The link between effective basic life support (BLS) and survival following cardiac arrest is well known. Nurses are often first responders at in-hospital cardiac arrests and receive annual BLS training to ensure they have the adequate skills, and student nurses are taught this in preparation for their clinical practice. However, it is clear that some nurses still lack confidence and skills to perform BLS in an emergency situation. This innovative study included 209 participants, used a mixed methods approach and examined three environments to compare confidence and skills in BLS training. The environments were non-immersive (basic skills room), immersive, (the immersive room with video technology), and the Octave (mixed reality facility).The skills were measured using a Laerdal training manikin (QCPR manikin), with data recorded on a wireless Laerdal Simpad, and the pre and post confidence levels were measured using a questionnaire.The non-immersive and the immersive room rooms were familiar environments and the students felt more comfortable and relaxed and thus more confident. The Octave offered the higher level of simulation utilizing Virtual Reality (VR) technology. Students felt less comfortable and less confident in the Octave; we assert that this was because the environment was unfamiliar. The study identified that placing students in an unfamiliar environment influences the confidence and skills associated with BLS; this could be used as a way of preparing students / nurses with the necessary emotional resilience to cope in stressful situations.
Supporting a wide set of linked non-verbal resources remains an evergreen challenge for communication technology, limiting effectiveness in many applications. Interpersonal distance, gaze, posture and facial expression, are interpreted together to manage and add meaning to most conversations. Yet today's technologies favor some above others. This induces confusion in conversations, and is believed to limit both feelings of togetherness and trust, and growth of empathy and rapport. Solving this problem will allow technologies to support most rather than a few interactional scenarios. It is likely to benefit teamwork and team cohesion, distributed decision-making and health and wellbeing applications such as tele-therapy, tele-consultation, and isolation. We introduce withyou, our telepresence research platform. This paper describes the end-to-end system including the psychology of human interaction and how this drives requirements throughout the design and implementation. Our technology approach is to combine the winning characteristics of video conferencing and immersive collaborative virtual environments. This is to allow, for example, people walking past each other to exchange a glance and smile. A systematic explanation of the theory brings together the linked nature of non-verbal communication and how it is influenced by technology. This leads to functional requirements for telepresence, in terms of the balance of visual, spatial and temporal qualities. The first end-to-end description of withyou describes all major processes and the display and capture environment. An unprecedented characterization of our approach is given in terms of the above qualities and what influences them. This leads to non-functional requirements in terms of number and place of cameras and the avoidance of resultant bottlenecks. Proposals are given for improved distribution of processes across networks, computers, and multi-core CPU and GPU. Simple conservative estimation shows that both approaches should meet our requirements. One is implemented and shown to meet minimum and come close to desirable requirements.
Latency in a communication system can result in confusing a conversation through loss of causality as people exchange verbal and non-verbal nuances. This paper compares true end-to-end latencies across an immersive virtual environment and a video conference link using the same approach to measure both. Our approach is to measure end-toend latency through filming the movements of a participant and their remote representation through synchronised cameras. We also compare contemporary and traditional immersive display and capture devices, whilst also measuring event latency taken from log files. We compare an immersive collaborative virtual environment to a video conference as both attempt to reproduce different aspects of the face-to-face meeting, the former favouring appearance and the latter attention. Results inform not only the designers of both approaches but also set the requirements for future developments for 3D video which has the potential to faithfully reproduce both appearance and attention.
BIBLIOMETKIC MODELING OF HUMAN FACTORS John J. O ' H a r e Off ice of Naval Research A r l i n g t o n , V i r g i n i a ABSTRACT C i t a t i o n f r e q u e n c i e s of p u b l i c a t i o n s in a r e v i e w a r t i c l e on engineering psychology, p r i m a r i l y f o r t h e period 1976 t o 1983, were analyzed by a b i b l i o m e t r i c t e c h n i q u e t o assess t h e i r c o n c e p t u a l o r g a n i z a t i o n and development over t h a t t i m e frame. One of t h e t e c h n i c a l a r e a s d e s c r i b e d in t h e r e v i e w of t h o s e p u b l i c a t i o n s , t h e a t t e n t i o n a l a s p e c t s of engineering psychology, was i s o l a t e d by t h i s t e c h n i q u e and i t s s a l i e n t f e a t u r e i d e n t i f i e d a s t h e measurement of mental workload. It was i n f e r r e d that t h e o t h e r t e c h n i c a l areas n o t d e l i n e a t e d by t h i s t e c h n i q u e may n o t be developing in a s y s t e m a t i c f a s h i o n w i t h shared c o n c e p t s , methodologies, and terminology.
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