for older adults who are at high risk for severe complications and death. This has led to a significant reduction in the availability of qualified home health workers. More than six million people aged 65 and older require long-term care, and two-thirds of these individuals receive all their care exclusively from family caregivers. Many caregivers are unprepared for the physical and emotional demands of caregiving, often exhibiting clinical signs of depression and higher stress levels.
The VR system, EVRTalk, developed by a multi-institutional team, addresses this gap by providing immersive training experiences. It incorporates theories of empathy and enables caregivers to switch roles with care recipients, navigating common scenarios such as medication management, hallucinations, incontinence, end-of-life conversations, and caregiver burnout. Research demonstrates that VR can enhance empathy, understanding, and communication skills among caregivers. The development process included creating believable virtual characters and interactive scenarios to foster empathy and improve caregiving practices. Initial evaluations using surveys showed positive feedback, indicating that VR training can reduce stress and anxiety for caregivers and improve care quality.
Future steps involve using biofeedback to measure physiological responses and further investigating the ethical implications of VR in caregiving training. The ultimate goal is to deploy VR training in homes, providing family caregivers with the tools and knowledge to manage caregiving responsibilities more effectively, thereby enhancing the quality of life for both caregivers and care recipients.