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Virtual Reality for Cardiopulmonary Resuscitation Training

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Virtual Reality for Cardiopulmonary Resuscitation Training

Ratchadawan Nimnual1*, Naraphol Deechuay1

1 King Mongkut’s University of Technology Thonburi, Bangkok, Thailand.

*Corresponding Author: ratchadawan.nim@kmutt.ac.th

Accepted: 15 May 2021 | Published: 1 June 2021

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Abstract: Resuscitation study is to help those who have stopped breathing or cardiac arrest to allow breathing and circulation to return to its original state. It is very important for us to know how to perform resuscitation operations correctly. This research aims to develop a virtual reality system for resurrection training. The purposes of VR Based CPR Training are 1) to create and develop the VR Based CPR Training, 2) to evaluate the quality of VR Based CPR Training by 5 experts and 3) to investigate the sample group’s satisfaction toward the VR Based CPR Training. This research is created by Unity game engine software, Arduino (open- source electronics platform) and Visual Studio Program. Hardware tools are Force Sensor, VR set and Leap Motion. The VR based CPR training program simulates situations of unconscious and a participant uses controlled hands, integrated with Leap Motion sensors, to interact with a model. There are 3 main steps 1) waking up the unconscious person, 2) calling an ambulance and 3) performing CPR within two minutes. The results are determined whether the training is passed or failed. The questionnaires are used to evaluate in quality and satisfaction of this research. Quality is evaluated by 3 experts in CPR and 3 VR. The result of evaluation in quality is good with 4.68 in average and 0.37 in standard deviation. Sample group is 30 students in Media Technology curriculum from King Mongkut’s University of Technology Thonburi, Bangkok, Thailand. The result of this research found that the satisfaction of the sample group is good level with 4.62 in average and the standard deviation is 0.10. Based on the obtained results, this research can be used for CPR training.

Keywords: Virtual Reality, Cardiopulmonary, Resuscitation, CPR Training

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1. Introduction

Resuscitation study to help the person who have stopped breathing or cardiac arrest to allow breathing and circulation to return to its original state steps for performing resurrection correct, therefore it is very important to know with us all. Because accidents are something that can happen anytime, anywhere and there may be situations. We must see people experiencing unconsciousness. Cardiac arrest such as drowning people, electric shock, inhalation of toxic gases, toxic fumes, shock because of losing a lot of blood or sufferers with sudden cardiac arrest for other reasons. Therefore, if we have enough knowledge, we will be able to save the lives of our fellow humans or even those close to them by being able to perform basic resurrection for the sufferer by rescuing and external heart pumping. This is therefore a problem that the producer wishes to develop. Application of virtual technology for CPR Training to solve the problems by simulating the situation to help those suffering from cardiac arrest Rescuers perform training under CPR instructions. Data and heart rate are displayed. The appropriate depth to press down on the chest. The position of the press is specified. The sound signal gives the rhythm of pressing and showing the result after help. In training with this method, the practitioner must respond according to his own observations, not as instructed by

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experts or experts. Because in a real situation Rescuer Often experience fear, difficulty and difficulty. Therefore, the practice of resurrection in the virtual world can help to cope with fear or excitement. The development of technology, including Virtual Reality (VR), has additionally been integrated to facilitate and optimize traditional therapies (Maples- Keller,2017). VR is a computerizing simulation, either visual or environmental, which generate realistic experiential sensations. VR allows users to immerse into the virtual world through interactive equipment, for instance visualizing goggles and sensational controllers (Rizzo,1997).

