Communication system and team situation awareness in a multiplayer real-time learning environment: application to a virtual operating room Catherine Pons Lelardeux, David Panzoli, Vincent Lubrano, Vincent Minville, Pierre Lagarrigue, Jean-Pierre Jessel - 2017


Support : Références scientifiques
Auteur(s) : Catherine Pons Lelardeux, David Panzoli, Vincent Lubrano, Vincent Minville, Pierre Lagarrigue, Jean-Pierre Jessel
Editeur : The Visual Computer April 2017, Volume 33, Issue 4, pp 489?515
Date : 2017
Langue : Langue



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.


Références (1) :

Catherine Lelardeux, Julian Alvarez, Thierry Montaut, Michel Galaup, Pierre Lagarrigue 
"Healthcare Games and the Metaphoric Approach"
In Sylvester Arnab, Ian Dunwell, Kurt Debattista, "Serious Games for Healthcare: Applications and Implications", pp.23-49, IGI Global, 2012.

Mots-clés : Digital collaborative environment, Team situation awareness, Communication, Information, Decision Making, Learning game, Virtual environment, Socio-technical system