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Innovative Workforce Fund Final Implementation and Reflection Report Spinal Life Australia 30 July 2018

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Page 1: Service user satisfaction and empowerment · Web view3M x 4M designated no trip zone for use of VR (safety) VR Sensor -ceiling installation H ardware to support Mobile setup MSI GT73

Innovative Workforce FundFinal Implementation and Reflection Report

Spinal Life Australia

30 July 2018

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1. Project details

Date when last updated: 30 July 2018

Version number: 6

Organisation Spinal Life Australia

Project Name Virtually Here

Contact name and position of person responsible for evaluation

David RobinsonManager Business ImprovementSpinal Life Australia

Contact details Phone: 1300 774 625Mobile: 0400 007 400Email: [email protected]

109 Logan RoadWoolloongabba Qld 4102

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2. Reporting on Outcomes

Outcomes – Overview

Trial and evaluate the use of Virtual Reality (VR) technology in providing a more immersive training and learning experience for Personal Support Workers and clients/members and evaluate the impacts on engagement, information exchange and if the technology enhanced the training and learning experience.

The project trialled the use of VR within the following learning/training/consultation formats:

Trial & Evaluation - VR Hardware/Equipment/Systems/Installations

The project trialled and evaluated hardware and system configurations to support static & mobile VR installations within the various learning/training/consultation formats.

The project trialled the system’s capacity to capture, edit and present screen shots images, 360 degree photos and recordings of VR visualisations from the training applications for use with audio visual and VR portable devices across the various learning/training/consultation formats.

Attachment 1 - Full details of the VR Hardware & System Specification

Trial & Evaluation – VR Portable Devices

The project trialled and evaluated the use of portable VR devices across the various learning formats and in selective client discussions and consultations.

Trial & Evaluation – VR Training Applications

The project trialled and evaluated the use of two VR formatted training applications in the various learning formats and in selected client discussions and consultations.

Hyperlink: 3D Organon VR Anatomy on SteamHyperlink: www.sharecare.com/static/YOU

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The anatomy training applications are designed to assist in the understanding of the human body and its systems using accurate anatomy models and interactive visual images in a VR format.

Attachment 2 - Full details of the VR Applications

Attachment 3 – Copy of the Application Evaluation Checklist

Trial & Evaluation - Digital Distribution Platform

The project used and evaluated Steam as the digital distribution platform to support the streaming of the applications.Hyperlink: https://store.steampowered.com/

Personal Support Worker (PSW) & VR End User Evaluations

Personal Support Workers (PSWs) & VR end users completed evaluations to rate their general impression of the technology and impact on their learning experience:

98% of learners/end users rated as ‘Very Good’ their general impression/impact of the VR visual images.

92% of learners rated the use of the VR visual images as Very Good (79%) ‘Good’ (13%) in their experience of using the technology and if the technology supported their learning and understanding of training/topic. Note: Challenges of engaging participants in the classroom format detracted from some user experiences.

Highest ratings were received when the technology was used in the self-directed and 1:1 coaching training formats.

110 participants provided feedback/evaluations.

Their comments have informed the content of this reflection report.

Attachment 4 - Copy of Learners Evaluation template

A selection of VR end users participated in interviews to feedback their experiences in using the technology. Their comments have informed this reflection report.

End users were asked:

General response/reaction to VR technology. Did VR provide a more immersive learning experience? Did the use VR facilitate an improved learning environment? How easy was the technology to use? Does the use of VR add or detract from your learning experience? General comments/feedback/suggestions.

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Has the introduction of VR technology resulted in better engagement and an enhanced training, education and learning experiences for Personal Support Workers?

Participant evaluations consistently indicated the use of VR increased their level of interest, engagement, and understanding of the training topic and improved their overall training experience across all learning/training formats.

Feedback consistently indicated the use of VR in the individual & 1:1 coaching formats achieved the best engagement results as users were able to fully experience the immersive learning environment offered by VR and have free roam to explore the models and visual images. Feedback consistently indicated the immersive learning environment facilitated greater levels of engagement in discussions and improved understanding, and most importantly retention of information leading to increased learning outcomes.

