# The Use of Virtual Reality in Training Parameters for a Mass Casualty Incident
## 6 Discussion  
In many professions, especially those in which an employee's mistake can lead to fatal consequences, professional simulators are already used for training, which make it possible to acquire, develop or update knowledge and practical skills in a safe environment. Thus, these professional simulators are used in the healthcare sector, as well as in the military, in air traffic control, and in emergency management training [39; 40; 41]. The use of virtual reality appears to be useful in the case of paramedics, especially in preparation for intervention in situations with low frequency of occurrence but high risk, for which standard training is usually insufficient. Using virtual reality applications, paramedics can not only practise the necessary skills, but can also receive feedback in relation to their performance, can repeat the intervention as needed, and all in a safe environment [42; 43]. The trained worker (paramedic) enters the virtual setting alone and must deal with a given situation, for example, a mass casualty situation. He/she solves the given situation, and the virtual environment reacts to his/her intervention. In the form of training, it gives him/her practical advice, while in the form of testing, it evaluates the handling of the situation. Trainers, of which there are a limited number, regularly visit Integrated Rescue System centres in a fixed schedule about once a year and conduct training for groups of Integrated Rescue System members in the number of 5-20 participants. In the case that a member of the Integrated Rescue System cannot attend (work duties, illness, etc. ), he/she goes to the training the following year or arranges for training at another centre. In the case of large-scale training, the administrative and financial aspect is very important, and such training faces several limitations, which were evident and named in the evaluation of the Rozvadov 2018 training. The programmed virtual setting credibly simulates the real situation in which a member of the integrated rescue system is trained. Information is transmitted using virtual reality goggles and controllers that act as hands to grasp objects. The simulation targets the Htc Vive Pro 2 Head Mounted Display. In this case, the authors have chosen a cutting-edge technology that is not mobile, and it is necessary to consider the increased purchase cost of not only the Head Mounted Display, but also a VR ready computer with a powerful graphics card. The reason the authors chose this approach is that, thanks to this chosen hardware, they can display, for example, very demanding particle effects such as blood spatter. Equally, they can represent, for example, challenging reflections etc. This makes the whole situation more believable and at the same time more nerve-provoking, a requirement that emerged from the initial stages of the action research conducted, when a weakness was revealed in the level of authenticity and immersion of the trainees. After the members of the integrated rescue system have been trained, training takes place in real situations for which the member of the integrated rescue system has been trained. They are then evaluated in terms of mastering the correct procedures, but also in terms of speed of response, which is very important in these situations. In each activity, the student should follow the rules and principles he/she already knows from previous studies. The prerequisites for successful mastery are (1) mastery of the METHANE method, (2) mastery of START and JumpSTART, and (3) mastery of basic procedures for securing persons with various injuries. These mentioned and discussed below starting points can be related and, in the end, influence the student's evaluation and thus his/her success in training.