SUMMARY ProblemEarly and accurate intervention for medical emergencies sustained on the battlefield, in chemical/biological warfare environments, or while rendering humanitarian service is critical to saving lives and limiting long-term disability. Head traumas and multiple injury cases are particularly complex to treat. Optimum emergency care requires improved training for first responders and military medical personnel. Conventional training techniques, such as classroom instruction and field exercises, and noncombat experience acquired in the hospital contribute to the learning process, but have innate drawbacks and limitations. As a result, the inexperienced provider may suffer in performance when faced with limited supplies and the demands of stabilizing casualties never encountered back home in the resource-rich hospital setting. Training could be significantly improved if trainees had the opportunity to repeatedly practice on virtual patients using immersive, dynamic case simulations and could experience the consequences of their assessment and treatment decisions.
ObjectiveThe objective of this project was to develop a virtual reality training system that would provide immersive, three-dimensional (3D) graphical training opportunities for teaching emergency response skills to medical providers. The simulation tool would provide a virtual environment in which trainees could see, hear, and interact with simulated casualties. The system would simulate both the dynamic state of the patient and the results of trainee intervention, allowing the trainee to perform diagnoses and interventions and to receive immediate feedback (in the form of changing patient symptomatology) on the trainee's assessment and triage decisions.
ApproachWe selected a training approach employing experiential, problem-based learning. The system was designed to provide a clinically accurate, dynamic environment engaging the user and facilitating the acquisition of emergency decision-making skills in high-stress, resourceconstrained settings. Representative cases emphasizing important teaching points were identified. Subject matter experts developed clinical algorithms for these cases using a simple mathematical model, the Finite State Automata (FSA), for casualty simulation. The FSA depicted the succession of physiological changes occurring in the patient as a result of the natural course of the trauma; specific actions initiated to treat the patient, both optimal and suboptimal; the absence of treatment; and the passage of time.
ResultsA modular training capability was developed by adapting and refining preexisting multimedia personal computer and virtual reality systems. In this project, the server and user interfaces were developed into separate modules. This enabled one case simulation to be presented to different types of user interfaces. The final system included five components: (1) a tool for authoring simple trauma cases, (2) the FSA-based case algorithms, (3) the server with resident data files and algorithm-based code, (4) a t...