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Communication system and team situation awareness in a multiplayer real-time learning environment: application to a virtual operating room

机译:多人实时学习环境中的通信系统和团队情况意识:应用于虚拟手术室

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Digital multi-player learning games are believed to represent an important step forward in risk management training, especially related to human factors, where they are trusted to improve the performance of a team of learners in reducing serious adverse events, near-misses and crashes in complex socio-technical systems. Team situation awareness is one of the critical factors that can lead the team to consider the situation with an erroneous mental representation. Then, inadequate decisions are likely to be made regarding the actual situation. This paper describes an innovative communication system designed to be used in digital learning games. The system aims at enabling the learners to share information and build a common representation of the situation to help them take appropriate actions, anticipate failures, identify, reduce or correct errors. This innovative system is neither based on voice-chat nor branching dialogues, but on the idea that pieces of information can be manipulated as tangible objects in a virtual environment. To that end, it provides a handful of graphic interactions allowing users to collect, memorize, exchange, listen and broadcast information, ask and answer questions, debate and vote. The communication system was experimented on a healthcare training context with students and their teacher. The training scenario is set in a virtual operating room and features latent critical events (wrong-patient or wrong-side surgery). Teams have to manage such a critical situation, detect anomalies hidden in the environment and share them to make the most suitable decision. Analyzing the results demonstrated the efficacy of the communication system as per the ability for the players to actually exchange information, build a common representation of the situation and make collaborative decisions accordingly. The communication system was considered user-friendly by the users and successfully exposed lifelike behaviors such as debate, conflict or irritation. More importantly, every matter or implicit disagreement was raised while playing the game and led to an argued discussion, although eventually the right decision was not always taken by the team. So, improving the gameplay should help theplayers to manage a conflict and to make them agree on the most suitable decision.
机译:人们认为数字多人学习游戏代表了风险管理培训的重要一步,尤其是与人为因素有关,他们被认为可以改善一组学习者在减少严重不良事件,未命中和崩溃方面的表现。复杂的社会技术系统。团队情境意识是导致团队以错误的心理表现来考虑情况的关键因素之一。然后,可能会针对实际情况做出不足的决定。本文介绍了一种设计用于数字学习游戏的创新通信系统。该系统旨在使学习者共享信息并建立情况的通用表示形式,以帮助他们采取适当的行动,预测失败,识别,减少或纠正错误。这个创新的系统既不是基于语音聊天也不是基于分支对话,而是基于这样的想法,即信息片段可以在虚拟环境中作为有形对象进行操作。为此,它提供了一些图形交互功能,允许用户收集,记忆,交换,收听和广播信息,提出和回答问题,辩论和投票。该通信系统是在学生和他们的老师的医疗培训背景下进行实验的。培训方案设置在虚拟手术室中,并具有潜在的严重事件(错误的患者或错误的手术)。团队必须处理这样的紧急情况,发现隐藏在环境中的异常并共享它们以做出最合适的决策。对结果的分析表明,根据玩家实际交换信息,建立情况的通用表示并据此做出协作决策的能力,通信系统的功效。用户认为该通信系统是用户友好的,并且成功地暴露了诸如辩论,冲突或刺激之类的逼真行为。更重要的是,尽管最终并不一定总是由团队做出正确的决定,但是在玩游戏时,每件事或内在的分歧都引起了争议,并引发了争论。因此,改善游戏玩法应该有助于玩家处理冲突,并使他们在最合适的决定上达成共识。

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