Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Blind Procedures02:07

Blind Procedures

Ideally, the people who observe and record the children’s behavior are unaware of who was assigned to the experimental or control group, in order to control for experimenter bias. Experimenter bias refers to the possibility that a researcher’s expectations might skew the results of the study. Remember, conducting an experiment requires a lot of planning, and the people involved in the research project have a vested interest in supporting their hypotheses. If the observers knew which child was...
Randomized Experiments01:13

Randomized Experiments

The randomization process involves assigning study participants randomly to experimental or control groups based on their probability of being equally assigned. Randomization is meant to eliminate selection bias and balance known and unknown confounding factors so that the control group is similar to the treatment group as much as possible. A computer program and a random number generator can be used to assign participants to groups in a way that minimizes bias.
Simple randomization
Simple...
Blinding01:11

Blinding

Blinding is a commonly used method of not telling participants which treatment a subject is receiving. Blinding is a critical part of a randomized control trial or RCT. It reduces the bias that affects the results. In an RCT, blinding is used in the form of a placebo. A placebo effect occurs when untreated subjects falsely believe they have received the treatment and report improved symptoms. A placebo or a dummy treatment is administered to subjects to negate the bias caused by such an effect.

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Critical Issues and the Impact of Technology in Healthcare Professional Education in Low-and-Middle Income Countries: A Call for Transformation: Report of the First Annual Symposium on Healthcare Academic Professionals Education (SHAPE) 2024.

Medical science educator·2026
Same author

DrSVision: A Machine Learning Tool for Cortical Region-Specific fNIRS Calibration Based on Cadaveric Head MRI.

Sensors (Basel, Switzerland)·2025
Same author

The Impact of Minimally Invasive Surgical Modality and Task Complexity on Cognitive Workload: An fNIRS Study.

Brain sciences·2025
Same author

Survival processing leads to social information hoarding.

Quarterly journal of experimental psychology (2006)·2025
Same author

Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial.

JMIR serious games·2024
Same author

Comparing the Outcomes of Virtual Reality-Based Serious Gaming and Lecture-Based Training for Advanced Life Support Training: Randomized Controlled Trial.

JMIR serious games·2023

Related Experiment Video

Updated: Jun 17, 2026

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
06:52

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project

Published on: November 12, 2009

15.1K

Enhancing Immersion in Virtual Reality-Based Advanced Life Support Training: Randomized Controlled Trial.

Dilek Kitapcioglu1,2, Mehmet Emin Aksoy1, Arun Ekin Ozkan3

  • 1Center of Advanced Simulation and Education, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.

JMIR Serious Games
|February 14, 2025
PubMed
Summary

AI-powered voice commands in virtual reality (VR) for advanced cardiac life support (ACLS) training did not improve performance compared to traditional VR controllers. While confidence levels were similar, the voice command group showed overconfidence bias.

Keywords:
artificial intelligenceimmersionserious gamingvirtual realityvoice recognition

More Related Videos

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
03:49

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator

Published on: May 19, 2023

851
Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality
10:14

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality

Published on: May 10, 2024

853

Related Experiment Videos

Last Updated: Jun 17, 2026

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
06:52

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project

Published on: November 12, 2009

15.1K
Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
03:49

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator

Published on: May 19, 2023

851
Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality
10:14

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality

Published on: May 10, 2024

853

Area of Science:

  • Medical Education
  • Virtual Reality (VR) Training
  • Artificial Intelligence (AI) in Healthcare

Background:

  • Serious game-based modules are crucial for simulation-based healthcare training.
  • AI and natural language processing enable voice command interfaces as alternatives to traditional VR controllers.

Purpose of the Study:

  • To compare AI-supported voice command interfaces with VR controllers for advanced cardiac life support (ACLS) training.
  • Evaluate user performance, exam scores, presence, and confidence levels.

Main Methods:

  • 62 students were randomly assigned to either a voice command group or a VR controller group for VR-based ACLS training.
  • Participants completed pretests, posttests, and surveys assessing presence and confidence.
  • Performance and scores were compared between groups using statistical analysis.

Main Results:

  • No significant difference in performance improvement or presence ratings between the voice command and VR controller groups.
  • The VR controller group achieved significantly higher VR-based exam scores (P=.005).
  • The voice command group exhibited a significant overconfidence bias (P=.002).

Conclusions:

  • VR-based ACLS training is effective, but voice commands did not enhance performance.
  • Further research is needed to optimize AI's role in VR education.