Feedback relating to the use of VR in trainer/instructor led classroom formats informed the project that structure and management of when and how the VR technology and equipment was needed to avoid interruption to staff engagement and not to detract from the general flow of the training session and overall learning experience.

Over the course of the project several options were trialled to improve the learner’s experience of VR in the classroom format. Full details are outlined in Section 3 of this report.

Collectively the feedback on the use of VR positively changed the learning process from a passive learning environment to an interactive learning environment leading to better understanding of the training/discussion topic and increased retention of information. You remember 10% of what you read and 80% of what we personally experience.

Has the enhanced training and learning experience of Personal Support Workers (PSWs) translated into improved client health and care outcomes and an overall improved client service experience?

PSWs general comments indicated the use of technology specifically the access to the high quality visual images and models in the VR format created a more immersive training experience which has led to an increased level of understanding and awareness of the trained competencies and indicated a general increase in their understanding and confidence to perform their personal support role.

Trainers/Instructors/Users feedback indicate the introduction of VR and the ability to present and interact with the anatomy models and images in the applications has combined well with existing training material and has generated a noticeable increase in the level of interest, engagement, questioning and understanding during complex training topics.

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VR has enhanced our staff learning experiences. Spinal Life Australia will continue to use VR to complement a broader range of our training packages over the next 12-18 months as part of our Trainer in my Pocket - Learning Management System project.

Has the introduction of VR technology enhanced the exchange of information and knowledge during peer to peer conversations conducted by our member services assisting individuals who have experienced spinal cord injury or damage?

The use of VR technology in selective conversations and information sessions has enhanced client engagement and the depth of our peer to peer conversations and discussions. A spinal cord injury and the impacts on a person’s neurological system, muscular/skeletal functioning and general lifestyle and well-being vary significantly from person to person and the peer support team has selectively used VR to support individual discussion and small group information sessions with newly injured people to enable them to better understand their injury and the impact on their body.

Has the introduction of VR technology enhanced the exchange of information, understanding, knowledge, advice during therapeutic assessments and consults?

Allied Health professionals and clients involved in selective therapeutic and consultation sessions where VR was used indicated an increased understanding and improved information sharing experience.

Feedback identified the ability for the person to interact with the detailed anatomy models and visual images in the VR format produced increased levels of interest, engagement, questioning and understanding during assessment and consultations conversations.

The project trialled the use of screen shots, and video recordings using the application on portable devices to support selective therapeutic assessments and consultations.

Spinal Life Australia is currently investigating a partnership study to explore if the engagement with simulated natural environments delivered through virtual reality can alleviate the neuropathic pain experienced by people with a spinal cord injury.

Spinal Life Australia has several clients who have trialled the recently introducedMieron Virtual Reality Neurotherapy at Making Strides (Gold Coast). Mieron offers gamification content in a VR format for use during individual rehabilitation sessions for people with a spinal cord injury. The content is able to be individualised and targeted for specific results.

Hyperlink to Spinal Cord website: https://www.spinalcord.com/sci-technology-advancementsHyperlink to Making Strides website: https://www.makingstrides.com.au/Hyperlink to Mieron website: https://mieronvr.com/

Feedback from clients commented on increased enjoyment and improved personal therapy results as well and an increased understanding of information and advice provided during therapeutic assessments, consultations and rehabilitation sessions.Hyperlink to Spinal life - The Advocate magazine – Winter 2018 https://www.spinal.com.au/the-advocate-magazine-winter-2018/

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Has the introduction of VR technology enhanced the exchange of information, understanding, knowledge, advice to better manage and prevent injury/harm in the workplace and inform and educate strategies for staff to manage and avoid injury.

Screen shots and recordings of visualisations from the VR applications were incorporated into Manual Handling training as part of the project. Feedback from the Workplace Assessor and Injury Management and Staff Wellbeing Co-ordinator during the ‘Come & Try’ sessions identified the use of VR will improve discussions and information exchange to support injury management, return to work and rehabilitation conversations with staff.

Spinal Life Australia will use VR to complement our WH&S training packages over the next 12-18 months as part of our on-line Trainer in my Pocket - Learning Management System project.

Has the introduction of VR technology facilitated an enhanced training and education experience for staff and clients in geographically remote locations?

