Information Technology for VR Training Evaluation with First Aid Skills Improvement to Detecting Human Resource Damage in Emergencies based on Behavioural Methods

PDF (3140KB), PP.151-207

Views: 0 Downloads: 0

Author(s)

Sofia Chyrun 1 Victoria Vysotska 2,3 Lyubomyr Chyrun 2,4,5 Dmytro Uhryn 6 Zhengbing Hu 7 Yurii Ushenko 6,8,*

1. Information and Communication Technologies Department, Lviv Polytechnic National University, Lviv, 79013, Ukraine

2. Information Systems and Networks Department, Lviv Polytechnic National University, Lviv, 79013, Ukraine

3. Combating Cybercrime Department, Kharkiv National University of Internal Affairs, Kharkiv, 61080, Ukraine

4. Computer Science Department, Yuriy Fedkovych Chernivtsi National University, Chernivtsi, 58012, Ukraine

5. Applied Mathematics Department, Ivan Franko National University of Lviv, Lviv, 79000, Ukraine

6. Department of Computer Science, Yuriy Fedkovych Chernivtsi National University, Chernivtsi, 58012, Ukraine

7. School of Computer Science and Artificial Intelligence, Hubei University of Technology, Wuhan, China

8. Department of Physics, Shaoxing University, Shaoxing, Zhejiang Province 312000, China

* Corresponding author.

DOI: https://doi.org/10.5815/ijigsp.2026.02.10

Received: 16 Aug. 2025 / Revised: 15 Oct. 2025 / Accepted: 26 Nov. 2025 / Published: 8 Apr. 2026

Index Terms

Human Resource Lesion Identification, Digital Interaction Signal Processing, Photogrammetry, 3D Modelling, Virtual Reality, VR, Mathematical Modelling of Learning, Composite Performance Metric, Dynamic Systems Analysis, Learning Curves, Emergencies

Abstract

Traditional first aid preparation methods often fail to reproduce realistic stress levels and to simulate visual difficulty in identifying lesions in critical situations. In emergencies, delays in recognising injuries or errors in protocols result in critical losses of human resources. The use of computer graphics and virtual reality technologies enables you to create a safe yet highly realistic environment for rescuers to test and improve their skills. The article presents an integrated methodological framework for assessing the effectiveness of VR first-aid training in conditions of damage to civilian infrastructure. The main focus is on developing mathematical models and algorithms to identify and evaluate the quality of rescuers' actions by analysing digital interaction signals in a virtual environment. A composite efficiency indicator is proposed that combines normalised parameters for reaction time, manipulation accuracy, stress level, and immersion. The work aims to formalise a mathematical model to assess the effectiveness of VR training in developing skills for lesion identification and first aid provision, using quantitative metrics. The study aims to identify statistically significant differences in learning speed and skill retention between groups using VR simulations and traditional methods. The project aims to validate innovative content creation methods, including mobile photogrammetry, to visualise damaged infrastructure and victim models. The study used a comprehensive approach that includes mobile photogrammetry and generative neural networks to create a library of 3D assets with varying degrees of detail. Performance score is based on composite indicator that integrates normalised data on reaction time, manipulation accuracy, error count, immersion rate. Linear mixed models, exponential approximations, and bootstrap estimation of effect stability were used to analyse hierarchical data and individual learning trajectories. The experimental part includes the use of mobile photogrammetry and generative neural networks to create realistic 3D models of affected environments and identify types of injuries (bleeding, burns, unconsciousness). To analyse the dynamics of learning and maintaining skills, models with mixed effects and exponential forgetting curves are used. The results confirm that the use of VR technologies provides a statistically significant acceleration in the development of automated skills for lesion identification and assistance compared to traditional methods. The proposed approach is a scalable tool for preparing civil and rescue services to act in critical situations. Experimental data showed that the integral performance score in the VR group increased from 0.42  0.10 to 0.76  0.08, while in the control group it increased from only 0.40  0.09 to 0.55  0.10 (p < 0.001). The largest effect was observed in the bleeding arrest scenario, where the effect size (Cohen's d) reached 2.3. The analysis of forgetting curves confirmed the superiority of VR: the skill loss rate in the VR group was 0.25, providing knowledge retention 1.8 times longer than in the control group (0.45). The study confirmed that VR simulations significantly accelerate the formation of automated behaviour patterns and reduce reaction time in extreme conditions. The proposed mathematical assessment model provides objective feedback and standardisation of the rescue training process. The results indicate the high practical value of introducing such tools into training programs for civilian and military structures to minimise losses in real emergencies.

