A mannequin is a display object featured in The Sims 2: H&M Fashion Stuff, The Sims 3: Into the Future, and The Sims 4: Get to Work. Mannequins are humanoid figures sculpted to look like another Sim in order to showcase off a piece of clothing or an outfit, and to see what it would look like on a Sim's body.
The Sims 2: H&M Fashion Stuff pack provides three mannequins to the game: two variations of Zecutine's Stand Me Up Mannequins and Psst Over Here Mannequin.[1] These objects are found under Decoration -> Sculptures and act as purely cosmetic decorative objects for setting up a bontique.[confirmation needed]
The Sims 3: Into the Future introduces two mannequin displays. Sims can use these objects to purchase outfits. There is no business aspect to these displays, but other Sims can autonomously interact with them and browse different outfits.
By default, only outfits from Into the Future expansion are automatically shown, but outfits from other packs can also be displayed by planning outfits. Outfits for all Sims aged child and older can be displayed on the mannequins, and the automatic display options always display an outfit that can be worn by the Sim that generated the outfit. Other Sims can not take an outfit from the display if their age and gender do not match.
The Sims 3: Ambitions and The Sims 3: Supernatural came with non-interactive mannequins that lacked heads and legs (Venus de Model and Mostly There Mannequin respectively), which should not be confused with the Into the Future mannequins.
In The Sims 4: Get to Work, mannequins are used in retail businesses and in Create a Sim for when a business owner is customizing the uniform of employees. There can be up to ten mannequins per lot.
Mannequins are mostly used to display outfits for other Sims to buy in a retail business. Mannequins can be posed in a number of postures and idle positions in order to show off the merchandise. Customers can walk up to a mannequin and try on the clothing that the mannequin is wearing to see if they like it before deciding on purchasing the clothing
Mannequins can be dressed in everyday, formal, athletic, sleep, party, or swimwear. Mannequins can have a number of presets for outfits that are either created by the player or randomly chosen through the players wish as well as when a Sim enters an NPC clothing store the mannequins will display outfits that have randomised clothing[clarification needed].
They can wear any type of clothing or accessory that a Sim can wear. There are four types of body types of mannequins and two types of mannequins: There are two adult bodies (both of which display clothing for teens and older) and two child bodies (both of which display clothing for children only).
As well as the two types of mannequins are normal blank mannequins and others that have more detail to look like Sims, such as a more realistically modeled head that includes eye sockets, mouth, nose, and hair.
In The Sims 2, a mannequin is a Sim using a hidden skin tone that is pale grey. The mannequin skin tone is only used by Body Shop, where it is used in thumbnails and by the model in the 'Create Parts' area. While the mannequin skin tone was not intended for normal gameplay, it is hidden in Create a Sim, and can be unlocked by using the testingcheatsenabled cheat and enabling the CAS debug mode. Unlike other life states, mannequins do not have nipples.
Because Mannequins can only be created in Create a Sim debug mode, and are hidden in normal gameplay, some players do not consider it to be a true life state. Mannequins can have a custom eye colour (a pale brownish grey colour) which can only be accessed in Create a Sim debugging mode by selecting the Alien skin tone, selecting the black alien eye colour and then selecting the mannequin skin tone.[1]
Technically, the game does not support mannequin babies, as it does not have the necessary textures. When female mannequins are pregnant, the game will crash when they go into labour. There is a mod to prevent the crash and enables Sims to safely give birth to a mannequin baby.
As with the alien skin tone, the mannequin skin tone is always dominant. Therefore, if a normal Sim has a baby with a mannequin, the baby is much more likely to inherit the mannequin skin tone. If a mannequin has a baby with an alien, there is a 50% chance that the baby will have pale grey mannequin skin.
For a well-rounded experience, the mannequins are capable of representing either gender. It performs cardiac and other critical functions while exhibiting vital signs, such as pulse and eye pupil constriction or dilation. It has an airway, displays normal and disruptive breathing, perspiration, tremors, tears, seizures, and makes heart and lung noises, among others.
