SBIR Phase I: Serious Gaming Platform for Mastering the Physician-Patient Diagnostic Interview
SBIR Phase I: Serious Gaming Platform for Mastering the Physician-Patient Diagnostic Interview
批准号:
1046589
负责人:
David Baker
金额:
$14.93万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2011
资助国家:
美国
项目状态:
已结题
起止时间:
2011-01-01 至 2011-06-30
中文摘要
这个小企业创新研究(SBIR)第一阶段项目的目的是实施一个新的战略,教医学生与病人互动和关系。目前的教学方法对教师和学生来说都是劳动密集型的,并且局限于固定的环境。该项目团队将开发一个严肃的游戏软件平台,通过模拟患者的反应(信任程度,话题舒适度和紧迫感),通过使用?聪明又有感情的化身(虚拟患者)通过人工智能(AI)和动态视频表示。该软件平台用动态对话的主动体验取代了基于对话树的角色交互的被动体验。该培训平台将具有虚拟现实元素(交互式,沉浸式和体验式),并能够支持虚拟患者库。这项创新将使应用程序通过实现与智能虚拟角色的情感依恋和联系感,为用户提供新的情感体验水平,能够基于涉及信任程度,话题舒适度和紧迫感的概念进行动态对话和情感响应。该产品将使学生能够实践和学习在自己的电脑上自己的时间表内?学习环境?这是非常丰富和现实的。这个项目更广泛的影响/商业潜力将改变医学生在医学院环境中的学习方式。 医学院的教学方法是昂贵的,教师和学生的劳动密集型,并限于固定的设置。该项目团队将开发一个严肃的游戏软件平台,该平台依赖于人工智能,并利用虚拟现实的交互式,沉浸式和体验式元素,使视频游戏如此成功。他们将把这些元素应用到严肃的游戏中,创造一种教学技术,教医学生与病人互动。学生将通过输入基于键盘的对话框或使用语音识别技术与虚拟患者进行交互。该产品将使学生能够按照自己的时间表在自己的计算机上练习和学习。基于对话树的角色交互的基本被动体验被动态对话的主动体验所取代。这项技术旨在解决目前昂贵的医学院教学方法所带来的问题,这些方法对教师和学生来说都是劳动密集型的。该技术将提供比传统的在线和教室教学材料,如视频演示,PowerPoint和平面书面格式的进步。从长远来看,这种完全可扩展的技术有可能从根本上丰富医学院教学的教育环境,并产生相应的巨大商业盈利能力和社会影响。
英文摘要
This Small Business Innovation Research (SBIR) Phase I project aims to implement a new strategy for teaching medical students to interact with and relate to patients. Present teaching methods are labor intensive for instructors and students and limited to fixed settings. The project team will develop a serious gaming software platform that captures the human element by simulating patient responses (level of trust, topic comfort, and sense of urgency) through the use of ?intelligent, emoting avatars? (virtual patients) represented through artificial intelligence (AI) and dynamic video. The software platform replaces the passive experience of dialog tree based character interaction with the active experience of dynamic conversation. The training platform will have elements of virtual reality (interactive, immersive, and experiential) and be capable of supporting libraries of virtual patients. The innovation will enable applications to provide a new level of emotional experience for the users by achieving an emotional attachment and sense of bonding with intelligent virtual characters, capable of dynamic conversation and emotional responses based on concepts involving level of trust, topic comfort, and sense of urgency. The product will enable the student to practice and learn at their own computer on their own schedule within a ?learning environment? that is extraordinarily rich and realistic.The broader impact/commercial potential of this project will change the way medical students learn in the medical school environment. Medical school teaching methods are costly, labor intensive for instructors and students and limited to fixed settings. The project team will develop a serious gaming software platform that relies on artificial intelligence and makes use of the interactive, immersive, and experiential elements of virtual reality that have made video games so successful. They will adapt these elements to serious gaming to create an instructional technology to teach medical students to interact with and relate to patients. The student will interact with a virtual patient by entering keyboard based dialog or by using speech recognition technology. The product will enable the student to practice and learn at their own computer on their own schedule. The essentially passive experience of dialog tree based character interaction is replaced with the active experience of dynamic conversation. This technology is intended to address the problems posed by present expensive medical school teaching methods which are labor intensive for instructors and students. The technology will offer advances over traditional on-line and class-room instruction materials such as video presentations, PowerPoint and flat written formats. Over the long term, this entirely scalable technology has the potential to fundamentally enrich the educational environment for medical school teaching with a correspondingly enormous commercial profitability and societal impact.
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