Student British Medical Journal gets the virtual worlds picture

The December Student BMJ has an excellent overview of the growing use of Second Life for medical simulation.

The collaborative and immersive meetings aspects are also covered and although the article is pitched at non-virtual world users, it provides a balanced summary of goings-on to date.

A big thanks to Mal Burns for the heads-up.

A better system? Teaching healthcare virtually

telemedicine

Rather than assessing their students through a paper-based examination, or even by having real, live people come in to pretend to be patients, it is starting to become more common to hear of healthcare educators asking their students instead to use computer applications and tools featuring digitally-created patients.

There are a myriad decisions that need to be made surrounding patient care. Students need to be able to wield a large amount of technical data, be able to think well on the fly, and be able to make quick yet considered decisions as healthcare professionals. These digitally-created, or virtual, patients can assist in building these skills.

Though virtual patients look just like the avatars that represent actual people in virtual worlds, the virtual patients usually have either an artificial intelligence (AI) or a scripted backend behind them. As opposed to an AI, the scripted backend cannot make decisions itself – instead , it follows a decision tree that has already been set before the student engages with it.

Medicine

Source 1, Source 2

MyCaseSpace is a Web-based application which presents virtual patients to students at irregular intervals throughout the span of their course. Virtual patients may contact the student at any time of the day or night, through their computer, and request a clinical consult. The virtual patients use avatars to communicate visually with students; the speech of the virtual patients can be accessed in 13 different languages. These patients use a scripted backend for their interactions, the design of which was based on video-game decision trees.

The application can easily be updated and altered to include virtual family members of the virtual patient to make demands upon the students.

Critical thinking skills used to be tested by setting examination papers; some people believe that the current set of students, being more digitally aware, will respond better to a digital presentation. Others are of the opinion that modern students have an expectation that they will continue to receive paper exams, and may have trouble with digital resources.

Though it has not been proven that this method of assessment results in either better or poorer results for the students, the professors and tutors find the system to be most beneficial for them. The application collects, stores, and processes data generated by the students’ assessments, cutting down on time and tedium, and increasing accuracy, for the marking individual.

Nurses

Source

“Nurse Island” has been set up inside Second Life by the Glasgow Caledonian University. Apart from the virtual representation of the university, built so that prospective students can learn to find their way around campus, the Nursing Skills Laboratory has been recreated and populated with virtual patients. These patients can be controlled either by an AI or by a tutor, and use text to speech synthesis rather than recorded voices.

The conversations held between patients and students are recorded, so that students can be debriefed later by a tutor. This facility will open early next year.

Paramedics

Source 1, Source 2

This Second Life project represents a partnership between St George’s, University of London and Kingston University.

Paramedic students will work in teams of three or four, and will encounter emergency scenarios in Second Life in which they will need to treat a virtual patients or patients. They will need to perform such tasks as checking the patient’s pulse, dressing wounds and administering drugs. They may also need to be able to use equipment that would typically be found in an ambulance, such as oxygen masks and electrocardiograms (ECG). After assessing and treating the patient, they must load the patient into the ambulance and set a GPS device to take them to the hospital.

On reaching the hospital, students then handover a set of patient notes to their tutor via email.

Emily Conradi, e-Projects Manager, says: “Paramedic students spend a lot of time in work placements, which can be based anywhere in the country, so it can be hard for the students to meet face-to-face with each other and with their tutors.”

CPR and emergency first aid

Source

The Italian Resuscitation Council (IRC) headquarters in Second Life (to teleport there, click here) has been set up as a place that people can be trained and re-trained, whether they be instructors, medical professionals or laypeople.

The IRC training simulations for instructors and medical people would include simulations to improve and test teamwork, leadership and technical skills. The simulations would also impart knowledge concerning CPR and other emergency training procedures.

Some of the information directed at laypeople includes cardiac arrest prevention knowledge and basic life support information.

