VIRTUAL REALITY

interactive trauma scenarios shortens the time to life-saving interventions, decrease the risk of psychological trauma, and helps maintain medical provider readiness

IMPROVES TRAUMA MANAGEMENT SKILLS

for medics, nurses and physicians

ATLS AND TCCC SCENARIOUS

to practice repeatedly in a virtual reality without an instructor being present

FEEDBACK AND ANALYTICS

when a learner identifies an injury and time to critical interventions

DEMO on OCULUS RIFT

Similar to a pilot’s flight simulator, the Trauma Simulator is a training simulator to provide an easily remembered approach to evaluating and treating injured patients for any doctor, irrespective of practice specialty, even under the stress, anxiety, and intensity that accompanies the resuscitation process.

Demo complimentary scenario: Afghanistan. 9am. A 22-year-old male was a restrain passenger in a humvee when an improvised explosive device detonated next to their vehicle, flipping it. There was extensive damage. He was extracted by fellow soldiers. The convoy took small arms fire during the event. The medical personnel on the scene were also injured in the attack and where unable to provide care. They were five minutes from the location and evacuated the patient to initial evacuation. No interventions were completed prior to arrival.

The primary focus is decision training based on Advanced Trauma Life Support algorithm when to initiate a blood transfusion, place a chest tube, or complete a cricothyrotomy. The experience is built around engaging simulations requiring active decision making to manage patients with the top battlefield killers: airway obstruction, tension pneumothorax, and hemorrhage.

VIRTUAL REALITY IS HIGHLY EFFECTIVE AS A MEDICAL SIMULATION TRAINING PLATFORM

Recent advancements have rendered this technology increasingly portable and visually realistic.

Several groups have created models that recreate current simulation lab environments with instructor input. While these systems increase training opportunities, decrease equipment needs, and offer broad potential, they still require a skilled trainer to ‘prompt the system.’ Removing this limitation increases scalability and accessibility while mitigating training resource burden.

We created, to our knowledge, the only simulator that would offer immediate autonomous feedback to users through both real-time patient physiologic responses and overall grading. 

BENEFITS OF TRAUMA SIMULATOR

CREW RESOURCE MANAGEMENT TRAINING

Multiplayer mode allows up to 20 people simultaneously per ER bay to participate in caring for the patient, or for an observer to facilitate and view the users actions in virtual reality.

INDIVIDUAL TRAINING

Enables individual training for all level providers that works on a laptop, off the network, does not need an instructor to be present, and everything fits inside a backpack.

CASE BUILDER

The virtual reality system is designed as a scalable system to allow a wide variety of future case combinations, procedures and incorporation into multiple treatment environments.

VALIDATED PHYSIOLOGY SIMULATION

Tying interventions and visual output to the physiology engine results in realistic alterations in levels of consciousness and vital signs. It also allows injuries to present and respond to treatment in real time without instructor input.

ANALYTICS AND FEEDBACK

The system tracking overall score, critical action completion rates, time to completion, and allow individual and aggregate performance compiling.

REALISTIC EXPERIENCE

Trauma Simulator provides a high-fidelity, realistic experience which enhances task performance by creating a sense of presence and fully engaging spatial memory.

Partners and Clients

SELECT A TRAINING GOAL / SIMULATION PLAN

Trauma Simulator is complex medical decision trainer, which can be placed in an endless number of environments and internally scaled to multiple patients.

The user is presented with an unstable trauma patient with a random injury. The physiology engine settings are selected to result in the patient’s death in 2-2.5 minutes, if the player does not identify the injury and complete appropriate intervention.

The user must keep the patient alive for a minimum of 5 minutes. This is our primary endpoint for the user. Additional factors such as hand washing, complete assessments are tracked/graded, but do not affect the patient’s immediate survival. One hundred and thirty standard trauma care actions are also available and tracked.