Background and Aim. This article aims to present FASim (First Aid Simulator), a 3D serious game for the first aid emergency. This game combines in a single framework the healthcare simulations with serious games and the functionalities of the multi agents systems (MAS). This work devoted to the basic steps in the development of our serious game FASim to learn the first aids and the signs of cardiac arrests which are the leading cause of premature death and the major cause of disability in the world. The practice of serious games in healthcare should be based on four main axes; firstly, the interaction between players is the key element of learning; secondly the adaptation of the game to the profiles of the players. So the game must be in relation with their abilities. Thirdly, the awareness and prevention are the important ingredients in healthcare to promoting the collective recognition of problems of giving the first step towards its resolution; finally, we need some intelligence to organize the first three axes to be able to make quick and accurate decisions. Results and Conclusion. The speed of intervention in the case of rapid cardiopulmonary resuscitation (CPR) increases the probability of survival after sudden cardiac arrest is still the key element to ensure success proven by QRISK method, which is a mathematical application to calculate the probability of having a heart attack. The number of staff must be very high preferences as a result we have created the collaboration to save the maximum life possible, and we implement an adaptive approach to improve the usability of the game. FASim focuses on the action of making quick and precise decisions, which must require a practical reasoning provided by the integration of the BDI (Belief Desire Intention) agent in the Non Players Character (NPCs). All our solutions are focus on the agent-based simulation, which is an excellent approach answer to all the criteria of medical emergencies.
In this work, we present a collision avoidance technique for a crowd robust navigation of individuals in evacuation which is a good example of a complex system. The proposed algorithm is inspired from the Reynolds model, with the addition of several individuals' behavioral criteria as well as a microscopic perception of the environment, which affects their travel speeds and emerging appeared phenomena. Our system is modeled by agent and tested by a Netlogo simulation, several modules such as A* planning, physical and psychological factors of agents have been programmed and successfully inserted into a 3D environment. Our application can be used as a framework to simulate real situations (evacuation of a stadium, a building...) in order to arrive at strategies to decision support of a complex system, which is a real problem in our daily life.
Background and Aim. This work aims to realize a serious game called “Medius” based on criteria of decision support to present a new mean of communication between the tutor and the autistic child in the form of a playful serious game, and in a purely educational frame. Two methods of communication and learning are involved in Medius: Picture Exchange Communication System “PECS” and Applied Behavior Analysis “ABA” to guarantee an effective apprenticeship for autistic children without taking into account their types of autism. This game is retroactive and will be adapted according to the individual levels of each player. Result. Thanks to the obtained information we were able to know the preferences, the habits and the characters of the autistic children involved in the experiment. Conclusion. This work is very useful for a targeted apprenticeship and personalized to each player ( autistic child) and also represents a mean of communication between the tutor and the autistic child seen the difficulty of the exchanges of the information and the communication which reign in the world of the children affected by the pervasive developmental disorders “PDD”.
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