In conclusion

Effectiveness of learning is not the only reason to use a virtual world or virtual patients. If learning is not less effective than by using other methods, and there are other benefits to the virtual alternatives, they may still be well worthwhile.

Linden Lab mainland advertising ban kicks in

Linden Lab have provided an update on their recent clamp down on mainland advertising in Second Life.

Now that we’re seeing less advertising, is it time for some social behaviour change? Would it hurt to have some positive health messages advertised around the grid? I’d love to hear your thought – what messages would you like to promote if widespread non-profit advertising were allowed?

World AIDS Day in Second Life

There’s another new health project in development in Second Life – Karuna. It’s The focus is ‘HIV / AIDS education, outreach and support’ and it’s scheduled for launch on December 1st, World AIDS Day.

Partners in the project include AIDS.gov and the University of North Carolina Center for AIDS research, Community Outreach, Dissemination, and Education Office (CFAR). A centrepiece of the initiative will be a Garden of Experience where those dealing with HIV/ AIDS will share their experiences via photos, video, music and poetry.

The agenda for the 1st December (in PST / SL time) is:

  • 10-10:10 – Story to Live By (Jenaia Morane)
  • 10:10-10:20 – AIDS/HIV Support & Experience (Ricken Flow)
  • 10:20-30 – Health in Second Life (Pathfinder Linden)
  • 10:30-10:40 – The HIV/AIDS Pandemic (Ellechim Fizzle)
  • 10:40-10:50 – Karuna: The Grant and the Vision (Carolina Keats )
  • 10:50-11:00 – Questions and Answers
  • 11:10–11:45 – Tours of Karuna
  • 11:45–1:00 – Lunch break
  • 1:00–3:00 – Story writing workshop and posting of stories
  • 5:00-5:15 – Closing Ceremony – Candle of Hope is lit
  • 6:00–8:00 – Dance with live DJ
  • 8:00–9:00 – Music: Live performance by Cylindrian Rutabaga
  • Complacency is one of the key challenges with HIV / AIDS education, particularly in the developed world. Projects like this will hopefully garner some significant mainstream media interest and heighten the awareness of the issue amongst ‘at-risk’ populations – which is pretty much the whole population.

    Find out more about Karuna here and we’ll post a SLURL when it’s available. Thanks to Mal Burns for the heads-up.

    Health – spread the word!

    http://slurl.com/secondlife/Wellness%20Island/141/42/25

    Delivering health messages to the general public is difficult at the best of times. It’s tough to capture the attention of people when talking about health – unless it’s their area of expertise, most people don’t want to be bothered thinking about their health any more than is strictly necessary. Those who are healthy often take that for granted; those with known health problems often don’t want to have to think about having additional problems. Preventative medicine has not achieved high penetration within public view, let alone getting people to take good care of existing illnesses.

    All this is true in the atomic world, where conventional means of education and advertisement have existed for decades. How daunting, then, is it to imagine trying to bring these messages to people through a new medium like digital environments? Even large companies with huge budgets and design teams have had difficulty conveying their messages to people through digital environments.

    A large part of the solution lies in a statement that far easier said than carried out: use digital environments to their advantage. Designers need to find ways of conveying their ideas to users in a way that is enhanced by the digital environment. There’s too many examples of stark buildings with uncertain purpose, and montages of bits and pieces of information that could be better displayed and searched through using web pages, in existing health installations in digital environments – this money could have been better spent elsewhere.

    One of the big advantages to digital environments is that information can be gathered by users interactively. A display that encourages an action to be carried by the user, and that engages the user, increases the likelihood that they will continue to peruse even static parts of your installation. Moderation is key – some interactivity in some displays is good, but too much can be overwhelming, and can detract from purpose. Also, there is nothing wrong with a bit of fun in health education, and a bit of interactivity can lend itself to the light-hearted, but again, there must be a point to it all, or you will quickly lose your audience.

