Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-24 DOI:10.2196/53683
Joana Oliveira, Joana Aires Dias, Rita Correia, Raquel Pinheiro, Vítor Reis, Daniela Sousa, Daniel Agostinho, Marco Simões, Miguel Castelo-Branco
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Abstract

Background: Firefighters face stressful life-threatening events requiring fast decision-making. To better prepare for those situations, training is paramount, but errors in real-life training can be harmful. Virtual reality (VR) simulations provide the desired realism while enabling practice in a secure and controlled environment. Firefighters' affective states are also crucial as they are a higher-risk group.

Objective: To assess the impact on affective states of 2 simulated immersive experiences in a sample of healthy firefighters (before, during, and after the simulation), we pursued a multivariate approach comprising cognitive performance, situational awareness, depression, anxiety, stress, number of previous adverse events experienced, posttraumatic stress disorder (PTSD) severity, and emotions. The efficacy and ecological validity of an innovative VR haptic system were also tested, exploring its impact on performance.

Methods: In collaboration with the Portuguese National Fire Service School, we exposed 22 healthy firefighters to 2 immersive scenarios using the FLAIM Trainer VR system (neutral and arousing scenarios) while recording physiological data in a quasi-experimental study. Baseline cognitive performance, depression, anxiety, stress, number of adverse events, and severity of PTSD symptoms were evaluated. Positive and negative affective states were measured before, between, and after each scenario. Situational awareness, sense of presence, ecological validity, engagement, and negative effects resulting from VR immersion were tested.

Results: Baseline positive affect score was high (mean 32.4, SD 7.2) and increased after the VR tasks (partial η2=0.52; Greenhouse-Geisser F1.82,32.78=19.73; P<.001). Contrarily, mean negative affect score remained low (range 11.0-11.9) throughout the study (partial η2=0.02; Greenhouse-Geisser F2.13,38.4=0.39; P=.69). Participants' feedback on the VR sense of presence was also positive, reporting a high sense of physical space (mean score 3.9, SD 0.8), ecological validity (mean score 3.8, SD 0.6), and engagement (mean score 3.8, SD 0.6). Engagement was related to the number of previously experienced adverse events (r=0.49; P=.02) and positive affect (after the last VR task; r=0.55; P=.02). Conversely, participants reported few negative effects (mean score 1.7, SD 0.6). The negative effects correlated positively with negative affect (after the last VR task; r=0.53; P=.03); and avoidance (r=0.73; P<.001), a PTSD symptom, controlling for relevant baseline variables. Performance related to situational awareness was positive (mean 46.4, SD 34.5), although no relation was found to metacognitively perceived situational awareness (r=-0.12; P=.59).

Conclusions: We show that VR is an effective alternative to in-person training as it was considered ecologically valid and engaging while promoting positive emotions, with few negative repercussions. This corroborates the use of VR to test firefighters' performance and situational awareness. Further research is needed to ascertain that firefighters with PTSD symptomatology are not negatively affected by VR. This study favors the use of VR training and provides new insights on its emotional and cognitive impact on the trainee.

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探索健康消防员的沉浸式多模态虚拟现实训练、情感状态和生态有效性:准实验研究。
背景:消防员面临着压力巨大、危及生命的事件,需要快速做出决策。为了更好地应对这些情况,训练是至关重要的,但现实生活中的训练失误可能会造成伤害。虚拟现实(VR)模拟可提供所需的真实感,同时还能在安全可控的环境中进行练习。消防员的情感状态也至关重要,因为他们是风险较高的群体:为了评估两种模拟沉浸式体验对健康消防员情感状态的影响(模拟前、模拟中和模拟后),我们采用了一种多变量方法,包括认知表现、情景意识、抑郁、焦虑、压力、以前经历的不良事件数量、创伤后应激障碍(PTSD)严重程度和情绪。此外,还测试了创新 VR 触觉系统的功效和生态有效性,探索其对表现的影响:我们与葡萄牙国家消防学校合作,在一项准实验研究中,使用 FLAIM Trainer VR 系统让 22 名健康消防员置身于 2 个沉浸式场景(中性场景和唤醒场景)中,同时记录生理数据。对基线认知表现、抑郁、焦虑、压力、不良事件的数量以及创伤后应激障碍症状的严重程度进行了评估。在每个场景之前、之间和之后,对积极和消极情绪状态进行了测量。测试了情境意识、临场感、生态有效性、参与度以及 VR 沉浸带来的负面影响:基线积极情绪得分较高(平均 32.4 分,标准差 7.2 分),并在完成 VR 任务后有所增加(部分 η2=0.52; Greenhouse-Geisser F1.82,32.78=19.73; P2=0.02; Greenhouse-Geisser F2.13,38.4=0.39; P=0.69)。参与者对 VR 临场感的反馈也是积极的,报告了较高的物理空间感(平均分 3.9,标准差 0.8)、生态有效性(平均分 3.8,标准差 0.6)和参与度(平均分 3.8,标准差 0.6)。参与度与之前经历的不良事件数量(r=0.49;P=.02)和积极情绪(最后一次虚拟现实任务后;r=0.55;P=.02)有关。相反,参与者报告的负面影响很少(平均分 1.7,标准差 0.6)。负面影响与消极情绪(最后一项 VR 任务后;r=0.53;P=.03)和回避(r=0.73;PC 结论)呈正相关:我们的研究表明,VR 是替代现场培训的一种有效方法,因为它在促进积极情绪的同时,被认为具有生态有效性和参与性,而且几乎没有负面影响。这证实了使用虚拟现实技术来测试消防员的表现和态势感知能力。还需要进一步研究,以确定有创伤后应激障碍症状的消防员不会受到 VR 的负面影响。本研究赞成使用 VR 训练,并就其对受训者的情绪和认知影响提供了新的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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