The working prototype of Sim One included five components: computer, interface unit, instructor's console, anesthesia machine and mannequin. The mannequin replicated physiologic responses such as a chest that moved with breathing, blinking eyes, pupils that dilated and constricted and a jaw that opened and closed. Sim One also had a heartbeat, temporal and carotid pulse and blood pressure. In addition to the life-like appearance, Sim One was constructed to "behave" and "respond" as a real patient would. Abrahamson, Denson & Wolf (1969) were able to demonstrate that residents trained on Sim One achieved professional levels of performance in fewer elapsed days and in smaller number of trials in the operating room than residents without simulator training. Although the sample size was small, the results of this study were interpreted to indicate that training with simulators produced a significant time saving in training and a significant lower threat to patient safety in the long term.
Virtual Reality (VR) simulation has been found to be useful in learning technical and non-technical skills. However, empirical data about its efficacy in clinical education are limited. This pilot study compares the efficacy of VR to mannequin-based simulation for learners managing status epilepticus (SE).
This was a randomized control trial at an academic tertiary care referral center that receives trainees from different local institutes and programs. It is a level one pediatric trauma and burn care center. Participants included incoming pediatric and emergency medicine interns (academic year 2019-2020) who enrolled voluntarily. All incoming interns were offered the opportunity to participate. All participants had a similar level of experience and had recently graduated medical school. There were no exclusion criteria. Participants were randomly assigned to either a VR simulation group (intervention) or a high-fidelity mannequin-based simulation group (control) with a 1:1 ratio. Time slots were planned to alternate between VR simulation and mannequin-based simulation. Participants who were blinded to the type of simulation planned then selected the time slot that fits their schedule. All participants were proctored by the same instructor (MA) who was a senior pediatric emergency medicine fellow. The first session outlined the objectives of the study, allowed time for orientation, simulation of two cases, an anaphylaxis and status epilepticus followed by debriefing and a questionnaire. The cases were developed to be exactly the same in either VR or mannequin-based simulation. The second session was planned three to four months after the first. This was based on the data reported by Wik et al. that suggested different levels of skill retention at six months depending on the method of training [24]. All participants in the second session completed a case of status epilepticus on a low-fidelity mannequin. The primary outcome was to test trainee performance. It was assessed by extracting the time (in seconds) it took to perform critical actions from the video records of the second session, and a comparison was made between the intervention and control groups. The study was exempt by the institutional review board (IRB00194558). Written consent for participation and video recording was obtained. The manuscript writing process followed the consolidated standards of reporting trials (CONSORT) guidelines [25].
The control group sessions were intentionally planned to follow the same structure as the intervention group and allowed the same amount of time for orientation. In these sessions, the instructor performed the actions of the nurse and respiratory technician. Each participant was allowed to explore the room, learn about the various functions of the mannequin, and check equipment availability in the airway, peripheral access, and medication carts. There was no orientation module for this group and the anaphylaxis case was started after participants felt comfortable in the environment. This was followed by the status epilepticus case and debriefing. Participants completed the subjective confidence survey at the end.
Both groups went through a mannequin-based simulation case of status epilepticus as individuals with the instructor. Sessions were video recorded. These records were reviewed to assess the time (in seconds) taken to perform critical actions. Participants were asked to assess their subjective confidence again before and after this session.
When compared to mannequin-based simulation, VR is relatively less expensive, requires less human resources to perform, and can be carried out in any setting [5,17,21,22]. We were able to perform VR simulations at any time and location based on the resident's availability. Mannequin-based simulations had to be carefully planned and there was less flexibility when performed. Furthermore, we had a high overall satisfaction score for VR showing it was easy to learn and use, which in turn could increase the intention to use it more if available.
Both VR and mannequin-based simulation technologies have different characteristics and advantages. As they continue to evolve, we think VR should be used as a method to complement mannequin-based simulation. Future studies can explore the efficacy of VR simulation using robust and standardized testing and assessment methods. More studies should attempt to characterize the best uses for VR simulation and how it can be best incorporated in medical training. This includes the type of cases used and the goals that need to be achieved from simulation. The effects of independent use of VR simulation by learners without supervision is an area that needs exploration. Furthermore, the effects of using both VR and mannequin-based simulation in a longitudinal curriculum should be investigated. Debriefing is an important part of simulation training [29,30]; VR simulation allows for various debriefing methods. We performed in-person debriefing one-on-one with the instructor. Participants also received computer-generated performance feedback. Exploring the appropriate debriefing methods that could be used with VR technology and the usefulness of the computer-generated feedback should also be considered.
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