scholarly journals Design of a virtual reality interactive training system for public emergency preparedness under major emergent infectious diseases: Theory and framework (Preprint)

10.2196/29956 ◽  
2021 ◽  
Author(s):  
Yue Luo ◽  
Mei Li ◽  
Jian Tang ◽  
JianLan Ren ◽  
Yu Zhen ◽  
...  
2021 ◽  
Author(s):  
Yue Luo ◽  
Mei Li ◽  
JianLan Ren ◽  
Jian Tang ◽  
YanHua Chen

BACKGROUND Sufficient emergency preparedness is the key factor to respond effectively and recover from major emergent infectious diseases (MEID). However, in the face of MEID, public emergency preparedness is insufficient, so it is urgent to improve public emergency preparedness. The rapid development of virtual reality and human-computer interaction provides unprecedented opportunities for innovative education methods. OBJECTIVE To design a virtual reality interactive training system (VRITS) to improve public emergency preparedness under MEID, so that the public can respond effectively and recover from MEID. METHODS This study takes the interactive narrative theory, situated learning theory and human-computer interaction theory as the theoretical framework to guide the design of software. Using literature research method and Delphi method, consulting and interviewing multi-disciplinary experts such as pedagogy, medicine, psychology, public health and computer to determine the educational content framework and operating system framework of the VRITS. RESULTS The VRITS is named the People’s War Against Epidemic. The educational content framework includes 21 knowledge, emotion and behavior skills in six aspects, such as cooperating with prevention and control work, improving basic equipment, ensuring personal safety, preparing economic resources, managing self-emotion, and improving emergency response ability. The operating system framework includes virtual interactive training module, knowledge corner module, intelligent evaluation module and community forum module, and the core module is a virtual interactive training module. In this module, users control the virtual characters to move in various scenes in the community, and then identify and analyze the controllability and harmfulness of the evolving epidemic and selects the correct prevention and control strategy to avoid infection by themselves and others. CONCLUSIONS The People’s War Against Epidemic creates a realistic learning situation for the trainers, enhances the immersion and experience of the trainers, enriches the theoretical system and education resource database of emergency preparedness training under the MEID, and improves the effectiveness, fairness, accessibility and participation of education.


2014 ◽  
Vol 510 ◽  
pp. 254-259 ◽  
Author(s):  
Pan Hu ◽  
Lai Jiang

The paper give a method of construct a virtual interactive training system for assemble equipment based on virtual reality technology in which trainees can experience how to assemble equipments. A new, simple and quick software solution of "modeling software + programming language" is proposed to design the system. After the actual used by trainees, it show that the system has characteristics of good interaction and strong immersion, the process of assemble equipments is realistic, efficient and convenient. Achieved its purpose of assemble equipments training, and it is a preparation and supplement to assemble actual equipments.


2009 ◽  
Vol 36 (S 02) ◽  
Author(s):  
R Gentner ◽  
A Hefny ◽  
W Farhan ◽  
F Segor ◽  
D Dees ◽  
...  

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Author(s):  
Xiaohui Liao ◽  
Hao Wang ◽  
Jinliang Niu ◽  
Jingbo Xiao ◽  
Chuan Liu

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