2016
DOI: 10.1007/978-3-319-39907-2_47
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Full-Body Portable Virtual Reality for Personal Protective Equipment Training

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Cited by 7 publications
(5 citation statements)
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“… 40 , 48 , 49 The World Health Organization advises PPE training should blend both theory and practice (including practical demonstration and application). 50 However, given the large resource allocations required to administer this form of training, other research suggests video‐based tutorials 51 or virtual simulations 52 can also be efficacious. One small study directly compared video‐based to instructor‐led PPE training and found no differences in competency of donning and doffing PPE among medical students one month after training.…”
Section: Discussionmentioning
confidence: 99%
“… 40 , 48 , 49 The World Health Organization advises PPE training should blend both theory and practice (including practical demonstration and application). 50 However, given the large resource allocations required to administer this form of training, other research suggests video‐based tutorials 51 or virtual simulations 52 can also be efficacious. One small study directly compared video‐based to instructor‐led PPE training and found no differences in competency of donning and doffing PPE among medical students one month after training.…”
Section: Discussionmentioning
confidence: 99%
“…Three respondents have used virtual reality in their training programmes, a technology which can provide individual practical training while eliminating PPE use for training when resources are scarce, as seen in the current COVID-19 pandemic [29]. This technology has been gaining momentum in IPC training [30].…”
Section: Discussionmentioning
confidence: 99%
“…The promise of this revolutionary technology can clearly be seen by the host of applications already developed for its use (e.g., in SteamVR, Oculus and Viveport). To date, HMD VR applications have been created for advertising, archaeology, architecture, business, clinical psychology, defense, design, education, engineering, entertainment and the arts, health and safety, gaming, manufacturing, medicine, real estate, research, simulation training, sport, social media, telecommunications, tourism, and urban design (e.g., Tate et al, 1997;Hogue et al, 1999;Blascovich et al, 2002;Simons and Melzer, 2003;Mujber et al, 2004;Villani et al, 2007;Ch'ng, 2009;Phan and Choo, 2010;Wiederhold et al, 2014;Gonizzi Barsanti et al, 2015;Grabowski and Jankowski, 2015;Elliman et al, 2016;Eubanks et al, 2016;Khor et al, 2016;Ortegon-Sarmiento et al, 2016;Bernardo, 2017;Andersen and Popescu, 2018;Jensen and Konradsen, 2018;Pot-Kolder et al, 2018;Han and Cho, 2019;Yildirim, 2019a,b;Chen et al, 2020).…”
Section: Introductionmentioning
confidence: 99%