The mobile VR set-ups were successfully trialled and evaluated to support staff induction training in regional and geographically remote locations. The technology was also tested to support video conferencing and webinars.

Participant evaluations indicated the VR technology increased their level of interest, enjoyment, engagement, and understanding of the training topic and improved their overall training experience across all learning/training formats.

The project has identified opportunities for an expansion of the use of VR technology to support web-based client consultations and assessments moving forward.

Training in geographically remote locations will benefit from an increased library of prepared VR visualisation recordings, 360 degree images and screen shots that will be incorporated into on-line training material developed in our ‘Trainer in your Pocket’ Learning Management System project.

2.1 Service user satisfaction and empowerment

Feedback from end users is the system, equipment and applications were stable, reliable and performed to their expectations. The project used interfaced hardware/system/distribution platform/VR formatted applications to provide a stable user ready VR set up.

Staff feedback indicated the VR set up provided a very positive first impression in using the technology which has translated into good levels of engagement, acceptance and confidence in using the technology throughout the project and into the future.

End users have been encouraged to lodge feedback to the application developers through public ‘discussion’ forums as a way of influencing application enhancements and future product releases.

Worker skills and engagement

A detailed overview of the engagement strategy is provided in section 3.1.

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2.2 Organisational sustainability

The project has enabled Spinal Life Australia to trial the use of VR across a selection of service activities and to evaluate if the technology complements or detracts from our operational activities. The project has identified significant ROI opportunities related to increasing operational efficiencies in the areas of staff training and improved client service experiences/satisfaction.

Spinal Life Australia has identified the ongoing use of VR to support our staff training and learning programs will create a real point of difference for our organisation as a specialist services provider.

The rapid pace at which VR technology is developed and released to market is a risk identified in the project as the equipment purchased and trialled in the project will require maintained investment over the next 12 -18 months to ensure it remains contemporary and relevant and that the technology continues to effectively and appropriately supports our training and service activities.

3. Reflections

3.1 Reflection on implementation

a. Engaging stakeholders: What were the most useful strategies you used to engage and communicate about the project? How/why were they successful? What would you do differently?

Consultation & Research -The project team (Project Manager, ICT Manager, End User Representatives) completed due diligence consultations and equipment trials with content experts and trailed existing VR installations (static and mobile) through the assistance of project partners. – Very Successful

End User trials - the team invited end users to test the capacity and reliability of the system hardware, software, applications and VR room set ups using project partners pre-existing set ups. This enabled the project team to complete due diligence assessments in the research phase prior to proceeding to implementation. – Very Successful

Come & Try Sessions (Group & Individual) – Spinal Life Australia Management, Project Sponsors and key end users were invited to ‘Come & Try’ consultations sessions where the VR technology was explained and enabled participants to have a relaxed and enjoyable ‘hands on’ experience using both the static and mobile installations and portable devices. - Very Successful

Individual/Trainer/Therapist/Peer Support - User Trials. End users were given the opportunity to explore the capability and potential of the VR technology in their own time using both the static and mobile installations and portable devices. - Very Successful

Trainers/Therapists/Personal Support Workers/System Users – key end users were encouraged to be ‘Champions’ of the VR technology to discuss and share their experiences to increase interest in the new technology and facilitate their peers and colleagues to test/try the technology. - Successful

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Capture Staff Feedback/Evaluations/Suggestions – Staff feedback and evaluations of the technology were captured every time the equipment was used. A suggestion box was established beside the installations for staff to submit their evaluations and thoughts and ideas on the potential use of the technology to support the project rollout. - Successful - engagement strategy ongoing

Publications and Social Media articles – The project has a series of articles to be incorporated in our organisation’s ‘Advocate’ publication. The project will accelerate media coverage over the next 3-6 months with e-blasts, social media posts and articles in various publications to communicate the progress of the project and use of VR across the organisation. Attachment 5 - Copies of articles and social media

What would you do differently?

Get the technology into the hands of the end user as soon as possible. Identifying influential end users of the technology earlier in project and establish them as

‘Champions’ to accelerate the staff engagement strategy. Increase the number and broaden the cross-section of staff involved in the ‘Come & Try’

sessions as they were a very successful engagement tool to introduce the new technology and generated ideas about potential application/use in other service activities of our organisation.