    So I had a bit of a think about the type of interactive display that I, as an end user, might find both useful and engaging, and also that I, as a programmer and animator, might have some ability to construct. This is by no means intended to be an exhaustive list, or an indication of what I believe is most needed, it is intended to assist health care professionals and designers come up with their own notions as to what they might like to contribute to the building of their own installations.

    • A garden full of digital plants that closely resemble the atomic versions, in which each of the plants can be clicked on to elicit information about the properties of the plant. This could be used for dispensing information about herbal and traditional remedies, or could give information about the chemical compounds used in modern-day drugs that are sourced from plant matter.
    • A display about interactions between commonly prescribed and common over-the-counter drugs. Bottles or packs of the drugs could be on display, and when a user clicks on a bottle or pack a single dose is “consumed” by their avatar. The user can select two or more different drugs to take. Depending on the possible interactions, the avatar can be animated to demonstrate the effect, or simply given a notecard with information about their condition after taking the drugs.
    • The mock-up MRI. The user clicks on the apparatus to have their avatar lie down in place. As the bed moves, the user can rotate their camera view around to a screen displaying slices of a normal human body. As another possibility, give the option to display anomalous data and let the user attempt to find the anomaly, testing via a quiz if that seems interesting or useful.
    • The “brain storm” exhibit. A possibly artistic representation of the brain with depictions of electrical activity, allowing the user to select whether to view a demonstration of a normal, epileptic or fibromyalgic brain.
    • “Pin the bone on the skeleton” – see if users can put a missing bone back in place in a skeleton.
    • Avatars can be animated to walk as though they have a physical impairment, and users can attempt to guess what is causing that gait.
    • Self-assessment information. How to test yourself at home for a variety of health problems, potentially with demonstrations if applicable.
    • First aid classes. This requires the on-going support of an instructor to deliver the course material. This course could bring people into a health-related region, with more extensive static information available for after-class examination.
    • Release skins that avatars can wear with bones, or musculature, or arterial, venous or lymphatic systems textured onto them.
    • Bots with even a limited capacity for chat. As long as the bot’s abilities are cited up front, this can be a good way of dispensing pertinent user information without having an actual human being at the keyboard.
    • Fill a facility with animated bots so that the user ends up perusing a facility to find the bots and see what they are doing. Bot placement and activity might be suggestive of actual staffing levels at an atomic facility.
    • Health-based machinima. Use digital environments to create movies that would be overly costly or difficult to create in the atomic world, and then display them in-world.

    One further note on information distributed:

    It’s been my experience that the information available in health installations in digital worlds has either been insultingly simplistic (for example, the Second Life Main grid is for adults only, and I have seen plenty of information suited to a younger audience) or overly complicated and dense for members of the public. It would be nice to see more examples of grading of information, dispensed through a notecard system, in which the user can choose which grade to read at, and can choose to upgrade when their knowledge and understanding have increased.

    Health education for public consumption is tricky. Digital environments are a fantastic way of reaching new niche markets and consolidating new ones. However, the techniques used in the atomic world cannot be simply transported into the digital – keep those in the atomic, if they are working well there. Find the new things that the digital world can do for you and capitalize on those.

    ‘Rogues Gallery’ health event in Second Life

    There’s a small but growing group in Second Life called Healthcare Education. The group was founded by the University of Michigan’s Patricia Anderson (SL: Perplexity Peccable) and a seminar series has been organised for the 26th September at 7.00am SL time (Midnight on the 26th AET).

    The event will be held on Health EduIsland and the first speaker will be Pathfinder Linden, providing a brief introduction to health in Second Life, and asking what healthcare educators most want from Linden Labs.

    Patricia has supplied the itinerary:

    The format will be:
    – 7:00-7:30 – Pathfinder will talk for a half hour.
    – 7:30-8:30 – We’ll break into small groups, talk and party, and gather our thoughts for an hour. During this time the “Rogue’s Gallery” will be on display (also known as Who’s Who in SL Health Education). We also have display space available. DrDoug has volunteered to put something up to start, and we can rotate displays.
    – 8:30-9:00 – Pathfinder will come back and listen to whatever we’ve decided is most important to share with him. If you have personal observations to share, you may want to consider formalizing your thoughts in a notecard to drop in his inventory during the event.

