Approximately ten percent of newborns require some help with their breathing at birth. About one percent require extensive assistance at birth which needs to be administered by trained personnel. Neonatal resuscitation is taught through a simulation based training program in North America. Such a training methodology is cost and resource intensive which reduces its availability thereby adversely impacting skill acquisition and retention. We implement and present RETAIN (REsuscitation TrAIning for Neonatal residents) -- a video game to complement the existing neonatal training. Being a video game, RETAIN runs on ubiquitous off-the-shelf hardware and can be easily accessed by trainees almost anywhere at their convenience. Thus we expect RETAIN to help trainees retain and retrain their resuscitation skills. We also report on how RETAIN was developed by an interdisciplinary team of six undergraduate students as a three-month term project for a second year university course.
LISSA @cite_24 @cite_31 @cite_30 is a serious game to teach cardiopulmonary resuscitation (CPR) and use of an automated external defibrillator. Players must perform CPR procedures in the correct order within a specified time limit. The system supports play and authoring modes. Emergency scenarios are authored from a predefined set of elements, and can be complemented with expositional material (e.g., a demonstration of how to apply CPR). Scenarios are modeled as finite state machines corresponding to a CPR flowchart. LISSA was evaluated with @math learners with no background in CPR, and four CPR instructors. Although it was found to lead to lower learning outcomes compared to conventional instruction alone, LISSA was shown to have a higher efficacy when used to complement mannequin-based instruction. Although relevant to our problem, LISSA differs in a number of key aspects: it targets adult cardiopulmonary resuscitation rather than neonatal resuscitation, and is intended for a general audience rather than clinical trainees. LISSA also aims to teach motor skills via a use of Kinect @cite_31 which is beyond the scope of our problem (decision-making skills).
@cite_24 @cite_31 @cite_30
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Cardiopulmonary Resuscitation (CPR) training is a crucial procedure to reduce the decease from cardiac arrest in pre–hospital situation. Due to the importance of CPR its knowledge is required not only by professions prescribing CPR certification such as fire fighter, life guard, police or daycare, but also by laypersons. To learn CPR skill, practice is highly recommended and 3D simulators with effective interaction tools are one of the best options to practice CPR anywhere and anytime. In this paper, we present a pilot study in developing a Kinect-based system focusing on two key parameters of the CPR procedure: the chest compression rate and correct arm pose, implemented in our existing CPR training system, LIfe Support Simulation Application (LISSA). Our system falls into the category of markerless tracking using commercial depth–cameras, making the proposed method flexible and economic. We also present a comparison with different CPR feedback systems with regard to the chest compression rate and correct arm pose. Abstract Introduction Outcome after cardiac arrest is dependent on the quality of chest compressions (CC). A great number of devices have been developed to provide guidance during CPR. The present study evaluates a new CPR feedback system (Mini-VREM: Mini-Virtual Reality Enhanced Mannequin) designed to improve CC during training. Methods Mini-VREM system consists of a Kinect ® (Microsoft, Redmond, WA, USA) motion sensing device and specifically developed software to provide audio–visual feedback. Mini-VREM was connected to a commercially available mannequin (Laerdal Medical, Stavanger, Norway). Eighty trainees (healthcare professionals and lay people) volunteered in this randomised crossover pilot study. All subjects performed a 2 min CC trial, 1 h pause and a second 2 min CC trial. The first group (FB NFB, n = 40) performed CC with Mini-VREM feedback (FB) followed by CC without feedback (NFB). The second group (NFB FB, n = 40) performed vice versa. Primary endpoints: adequate compression (compression rate between 100 and 120 min −1 and compression depth between 50 and 60 mm); compressions rate within 100–120 min −1 ; compressions depth within 50–60 mm. Results When compared to the performance without feedback, with Mini-VREM feedback compressions were more adequate (FB 35.78 vs. NFB 7.27 , p p p = 0.002). The participants perceived the system to be easy to use with effective feedback. Conclusions The Mini-VREM system was able to improve significantly the CC performance by healthcare professionals and by lay people in a simulated CA scenario, in terms of compression rate and depth. Abstract Introduction Relive is a serious game focusing on increasing kids and young adults’ awareness on CPR. We evaluated the use of Relive on schoolchildren. Methods A longitudinal, prospective study was carried out in two high schools in Italy over a 8-month period, divided in three phases: baseline, competition, and retention. Improvement in schoolchildren’s CPR awareness, in terms of knowledge (MCQ results) and skills (chest compression (CC) rate and depth), was evaluated. Usability of Relive and differences in CC performance according to sex and BMI class were also evaluated. Results At baseline, students performed CC with a mean depth of 31 mm and a rate of 95 cpm. In the competition phase, students performed CC with a mean depth of 46 mm and a rate of 111 cpm. In the retention phase, students performed CC with a mean depth of 47 mm and a rate of 131 cpm. Thus, the training session with Relive during the competition phase affected positively both CC depth (p Conclusions Relive is an useful tool to spread CPR knowledge and improve CPR skills in schoolchildren. Cardiopulmonary resuscitation (CPR) plays a primary role in first-aid treatment. Instead of the traditional instructor-led training course, we propose a virtual reality system which provides an immersive 3D environment for CPR training with visual and haptic feedback. To simulate a real world CPR experience, our immersive trainer system enables a trainee to perform CPR compressions to a virtual human, inside the virtual world. During the training procedure, the trainee can not only watch his her 3D image performing CPR, but also feel the force feedback from the chest compressions in real-time. To further enhance the visual fidelity, a haptic-enabled deformable model is applied to show the visual change of chest during compression.