2014
DOI: 10.1097/sih.0b013e3182a99dd9
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Measuring Sense of Presence and User Characteristics to Predict Effective Training in an Online Simulated Virtual Environment

Abstract: Individuals who have knowledge about virtual environments and experience with gaming environments report a higher sense of presence that indicates that they will likely benefit more from online virtual training. Future research studies could include a larger population of expeditionary medical support, and the results obtained could be used to create a model that predicts the level of presence based on the user characteristics. To maximize results and minimize costs, only those individuals who, based on their … Show more

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Cited by 68 publications
(39 citation statements)
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“…Even though the physical effort of the simulation was, as expected, less than that required in the workplace, subjects reported similar mental demands, and the relationship between time spent in a simulated task and the sense of time pressure while performing it, was similar to the perceived relationship in the workplace. Although familiarity with virtual reality predicted more comfort with the simulation, as has been reported with other platforms [16], self-perceived success and satisfaction with the task, amount of effort put forth, and frustration during the simulated task, were correlated with similar experiences in real-world triage. The impression of a valid relationship between simulated and actual ED experiences is strengthened by 8 of 10 subjects indicating that the virtual world in the simulation task reflected their real world experience.…”
Section: Discussionmentioning
confidence: 58%
See 1 more Smart Citation
“…Even though the physical effort of the simulation was, as expected, less than that required in the workplace, subjects reported similar mental demands, and the relationship between time spent in a simulated task and the sense of time pressure while performing it, was similar to the perceived relationship in the workplace. Although familiarity with virtual reality predicted more comfort with the simulation, as has been reported with other platforms [16], self-perceived success and satisfaction with the task, amount of effort put forth, and frustration during the simulated task, were correlated with similar experiences in real-world triage. The impression of a valid relationship between simulated and actual ED experiences is strengthened by 8 of 10 subjects indicating that the virtual world in the simulation task reflected their real world experience.…”
Section: Discussionmentioning
confidence: 58%
“…GaMeTT, which has been used for training a military emergency response group, is a 3D, interactive, avatar-based simulation designed to train on an internet platform, that increases a sense of involvement (presence) by participants [16]. Arrow keys and the mouse control avatar movements.…”
Section: Introductionmentioning
confidence: 99%
“…The current study was performed not to measure the effectiveness of VR intervention, but to identify whether gamification of the preoperative process, using VR, would reduce preoperative anxiety. Additionally, the sense of presence is measured with presence questionnaires [ 18 ], which is not clinically suitable for children undergoing anesthesia and surgery. Third, repeated measures analysis of variance (RM ANOVA) is the standard method for randomized controlled trials; however, it was not used for the analysis of the data in this study since the residual of the data did not follow a normal distribution.…”
Section: Discussionmentioning
confidence: 99%
“…Rigorously assessing sense of presence and immersion will thus be crucial in future works on SUDs with VR. While increased sense of presence can be linked to elevated individual engagement in VR, it also might result in negative effects, including sensations of vertigo or nausea during or after VR exposure (De Leo et al, 2014 ). These adverse physiological reactions are generally referred to as cybersickness .…”
Section: Discussionmentioning
confidence: 99%