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Updated: Dec 12, 2025

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Development of a Virtual Reality Assessment of Everyday Living Skills
Published on: April 23, 2014
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Exploring User Needs in the Development of a Virtual Reality-Based Advanced Life Support Training Platform:
Nathan Moore1, Soojeong Yoo2, Philip Poronnik3
1Research and Education Network, Western Sydney Local Health District, Westmead, Australia.
JMIR Serious Games
|August 9, 2020
Summary
Virtual reality (VR) simulations offer a cost-effective alternative for Advanced Life Support (ALS) training. User needs for VR training apps focus on affordances, agency, input modalities, mental models, and advanced roles for enhanced engagement.
Area of Science:
- Medical Education Technology
- Virtual Reality in Healthcare
- Simulation-Based Training
Background:
- Traditional Advanced Life Support (ALS) training is resource-intensive and costly.
- Virtual reality (VR) simulations offer a cost-effective, engaging, and flexible complement to traditional methods.
- VR technology can enhance the delivery and reaccreditation of ALS training.
Purpose of the Study:
- To determine clinician user needs for an interactive VR ALS simulation (ALS-SimVR).
- To inform the ongoing development of VR-based training platforms for medical education.
- To identify key design considerations for future VR training applications.
Main Methods:
- Semistructured interviews with 10 experienced clinicians (median age 40.9 years) after using ALS-SimVR.
- Participants had significant ALS training experience but minimal VR experience.
- Usability and presence were assessed alongside qualitative interview data.
Main Results:
- The ALS-SimVR application was well-received by clinicians.
- Thematic analysis identified five key user needs: affordances, agency, diverse input modalities, mental models, and advanced roles.
- These findings highlight crucial areas for designing engaging VR training applications.
Conclusions:
- Clinician engagement with ALS-SimVR revealed broader design considerations beyond scenario alignment.
- Improving user experience in VR training requires attention to technology-specific factors like input modalities.
- Future VR training platforms should prioritize user-centered design principles informed by these findings.