Establish an improved co-ordination between stakeholder engagement activities and key decision points within the project management plan.

Increase the frequency and diversify of the target audience for project updates- eblast/newsletters/publications.

b. How appropriate was your initial concept? What/did you change or adapt along the way and why?

The initial concept was to introduce and trial the use of VR technology across a variety of staff learning and client engagement formats and evaluate if the technology delivered improved learning and customer service experiences. This remained unchanged throughout the project.

Stakeholder Engagement

A learning from this project is the importance to keep coming back to the end consumer (clients/staff) needs and expectations to inform critical decisions at each stage of the project.

It is important to acknowledge that client and staff needs and expectations vary and engagement strategies need to reflect this difference. Any replication of this project would benefit from ensuring stakeholder and end user engagement strategies are incorporated and managed at every stage of the project. (Research/Implementation/Maintenance/Review)

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Client/Staff Expectations

A challenge to the project was introducing emerging technology to a workforce in an older demographic age group (59% >40 years & older) that has been traditionally conservative in adopting new technology. To achieve end user acceptance, the project put a strong focus on identifying and delivering the new technology in a way that was user friendly, stable, reliable and complemented existing training/consultation material.

Project Concept

The initial project concept focused on the use of VR in the instructors/trainer led classroom formats through the HTC VIVE static installations with the trainer presenting and discussing content using the VR models/images and then inviting the learners/participants to engage and experience the VR learning environment. The initial project concept was to simply use VR to complement the traditional training format. We got this really wrong.

A secondary focus of the project was to use of VR to support self-directed and individual training and counselling learning formats. This has been extremely successful throughout the project and will continue to be used and replicated to support our training program and service activities moving forward.

The most significant learning experiences are achieved when you fully engage and immerse people in the VR environment and allow varying degrees of self-direction and free roam of the content and visualisations.

Over the course of the project we have trialled and implemented changes in the use of VR in the trainer/instructor led classroom format to minimise the interruption to participant engagement and detracting from the general flow of the training session and learning experience. We have trialled the use of portable VR devices to display screen shots, 360 degree photos and recordings from the anatomy training apps. This work is ongoing and our learnings are:

Be selective about what is presented. Focus on experiences vs. delivering content. The learning is more in the doing. Think of VR as an engagement tool. Use VR as an empathy/perspective builder. Limit VR use to shorter experiences.

Hyperlink to A Guide to VR & AR in Education - http://immersiveit.com.au/wp-content/uploads/2017/08/ClassVR-Whitepaper-A-Guide-To-AR-VR-In-Education.pdf

Expectations of Applications

The initial concept of the project was to identifying anatomy/medical applications in a VR format that could be purchased or subscribe to rather than develop bespoke applications.

The medical/anatomy training applications trialled are in varying degrees of development and product release in the VR format. The project had to revisit our initial expectation

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that we would be able to identify an application that would fully support the content of our staff training and client consultations. The project trialled and evaluated two (2) applications. Both offered high quality anatomy modelling, detailed visual images and we have been able to use and adapted the available content in these applications to support our staff induction training and client consultation discussions. Full details Attachment 2

Both applications advised their VR format is in product development and have scheduled will offer content updates and product releases over the next 12 -18 months.

3.2 Reflecting on impacts and outcomes

a. What are the top two or three things you have learned from doing this project?

Be clear what you are trying to achieve in using VR in your organisation. Our initial focus was heavily focused on the content of VR applications as a training tool, we got this wrong, we have learned the power of VR is as an immersive engagement & training tool for our staff.

Allow scope within the project plan for new directions and opportunities to be pursued as they present. VR product research and development occur at a fast rate and the changing functionality and potential use of the technology keeps presenting new challenges and opportunities.

The importance of coming back to the end consumer (clients/staff) needs and expectations to inform critical decisions at each stage of the project.

Source project partners or organisations who have VR installations for you to trial the functionality, capacity and usability before investment in the technology. Our project learning is there are an increasing number of VR devices and products available that promote significant levels of functionality and interactivity through promotional advertisements and product release videos and present high quality visual images, however the actual device or products deliver well below the hype or the promoted features are still in development or part of future product releases.

b. Have there been any outcomes that have surprised you?

