It’s All about Saving Lives: Towards a Virtual Learning
Environment for the Rescue Chain
Caroline Ressing, Anna Zeuge, Andreas Weigel and Bjoern Niehaves
Institute of Information Systems, University of Siegen, Kohlbettstrasse 15, Siegen, Germany
Keywords: Rescue Chain, Virtual Reality, Design Science Research Methodology, Competencies Development.
Abstract: Simulating road accidents in a virtual reality (VR) environment and making the rescue chain experienceable
is valuable because it allows users to practice their behaviour and react more confidently and effectively in
an emergency. Following the Design Science Research Methodology (DSRM), we present the different steps
needed for the development of the VR demonstrator. Since the links of the rescue chain (cordon off the
accident scene, send an emergency call, provide first aid and hand over to the paramedics) will be simulated
realistically, potential first responders can practice their behaviour and learn from their mistakes. The aim is
to impart competencies sustainably and thus to save lives.
1 INTRODUCTION
Every year, approximately 1.35 million people are
killed in road traffic crashes worldwide. Between 20
and 50 million more people suffer non-fatal injuries
(Organization, 2018). In Europe an estimated 18,800
people were killed in a road crash in 2020
(Keersmaecker & Meder, 2021). The absence of first
aid was judged to have contributed to the death in 4%
of the cases (Henriksson et al., 2001). When a traffic
accident with personal injury occurs, immediate
medical care is of great importance. Other road users
are the first link in the rescue chain and thus the first
indicator of whether a person involved in an accident
will survive or not. One example is the deficiency of
oxygen. While the injured person loses consciousness
after about two minutes due to a lack of oxygen in the
brain, irreversible hypoxic brain damage occurs after
only five minutes (Lacerte et al., 2021). Mell et al.
(2017) describes that it takes 7 minutes from the time
the emergency call is made until the ambulance
arrives at the scene in urban areas. This median value
rises to more than 14 minutes in rural areas. At the
same time, every tenth patient waits almost half an
hour for the arrival of the ambulance service (Mell et
al., 2017).
To save lives, it is crucial that everyone can
provide adequate first aid and to ensure the necessary
care of the accident victims ("rescue chain")
(Pawłowski et al., 2018; Sánchez-Mangas et al.,
2010). In Germany the rescue chain thereby includes
the links: cordon off the accident scene, send an
emergency call, provide first aid and handover to the
paramedics (Deutsches Rotes Kreuz, 2020;
Johanniter, 2020). To ensure that German drivers are
prepared for emergencies, they have to attend a first
aid course to obtain their driving license (§19 FeV)
(Bundesamt für Justiz, 2010). In terms of content, the
course only briefly deals with the theory of lifesaving
and focuses on practical training, e.g., by using a
training manikin. However, the conditions of an
actual road accident differ significantly from the
training environment. In an emergency, most people
are themselves in shock, making it challenging to
ensure that accident victims receive seamless care
(Leach, 2004). Added to this are stress-increasing
factors such as time pressure, gapers, or injuries.
Digital progress and the use of interactive learning
systems can help to deepen the skills of first
responders and reduce stress. Repeated testing and
practice resulted in better retention and transfer of
knowledge compared to repeated learning (Butler,
2010). The more the student learns about the
importance of the content during the learning process,
the higher is one’s motivation. Ultimately, this leads
to easier learning of theoretical and practical material
(Garris et al., 2017; Vansteenkiste et al., 2006).
The digital technologies make it possible to
implement principles of continuous education, build
individual educational paths and organize mixed
learning (Bondarenko et al., 2021). Adding
Ressing, C., Zeuge, A., Weigel, A. and Niehaves, B.
It’s All about Saving Lives: Towards a Virtual Learning Environment for the Rescue Chain.
DOI: 10.5220/0010640402190224
In Proceedings of the 18th International Conference on e-Business (ICE-B 2021), pages 219-224
ISBN: 978-989-758-527-2
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
219
interactivity can improve this learning process.
