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Record W4407770659 · doi:10.2196/69021

Personal Protection Equipment Training as a Virtual Reality Game in Immersive Environments: Development Study and Pilot Randomized Controlled Trial

2025· article· en· W4407770659 on OpenAlexvenueno aff
Liang Zhou, Haoyang Liu, Mengjie Fan, Xingyao Yu, Xintian Zhao, Shaoxing Zhang

Bibliographic record

VenueJMIR Serious Games · 2025
Typearticle
Languageen
FieldMedicine
TopicInfection Control in Healthcare
Canadian institutionsnot available
Fundersnot available
KeywordsPreprintVirtual realityHuman–computer interactionSerious gameComputer scienceImmersion (mathematics)MultimediaWorld Wide Web

Abstract

fetched live from OpenAlex

Background: Proper donning and doffing of personal protection equipment (PPE) and hand hygiene in the correct spatial context of a health facility is important for the prevention and control of nosocomial infections. On-site training is difficult due to the potential infectious risks and shortages of PPE, whereas video-based training lacks immersion which is vital for the familiarization of the environment. Virtual reality (VR) training can support the repeated practice of PPE donning and doffing in an immersive environment that simulates a realistic configuration of a health facility. Objective: This study aims to develop and evaluate a VR simulation focusing on the correct event order of PPE donning and doffing, that is, the item and hand hygiene order in the donning and doffing process but not the detailed steps of how to don and doff an item, in an immersive environment that replicates the spatial zoning of a hospital. The VR method should be generic and support customizable sequencing of PPE donning and doffing. Methods: An immersive VR PPE training tool was developed by computer scientists and medical experts. The effectiveness of the immersive VR method versus video-based learning was tested in a pilot study as a randomized controlled trial (N=32: VR group, n=16; video-based training, n=16) using questionnaires on spatial-aware event order memorization questions, usability, and task workload. Trajectories of participants in the immersive environment were also recorded for behavior analysis and potential improvements of the real environment of the health facility. Results: Comparable sequence memorization scores (VR mean 79.38, SD 12.90 vs video mean 74.38, SD 17.88; P=.37) as well as National Aeronautics and Space Administration Task Load Index scores (VR mean 42.9, SD 13.01 vs video mean 51.50, SD 20.44; P=.16) were observed. The VR group had an above-average usability in the System Usability Scale (mean 74.78>70.0) and was significantly better than the video group (VR mean 74.78, SD 13.58 vs video mean 57.73, SD 21.13; P=.009). The analysis and visualization of trajectories revealed a positive correlation between the length of trajectories and the completion time, but neither correlated to the accuracy of the memorization task. Further user feedback indicated a preference for the VR method over the video-based method. Limitations of and suggestions for improvements in the study were also identified. Conclusions: A new immersive VR PPE training method was developed and evaluated against the video-based training. Results of the pilot study indicate that the VR method provides training quality comparable to video-based training and is more usable. In addition, the immersive experience of realistic settings and the flexibility of training configurations make the VR method a promising alternative to video instructions.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.001
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Randomized trial · Consensus signal: Randomized trial
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.024
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0020.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0020.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.035
GPT teacher head0.336
Teacher spread0.302 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designRandomized trial
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations5
Published2025
Admission routes1
Has abstractyes

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