c) Circulation
The next help if there is no re action after performing
artificial respiration, it can be continued by giving a
chest compressions 30 times. The position of chest
compressions starts from locating pressure on the
processus xyphoideus and take a path of line to the
cranial 2 fingers above it and just do it in that place.
Then, the patient should be given breathing assistance
twice anymore. If the pulse still has no reaction, then
that process can be repeated until 5 times looped with
a compression speed of 100 times per minute. Figure
2.3 is an example of healthcare’s giving compression
to improve blood circulation with reference to the
large arteries (carotid artery and femoral artery).
Figure 3: The process of chest compressions for patient's
rescue in CPR method.
2.2 Several CPR Simulators
C.-H. Yang et al. (Cheng-Hong Yang, 2020) made
interactive VR-CPRs for health education using
Arduino and VR headset or usually called Head
Mounted Display (HMD). Both devices are paired
using Bluetooth module. In this research, they
blended physical mannequin (real mannequin) with
virtual reality and guidance. Also, they add force-
sensor to measure the pressure of user’s hand. So,
with this simulator, Cardiopulmonary Resuscitation
(CPR) process is felt like a real sensing. User
simulates a rescue to the patient (which substituted by
mannequin) looks like doing to the real person, as he
touches the patient’s body and sees a 3D patient’s life-
character on his HMD display. Their equipment
totally spent about $200 for one simulator cost;
includes Arduino, Bluetooth module, force-sensitive
resistors, and VR headset. It was relatively cheap and
affordable to duplicate in several laboratory classes of
medical school or the other medical institutions.
On another research, Greis F. M. et al made a CPR
mannequin training use 3D-printable equipment with
monitor head up display to measure the success
performance of healthcare user (Greis F. M. Silva-
Calpa, 2018). They use Nintendo Wii Balance Board
for measuring CPR compression and weight. Thus,
these data are sent to the device, either computer or
android using a Bluetooth connection. So, as
mentioned before, this device shows the graphs of
user performance with a real-time. Including force,
frequency, and the angle of mannequin posture when
compression is applied. 3D-printable with Wii
devices are chosen because a low-cost reason and the
efficiency of its device. As we know, Nintendo Wii
Balance Board can be used for several measurement
purposes.
Thus, the simple CPR simulator also performed
by Neil Vaughan et all (Neil Vaughan, 2019). They
made a simple VR simulator for CPR training. They
built this VR simulator for training school children
uses. They use Oculus Rift as head mounted display
(HMD) which attached by Leap Motion controller to
detect the user’s hand movement and orientation.
They use a simple 3D object which scanned from
Torso mannequin. Although it can’t be effective
procedure of CPR, at least children understand the
procedure sequence in CPR performance as the
general perspective of CPR competencies.
3 METHODOLOGY
Based on several previous research, we want to build
the low-cost CPR simulator with immersive
interaction and lively surroundings environment,
either in human mannequin, ambubag, detail
procedures, counter display (when compression
implemented), and the other instructions need.
Technically, this simulator designed with the
concept of interactive animation based on Virtual
Reality (VR). VR simulation is currently still
considered as the low-cost simulator, both in terms of
equipment and development costs. This simulator
device will be developed using the Oculus Quest
SDK and Steam VR Plugin which is available on their
official website. As we know that Oculus Quest is one
of the low-cost HMD devices, but it covered complete
interaction, either in displaying picture on its HMD
with IMU sensor, speakers, and detecting the hand
orientation. Furthermore, software and programming
will be carried out in the Unity game engine, while
modeling assets, mannequins, and all the needs of 3D
objects environments built using Blender 3D. These
stages can be illustrated in Figure 4.