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

Pons Lelardeux, Cathy and Panzoli, David and Lubrano, Vincent and Minville, Vincent and Jessel, Jean-Pierre and Lagarrigue, Pierre Communication system and team situation awareness in a multiplayer real-time learning environment: application to a virtual operating room. (2017) The Visual Computer, 33 (4). 489-515. ISSN 0178-2789

(Document in English)

PDF (Author's version) - Requires a PDF viewer such as GSview, Xpdf or Adobe Acrobat Reader

Official URL: https://doi.org/10.1007/s00371-016-1280-6


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.

Item Type:Article
Additional Information:Thanks to Springer editor. The original PDF can be found at The Visual Computer (ISSN: 0178-2789) website : https://link.springer.com/article/10.1007%2Fs00371-016-1280-6
HAL Id:hal-01972653
Audience (journal):International peer-reviewed journal
Uncontrolled Keywords:
Institution:French research institutions > Centre National de la Recherche Scientifique - CNRS (FRANCE)
Université de Toulouse > Institut National Polytechnique de Toulouse - Toulouse INP (FRANCE)
French research institutions > Institut National de la Santé et de la Recherche Médicale - INSERM (FRANCE)
Université de Toulouse > Université Toulouse III - Paul Sabatier - UT3 (FRANCE)
Université de Toulouse > Université Toulouse - Jean Jaurès - UT2J (FRANCE)
Université de Toulouse > Université Toulouse 1 Capitole - UT1 (FRANCE)
Université de Toulouse > Institut National Universitaire Champollion - INU (FRANCE)
Other partners > Centre Hospitalier Universitaire de Toulouse - CHU Toulouse (FRANCE)
Laboratory name:
French National Funding : Bpifrance Financement
Deposited On:27 Apr 2018 11:10

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