Abstract
In this chapter, we describe the methodology we have engineered during the design process of the collaborative and immersive learning game 3D Virtual Operating Room. The game targets an audience of practitioners involved in the operating room and the training consists in virtually re-enacting typical perioperative activities so as to learn or improve skills related to patient safety. The challenges faced in this project include multiplayer collaboration in a shared, interactive and dynamically evolving virtual environment, and modelling educational scenarios on the basis of actual observations inside the operating room. The model we detail is grounded on a semantic definition of the environment which allowed for three innovative features. A game-mediated communication system where information pertaining to the game is exchanged in real time by the players. AI-controlled characters replacing missing players as fully equal partners. And, the ability for the game to provide feedback in real time or during a debriefing on the team’s performance against predefined pedagogical objectives.
Keywords
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Acknowledgements
3DVOR is supported by the 12th innovation cluster French funding scheme “Fonds Unique Interministériel” (FUI). 3DVOR is a collaborative research project between KTM Advance, Novamotion, the University of Toulouse, Toulouse Hospital and the University JF Champollion. The steering committee of 3DVOR is composed of Pr. Pierre Lagarrigue, M.D. Ph.D. Vincent Lubrano, M.D. Ph.D. Vincent Minville and Catherine Pons-Lelardeux. The scenarios used in the game were designed by Thomas Rodsphon and Vincent Lubrano from Toulouse University Hospital. The experiment described in this chapter has been conducted under the supervision of Christiane Paban, Hoang-Minh Truong and Amélie Lafitte. The authors are also grateful to the designers and programmers who have contributed to the game: Cyrielle Guimbal, Jules de Guglielmi and Romain Régis.
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Panzoli, D., Lelardeux, C.P., Galaup, M., Lagarrigue, P., Minville, V., Lubrano, V. (2017). Interaction and Communication in an Immersive Learning Game: The Challenges of Modelling Real-Time Collaboration in a Virtual Operating Room. In: Ma, M., Oikonomou, A. (eds) Serious Games and Edutainment Applications . Springer, Cham. https://doi.org/10.1007/978-3-319-51645-5_7
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