    Remember, to receive inworld announcements, please join the group Healthcare Education. If you can’t find it in search, you can find it in my Profile listing of groups: Perplexity Peccable.

    Hope to see you all there!

    Stepping into Health Conference

    I ran across the following promo this week:

    “Stepping into Health” becomes Third in Popular “Stepping into Virtual Worlds” Series

    Using virtual worlds to promote health and healthcare is the topic of the next installment of the popular “Stepping into Virtual Worlds” conference series, to be offered October 7th, 2008 in Second Life. Hundreds of people have attended this series, which began with “Stepping into History” in June and continued with “Stepping into Literature” in August. The series is sponsored by Alliance Library System and LearningTimes.

    The day-long conference is open to the public, with more information available at http://www.steppingintovirtualworlds.org . It will take place entirely in the virtual world of Second Life.

    During this conference, participants will make virtual “field trips” to some of the best and most creative locations that are using virtual worlds to promote health. During these field trips, they will be able to speak with those responsible for creating the simulations, and have time to explore them on their own. Among the field trips for this conference are Healthinfo Island, a health education simulation where visitors can test their knowledge of strokes by walking through a giant artery and destroying clots by correctly answering questions, and ToxTown, a typical American town where potentially dangerous chemicals can easily be seen.

    In addition to the field trips, the conference includes:

    · Keynote presentations by Randy Hinrichs, founder of 2B3D and developer of the “Medipelago,” a group of health related simulations in Second Life; and Ramesh Ramloll, creator of Play2Train, a virtual world simulator used to prepare healthcare professionals and others for crisis situations

    · Table Talks on subjects such as “Healthcare Education and Advocacy in Virtual Worlds,” “Virtual World Health Librarianship” and “Using Virtual World for Training Medical Personnel.”

    · A panel discussion, allowing participants to question and interact with a variety of experts in the use of virtual worlds in health and healthcare.

    The cost for this day-long conference is $79, and participants may register for the conference at www.steppingintovirtualworlds.org

    One of Second Life’s main strengths is as a collaborative meeting / conference platform so it’ll be interesting to see the outcomes of this conference as far as getting the word out about the potential of virtual worlds for health professionals.

    Virtual Ability Island

    Virtual Ability is an island in Second Life devoted to individuals with disabilities or chronic health conditions.

    Initially funded by the USA’s National Library of Medicine, it now relies on individual contributions. It contains a number of discrete areas including training facilities for people with chronic health conditions. They even have their own orientation section which is well laid out and easy to follow.

    You can contact Carolina Keats or Eme Capalini in-world for more information.

    Check it out in-world.

    Call for chapter submissions: Serious Games

    If you’ve got an interest in writing on serious games, this may be your thing:

    CALL FOR CHAPTER PROPOSALS
    Proposal Submission Deadline: September 5, 2008
    Serious Game Design and Development: Technologies for
    Training and Learning
    A book edited by Dr. Janis Cannon-Bowers & Dr. Clint Bowers
    University of Central Florida

    Purpose and Goals of the Book
    The use of gaming approaches for more serious purposes is not a new
    phenomenon. Teachers have used board games, memory games, and others in
    classrooms for decades. However, the advent of video gaming
    technologies created a host of opportunities for people to use the
    immersive, interactive, environments provided by such technology to
    deliver pedagogical content in a simulated environment that is thought
    to engender deeper learning in a more entertaining environment.

    The use of video games for serious purposes was largely fostered by the
    US military, which saw the low-fidelity simulation abilities of these
    platforms as a low-cost way to deliver training. Buoyed by successes in
    this market, developers have expanded their activities to a whole range
    of serious applications, including K-12 education, advertising, and
    social change, to name a few. The increasing use of these games has now
    drawn the interest of various disciplines within the scientific
    community, who seek to understand the nature of effective games and to
    provide guidance for how best to harness the power of gaming technology
    to successfully accomplish the more serious goal.

