ECMO VR

a manikin in a VR surgical room

ECMO VR is a surgical training platform in VR that enables remote ECMO (Extracorporeal Membrane Oxygenation) trainings during Covid.

  • date

    2021

  • client

    CMU Augmented Perception Lab

  • role

    VR Interaction Designer & Developer

  • timeline

    8 weeks

  • team

    Project lead (David Lindlbauer), developer & 3D artist (Matthew Komar); networking engineer (Sophie McGrady)

  • tools

    Unity, GitHub


Background Research

Why is this project important?

ECMO, Extracorporeal Membrane Oxygenation, is a technique for providing prolonged cardiac and respiratory support to persons whose heart and lungs are unable to provide an adequate amount of gas exchange or perfusion to sustain life. This technique requires specialized trained surgeons and assistants due to the requirements for critical decision-making ability under high-stress situations.

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Background Research

So I asked myself these questions...

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Background Research

And learned about the challenges and opportunities:

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Concept Development

I reframed the problems as...

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Concept Development

Working with the team, I narrowed down to a solution

We decided to create a virtual classroom with the following features a whiteboard that can be written and draw on; a manikin that can be marked on and cut; a tool board that includes surgical tools, writing/drawing tool, and an expandable keyboard; a sticky note system than can be dragged, resized, rotated, edited, deleted, saved, and loaded; and a networking system that allows multiple users to join, talk, gesture, and interact with prompts.

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Now it’s time to build!

Execution Process

Concept Design

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Execution Process

Dive in to iterating the VR interactions:

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Here’s the final product:

(coming soon: video demo)

Wrap-up

Wrap-up

Takeaways

This was an initial prototype scoped to only 3 months. In a future phase of the project, I would like to do play-tests on clinical professionals and get feedback from them. I also want to create a tutorial scene to direct new users in the environment. I will need to hear from testers with little experience in VR about what they need to get familiar and comfortable with our VR environment and interface.