Cite This Paper

Sofia Chyrun, Victoria Vysotska, Lyubomyr Chyrun, Dmytro Uhryn, Zhengbing Hu, Yurii Ushenko, "Information Technology for VR Training Evaluation with First Aid Skills Improvement to Detecting Human Resource Damage in Emergencies based on Behavioural Methods", International Journal of Image, Graphics and Signal Processing(IJIGSP), Vol.18, No.2, pp. 151-207, 2026. DOI:10.5815/ijigsp.2026.02.10

Reference

[1]A. V. Bilukha, S. I. Smiyan, and A. V. Bilukha, “Virtual reality in medical education: a system review,” Medical Education, no. 4, pp. 76–83, 2024, doi: 10.11603/m.2414-5998.2023.4.14282.
[2]H. Sung, M. Kim, J. Park, N. Shin, and Y. Han, “Effectiveness of virtual reality in healthcare education: systematic review and meta-analysis,” Sustainability, vol. 16, no. 19, p. 8520, 2024, doi: 10.3390/su16198520.
[3]S. Al Turki, D. Skaff, G. Mujlli, et al., “Virtual reality vs. manikin based training on emergency lifesaving basic rescue skills: a summative evaluation,” BMC Medical Education, vol. 25, p. 1375, 2025, doi: 10.1186/s12909-025-07971-5.
[4]H. Jiang, S. Vimalesvaran, J. K. Wang, K. B. Lim, S. R. Mogali, and L. T. Car, “Virtual reality in medical students’ education: scoping review,” JMIR Medical Education, vol. 8, no. 1, p. e34860, 2022, doi: 10.2196/34860.
[5]M. Issleib, A. Kromer, H. O. Pinnschmidt, C. Süss-Havemann, and J. C. Kubitz, “Virtual reality as a teaching method for resuscitation training in undergraduate first year medical students: a randomized controlled trial,” Scandinavian Journal of Trauma, Resuscitation and Emergency Medicine, vol. 29, no. 1, p. 27, 2021, doi: 10.1186/s13049-021-00836-y.
[6]P. Moll-Khosrawi, A. Falb, H. Pinnschmidt, et al., “Virtual reality as a teaching method for resuscitation training in undergraduate first year medical students during COVID-19 pandemic: a randomised controlled trial,” BMC Medical Education, vol. 22, p. 483, 2022, doi: 10.1186/s12909-022-03533-1.
[7]N. Zhang, G. Ye, C. Yang, P. Zeng, T. Gong, L. Tao, and Y. Liu, “Benefits of virtual reality training for cardiopulmonary resuscitation skill acquisition and maintenance,” Prehospital Emergency Care, vol. 29, no. 7, pp. 843–849, 2025, doi: 10.1080/10903127.2024.2416971.
[8]A. Arif, R. C. S. Felipes, M. Hoxhaj, M. B. Light, N. B. Dadario, B. Cook, and F. Jafri, “The impact of the addition of a virtual reality trainer on skill retention of tourniquet application for hemorrhage control among emergency medical technician students: a pilot study,” Cureus, vol. 15, no. 1, p. 34320, 2023, doi: 10.7759/cureus.34320.
[9]V. Saggar, P. O'Donnell, H. Moss, A. Yoon, C. Lutz, A. Restivo, and M. Singh, “Effectiveness of a virtual reality trainer for retention of tourniquet application skills for hemorrhage control among emergency medicine residents,” AEM Education and Training, vol. 8, no. 3, p. e10986, 2024, doi: 10.1002/aet2.10986.
[10]R. J. Stone, R. Guest, P. Mahoney, D. Lamb, and C. Gibson, “A ‘mixed reality’ simulator concept for future Medical Emergency Response Team training,” BMJ Military Health, vol. 163, no. 4, pp. 280–287, 2017, doi: 10.1136/jramc-2016-000726.
[11]SimX VR, “Virtual Reality Medical Simulation.” [Online]. Available: https://www.simxvr.com/
[12]Laerdal Medical, “3 Benefits of VR Simulation Training for Hospitals.” [Online]. Available: https://laerdal.com/information/3-benefits-of-vr-simulation-training-for-hospitals/
[13]V. Tretyak and E. Gröller, “TacMedVR: Immersive VR training for tactical medicine – evaluating interaction and stress response,” in Proc. 11th Int. Conf. Virtual Reality (ICVR), Wageningen, Netherlands, 2025, pp. 345–350, doi: 10.1109/ICVR66534.2025.11172647.