Figure 1: UI of Virtual Reality for Cardiopulmonary Resuscitation Training

2. Literature Review

Virtual reality allows to create situations which can be experimented under the control of the user, without risks, in a very flexible way. This allows to develop skills and to have confidence to work in real conditions with real equipment. VR is then widely used as a training and learning. VR allows the development of specific skills and to evolve independently VR simulation create a safe learning environment, user can test the consequences of his actions without risk in the real world. With a simulation, it is possible to expand the range of possible situations and to adapt them to different users, capabilities and knowledge (D. Mellet- d'Huart,2006),(D.LeGall,2001).Virtual Reality (VR) generates simulated situational environments which are nearly to recreate in reality. Users are allowed to interactively contact with the virtual world through wearable and controllable gears, such as head-mounted goggles and handheld controllers. The application of virtual reality has been reported beneficial to psychological disorders and relative treatments. For example, the therapeutic contents can be adjusted to serve problematic conditions. The VR application, along with traditional treatments, can mitigate the level of phobic effects and assist patients to regulate their behavioral dysfunctions (De Raedt,2006). Furthermore, VR has been applied to clinical therapies and exhibited advantages in diminishing mental symptoms and disorders VR has been applied to clinical therapies and exhibited advantages in diminishing mental symptoms and disorders (Freeman,2017). The addition of VR to traditional medical training may improve sense of presence and diagnostic orientation. We previously reported the “feeling” of instructors after Virtual Reality Enhanced Mannequin (VREM) experience (Semeraro,2009) [7], the first VR CPR training prototype. From 2008 the Italian Resuscitation Council (IRC)

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has been working on the field of innovative way to teach and increase awareness on cardiac arrest (Semeraro,2017) [8]. Recently, the Resuscitation Council UK developed Lifesaver VR for cardiac arrest awareness dedicated to general population and schoolchildren. The product now allows users to practice CPR on a pillow or manikin with real time feedback, thus allowing a greater proportion of the public to learn the actual skills even if they do not have access to formal training sessions (Lifesaver,2017). [9]

3. Methodology

3.1 VR Development Software

The software was developed by using Auto Desk Maya program version 2018 and Unity 3D program. Unity is a game engine for creating games. Now Unity has increased the ability to support ports on other platforms, almost all platforms. Unity stands out from other gaming engines due to ease of use, the ability to work on different platforms The quality of the game is high level. The game creator must use computer language to put the skills of that character.

There are 2 main languages which are C # and JavaScript.

Figure 2: Unity game engine software for create VR

3.2 Hardware

We used Arduino boards for connecting the Arduino circuit to the CPR model. Arduino is an open-source electronics platform based on easy-to-use hardware and software. Arduino boards are able to read inputs - light on a sensor, a finger on a button, or a Twitter message - and turn it into an output - activating a motor, turning on an LED, publishing something online. It can tell your board what to do by sending a set of instructions to the microcontroller on the board.

In this research we used the Arduino programming language and the Arduino Software (IDE) by writing code in Visual studio 2017 program.

Figure 3: Arduino boards for connecting to the CPR model

Computer

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3.3 Force Sensing resistor

The pressure sensor operates by changing the resistance value according to the weight that the sensor presses on, more weight less resistance with a weight from 100 grams to 10 kilograms.

There are many types of force sensors. For this study, use force sensing resistor (FSR) using technology Polymer thick film by voltage that falls across the detector will decrease when pressure is applied on the detection plate with the structure of the detector which consists of a semiconductor sheet Soft type that determines the electrical resistance To the soft electrode plate With a soft insulating sheet sandwiched between Resulting in electrical resistance between the connecting pins When pressed onto the conductive sheet Will cause contact between the semiconductor and the electrode resulting in the change of electrical resistance that showed in Figure 5

Figure 5: Force sensing resistor (FSR) using technology Polymer thick film by voltage

3.4

Leap Motion, hand-tracking systems

Leap Motion, which made hand-tracking systems for virtual and augmented reality headsets, started by building a much-anticipated consumer gesture controller. The device never caught on as a PC peripheral, but it arrived just in time to ride a wave of interest in virtual and augmented reality, offering an early interface system before the launch of ubiquitous handheld motion trackers. While Leap Motion began licensing its hardware and software for VR headsets. In VR applications, Leap Motion has been used in educational context to learn the laws of classical mechanics demonstrated by the application of physical forces on bodies and how the forces influence the motion of bodies (Bhardwaj,2017), while McCallum and Boletuses(McCallum,2005) used Leap Motion for gesture recognition in an Augmented Reality (AR) based game for elderly. Sourial et al (Sourial,2017) used Leap Motion in a virtual therapist system, which focused on helping the patient do perform physical exercises.

