Posts Tagged ‘virtual environment’


This environment was used to train the interview skills of border guards. It is reported that there was an increase in average marks from 58% to 86%.



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The game industry for some years have pointed the way towards more innovative and engaging teaching methodologies. It is clear that ‘engagement’ is something successful game designers know about. Before long, we will certainly see those elements injected in ‘serious’ education efforts. Are we anywhere close to having physicians, doctors, residents, nurses and other health care professionals learn using such tools? What are the barriers that are still currently in place that slow down adoption of these tools? Are the barriers really more technical than cultural? What do you think?


Review of the ‘game’ on amazon.com

Cure a cold, or amputate an arm, all without cracking open a bottle of pills or getting bloody. The latest in the Trauma Center series of games by Atlus, Trauma Center: Second Opinion lets you play the surgeon in an exciting medical drama simulation game. You’ll need to cure patients of

Your the doctor. Time to heal the sick! You might even save some lives. View larger.

Make life or death decisions. View larger.

Fix those broken bones. View larger.

There’s even hospital gossip. View larger.

everything from routine medical maladies to life-threatening designer viruses.

Game Storyline
Sure, we’ve all imagined what it would be like to become a doctor. Years of medical school, residency, and clinic duty eventually pay off in a rewarding position saving people’s lives. Or, you could skip all that and just put in a few hours after dinner. Trauma Center puts you in the position of having to make life or death choices at the operating table.

Heart surgery and tumor removal might look easy from the morphine end, but how do you think the doctor feels? Well, you’re going to find out! In Trauma Center, patients’ lives are in your hands. You’ll experience all the drama we’ve come to expect from the medical field. So go ahead, toss on some scrubs and step into the O.R.–it’s time to play doctor.

Trauma Center: Second Opinion, is a robust “Wii-make” of the game “Under the Knife,” and features a totally revamped medical toolkit that includes scalpels, forceps, defibrillator paddles, syringes, and more–all designed specifically for use with the Wii Remote.

Other game features include new graphics and animation, new and remixed musical themes, new surgical implements (including a defibrillator), and operation types, a second playable character with all-new missions, multiple difficulty modes for gamers of all skill levels, and a revised control system that takes full advantage of the revolutionary Wii Remote.

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Suprarealism is not a new term by any means. It very familiar to art aficionados. Suprarealism according to me encapsulates any large scale effort to move ‘art’ beyond imitation. In the same way, a suprarealist virtual environment would enable inter human interactions in a shared virtual world in ways that are beyond what we are already familiar with but that are still accessible to our cognitive abilities. Possible applications could include inhabitable 3d representations of web search results, multi-modal (graphics + sound) shareable data visualization of stockmarket data with avatars navigation thru them for collaborative data visualizations…such ideas have been knocking around for years and just waiting to find a good medium for resurgence. Other ideas: one could also experiment with geographically dispersed avatars..thus experimenting with distributed virtual presence, where agent embodiment is not  encapsulated within a single avatar but within a set of collaborative avatars in the same shared space for reasons that we are still to discover…This would be my fist iteration for a suprarealist virtual world where we will slowly abandon ‘imitations of real world interactions’ in a more purposeful way either to expand our consciousness, be more creative, or more efficient. It is essential to distinguish this movement from other less directed movements that are really interactive experiences trapped within technology constraints. For example, i would not consider text messaging as a suprarealist artefact even they embody the distributed presence idea for example.

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