The simplicity and ease of access to VR technology. In the initial thinking surrounding the project the concept of integrating this new technology to support our business activities seemed to be expensive, incredibly advanced and complicated, however our experience from the project is VR technology is accessible, affordable and achievable for most organisations.

This is reflected in the project budget. The actual costs of ICT equipment, consultation fees and rollout of the project in accordance with the conditions included within the grant agreement have come in significantly lower than the forecasted budget.

Full details are outlined in the attached financial acquittal.

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Spinal Life Australia would welcome the opportunity to discuss with the National Disability Services the retention of the identified surplus funds to continue the development and expansion of VR integration across our staff training and client engagement activities into the 2018/19 financial year.c. Were there outcomes that you expected to see, but didn’t?

No. The outcomes were kept intentionally manageable and achievable within the scope of the project.

How did you measure success? How well did this capture project outcomes? Is there other information that would have provided a better understanding of outcomes?

The project focused on narrative feedback from staff and end user evaluations as a measure of project outcomes and success.

The project did not capture any qualitative data linking improved Personal Support Worker training experiences to improved client service experiences.

3.3 Reflecting on context: what worked, for whom and in what circumstances?

a. What worked well to support the achievement of your intended outcomes? In what situations did it work well?

The project provided the opportunity for VR technology to be put in the hands of our staff and clients and we were able to evaluate the suitability and functionality of VR using real learning environments. We have been able to confirm and/or challenge any preconceived understanding, opinions or ideas about the relevancy and use of the technology in our organisation and in supporting our service activities.

Trainers/Instructors feedback indicate the introduction of VR has combined well with existing training material and has generated a noticeable increase in the level of enjoyment, engagement, questioning and understanding in both the classroom and individual training /coaching formats.

The most significant impact and enhancement in learning experiences were achieved when staff/clients used VR for self-directed learning/training and in the coaching and consultation formats. Our future activities to expand our VR will focus on developing increased self-directed and coaching/consultation learning formats.

b. What didn’t work so well in your project? In what situations didn’t it work so well, and why?

A learning from the project is the importance to keep coming back to the end consumer (clients/staff) needs and expectations to inform critical decisions at each stage of the project to ensure the project outcomes deliver a solution to address the identified customer problem/need.

A learning from the project is the need for the management plan, stakeholder engagement and review processes to have increased frequency of engagement to inform critical decision points across each stage of the project. (Planning/Research/Implementation/Management/Review)

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The VR product development environment moves at a fast pace. To reflect this element of our project management plan ie: research and decision making needed to be more flexible and nimble to allow us to consider new products and information and make subtle adjusts to the directions of the project to pursue appropriate options.

c. Knowing what you know now, what would you do differently?

Clearly identify the customer/end user needs and expectations and document in more detail into the project plan.

Better understand what is the customer problem. Document into project plan.

Commit appropriate opportunities in the project timeframe to revisit technology research to develop a broader understand of the attributes & limitations of your existing technology and supporting hardware/equipment and consider against new and emerging products planned for release.

Review the project management process to increase flexibility and ensure the project remains nimble to move in new/different directions to ensure outcomes and solution are provided to respond to the identified customer problem.

Develop an improved equipment and application evaluation checklist.

Develop improved evaluation checklists that reconciles to the customer end user needs & expectations. (Application evaluations)

3.4 Reflecting on legacy: how sustainable are the innovations demonstrated?

a. Are you planning to continue with any of the practices or initiatives you tested during the project? Which practices and what will it require to continue with this approach?

The Virtually Here project has confirmed the benefits of using the emerging technology of VR to support selective staff training and client consultation/training activities in our organisation.

Spinal Life Australia will expand the use VR to support an increased number of staff and clients to participate in self-directed learning/training and coaching and consultation activities moving forward using the static & mobile installations.

Spinal Life Australia is currently investigating a partnership study to explore if the engagement with simulated natural environments delivered through virtual reality can alleviate the neuropathic pain experienced by people with a spinal cord injury.

