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EPICSAVE – A Multi-user Virtual Reality-Simulation   2.  Schild J, Lerner D, Misztal S, Luiz T (2018): EPICSAVE—En-
              for Paramedic Education                              hancing Vocational Training for Paramedics with Multi-user
              Th. Luiz, D. Lerner, J. Pranghofer, A. Franke, M. Herkersdorf,    Virtual Reality. In: IEEE SeGAH. [In press]
              K. Wegner, J. Schild, S. Misztal, B. Roth, L. Flock
                                                                 3D-SC1, a Serious Game for Forward Combat
              Introduction: Rare exposure to critical, complex, highly dy-
              namic emergencies, such as severe anaphylaxis, is a major chal-  Casualty Care Training of French Soldiers:
              lenge during vocational training. Widespread training methods   Development, Deployment and Assessment
              using low- or high-fidelity simulators or even standardized sim-  Soldiers: Development, Deployment and Assessment
                                                                                   1,2
                                                                                                     3
              ulation patients show considerable limitations in representing   Pierre Pasquier, MD, MSc ; Jérôme Planchon, MD ;    5
                                                                 Anthony Vacher, MD, PhD ; Alexandre Mignon, MD, PhD ;
                                                                                   4
              the dynamically fluctuating symptoms (e.g. cyanosis, rash, level   Stéphane Mérat, MD 6
              of consciousness, postural change) and vital signs. Immersive
              VR environments are learn-effective and cost-efficient solu-  1 Percy Military Teaching Hospital, Department of anesthesiology
              tions for creating simulations in a vast set of areas, especially   and intensive care, French Military Medical Service, Clamart, France
                                                                 École du Val-de-Grâce, French Military Medical Service Academy,
                                                                 2
              in emergency medicine. Furthermore, multi-user VR-environ-  French Military Medical Service, Paris, France
              ments enable social interaction through several multisensory   3 Bégin Military Teaching Hospital, Department of anesthesiology
              channels; they also support coordinated and cooperated ac-  and intensive care, French Military Medical Service, Saint-Mandé,
              tions and improve collaborative learning and team training.  France
                                                                 4 Action and Cognition in Operational Situations Department,
              Methods: EPICSAVE  (www.epicsave.de) is  a project funded
              by the German Ministry of Education and Research and the   Institut de Recherche Biomedicale des Armées, French Military
                                                                 Medical Service, Brétigny sur Orge, France
              European Union Social Funds (support file: 01PD15004). It   5 AP-HP, Pôle Anesthésie-Réanimation, Hôpital Cochin, Paris,
              involves an interdisciplinary consortium that incorporates   France
              expertise from all relevant disciplines, i.e., emergency medi-  6 Marie Lannelongue surgical centre, Department of
              cine, paramedic-training academies, media education, media   anaesthesiology, Le Plessis-Robinson, France
              design, and VR-technology.
                                                                 Background: The French Military Medical Service has stan-
              Project aims were:                                 dardized its military prehospital care policy in a ‘‘Sauvetage au
              1.  Development of a virtual reality-(VR)-simulation environ-  Combat’’ (SC) program (Forward Combat Casualty Care). A
                ment and                                         major part of the SC training program relies on simulations,
              2.  Implementation and evaluation  of the training system   which are challenging and costly when dealing with more than
                within two paramedic vocational training institutions.  80,000 soldiers. In 2014, the French Military Medical Service
                                                                                                ®
                                                                 decided to develop and deploy 3D-SC1 , a serious game in-
              In an iterative process, we developed an immersive, navigable,
              multi-user 3D VR emergency scenario with an integrated vir-  tended to train and assess soldiers managing the early steps
              tual patient (VP). The VP represents all common clinical symp-  of SC.
              toms of anaphylaxis—and many other cardiovascular and   Objective: The purpose of this paper is to describe the cre-
              pulmonary emergencies. The VR environment allows the train-  ation and production of 3D-SC1  as well its deployment and
                                                                                          ®
              ing of task-work skills, such as clinical and procedural reason-  assessment, based on a study aiming to evaluate the impact on
              ing, and of teamwork skills, which are necessary for effective   performance of additional training with 3D-SC1 .
                                                                                                      ®
              crisis resource management. The VR environment, in which the
              trainees interact via a head-mounted display and hand-control-  Methods: A 10 experts group, and the Paris Descartes Univer-
              lers, offers many interaction tools, such as the use of diagnostic   sity Medical Simulation Department spin-off, Medusims, co-
                                                                               ®
              (penlight, stethoscope, ECG, pulse oximetry, measurement of   produced 3D-SC1 . Medusims are virtual medical experiences
              blood pressure, temperature, and blood glucose) and therapeu-  using 3D real-time videogame technology designed for educa-
              tic equipment (e.g. oxygen insufflation, airway management,   tional purposes (training and assessment) to simulate medical
              defibrillation, i.v. and i.m. injection, pharmacotherapy). The   situations. These virtual situations have been created based on
              system allows spatial navigation through the emergency sce-  real cases and tested on mannequins by experts. Trainees are
              nario and verbal communication with trainees and trainer. A   asked to manage specific situations according to best practices
              tutoring system records all actions within the VR and supports   recommended by SC, and receive a score and a personalized
              trainers in the debriefing phase.                  feedback regarding their performance. Furthermore, a recent
                                                                 study assessed the performance of soldiers randomly assigned
              Results: In a formative evaluation of the prototype by 24 para-  to one of two groups, before (measure 1) and after (measure
              medic trainees, we could demonstrate a positive and sustained   2) receiving additional training. This training involved either
                                                                       ®
              learning experience that depends on a high presence experi-  3D-SC1  (Intervention group), or a DVD (Control group).
              ence, which in turn depends on an acceptable usability.  The principal measure was the individual performance (on
                                                                 a 16-point scale), assessed by two investigators during a
              Discussion: Usability in VR is an important issue as there are
              no standards, yet. We identified and solved several aspects in   hands-on simulation. First, the mean performance score
              our VR-prototype that caused “breaks in presence” and cog-  was compared between the two measures for Intervention
              nitive load (e.g., communication and navigation problems).   and Control groups using a two-tailed paired t-test. Second,
              Further studies should focus on long-term learning effects.  a  multivariable  linear  regression  was  used  to  determine  the
                                                                                             ®
                                                                 difference in the impacts of 3D-SC1  and DVD training, and
                                                                 the order of presentation of the two scenarios, on the mean
              References
              1.  Schild J, Misztal S, Roth B, et al. (2018): Applying Multi-user   change from baseline in performance scores.
                Virtual Reality to Collaborative Medical Training. In: IEEE
                VR 2018. [In press]

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