Active involvement in the learning process facilitates
learning (Evans & Gibbons, 2007). The immersion
factor of VR makes interactivity even higher
(Bailenson, J. et al., 2008). In contrast to passive,
cinematic immersion, VR allows interaction with the
virtual environment, which makes it possible to
achieve a much higher intensity of immersion
(Vergara et al., 2017). VR promises practical benefits
in skill development and experiential learning
approaches in the sense that knowledge can be
practiced practically and interactively (Suh &
Prophet, 2018).
In this paper, a research project is introduced,
which aims for developing an interactive VR learning
system, to deepen the competencies of first
responders about the rescue chain in road accidents.
Following the DSRM (Peffers et al., 2007), we will
present our planned activities in order to introduce
them to international audience at an early stage. Thus,
this paper is a first step towards the development of a
VR-Demonstrator for the rescue chain.
2 RELATED WORK
In the context of technological progress, the
development of VR has opened up new possibilities
to experience virtual environments (Gleasure &
Feller, 2016). VR is a 3-dimensional computer-
generated tool that gives the user the feeling of being
present in a virtual environment (Desai et al., 2014).
The technology is based on head-mounted displays
(HMD), in which videos and images are shown three-
dimensionally on a screen integrated into the VR
glasses (Geng, 2013). The additional use of
controllers enables the user to interact with objects in
the virtual environment (Sherman & Craig, 2019).
Thus, VR offers not only immersion of vision, but
likewise of sound and tactile feedback (Desai et al.,
2014).
VR is used in many different domains, e.g.,
gamification, work, and medicine (Sherman & Craig,
2019). The environments and applications range from
relatively simple, such as the visualization of a
didactic laboratory, to highly complex, such as a
military training within virtual reality (Vergara et al.,
2017). In the context of learning, especially regarding
developing competencies, VR offers enormous
potential (Martín-Gutiérrez et al., 2017). Virtual
environments can also change social interaction
through behaviour and context and improve learning
(Bailenson, J. et al., 2008). VR can be used for
learning processes involving the development of
practical knowledge and personal competencies.
Experience-led learning is not primarily based on
cognitive learning processes, but also addresses
subjective dimensions such as experience or intuition
(Martín-Gutiérrez et al., 2017; Vakratsas & Ambler,
1999). The approach of experience-guided learning
starts with learning through sensual experience,
empathic experience, and breaks with the traditional
educational approach. Experience -led learning
highlights the reflection on theoretical knowledge of
each learning process by recognizing the independent
intelligence and practical action (Matthew &
Sternberg, 2009). VR supports experience-led
learning by enabling users to practice knowledge
practically and interactively (Dick et al., 2017).
Until now, no VR applications are known for
learning the holistic traffic accident and practising all
steps of the rescue chain. Only the step of first aid
(e.g., unconscious persons) is trained by VR
applications (dualgood, 2019) or interactive videos
(Techniker Krankenkasse, 2020).
3 METHODOLOGY
Since design science is essential to create successful
artifacts, design science research has become
increasingly important in the research field of
information systems (IS). Designers of digital
technology products play a critical role in ensuring
that their designed artifacts are beautiful and provide
value to their users (Hevner & Chatterjee, 2010). To
guide researchers who work on design science
research, Peffers et al. (2007) provide a methodology
for presenting its outcome, which is presented in
Figure 1.
Figure 1: DSRM Process Modell adapted from Peffers et al. (2007).
E-DaM 2021 - Special Session on Empowering the digital me through trustworthy and user-centric information systems
220
The advantage of Peffers et al. (2007) DSRM is
that it is consistent with previous literature, provides
a nominal process model for conducting design
science research, and provides a mental model for
presenting and evaluating design science research. In
the following, we build on the six steps of the DSRM.
We describe the problem identification and
motivation, definition of objectives of the solution,
design and development, demonstration, evaluation,
and communication of our research idea.
3.1 Problem Identification and
Motivation
The German law 323c StGB) regulates: Everyone
is obliged to provide first aid (StGB, 2020). However,
many first responders are overburdened at the scene
of a road accident, and in 80% of these cases, no help
is provided. One reason is that many people are afraid
of making mistakes and fear the legal consequences.
Furthermore, the last first-aid-course often took place
a long time ago. Moreover, the conditions of an actual
accident differ significantly from the theoretical
training environment: Most people are in shock
themselves in emergencies. In addition, there may be
conditions that create unknown types of stress, such
as injuries, time pressure, and gaffers.