Spinal Life Australia will expand the use of VR into an increased number of training packages (where appropriate) as we develop and rollout our Learning Management System (LMS) project over the next 12 months.

A key activity to support this project will be to develop and expanded library of screenshots, 360 degree photos and recordings of the VR visual images and models

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using software such as ‘instaVR’ and to purchase a quantity of the trialled mobile VR devices (Google Cardboard and VR GO Foldable) to enable a nimbler and manageable VR experience for staff and trainers in the classroom format.Hyperlink to Insta VR website: http://www.instavr.co/Hyperlink to Google Cardboard website: https://vr.google.com/cardboard/Hyperlink to Austech VR website: https://www.austechvr.com.au/product/virtual-reality-headset/

Spinal Life Australia would welcome the opportunity to negotiate with the National Disability Services the retention of the identified surplus funds to continue the development and expansion of the staff training and client engagement activities commenced under the Virtually Here project into the 2018/19 financial year.

b. Please explain how the changes you undertook can be sustained within the NDIS pricing framework?

Spinal Life Australia like many other organisations in the disability and community sectors are focusing significant effort into finding cost effective and sustainable ways to reduce operating costs in alignment of the NDIS pricing framework.

Spinal Life Australia spends a significant portion of our operating budgets annually towards the training of staff and retention. The use of VR to support our training has been identified as offering ROI potential in the areas of increased staff attraction and retention through an improved training and competency program. Our experience is staff skill and confidence levels underpin improved service delivery and performance which is directly related to client satisfaction and business retention.

We see the use of VR to support the exchange of information and improved understanding in assessments and consultations conversations as a valued point of difference for our customer/clients. Specialist services, valued experiences leading to client satisfaction and business retention.

c. Is the approach you trialled suitable to be replicated or adapted by other disability service providers? If yes, what types of service providers would be most likely to benefit and what would they need to do?

Yes. The approach used to support the Virtually Here project can be directly replicated and adapted by most service providers in the disability or community sector. The hardware and system & application specifications that supported the ‘Virtually Here’ project are available in this report for other organisations to review.

Our learnings from the project:

Understand why you want to implement VR in your organisation Be clear. Set your goals, define your success criteria. Measure Research your options. (Present options available and seek advice from expects) Plan your implementation Understand the requirements of the technology and impact on your ICT

infrastructure Consider how your organisation/trainers will manage/use the technology Run pilot trials to test out the technology Gather feedback from users (staff/clients)

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Training budget Review your project.Attachment 1 - Spinal Life Australia -Virtually Here Project

VR Static & Mobile Hardware Specification & Set Up

Vive Business Edition https://www.vive.com/au/enterprise/

VR Static Installation - Room Set Up

Base Station Steam – Digital Platform Apps & VR Software Connection of VIVE components to computer system Wires & Cables installed.

Hardware to Support Static setup:

Lenovo P510 Workstation (Model: 30B4-A08PAU).Xeon E5-1650 v4 3.6GHz CPU24GB RAM512 GB Solid state HDD

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Nvidia GeForce GTX1080 GPU (Installing a Gigabyte Strix-GTX1080-A8G-Gaming card. Purchased separately, as the P510 workstation comes with Quadro graphics cards. Note also uses 2 PSU power plugs.

https://www3.lenovo.com/au/en/workstations/thinkstation-p-series/ThinkStation-P510-Tower/p/33TS3TPP510

R Static Setup installed and modelled on the VR set up at our consulting partners Conrad Gargett (See photos below). ‘Static’ Installation at the Woolloongabba

Spinal Life Australia – Static Installations

Layout Specifications Fully accessible room (Wheelchairs/Scooters/Walking Frames). TV Screen heights set for comfortable use in sitting & standing positions. VR technology incorporated into client consultation and training room. Able to also use 2D poster, anatomical models, whiteboards, equipment as part of the

consultation discussion 3M x 4M designated no trip zone for use of VR (safety) VR Sensor -ceiling installation

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Hardware to support Mobile setup

