Scalable Immersive Live Observation using 360 video streaming (SILO360): innovative technology to transform simulation observation for simulation participants

Abstract Introduction In simulation-based education, the learners are spending increasing amounts of time observing scenarios rather than being the active participant. It is known that observer roles can be less engaging and may impact the learning experience. Previous research has attempted to address this issue using live 360-degree video streaming of the simulated scenario to observers using individual headset mounted displays. These have demonstrated increased engagement and presence compared with the standard viewing approaches such as watching on a screen in a nearby room or via one-way mirrors. Unfortunately, until now, it has not been possible to scale this technology to reflect a standard simulation session (multiple learners in the same building viewing the scenario live) often due to issues with limited internet bandwidth in one location. In this paper we introduce a new technology, comprising both new software and a new configuration of hardware to enable unlimited numbers of observers to view 360 degree video-stream, live and locally (e.g. in a simulation centre). Turning their head enables them to control their individual view of the scenario. To accommodate those who would prefer not to use headset-mounted displays (e.g. due to VR sickness) the technology can operate on other devices such as tablets and laptops. This paper details the design process, new elements, final technical iteration and the technological trial. We outline the challenges involved including cost and hardware limitations and implications for practice. Results We present data from an evaluation pilot study to demonstrate proof-of-concept. This highlighted areas for consideration around the technology, the user experience and utility. Discussion This set up creates an innovative way for observers to interact with the scenario, allowing individual perspectives and has the potential for greater engagement. This exciting development could revolutionise the observer role and enhance their involvement in the debrief. Further research is planned to focus on the optimal use of the technology, and impact on the human factors debriefing.

Authors

Publication Details

Journal
Advances in Simulation
Published
2026-10-27
DOI
https://doi.org/10.1186/s41077-026-00497-w
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Scalable Immersive Live Observation using 360 video streaming (SILO360): innovative technology to transform simulation observation for simulation participants

Clara Watkins, Hannah Maple, Ranjev Kainth, Richard Goodwin et al.
Advances in Simulation
Virtual Reality Applications and Impacts
article

Scalable Immersive Live Observation using 360 video streaming (SILO360): innovative technology to transform simulation observation for simulation participants

Clara Watkins, Hannah Maple, Ranjev Kainth, Richard Goodwin, Gareth Power
article en

Abstract

Abstract Introduction In simulation-based education, the learners are spending increasing amounts of time observing scenarios rather than being the active participant. It is known that observer roles can be less engaging and may impact the learning experience. Previous research has attempted to address this issue using live 360-degree video streaming of the simulated scenario to observers using individual headset mounted displays. These have demonstrated increased engagement and presence compared with the standard viewing approaches such as watching on a screen in a nearby room or via one-way mirrors. Unfortunately, until now, it has not been possible to scale this technology to reflect a standard simulation session (multiple learners in the same building viewing the scenario live) often due to issues with limited internet bandwidth in one location. In this paper we introduce a new technology, comprising both new software and a new configuration of hardware to enable unlimited numbers of observers to view 360 degree video-stream, live and locally (e.g. in a simulation centre). Turning their head enables them to control their individual view of the scenario. To accommodate those who would prefer not to use headset-mounted displays (e.g. due to VR sickness) the technology can operate on other devices such as tablets and laptops. This paper details the design process, new elements, final technical iteration and the technological trial. We outline the challenges involved including cost and hardware limitations and implications for practice. Results We present data from an evaluation pilot study to demonstrate proof-of-concept. This highlighted areas for consideration around the technology, the user experience and utility. Discussion This set up creates an innovative way for observers to interact with the scenario, allowing individual perspectives and has the potential for greater engagement. This exciting development could revolutionise the observer role and enhance their involvement in the debrief. Further research is planned to focus on the optimal use of the technology, and impact on the human factors debriefing.

Advances in Simulation
Quality education
Openalex Percentile: Top 8%
Virtual Reality Applications and Impacts
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Laika access coming soon