Existing solutions prove that VR is suitable for
teaching competencies in emergency or disaster
situations, e.g., teaching first aid for non-
professionals (4HELPVR, 2019) and rescue chains in
disaster operations for specialists (FLAME Systems
PTYLTD). However, there is no virtual training
environment that simulates the rescue chain
holistically and imparts competencies across all links.
Thus, the rescue chain can only be trained to a limited
extent, which might be insufficient considering the
extreme stress situation of an actual road accident.
Therefore, the motivation to develop another
learning platform is also based on preparing first
responders for the worst-case scenario through a
playful approach and a higher self-motivation.
3.2 Objective of Solution
The solution's objective is to develop a VR-based
learning environment, which allows users to repeat
training contents as often as they like to react more
efficiently to emergencies. Users can experiment with
objects and the environment itself and thereby gain
valuable learning experiences (Bailenson, J. N. et al.,
2008; Martín-Gutiérrez et al., 2017). The interaction
with the learning environment (e.g., applying a
bandage) and the feedback from the VR environment
(e.g., bleeding stops) can improve the learning
success. This enables users to immerse themselves in
a realistic accident, to deepen their competencies
without harming others (Naik & Brien, 2013) and to
gain the necessary self-confidence (Pulijala et al.,
2018) to apply the rescue chain in real-world settings.
In this case, i.e., learning the rescue chain within VR,
the immersion should be as high as possible so that
users do not dismiss the application or helping within
the application as a "gimmick" and they recognize the
seriousness of the situation. Thereby, classical
concepts like first aid courses are not replaced but
instead supported. The attendees of the first aid
courses are the primary target group.
3.3 Design and Development
First, we conduct a requirement analysis regarding
competence development and VR design: Which
steps and processes of the rescue chain's links are
relevant? How can these be suitably transferred to a
VR environment to convey competencies along the
rescue chain?
Furthermore, it is considered how informal or
realistic the representation must be. When the user
learns in a virtual environment that represents the
retrieval environment (environment congruence),
implementation is facilitated (Jahn et al., 2018). VR
can be used very well to create a realistic-looking
world that can be interacted with in real-time (Burdea
& Coiffet, 2003). This interaction can be with avatars
or collaborative work and cooperation between
several actors. Implications for designing an
immersive VR system suggest strengthening the
sense of embodiment and presence influences the
system's immersion and provides a more artificial or
a human avatar that influences the sense of social
presence (Kampling, 2018). The immersion within
VR is conveyed by visual aspects and reinforced by
auditory and tactile feedback (Desai et al., 2014).
How this feedback can be designed will also be part
of the design process.
A significant disadvantage, especially when VR
glasses are worn for a more extended period, is
motion sickness (Munafo et al., 2017). The effect is
caused by the fact that the input from several senses
is perfectly coordinated in the real world, while in the
virtual environment, the sense of sight is
contradictory and asynchronous to the rest of the
input (Lewis, 2015). Due to motion sickness, in
addition to the type of VR application, the length of
time the user spends in the virtual environment must
be considered.
It’s All about Saving Lives: Towards a Virtual Learning Environment for the Rescue Chain
221
To test the conditions as mentioned earlier,
interviews will be conducted with experts (e.g.,
paramedics, fire brigade, doctors or driving
instructors) and future users (i.e., drivers or first aid
course students). These interviews are conducted
before the implementation of a VR environment.
Here, the advantages and disadvantages of existing
concepts such as learning videos or classic training
will also be asked and taken up in design
implementation. In addition, workshops will be held
to reflect on the results and develop concrete
scenarios (e.g., rollover car) with experts. These
results will be compared to the classic driver training.
The outcome will be a technical concept (guidelines
for the competence development of rescue chain) and
a technological concept (guidelines for the integration
of VR).
3.4 Demonstrator
According to the technical and technological
conception, the elaborated scenarios are created as a
demonstrator. This development is done in an agile
way to create a user-oriented and at the same time
sustainable technology. Different levels of difficulty
and development stages are to be created.
