We have compiled a list of frequently asked questions regarding Virtual Life Support. If you cannot find the information you’re looking for in the FAQ, feel free to submit a support request.


The unassisted training scenario in Virtual Life Support takes approximately 10 minutes to complete.

No, VLS has been designed for use without any prior experience with virtual reality. The use of hand tracking means trainees do not have to familiarize themselves with controller layouts, and instead perform actions using the same motions they would in the physical world.

Depending on the platform, some instruction may be required for the trainer to set up devices. We provide detailed guides on how the headsets can be prepared for a seamless experience for the trainees.

Most VR headsets are designed for ages 13 and up, including the Meta Quest 2. We have tested Virtual Life Support with a wide variety of ages and find that most age groups are able to complete the training. An evaluation version is available if you wish to test VLS for a specific group.

Please contact us if you want to evaluate Virtual Life Support.

Please contact us if you want to deploy Virtual Life Support at an event.

Definitely not. Virtual Life Support has been developed for many use cases, one of them being able to train as often as you want, where you want. Which of course implies individual use without supervising.

Note that HMD vendors and/or vendors of a software platform used for deployment of VLS may impose restrictions on unsupervised use.

Yes. Our team has extensive experience designing VR experiences for a wide audience, including those sensitive to motion sickness or simulator sickness.

Virtual Life Support does not contain any artificial motion (a common trigger for motion sickness), and most of the training is performed kneeling down in a stable position. We also ensure the VR headset is able to run at the lowest latency possible to maximize comfort.

No. Virtual Life Support uses hand tracking which means you control VLS with your hands. You may need your controllers to start VLS depending on the deployment platform you use. In particular ArborXR Home does not yet support hand tracking.

Yes. Virtual Life Support uses hand-tracking and tracks both hands so it does not matter which hand you use.

You can contact us through our support form where you can suggest your ideas for improvement.


Virtual Life Support tracks various metrics throughout the training. All of that data is used to calculate and display a number of key indicators:

  • Rate: this is the median frequency of your compressions, measured in compressions per minute.
  • Depth: this is the median depth of your compressions, measured in centimeters or inches.
  • Compressions between breaths: the median number of compressions per set, i.e. between giving breaths. The ideal number of compressions between rescue breaths is 30.
  • Hands-off time: the median time between sets that the user is not giving compressions, i.e. time spent on giving breaths, applying shock, etc. Lower is better, but between 5 and 10 seconds is reasonable when giving rescue breaths.
  • CCF (Chest Compression Fraction): the fraction of time during the rescue during which CPR was provided. Virtual Life Support starts measuring this time as soon as the victim has been deemed unresponsive and not breathing. Generally, a CCF of 60% or higher is considered reasonable, and a CCF of 80% is ideal.

These metrics are available as a total, calculated over the complete simulation. It is however also possible to expand the scores to show the same score calculated per set of compressions.

To determine the final score, Virtual Life Support calculates an internal score for depth, rate, and CCF. These scores are then combined into an overall score from 0 to 100. The key to getting a good score is to start compressions as soon as possible, and to minimize pauses between compressions. From there, improving the quality of compressions (depth and rate) can boost your score even further.

The formula for the overall score is: 25% + 35% * CCF score + (15% * rate score + 25% * depth score) * CCF score

The individual scores are calculated as follows:

  • Depth score is 100% when the average depth is within the range of 5cm to 7 cm. An average between 3.5cm and 5 cm or between 7cm and 10cm gets a percentage assigned between 0% and 100%, depending on how close it is to the 100% range. This is calculated linearly.
  • Rate score is 100% when the average rate is between 100cpm and 120cpm. An average rate between 85cpm and 100cpm or between 120 and 135cpm gets a percentage assigned between 0% and 100%, depending on how close it is to the 100% range. This is calculated linearly.
  • CCF score is between 0% and 50% when the CCF itself is between 30% and 50%, between 50% and 90% when the CCF is between 50% and 70%, and between 90% and 100% when the CCF is between 70% and 90%.

Example scores:

RateDepthCCFFinal score
105 cpm5.5 cm80%96%
105 cpm5.5 cm60%78%
105 cpm5.5 cm40%44%
90 cpm5.5 cm60%71%
90 cpm4.0 cm60%59%
125 cpm5.5 cm60%74%

VLS is currently available in English and Dutch. Please contact us if you require another language for your deployment.

Please contact us if you want to integrate Virtual Life Support with a specific LMS (Learning Management System).

At the moment you can train only in one environment, an alley in a city. We intend to add other environments in future versions. If you have a requirements for a specific environment to be supported in Virtual Life Support, please contact us so we can discuss your needs.

FAQ - Alley


VLS is currently available for Meta Quest 2 and Quest Pro. We intend to support other HMD’s in the future. If you require VLS to be available on other hardware, please contact us so we can discuss your needs.

No, we do not believe we can offer a high quality VR training on smartphones.

Our team has previously developed experiences for simple VR headsets that require you to insert your phone, but these do not offer the fidelity and features required for Virtual Life Support.

If you do want to experience using an AED on a smartphone please checkout ZOLL’s Virtual Rescue apps, also developed by VR Lab, that are available in the Google Play Store and Apple App Store.


In our experience, a Meta Quest 2 running VLS lasts around 2 hours on a single charge.

You can use an external tethered battery pack to keep the headset at a constant charge. If this is your preferred option, please make sure that it is comfortable to wear the battery pack and it does not get in the way of your movements, specifically when performing compressions. Instead, we prefer having pairs of headsets to alternate between charging and being in use.

We recommend using a manikin with a realistic chest height, to better reflect the virtual victim in the training. We currently provide presets for the Laerdal Little Anne, but you can use any manikin with Virtual Life Support. The setup process includes a step to specify the chest height of your model, so the virtual victim’s chest lines up perfectly with your manikin.


You can attach the manikin to the floor using (velcro) tape for example. Or alternative use a anti-slip mat underneath your manikin. We use a Laerdal Little Anne and have attached the manikin to its carrying bag with velcro tape.

FAQ - manikin with velcro tape

Floor level is calibrated in the headsets guardian system. It is extremely important that this is done right. Together with the manikin height this determines whether compression depth can be accurately measured and calculated. For Meta Quest 2 you can find detailed information here for setting up the guardian.