Exploring medical cyberlearning for work at the human/technology frontier with the mixed-reality emotive virtual human system platform

This paper describes the Mixed-Reality Emotive Virtual Human System Platform — a machine for cyberlearning at the human/technology frontier. Our initial use case is for medical school students practicing patient interviewing in preparation for Objective Structured Clinical Exams (OSCEs). The work is deliberately focused on a futures environment where students can seamlessly enter a virtual learning experience and return to the face-to-face. For the context of our work, we define mixed reality as the ability to traverse real and synthetic learning experiences utilizing a variety of technologies such as augmented reality and virtual reality in a dynamic, emergent environment. Much of the work is based on the Emotive Virtual-Reality Patient research sponsored by the Southwestern Medical Foundation and exploration of the US Ignite ultra-high speed network, sponsored by the National Science Foundation. We use the US Ignite network to facilitate the development of virtual humans and the overall platform. We also explore evolving learning theory that supports the development of this knowledge system which blends real and synthetic roles of professors, mentors, and standardized patients in an emergent artificial intelligence and machine learning driven environment. Future applications of the model are also discussed.

[1]  Christian David Vazquez,et al.  Serendipitous Language Learning in Mixed Reality , 2017, CHI Extended Abstracts.

[2]  L. S. Vygotksy Mind in society: the development of higher psychological processes , 1978 .

[3]  James Birt,et al.  Toward future 'mixed reality' learning spaces for STEAM education , 2017 .

[4]  Suzanne Darrow,et al.  Connectivism Learning Theory: Instructional Tools for College Courses , 2009 .

[5]  J. B. Brooke,et al.  SUS: A 'Quick and Dirty' Usability Scale , 1996 .

[6]  Tamara Sumner,et al.  Organizing for Teacher Agency in Curricular Co-Design , 2016, Cultural-Historical Activity Theory Approaches to Design-Based Research.

[7]  Cees P M van der Vleuten,et al.  Strengths and Weaknesses of Simulated and Real Patients in the Teaching of Skills to Medical Students: A Review , 2008, Simulation in healthcare : journal of the Society for Simulation in Healthcare.

[8]  João Mattar Constructivism and Connectivism in Education Technology: Active, Situated, Authentic, Experiential, and Anchored Learning , 2018 .

[9]  M. Chi,et al.  The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes , 2014 .

[10]  Eleni Mangina,et al.  Future mixed reality educational spaces , 2016, 2016 Future Technologies Conference (FTC).

[11]  Y. Engeström,et al.  Activity theory and individual and social transformation. , 1999 .

[12]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[13]  George Siemens Connectivism: A Learning Theory for the Digital Age , 2004 .

[14]  Cynthia Breazeal,et al.  Exploring mixed reality robot gaming , 2010, TEI.

[15]  M. Haller Mixed Reality @ Education , 2005 .