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Figure 6: Leap Motion, which made hand-tracking systems for virtual reality headsets

3.5

Virtual Reality Hardware

Head mounted display (HMD) for this study we used Oculus Touch is the motion controller system used by Oculus VR in their Rift, Oculus Rift S, and Quest virtual reality systems. Two iterations of the controllers have been developed; the first for use in the original Oculus Rift, which uses external tracking, and the second one for use with the Rift S and the Oculus Quest, which use inside-out tracking. The Oculus Touch consists of a pair of handheld units, each featuring an analog stick, three buttons, and two triggers (one commonly used for grabbing and the other for shooting or firing), and features a system for detecting finger gestures the user may make while holding them (Elyse Betters,2015). The ring in each controller contains a set of infrared LEDs, which allows the controllers to be fully tracked in 3D space by the Oculus Rift's Constellation system, allowing them to be represented in the virtual environment (Josh Constine,2015). Each controller features a rumble motor for haptic feedback, and is powered by a single AA alkaline cell

4. Conclusion

From the design and development of a virtual reality resurrection training kit, this quality assessment data was evaluated by medical experts and the results of the study. Satisfied for the sample. Can discuss the results in each of the following areas Three-dimensional graphic format When considered, experts will see that the average value is 4.50 which corresponds to the result, the satisfaction of the usage is 4.40 The satisfaction is at the high level. This may be because Resurrection training kit with virtual reality technology Have beautiful and suitable simulation situations for practice consistent with the content and atmosphere Therefore allowing the players to have a sense of excitement during the training ,the quality of the VR Based CPR Training, when considered, the experts evaluated with an average value of 4.88, in line with the results of the satisfaction in terms of usage satisfaction with the average Equal to 4.40 with a high level of satisfaction. This may be because Easy to use, convenient and uncomplicated, useful for practicing resurrection correctly, properly and clearly. Suitable time for training Allowing the trainer to understand and be able to use it if encountering real events.

In the field of user interaction When considered, experts will see that the average value is 4.67 is consistent with the results of the study of satisfaction with users. with an average of 3.93, satisfaction is at a high level. This may be due to the simulation of virtual reality with the model, allowing to practice like being in that situation and actually perform resurrection

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allowing players to better cope with fear or excitement. We can conclude that the VR CPR training that the researchers developed have the quality in high level, actually be used in CPR practice and develop to other fields.

Acknowledgement

This work is supported by Media Arts and Technology, School of Architecture and Design, King Mongkut’s University of Technology Thonburi, Bangkok, Thailand.

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Bhardwaj, A.; Grover, A.; Saini, P.; Singh, M. Contact dynamics emulation using leap motion controller. In International Conference on Advances in Computing and Data Sciences;

Springer: Singapore, 2017; Volume 721, pp. 262–271.

D. Le Gall and P. Allain. Applications des tech- niques de réalité virtuelle à la neuropsychologie clinique. Champ psychosomatique, no 22, p. 25-38 (2001).

D. Mellet-d'Huart and G. Michel. Les environnements Informatiques pour l’Apprentissage Humain. Hermes, 2006, ch. 11, "Réalité virtuelle et apprentissage".

De Raedt, R. (2006). Does neuroscience hold promise for the further development of behaviour therapy? The case of emotional change after exposure in anxiety and depression.

Scandinavian Journal of Psychology, 47, 225–236.

Elyse Betters. "What is Oculus Touch and how does it work with the new Oculus Rift?".

Pocket-lint. Retrieved June 17, 2015.

Freeman, Reeve, Robinson, Ehlers, Clark, Spanlang, & Slater, “Virtual reality in the assessment, understanding, and treatment of mental health disorders” Psychol Med. 2017 Josh Constine. "Oculus Previews "Oculus Touch" Handheld Motion-Tracking Haptic Controllers". TechCrunch. AOL. Retrieved June 17, 2015.Systems Education, 22(3), 183- 189.

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the Elderly. Stud. Health Technol. Inform. 2013, 189, 139–144.Harrington, A. (2005).

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