    At this point, several serious games have been fielded, with varying
    levels of success. Many of these games have not been formally
    evaluated, while others have been, but the results have not been
    published. Conversely, scientists are beginning to report results about
    effective game elements, but there is not a clear conduit to get these
    results to the developers who could most use them.

    Our goal, therefore, is to create a volume that seeks to “bridge the
    gap” between development and science. Specifically, we will approach
    leaders in the game development community to share their successes and
    the area where they could benefit from scientific guidance. Similarly,
    we will invite prominent scientists to describe their current findings
    and to provide their input on the future of the field.

    Recommended topics include, but are not limited to, the following:
    Serious Games in K-12 Education
    Serious Games in Postsecondary Education
    Serious Games in Business and Industry
    Serious Games in Training
    Serious Games and Health
    Serious Games as Social Tools
    Research in Serious Games
    Serious Games in the Military
    Serious Games and Communication

    Submission Procedure
    Researchers and practitioners are invited to submit on or before
    September 30, 2008 , a 2-3 page chapter proposal clearly explaining the
    mission and concerns of his or her proposed chapter. Authors of accepted
    proposals will be notified by November 30, 2008 about the status of
    their proposals and sent chapter guidelines. Full chapters are expected
    to be submitted by February 1, 2009. All submitted chapters will be
    reviewed on a double-blind review basis. This book is scheduled to be
    published by IGI Global (formerly Idea Group Inc.), publisher of the
    “Information Science Reference” (formerly Idea Group Reference)
    and “Medical Information Science Reference” imprints. For additional
    information regarding the publisher, please visit www.igi-global.com.

    Inquiries and submissions can be forwarded electronically (Word
    document or pdf) to:
    Dr. Clint Bowers
    Department of Psychology
    University of Central Florida
    Orlando, FL 32801

    sgbook@me.com

    Obesity Research at University of Houston

    I came across a press release from the University of Houston about a health challenge being run entirely in Second Life. If you’re interested in earning some Linden dollars and learning something at the same time, sign up in-world.

    I had a quick look around and it’s an interesting set up. The full details:

    International Health Challenge seeks participants for obesity prevention research
    The University of Houston department of health and human performance is launching an international effort to recruit 500 participants for a study promoting healthy dietary habits and physical activity. The study will take place entirely in the virtual world of Second Life (SL).

    The project is part of the UH Texas Obesity Research Center’s (TORC) International Health Challenge, and offers an enjoyable way for participants to learn about preventing and treating obesity through education, skills training and outreach.

    “This is an excellent opportunity to learn and practice these new behaviors in a virtual environment and in real life,” said Rebecca Lee, associate professor and director of TORC. “It’s also a great place to meet other avatars and share information and experiences.”

    The TORC International Health Challenge in Second Life will provide opportunities for avatars to earn Lindens—the currency of Second Life—for walking on treadmills, riding bikes and trying new fruits and vegetables in Second Life. Participants compete to earn “Challenge Points” for their healthy behaviors. The country team that earns the most Challenge Points will win the International Health Challenge. Materials will be available in English, French and Spanish.

    TORC was an awardee of the University of Southern California-Annenberg School for Communication’s Network Culture Project: Second Life and the Public Good Community Challenge. TORC will develop space in Second Life, create games and interactive learning opportunities and reward avatars when they join the International Health Challenge and participate in health behaviors in Second Life.

    “We hope to develop multi-national collaborations in SL to increase awareness, knowledge, skills and support for healthy living,” Lee said. “Reducing obesity is an international priority, and SL provides a portal to an international community.” Lee has conducted extensive research on the subject of obesity, in particular the neighborhood factors that may lead to obesity, such as availability and quality of fresh produce, and the quality and quantity of physical activity resources available in neighborhoods.

    If you’re going to join on of the country groups, we’d love to hear from you.

    Check it out in-world.