MSI GT73 7RF-628AU Titan ProIntel i7 7820HK CPU32GB RAM512 GB Solid State HDDNvidia GeForce GTX1080 GPU

https://www.msi.com/Laptop/GT73VR-7RF-Titan-Pro.html

Tripod setup 2 x 2.9m Air Cushion Light Stand (LSAC-29)

http://www.studioworks.com.au/air-cushion-light-stands/5m-air-cushion-light-stand?search_query=LSAC-29&results=2

2 x Mini Ball Head with 1/4' screw (MBH-360) http://www.studioworks.com.au/camera-accessories/mini-ball-head-with-14-screw-

LocationsSLA has installed VR static and mobile set ups in our offices across the state: Woolloongabba – Head Office (Static Installation) Townsville (Mobile) Bundaberg (Mobile) Rockhampton (Mobile) Toowoomba (Mobile) Cairns (Static Installation – 2019/20 financial year).

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Attachment 2 - Spinal Life Australia -Virtually Here Project

Applications EvaluationsHyperlink : 3D Organon VR Anatomy on Steam

Application Description Designed to be used in an immersive self-discovery VR format. Displaying a selection of realistic anatomical models/structures. Provides comprehension of spatial relationships between anatomical structures Models are accompanied by comprehensive anatomical definitions. Able to manipulate (pre-determined movements) bones, muscles, vessels, organs

and anatomical structures. Medium to High interactive levels Able to add and remove multiple levels of details on screen. Available for VR, desktop, tablet, and mobile devices. Subscription-based commercial license - Personal and Enterprise editions

https://www.youtube.com/watch?v=X05bb63PEM0

Use in Project1:1 Staff Training /Client Consultation formats Self-discovery/free roam mode using HTC Vive.

1:1 Training/Consultation formats Trainer/Instructor or therapist provide explanation while user is in immersive VR

environment using HTC Vive User able to use free roam mode to explore anatomical models Able to manipulate bones, muscles, vessels, organs and anatomical structures to

facilitate learning and understanding. Use of screen shots or visualisation recordings displayed through or Organon 3D

desktop or apps on mobile devices to complement training/consultation.

Trainer/Instructor led Classroom Format Trainer/Instructor provide explanation while using HTC Vive and displaying on screen

or audio visual devices Training participants use HTC Vive selectively to explore VR visualisations or

anatomical models to support the training topic. Present screen shots or visualisations recordings displayed using Organon 3D apps

on mobile devices or using VR portable devices to demonstrate 360 degree images.

Notes Organon 3D application available on desktop, tablet, and mobile devices has

comprehensive content. Organon 3D VR Anatomy content has base content and additional content and

functionality continues to be added to the application.

Applications Evaluations

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Hyperlink: www.sharecare.com/static/YOU

Application Description

Real-time simulation of the human body on a VR platform Designed to be used as an immersive self-discovery format. Displaying a selection of realistic high quality anatomical models/structures. Provides comprehension of spatial relationships between anatomical structures Models are accompanied by comprehensive anatomical definitions. Option to demonstrate impact of traumas or heath conditions on organs and systems High interactive levels Able to add and remove multiple levels of details on screen. Subscription-based Base level of content (Current)

Hyperlink: https://www.youtube.com/watch?v=CFXpZ0xeJQ8

Use in Project1:1 Staff Training /Client Consultation formats Self-discovery/free roam mode using HTC Vive.

1:1 Training/Consultation formats Trainer/Instructor or therapist provide explanation or context while user is in

immersive environment using HTC Vive Explore anatomical models Demonstration of manipulation of bones, muscles, vessels, organs and anatomical

structures. Use of screen shots or visualisation recordings displayed through or Organon desktop

or apps on mobile devices.

Trainer/Instructor led Classroom Format Trainer/Instructor or therapist provide explanation while user is in immersive VR

environment using HTC Vive User able to use free roam mode to explore anatomical models Able to manipulate bones, muscles, vessels, organs and anatomical structures to

facilitate learning and understanding. Use of screen shots or visualisation recordings displayed through or Organon 3D

desktop or apps on mobile devices to complement training/consultation. Notes Base level of content (Current) released in March 2018 with planned releases to

expand and build content over next 18 months

Attachment 3 - Copy of Learners Evaluation template

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Attachment 4 - Copy of Learners Evaluation template

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Attachment 5 – Articles & Social Media Articles

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