Ragdoll Recovery: Manipulating Virtual Mannequins to Aid Action Sequence Proficiency

P Watson, S Gaudl

Research output: Contribution to conferenceConference paper (not formally published)peer-review

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Abstract

In this paper, we present a Virtual Reality (VR) prototype to support the demonstration and practice of the First Aid recovery position. When someone is unconscious and awaiting medical attention, they are placed in the recovery position to keep their airways clear. The recovery position is a commonly taught action sequence for medical professionals and trained first-aiders across industries. VR is a potential pathway for recovery position training as it can deliver spatial information of a demonstrated action for a subsequent copy. However, due to limits of physical interaction with virtual avatars, the practice of this motor sequence is normally performed in the real world on training partners and body mannequins. This limits remote practice, a key strength of any digital, educational resource. We present Ragdoll Recovery (RR), a VR prototype designed to aid training of the recovery position through avatar demonstration and virtual practice mannequins. Users can view the recovery position sequence by walking around two demonstrator avatars. Observed motor skill sequence can then be practised on a virtual mannequin that uses ragdoll physics for realistic and real-time limb behaviour. RR enables remote access to motor skill training that bridges the gap between knowledge of a demonstrated action sequence and real-world performance. We aim to use this prototype to test the viability of action sequence training within a VR educational space.
Original languageEnglish
Number of pages0
Publication statusPublished - 20 Apr 2022
Event2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) -
Duration: 3 Jan 0001 → …

Conference

Conference2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
Period3/01/01 → …

Keywords

  • Human-centered computing
  • Interaction techniques
  • Virtual reality

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