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1.
Injury ; 49(1): 86-92, 2018 Jan.
Article in English | MEDLINE | ID: mdl-29042033

ABSTRACT

AIM: In modern warfare, almost 25% of combat-related deaths are considered preventable if life-saving interventions are performed. Therefore, Tactical Combat Casualty Care (TCCC) training for soldiers is a major challenge. In 2014, the French Military Medical Service supported the development of 3D-SC1®, a serious game designed for the French TCCC program, entitled Sauvetage au Combat de niveau 1 (SC1). Our study aimed to evaluate the impact on performance of additional training with 3D-SC1®. MATERIAL AND METHODS: The study assessed the performance of soldiers randomly assigned to one of two groups, before (measure 1) and after (measure 2) receiving additional training. This training involved either 3D-SC1® (Intervention group), or a DVD (Control group). The principal measure was the individual performance (on a 16-point scale), assessed by two investigators during a hands-on simulation. First, the mean performance score was compared between the two measures for Intervention and Control groups using a two-tailed paired t-test. Second, a multivariable linear regression was used to determine the difference in the impacts of 3D-SC1® and DVD training, and the order of presentation of the two scenarios, on the mean change from baseline in performance scores. RESULTS AND DISCUSSION: A total of 96 subjects were evaluated: seven could not be followed-up, while 50 were randomly allocated to the Intervention group, and 39 to the Control group. Between measure 1 and measure 2, the mean (SD) performance score increased from 9.9 (3.13) to 14.1 (1.23), and from 9.4 (2.97) to 12.5 (1.83), for the Intervention group and Control group, respectively (p<0.0001). The adjusted mean difference in performance scores between 3D-SC1® and DVD training was 1.1 (95% confidence interval -0.3, 2.5) (p=0.14). Overall, the study found that supplementing SC1 training with either 3D-SC1® or DVD improved performance, assessed by a hands-on simulation. However, our analysis did not find a statistically significant difference between the effects of these two training tools. 3D-SC1® could be an efficient and pedagogical tool to train soldiers in life-saving interventions. In the current context of terrorist threat, a specifically-adapted version of 3D-SC1®may be a cost-effective and engaging way to train a large civilian public.


Subject(s)
Emergency Medical Services/methods , Military Medicine/education , Military Personnel/education , Video Games , Wounds and Injuries/therapy , Female , Humans , Male , Models, Theoretical , User-Computer Interface , Warfare , Young Adult
2.
Work ; 41 Suppl 1: 737-44, 2012.
Article in English | MEDLINE | ID: mdl-22316809

ABSTRACT

It is widely recognised that ergonomists must contribute during needs analysis. However, few studies have investigated the specific contributions of ergonomists at this stage of the design process. In this study, this contribution is studied through the requirement document produced by the design team. For each requirement, the source (i.e. who formulated the requirement), justification (why the requirement is needed), type (functional, interaction, operational, physical, organizational), and scope (entire system or part thereof) were analysed. Results indicate that the various actors are complementary and work collectively to define the various dimensions of the system. With end-users, the ergonomist worked on the global aspects of the system: function, conditions of use and organizational dimension. Alone, he defined the global interaction of the system. The various functions derived from the global function were defined in collaboration with engineers. However, while engineers contributed to defining how these functions would work, as well as their technical conditions of use, the ergonomist focused on their purpose, and, with end-users, on their organizational aspects. Finally, results suggest that neither the ergonomist's specific knowledge in ergonomics, nor work analysis were sufficient to derive his requirements; both are mandatory.


Subject(s)
Computer Systems , Ergonomics , Needs Assessment , Community Participation , Engineering , Humans
3.
Work ; 41 Suppl 1: 3494-503, 2012.
Article in English | MEDLINE | ID: mdl-22317252

ABSTRACT

In the areas of design, especially in architectural design, collaboration has become an important challenge. The specialization of skills increase, work teams are more and more extensive and the geographic distance between them increases too. The economic and ecological stakes related to remote collaboration are an evidence. This context involves the need to support most efficiently possible remote working meetings. We present the Distributed Collaborative Digital Studio (DSDC), a tool designed to recreate, in distant situations, the context of copresence meetings. This shared environment is created in the "invisible computer" approach [11]. The idea is that the tool should disappear from user's consciousness. Indeed, creative design activities require some fluidity in their process. Therefore, any involuntary interruption created by the system can potentially brake creativity. In this perspective, we investigate specifically the "invisibility" of our environment. To do this, we propose a framework for the operationalization of the concept and a methodology to test the system invisibility. This methodology was applied through a case study consisting of a corpus of 12 hours of remote collaborative design sessions with the DSDC. We highlight the learning effects while using our system, conclude on its effectiveness and discuss our methodology.


Subject(s)
Computer Terminals , Computer-Aided Design/instrumentation , Cooperative Behavior , Remote Consultation , Creativity , Humans , Learning Curve , Videoconferencing
4.
Appl Ergon ; 37(6): 757-64, 2006 Nov.
Article in English | MEDLINE | ID: mdl-16442493

ABSTRACT

This paper reports on an ergonomic study carried out during the design of a cutting machine-tool for the composite material in carbody parts casting. During this design process, the users' needs were inferred by the designers on the basis of their own mental representations of the use of the new device. These representations of the users' needs, correct or false, play a decisive role in the choice of a solution. The aim of the study is to identify their particularity. Analyzing the design meetings, we have highlighted that users are considered either as subsystems or basic design principles or elements of an imagined scenario. We have shown that these representations are linked to the types of meetings held during the design process. Accordingly, a diversification of the types of meetings should be promoted by the project leader, so that designers extend their points of view of the operators.


Subject(s)
Ergonomics , Industry , Manufactured Materials , Needs Assessment , Cooperative Behavior , Equipment Design , Humans
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