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BACKGROUND Computerbased virtual pa2ents have been used since the 1990’s in pharmacy educa2on for teaching and assessment of clinical and communica2on skills. Although far from widespread, they allow students’ engagement in true tolife situa2ons in a safe environment. Development of computerbased virtual pa>ents for training and assessment of selfmedica>on consulta>on skills in pharmacy students M. P. Guerreiro * 1, 2 , A. M. Cavaco 3 , A. P. Cláudio 4 , M. B. Carmo 4 , V. Pinto 4 1 CiiEM, ISCSEM, Monte da Caparica, 2 ESEL, Lisboa, 3 Faculty of Pharmacy & iMed.ULisboa, 4 Faculty of Sciences, BioISI– Biosystems & Integra2ve Sciences Ins2tute, University of Lisboa, Lisboa, Portugal [email protected] | [email protected] | [email protected] | [email protected] | [email protected] Acknowledgements We thank the financial support given by: FUTURE WORK Improving the applica2on (e.g. improve VHs and lip sync, adding new self medica2on scenarios) Determining the effect of this applica2on on students’ knowledge, a\tude and skills. Widening the use of this applica2on to other users, such as pharmacists. h]p://www.di.fc.ul.pt/~apc/VirtualPharmacy/ PROGRAMME DESCRIPTION A prototype of an interac2ve applica2on with virtual humans (VHs) was developed with the aid of Unity3D, a so‘ware tool for videogames. Firstly, users must select a selfmedica2on scenario from a storyboard; then, one VH must be chosen from four characters (both genders and two different age groups), as depicted in Figure 1. The VH is depicted in a community pharmacy environment and has natural body movements, obtained by mo2on capture (Figure 2). Users, playing the role of a pharmacist, communicate with the VH by choosing textual op2ons in the applica2on interface (Fig. 2). Each set of three op2ons involves ques2ons on pa2ent assessment, or alterna2vely, recommenda2ons in the form of informa2on provision, pa2ent referral or others. Op2ons are scored according to their level of correctness; the goal is to obtain the highest score. The VH communicates verbally, by a synthe2c voice synchronised with lips movement, and nonverbally, by emula2ng facial expressions discontent, sa2sfac2on or neutral feelings as a response to the op2ons chosen by the user (Figure 3) . When the consulta2on is completed, users receive feedback on their overall score and on their test score in different consulta2on stages (e.g. pa2ent assessment and counselling), as shown in Figure 4. The applica2on stores tests scores for each user, enabling data analysis and progress monitoring over 2me. Figure 1 Figure 2 Figure 3 OBJECTIVE To develop computerbased virtual humans for training and assessment of selfmedica2on consulta2on skills in pharmacy students. CONCLUSION We were able to simulate realis2c selfmedica2on scenarios for training and assessment purposes using VHs. Prototype evalua2on with experts has been concluded; the applica2on has been refined in light of the feedback received. We are currently tes2ng the prototype with pharmacy students. Figure 4

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Page 1: Developmentofcomputerbasedvirtualpaentsfortrainingandassessment+ …€¦ · BACKGROUND+ • Computer)based.virtual.paents.have.been.used.since.the.1990’s.in. pharmacy.educaon.for.teaching.and.assessmentof.clinical.and

BACKGROUND  •  Computer-­‐based  virtual  pa2ents  have  been  used  since  the  1990’s  in  

pharmacy  educa2on  for  teaching  and  assessment  of  clinical  and  communica2on  skills.    

•  Although  far  from  widespread,  they  allow  students’  engagement  in  true-­‐to-­‐life  situa2ons  in  a  safe  environment.    

Development  of  computer-­‐based  virtual  pa>ents  for  training  and  assessment  of  self-­‐medica>on  consulta>on  skills  in  pharmacy  students  

 M.  P.  Guerreiro*  1,  2,  A.  M.  Cavaco3,  A.  P.  Cláudio4,  M.  B.  Carmo4,  V.  Pinto4  

 1CiiEM,  ISCSEM,  Monte  da  Caparica,  2ESEL,  Lisboa,  3Faculty  of  Pharmacy  &  iMed.ULisboa,  4Faculty  of  Sciences,  BioISI–  Biosystems  &  

Integra2ve  Sciences  Ins2tute,  University  of  Lisboa,  Lisboa,  Portugal  

[email protected] | [email protected] | [email protected] | [email protected] | [email protected]

Acknowledgements  We  thank  the  financial  support  given  by:  

FUTURE  WORK  •  Improving  the  applica2on  (e.g.  improve  VHs  and  lip  sync,  adding  new  self-­‐medica2on  scenarios)  

•  Determining  the  effect  of  this  applica2on  on  students’  knowledge,  a\tude  and  skills.    

•  Widening  the  use  of  this  applica2on  to  other  users,  such  as  pharmacists.    

h]p://www.di.fc.ul.pt/~apc/VirtualPharmacy/  

PROGRAMME  DESCRIPTION  •  A  prototype  of  an  interac2ve  applica2on  with  virtual  humans  (VHs)  was  

developed  with  the  aid  of  Unity3D,  a  so`ware  tool  for  videogames.    •  Firstly,  users  must  select  a  self-­‐medica2on  scenario  from  a  storyboard;  

then,  one  VH  must  be  chosen  from  four  characters  (both  genders  and  two  different  age  groups),  as  depicted  in  Figure  1.    

•  The  VH  is  depicted  in  a  community  pharmacy  environment  and  has  natural  body  movements,  obtained  by  mo2on  capture  (Figure  2).  Users,  playing  the  role  of  a  pharmacist,  communicate  with  the  VH  by  choosing  textual  op2ons  in  the  applica2on  interface  (Fig.  2).  Each  set  of  three  op2ons  involves  ques2ons  on  pa2ent  assessment,  or  alterna2vely,  recommenda2ons  in  the  form  of  informa2on  provision,  pa2ent  referral  or  others.  Op2ons  are  scored  according  to  their  level  of  correctness;  the  goal  is  to  obtain  the  highest  score.    

•  The  VH  communicates  verbally,  by  a  synthe2c  voice  synchronised  with  lips  movement,  and  non-­‐verbally,  by  emula2ng  facial  expressions  -­‐  discontent,  sa2sfac2on  or  neutral  feelings  -­‐  as  a  response  to  the  op2ons  chosen  by  the  user  (Figure  3)  .    

•  When  the  consulta2on  is  completed,  users  receive  feedback  on  their  overall  score  and  on  their  test  score  in  different  consulta2on  stages  (e.g.  pa2ent  assessment  and  counselling),  as  shown  in  Figure  4.  The  applica2on  stores  tests  scores  for  each  user,  enabling  data  analysis  and  progress  monitoring  over  2me.  

Figure  1  

Figure  2  

Figure  3  

OBJECTIVE  •  To  develop  computer-­‐based  virtual  humans  for  training  and  assessment  of  

self-­‐medica2on  consulta2on  skills  in  pharmacy  students.  

CONCLUSION  •  We  were   able   to   simulate   realis2c   self-­‐medica2on   scenarios   for   training  

and  assessment  purposes  using  VHs.    •  Prototype  evalua2on  with  experts  has  been  concluded;  the  applica2on  has  

been  refined  in  light  of  the  feedback  received.  •  We  are  currently  tes2ng  the  prototype  with  pharmacy  students.  

Figure  4