18.3.1 Feature "vote" analysis ,
193 19 Experiments to assess the decision making system, 0198. ,
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127 12.2 3D multiplayer and real-time environment ,
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, It allows controlled manipulations of the decision context and controlled information available to the subjects. It is composed of an operating room (medical equipment, patient record, drugs.. . ) and avatars for the patient, the surgeon, the anesthetist and the nursing staff. It aims to train them on non-technical skills. They need to communicate, act, share information and make the most suitable decision with respect to the situation. The Chapter Group decision making system, The environment represents with great fidelity the structure and complexity of an operating room
Overview of the group decision making system ,
Choosing and triggering a debate ,
Graphical representation and available interactions, p.152 ,
Giving one ,
Arguing one ,
The final decision ,
, Example of decision making in an operating room
Monitoring the training activity ,
Overview of existing models ,
164 15.8 Buggy behavior: identifying errors and defining a predictable error as an outcome, A specific grammar to build complex objectives ,
How does it work ? ,
, , 2013.
Average rate per explosure of catastrophes and associated deaths in various industries and human activities ,
Fatal accidents and onboard fatalities by phase of flight ,
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, One of the first flight simulators in the world-1910-France, p.14
Training continuum: from virtuality to reality ,
, The World Health Organization-Surgical Safety Checklist, p.29
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Petri Nets allow to specify how many executions is possible. The Petri Net '1' indicaes that only one execution is possible. The Petri Net '2' indicates that three executions of the transaction A is possible. The number of execution of the transaction A in the last one is infinite ,
49 5.4 BPMN Diagram represents in a pool a process between the patient and the doctor's office [White2004]. The first lane contains the first participant's activity and the second lane contains the doctor's office activity, Europe 2045 is a multi-player turn-based game designed with Petri net models [Brom+2007], p.52 ,
Medium and communication with/in a virtual world, p.58 ,
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Station 4-The player can listen and read the character's speech ,
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Communication in a collaborative virtual world ,
, Clash Royale-Two players fight each others selecting their most powerful character's and deploy a strategy of battle, vol.63
Synthesis: analysis of communication features provided in different categories of environment ,
80 7.3 PICKIT: multi-surface environment for learning that support decision-making process, Hermes: distributed and asynchronous multi-user web-application that supports argumentative discourse among decision makers ,
82 7.5 Synthesis: Comparative analysis of features provided in group decision making environment, knowledge representation to scaffold and structure argumentation relative to a socioscientific problem ,
86 8.2 Humans framework [Carpentier+2013] uses ontology to represent a hierarchical structure of an individual activity. An acyclic graph is used to represent a possible causal chain of events that might lead to an accident, vol.87 ,
, The Swiss Cheese Model-Reason
106 10.4 A surgery being recorded in an operating room at the University Hospital of Toulouse ,
Parallel (+) or exclusive (×) gateways are also used to model plans that must be achieved in parallel or plans excluding one another. The example of this figure describes a sample activity used for demonstrating our methodology. The label of the actions can be found in the table of figure 11, The Business Process Modeling Notation enables the description of sequences of actions for several actors, p.111 ,
112 11.4 The raw list of objects and attributes collected from the actions can be reworked and re-factored to resemble the traditional UML class diagram. This way, the information is more clearly read and potential mistakes in the descriptions (typos, doubles, etc.) are more easily found and mended, Every action from the BP Diagram must be described in terms of changes of states of objects in the environment, p.113 ,
, Software objects in object-oriented programming are related to objects from the semantic environment. The attributes of these objects are related to visual cues whose graphical representation reflects the value of each attribute. This way, the semantic environment can be projected in the virtual world effortlessly, p.115
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118 11.8 A task is defined by setting values and conditions according to their template. Conditions are defined using a specific grammar ,
126 12.2 The virtual universe is represented in 2 dimensions. It provides basic communication system and contextual action system that allow users to experiment virtual teamwork ,
This 3D immersive virtual universe is based on multiple complex modules. A global architecture is structured around modules such as : game session management module, scenario management module, task management module, documentation module, communication manager module, p.128 ,
130 12.6 Second prototype: The virtual 3D universe contains communication system and contextual action system that allow users to experiment a socio-technical situation ,
An overview of the communication system ,
, By clicking on an interactive menu, the user can realize a specific task, p.136
, The virtual memory of a character contains information acquired, p.138
, Second prototype: the activty panel displays the current tasks of each character's.140 13.5 A billboard displays successively the pictures that makes an animation to make teammates rapidly understand the current task to the others, p.140
7 Clicking a document icon on the game screen's top bar displays a realistic depiction of the document. Documents are objects that can be interacted with (changing values, ticking boxes, etc.) and from which information can be collected by clicking on blue boxes, The chat panel displays the chat history, vol.140, p.13 ,
146 13.13The team members is allowed to ask and answer question. The character A chooses a question to ask in their virtual memory. The character A sends the question by dragging and dropping a bubble from their memory to the character B (1-2). A message informs the character A that their message has been sent correctly (3). The character B receives the question. A message informs the players A that the question has been memorized. Player B clicks to display the question (4-5). The character B answers the question with a generic answer or the correct piece of information that they know(5-5b), vol.143, p.13 ,
Each learner expresses their opinion by clicking on one answer and argues their opinion by placing pieces of information on the corresponding areas. Arguments available in the list at the bottom of the screen depend on what information is in their possession at the moment the vote is cast. ©3D Virtual Operating Room, p.157 ,
, The educational objectives can be represented in a tree-like structure where nodes represent objectives and leafs represent action or communication, p.167
173 16.2 The debriefing is composed of two steps. In the first step, students were individually asked what risks they think they manage during the game session. Then, the game engine displays a synchronized and share view of individual answers. Their individual point of view are represented and compared to the real team performance, The debriefing is composed of two steps. The second one provides an automatized and personalized factual analysis i.e. the game engine displays personalized feedback throw advices or recommendations regarding to the expected behaviors.Educational objectives and risks have been grouped by category ,
, The educational objectives can be represented in a tree-like structure where nodes represent objectives and leafs represent action or communication, p.181
While the learners are playing, the trainer (at the bottom right) supervises the game in real time and uses the supervisor's tools to take control of the session when necessary ,
Global activity grouped by features-session 1 ,
185 18.4 comparing global seeking activity between session 1 and session 2, p.186 ,
, Global activity during game grouped by character's role-session 1, p.186
Global activity during game grouped by character's role-session 2, Use of broadcasting, listening, vol.9 ,
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137 13.3 Actions are associated to information bubbles in order to help the player to inform the team about their work done, Action, information according to a question. Information: "Patient.identity". 137 13.2 Colours are associated to information bubbles in order to help the player during the retrieval process ,
139 13.6 Actions are associated to questions bubbles in order to foster the player to coordinate their work, A piece of information is interpreted differently depending on the context ,
Preselected pieces of information are associated to a vote in order to foster the player to argue and support their opinion ,
Element types necessary for defining an objective ,
Operators are defined to describe and combine objectives, p.164 ,
179 17.2 Scenario contains some anomalies to place team at risks of potentially wrong patient. The information illustrated in the figure is, Patient.identity', vol.180 ,
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