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21 December 2020 | Story André Damons | Photo Supplied
The KAT Walk mini (Omni Directional Treadmill) used to reduce and eliminate cybersickness.

An officer at the School of Nursing Simulation Laboratory of the University of the Free State (UFS) is aiming to cure or minimise cybersickness in nursing students with a popular virtual reality gaming tool.

Bennie Botha, who is acting as head of the Information, Communication and Simulation Technology at the School of Nursing Simulation Laboratory, developed a virtual environment in which nursing students use immersive virtual reality to perform a simulation scenario. This is part of his master’s degree in Computer Science and Informatics under the supervision of Dr Lizette de Wet and co-supervisor Prof Yvonne Botma.

Botha received his master’s degree with distinction during the UFS virtual graduation in October.

Cybersickness

Botha had found that some people experience cybersickness (almost like motion sickness), which is a significant issue and difficult to address. This he would now try to address with a virtual reality gaming tool – the KAT Walk mini.

According to Botha this technology has never been attempted for health-care education and is mostly used in military and pilot training and is very popular as a gaming platform for hardcore virtual reality gamers.

“To test and provide a possible solution I am going to incorporate the KAT Walk mini (Omni Directional Treadmill – almost like the Ready Player One concept) into which students are strapped and they can physically walk and turn around without the need for large open spaces.

“With this I will try and determine whether it decreases or even eliminates cybersickness due to sensory mismatch while using immersive virtual reality. I wanted to provide possible evidence of what causes cybersickness and want to enable virtual reality as an educational tool, not just for gaming. I think immersive virtual reality has a bright future if the kinks (of which the biggest is cybersickness) can be minimised,” says Botha.

Getting funding

He successfully applied for funding in 2020 and received R150 000.

“I must say I was surprised when I got the approval letter. I thought that due to the economic status it would not go through, but I was really glad when I got the approval as this is my dream and I love working with virtual reality for health care. The grant has made my dream come true, especially considering that this sounds more like something from science fiction,” says Botha.

The project started in November 2017 when Botha first conceptualised the idea and took it to Dr De Wet. He then started it as a masters’ project in 2018 and completed it at the end of 2019.

An equal opportunity for students

Botha says immersive virtual reality gives students more time and a more accessible platform where they can practise their skills as it is easy to use and easy to set up compared to other modalities of simulation. But the biggest task is developing a usable virtual environment that gives students more time to practise and increase their theory and practical integration which is key to providing highly skilled health-care professionals.

“By seeking and possibly implementing the new research, I aim to provide students an equal opportunity to partake in immersive virtual reality simulation as it currently excludes people who are prone to high levels of cybersickness. This means they cannot benefit from the same opportunities as other students do.

“I believe it can help all nursing students in SA and Africa as it is much more cost-effective than high-technology manikins and is easier to set up and access with much less manual input required to make it work (apart from the initial development.).”

News Archive

UFS study shows playing time in Super Rugby matches decreasing
2016-12-19

Description: Super Rugby playing time Tags: Super Rugby playing time 

The study by Riaan Schoeman, (left), Prof Robert Schall,
and Prof Derik Coetzee from the University of the Free State
on variables in Super Rugby can provide coaches with
insight on how to approach the game.
Photo: Anja Aucamp

It is better for Super Rugby teams not to have the ball, which also leads to reduced overall playing time in matches.

This observation is from a study by the University of the Free State on the difference between winning and losing teams. Statistics between 2011 and 2015 show that Super Rugby winning teams kick more and their defence is better.

These statistics were applied by Riaan Schoeman, lecturer in Exercise and Sport Sciences, Prof Derik Coetzee, Head of Department: Exercise and Sport Sciences, and Prof Robert Schall, Department of Mathematics and Actuarial Sciences. The purpose of the study, Changes in match variables for winning and losing teams in Super Rugby from 2011 to 2015, was to observe changes. Data on 30 games (four from each team) per season, supplied by the Cheetahs via Verusco TryMaker Pro, were used.

About two minutes less action
“We found that the playing time has decreased. This is the time the ball is in play during 80 minutes,” says Schoeman. In 2011, the average playing time was 34.12 minutes and in 2015 it was 31.95.

“The winning team has less possession of the ball and doesn’t want it. They play more conservatively. They dominate with kicks and then they play,” says Prof Coetzee, who was the conditioning coach for the Springboks in 2007 when they won the World Cup.

Lineouts also more about kicking
As a result, the number of line-outs also increased (from 0.31 per minute in 2011 to 0.34 in 2015) and the winning teams are better in this regard.

“The winning team has less possession of the ball
and doesn’t want it. They play a more conservative
game. They dominate with kicks and then they play.”

Schoeman believes that rule changes could also have contributed to reduced playing time, since something like scrum work nowadays causes more problems. “When a scrum falls, the time thereafter is not playing time.”

According to Prof Coetzee, rucks and mauls have also increased, (rucks from 2.08 per minute in 2011 to 2.16 in 2015 and mauls from 0.07 per minute in 2011 to 0.10 in 2015). “The teams that win, dominate these areas,” he says.

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