VR Social Work

Team Name

VR Social Work

Timeline

Spring 2024 – Summer 2024

Students

  • Gian Paolo D Obenita – Software Engineering 
  • Marisa Dominguez – Software Engineering
  • Daisy Figueroa – Computer Engineering
  • Ribesh Joshi – Computer Science
  • Noah Hayes – Software Engineering 

Sponsor

Tracy Orwig, Darlene Hunter, and Sophia Fantus (UTA School of Social Work)

Abstract

Health Care Room Navigation is a VR simulation. Users will be able to learn about the importance of accessibility in the healthcare field by being tasked with making a health care room more accessible for a patient with a disability. This will be accomplished by using the appropriate VR headset controls to make changes to the clinic room itself. This project will be used by Nursing students. Overall, the purpose of this project is to not only bring attention to the challenges that are faced by patients with disabilities in the healthcare field, but to build a greater understanding of the real-life experiences of those with disabilities for the user.

Background

Health Care Room Navigation is a Virtual Reality (VR) simulation. The project employs Virtual Reality (VR) technology to develop a real platform that goes beyond standard approaches. By replicating authentic healthcare scenarios, the platform promises to improve medical awareness and competencies while also greatly improving their empathy, comprehension, and ability to successfully engage with patients’ different needs. The project is based on social work values that prioritize the dignity and worth of the individual, the importance of human relationships, and ethical conduct. These values inform the creation of VR situations that are not just technically

realistic but also deeply empathic and inclusive, ensuring that healthcare personnel and general people are prepared to deliver compassionate and competent care to all patients with disabilities.

The project is driven ahead by sponsors with a commitment to making a significant impact on the focused areas using technology. This collaboration is based on a shared belief in the ability of innovative technologies such as VR to improve healthcare scenarios involving people with disability, making it more accessible, effective, and empathic. This collaboration aims to create contemporary norms in healthcare instruction, preparing general people to address the challenges of the twenty-first century with remarkable empathy and compassion.

Project Requirements

  • Users can modify a healthcare room to improve accessibility. This is essential for the project’s educational goals.
  • Nursing students practice patient care in simulated scenarios. This is crucial for applying theoretical knowledge.
  • The VR headset must be easy to set up and shut down. This ensures user convenience.
  • Deliver the project via Unity DevOps with setup instructions. This ensures smooth delivery and access.
  • Follow ADA standards for accessible design. This ensures legal and ethical compliance.
  • Secure access to the Unity DevOps repository. Only made sure individuals should have access.
  • Provide real-time feedback on room adjustment. This will help the educational value.
  • Monitor repository activity and maintain backups. 
  • Ensure the product works with different VR headsets. This increases accessibility.
  • Train users on Unity DevOps and provide support. This ensures successful use of the product.

Design Constraints

  • Accessibility: The VR environment must support users with different disabilities. This includes adjustable lighting for those with vision impairments, customizable audio for users with hearing impairments, and an easy-to-navigate layout for wheelchair users. These features ensure that all users can effectively use the simulation.
  • Functionality: The VR healthcare room should closely resemble a real-world medical setting. It must include interactive elements like adjustable beds and functional medical equipment. This realism helps users practice and develop their clinical skills in a setting that mirrors actual healthcare environments.
  • Usability: The interface should be simple and intuitive. Built-in checklists and clear instructions guide users through different scenarios, making the simulation accessible even to those unfamiliar with VR technology. This design helps users focus on learning rather than struggling with the interface.
  • Maintainability: The project should be easy to update and fix. Using a version control system like Plastic SCM allows updates without causing trouble in the entire system. This approach allows the simulation to remain current and functional.
  • Public Health: The VR simulation aims to improve public health by providing realistic training for nursing students. By practicing in a safe, controlled environment, students can enhance their skills and preparedness for real-world healthcare situations. This leads to better patient care and safety in actual medical settings.

Engineering Standards

  • Authentication & Encryption/Security Standards: This simulation will adhere to the proper Authentication & Encryption/Security Standards that have been set. These industry standards are set to ensure that any and all user data is handled properly. This also ensures that all testing and test data is utilized in an ethical manner.
  • Common Engineering Standards (IEEE): This simulation will adhere to Common Engineering Standards set by IEEE. These standards are set to ensure that the proper software life cycle processes and maintenance is being used. This also ensures that the project will be able to be efficiently worked on as well as be able to be properly maintained once it is completed.
  • Common Engineering Standards (ISO): This simulation will adhere to Common Engineering Standards that have been set by ISO. These standards are set to ensure that all parts of the project reach its objective. This also ensures that the project will be completed in a timely and efficient manner.
  • OSHA Standards: This simulation will adhere to the proper standards set by OSHA. This means that all VR hardware utilized in the project, including VR headsets and accessories, must comply with the applicable electrical safety standards to prevent risks of electric shock or fire. This includes adherence to specifications for battery safety, cable management, and device storage.
  • Programming/Web Dev Standards: This simulation will adhere to the proper Programming/Web Dev Standards that have been set. These industry standards are set to ensure code readability and portability. This also ensures that our code is easy for everyone who is looking at it to understand.

System Overview

The overall architecture is divided into two layers:

  • VR Headset Layer: Upon receiving data from the Code Layer, the simulation will load and start up for the user. Once the simulation is in use, the user’s actions will be sent to the Code Layer. The simulation can then be exited by the user when they choose to.
  • Code Layer: Once the user’s actions have been sent to this layer and the data has been received, the appropriate script will be created for the user’s actions. From there, the data will be sent back to the VR Headset Layer to receive and load as part of the simulation for the user.

Results

Once our environments were set up, we decided to focus on one patient care scenario to implement first, which was mobility impairment. From there, we came up with and assigned tasks that we wanted to complete each sprint in order to reach our goal of completing the room by Demo Day. Once a change was implemented in the Unity scene itself, we then tested it using the Quest 2 headsets in the lab. From there, we were able to see if there were any differences in how we were expecting the feature to run and adjust it accordingly.

Future Work

Work on this project will be continued by another Senior Design team this coming semester. The remaining scenarios that focus on patients with hearing impairment, vision impairment, and autism will be fully implemented. More updates to the aesthetic of the clinic room itself can be done as well, which can help to improve the overall user experience while using the simulation.

Project Files

Project Charter
System Requirements Specification
Game Design Document
Detailed Design Specification
Poster

References

  1. American Nurses Association. About ana. https://www.nursingworld.org/ana/about-ana/, 2024.
  2. Christina Couch. Disability-Simulating VR Promotes Empathy. MIT Technology Review, 2016.
  3. Dhruv Jain. Amphibian: A VR Experience Simulating Deafness. MIT Technology Review, 2016.
  4. National League for Nursing. About the national league for nursing. https://www.nln.org/about/about/overview, 2024.
  5. Albert “Skip” Rizzo. The application of virtual reality technology in rehabilitation. Rehabilitation Psychology.
  6. Viscira. VR Applications for Understanding Schizophrenia and Macular Degeneration. Viscira.
  7. Reika Yoshino and Jun Xia. VR Simulations of Mental Illness: An Educational Tool. Technical report, University of Pennsylvania Undergraduate Research Journal.
  8. United States Department of Justice Civil Rights Division. 2010 ADA standards for accessible design. https://www.ada.gov/law-and-regs/design-standards/, 2010.

Steven McDermott