[14]J. M. Castillo-Rodríguez, J. L. Gómez-Urquiza, S. García-Oliva, and N. Suleiman-Martos, “Effectiveness of virtual and augmented reality for emergency healthcare training: a randomized controlled trial,” Healthcare, vol. 13, no. 9, p. 1034, 2025, doi: 10.3390/healthcare13091034.
[15]XR Stager, “AI-powered 3D model generation in Unreal Engine.” [Online]. Available: https://www.xrstager.com/en/ai-powered-3d-model-generation-in-unreal-engine
[16]Alpha3D, “Creating sellable 3D assets with generative AI: a guide for developers.” [Online]. Available: https://www.alpha3d.io/kb/creator-economy-and-community/creating-sellable-3d-assets-generative-ai/
[17]K. M. Wesencraft and J. A. Clancy, “Using photogrammetry to create a realistic 3D anatomy learning aid with Unity game engine,” Biomedical Visualisation, vol. 5, pp. 93–104, 2019, doi: 10.1007/978-3-030-31904-5_7.
[18]A. Yiğit and Y. Kaya, “Augmented reality and photogrammetry based anatomical models in medical education,” SN Computer Science, vol. 6, p. 667, 2025, doi: 10.1007/s42979-025-04218-4.
[19]S. Berrezueta-Guzman, A. Koshelev, and S. Wagner, “From reality to virtual worlds: the role of photogrammetry in game development,” arXiv preprint, 2025. [Online]. Available: https://arxiv.org/html/2505.16951v1
[20]Military-Medicine.com, “Immersive technologies answer the call for sustainable, scalable military medical simulation training.” [Online]. Available: https://military-medicine.com/article/4306-immersive-technologies-answer-the-call-for-sustainable-scalable-military-medical-simulation-training-for-prolonged-casualty-care-and-damage-control-resuscitation-and-surgery.html
[21]S. Chyrun and V. Vysotska, “Innovative virtual reality system for training in providing first aid in crisis and combat conditions of war using VR/AR technologies,” in CEUR Workshop Proceedings, vol. 4126, pp. 377–435, 2025. [Online]. Available: https://ceur-ws.org/Vol-4126/paper20.pdf
[22]V. Vysotska, S. Vladov, R. Yakovliev, and A. Yurko, “Hybrid neural network identifying complex dynamic objects: comprehensive modelling and training method modification,” in CEUR Workshop Proceedings, vol. 3702, pp. 124–143, 2024.
[23]A. Berko, V. Vysotska, O. Naum, N. Borovets, S. Chyrun, and V. Panasyuk, “Big data analysis for startup of supporting Ukraine internet tourism,” in Proc. 5th Int. Conf. Advanced Information and Communication Technologies (AICT), Lviv, Ukraine, 2023, pp. 164–169, doi: 10.1109/AICT61584.2023.10452425.
[24]L. Chyrun, V. Vysotska, S. Tchynetskyi, Y. Ushenko, and D. Uhryn, “Information technology for sound analysis and recognition in the metropolis based on machine learning methods,” International Journal of Intelligent Systems and Applications, vol. 16, no. 6, pp. 40–72, 2024.
[25]S. Chyrun and V. Vysotska, “Methodology for rapid development of tactical medicine VR simulators using generative AI and photogrammetry,” in CEUR Workshop Proceedings, vol. 4160, pp. 405-428, 2026. [Online]. Available: https://ceur-ws.org/Vol-4160/paper24.pdf.
[26]A. Tortora, I. Amaro, A. Della Greca and P. Barra, “Exploring the Role of Generative Artificial Intelligence in Virtual Reality: Opportunities and Future Perspectives,” in International Conference on Human-Computer Interaction, pp. 125-142, 2025, May. Cham: Springer Nature Switzerland.
[27]K. Saastamoinen, and J. Nuutinen, “Next-generation readiness: applying AI to military simulators and wargaming in Finland,” Procedia Computer Science, 270, pp. 3479-3487, 2025.