Example scenario: You see a movie in VR: You
are driving on a highway. In a curve, a car appears
which has crashed into a tree. A tire blocks the
opposite side of the road. You are stopping on the
emergency lane. The accident victim sits disoriented
at the side of the road and seems to be in shock. You
recognize a bleeding head injury. Now you have to
take action - you are the first responder! You can
move freely in the virtual environment and move
objects (e.g., the tire). What will you do first? Will you
put on a safety vest? Do you remove the tire from the
road? Do you provide first aid? Do you call the
rescue service?
For the scenario to be successful, the subjects
must make independent decisions. This means that
the test persons (e.g., first aid students) decide which
step to take first, and the system then gives them a
reaction, a feedback (decision-reaction chain). An
example is when the road is not secured quickly, cars
pass the test persons quickly or a rear-end collision
occurs. The time component will play a role regarding
the reaction chain. The total time per scenario will
only play a subordinate role. This is done about the
learning success, to be able to carry out the scenario
to the end. For example, if the decisions are correct,
but the test persons have problems with the controls
in VR. Such initial problems should not reduce the
learning success.
3.5 Evaluation
The VR demonstrator will be continuously evaluated.
This evaluation will explore to which extend the
demonstrator can be used for competence
development of the rescue chain. In the context of
quality assurance of the VR demonstrator a formative
evaluation is aimed, which continuously checks
technological (e.g., usability tests) and technical
aspects (e.g., integration of different links).
Formative evaluation is a study approach that is often
key to success, interpretation, and replication of
outcome (Stetler et al., 2006). Besides, the
development is to be discussed and reflected, e.g., in
workshops with experts. The objective is an iterative
development based on the results of the evaluation.
3.6 Communication
Archer (1984) and Hevner et al. (2004) stress that
communication is essential to diffuse the resulting
knowledge. Therefore, Peffers et al. (2007)
recommend communicating the problem and its
importance, the artifact, its utility and novelty, the
rigor of its design, and its effectiveness to researchers
and other relevant audiences, such as practitioners,
when appropriate. We are convinced that this
research idea contributes to the fact that every citizen
can fulfil one’s social responsibility to "provide
help." Thus, it is important to contact researchers and
practitioners continuously as well as at an early stage
and request feedback. This is ensured not only
through scientific implementation in papers and
journals, but also through social internet presence
such as podcast, videos, or short articles. This
feedback can contribute to the implementation and
quality of the realization.
4 CONCLUSION
This paper builds upon the DSRM and presents the
development of a VR environment that allows
practical and interactive training of the rescue chain.
Therefore, this research proposal will contribute to
theory and practice alike:
From the theoretical perspective, we want to build
up on existing research that demonstrates that VR is
suitable for developing competencies. Our
contribution will not only be to investigate how the
VR environment needs to be designed to ensure
appropriate competencies development about the
rescue chain, but rather whether VR also provides the
necessary self-confidence and self-efficacy to apply
E-DaM 2021 - Special Session on Empowering the digital me through trustworthy and user-centric information systems
222
the learned competencies in real emergencies.
Furthermore, questions are raised about design and
implementation, how close to reality does the rescue
chain need to be designed. To what extent do design
decision about presence, immersion and experiential
learning play a role in a VR environment.
Furthermore, we will also look at the acceptance of
VR in terms of considering the end user's point of
view from the very beginning. These will be
considered in the evaluation and communication.
Our research will also make critical practical
contributions. By making rescue chains
experienceable, potential first responders can practice
their behaviour interactively. They can gain
confidence in their decisions and learn from their
mistakes. The representation of the rescue chain in
VR offers the advantage that behaviour in a
dangerous situation can be tested without putting
oneself in danger (Bourhim & Cherkaoui, 2020). In
this way, more efficient learning successes should be
achieved (Greenwald et al., 2017), ensuring that users
feel well prepared for an emergency. Our solution is
intended to be made available to institutions that are
responsible for teaching competencies in the areas of
driving safety (e.g., driving schools or driver safety
training) and first aid (e.g., German Red Cross,
Johannite, or Malteser). Here, the design will also be
evaluated through expert interviews of these groups.
Overall, this research project should contribute to
save lives.
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